Reviews from

in the past


Play Unity version instead. They call it "buggerfall" for a reason

You know my review for Arena? Well, that x2. I have to admit, the map is kind of incredible, though.

This review contains spoilers

the centaurs make me hard

Daggerfall sem duvidas é um jogo extremamente superior ao Arena, mas não quer dizer que é ótimo, é divertido, as mecânicas das dungeons, loot, as armas, a exploração do mapa ENORME, o jogo é repleto de mecânicas, só que muitas não são boas. O combate é estranho, a possibilidade de acertar um inimigo ou não é aleatória, dungeons são meio confusas e grandes demais, as quests são confusas, o jogo da leves travadas, um dia eu ainda jogo a versão Unity que dizem ser melhor, ate então, uma vez ou outra eu volto pra jogar um pouco de Daggerfall.

Mas se você gosta de um bom e velho RPG RAIZ, eu te recomendo a versão da Unity, Daggerfall é extremamente fiel ao um RPG de mesa.

Played Daggerfall only recently, this RPG is definitely greater-than-life, with the obvious downside of being a little randomized at times. There's no doubt that the game is fully-fledged, it feels complete and can be played for hours, the quantity of content is perpetual. There is however still a lack of creative direction resulting from the scale of the game. Daggerfall is an early sandbox game, a trademark of Bethesda's RPG, with all of its flaws and fruitions.


Only game I've ever played where you can physically feel the game shaking under the weight of its own ambition. It will crash, you'll fall through the floor, half the mechanics don't work, elevators keep moving while you're in the menu. The best Elder Scrolls game.

At it's best, Daggerfall is a creative and bottomless feeling little RPG that holds up better than it has any right to and feels closer to a modern indie game than an archaic AAA. At it's worst, Daggerfall heartless, soulless slog of a game where the endless pit of vapid procedurally generated content wears down any sense of meaning to anything you do.

Despite being a theoretically enormous and endlessly vast game, you've seen everything Daggerfall has to offer in the first five minutes. Hand-crafted dungeons are few and far between and the procedurally generated ones are often nonsensical and an absolute slog to navigate with the game's difficult to read auto-map, the path to complete the main quest without failing it or missing a timer feels completely arcane and basically demands a strategy guide.

When I stick to the towns and live out my fantasy of being a fantasy handy-woman and jack-of-all-trades doing little errands, reading the semi-randomly generated dialogue and wandering village to village and slowly levelling up I can have tons of fun. The second I try to play the game 'as intended' and delve into the dungeons I have a miserable time.

Daggerfall is wide as an ocean but as deep as a puddle. It's a very interesting old game but it doesn't live up to the reputation it has garnered in recent years as a long lost gem.

I will say having tried it after finishing the original DOS version that the fan-made Daggerfall Unity version of the game does significantly improve the experience, especially if you use the hidden INI settings to improve dungeon generation and reduce the size of the pointlessly large and often empty random dungeons, but given this is a fan modification of the game it's unfair to judge the game as it was released based on these improvements.

Tried to play this one but it is so difficult to adapt to the mechanics. It may be one of the best but probably I'll never experience it...

Way too ambitious for it's time, even with Daggerfall Unity it's still a hard game to recommend. Theres a bunch of things that you look at and say "oh thats neat" and then move on in the Huge 10 layer dungeons the game offers, just to find a single book so you can complete a quest and get 5 reputation and 100 gold.

The Elder Scrolls II Daggerfall is a vast improvement over its predecessor, Daggerfall takes everything that worked in Arena and improves it. The towns of Daggerfall now feel like actual locations, with distinct landmarks and layouts that actually make a lick of sense, the map for these towns is also much more useful, with NPCs helping out to find locations in a less random manner. The main quest line is now a completely non-linear adventure with the plot being more about discovery than going through points A to B, this makes the game much more replayable than Arena by default. The world itself is now actually explorable, as the towns are all connected in one giant world, however, similarly to Arena, the (now not so) endless void between towns is entirely pointless and can be completely ignored by using fast travel.

The gameplay itself is also vastly improved upon, your movement options have expanded to allow better stealth mechanics, climbing, and more thought-out platforming/jumping. Alongside this the dungeons are completely overhauled, gone are the flat, layer-by-layer dungeons of Arena, now we have randomly generated sprawling dungeons with tunnels and paths intersecting layers, going up and down and all around at all times, huge open halls to explore and endless corridors of secrets to uncover. The only downside to this is some minor sidequests can lead to these gigantic dungeons, but in moderation, these dungeons are a blast.

The soundtrack for this game takes a lot of tracks from Arena, and remixes/expands upon them along with adding quite a few of its own original tracks, all of which set a great tone to the game, along with just sounding great.

For my playthrough I decided to be a Mage this time around, the default classes in Daggerfall leave a lot to be desired and do not particularly suit any playstyle so its best to simply create a custom class. The spells in Daggerfall are once again, great, with some more op spells removed, such as passwall. Rather than simply buying spells, you have the option to make your own, which is awesome, but also makes buying spells totally obsolete, as you can simply create all your spells to your liking. There is also now a better enchanting system, with passive enchants, use on enchants, etc. building off Arenas enchantments which were simply spells attached to items, this system is near game-breaking but is fun for late game. There is also an alchemy system, with ingredients you collect throughout the game, but I personally didn't even touch this mechanic as I had spells to cover me rather than potion effects.

The main issue I have seen discussed about Daggerfall, is the aforementioned giant dungeons, but also the unstableness/bugs of the original release, for that reason I opted to use the Unity remake of Daggerfall for my playthrough, and due to the apparent glitchy nature of the original, I would advise this version be the definitive version, as it is a feature complete remake, simply with more optimisation and options.

Daggerfall is a fantastic sequel and a great game, the seeds that were planted for the Elder Scrolls series in Arena are beginning to grow in Daggerfall and it was a pleasure to revisit this piece in Elder Scrolls history.

An improvement over The Elder Scrolls: Arena in every way, The Elder Scrolls II: Daggerfall is an entertaining game, but not at all what I expected.

Before I played this game, I had heard how it boasted the largest video game map, equivalent to the size of the UK. I also heard how much possibility this game offered you in your playstyle, with a deep character system and a larger variety of content. However, I found this game to primarily be a dungeon crawler with HEAVY procedural generation, and it has very little in common with the games that popularized The Elder Scrolls, starting with Morrowind.

Although understandable for the age of the game and its ambitious scope, I found the procedural content, particularly the quests and the ridiculously large and complex dungeons, to be uninteresting and at times frustrating. Also, being an old game, there are a lot of difficult and straight up broken mechanics that necessitate cheating to get through it. And despite the game having quite a lot of complex systems for its time, a lot of it is not fully functional due to the amount of cut content, from what I've seen.

While the most talked-about aspects of the game didn't hit for me quite as hard as most other people, I still appreciate the heck out of this game. It's got a great vibe with its music and environments. It's got a surprising amount of interesting loot, from weapon types to magical artifacts. Most surprising of all, it has great lore that carries forward to the other Elder Scrolls games, such as characters and events that are still referenced in the series today. This is a very ambitious game for its time and it's impossible to not see that.

Like I said with Arena, Daggerfall is a must play for fans of The Elder Scrolls series who want to see how the series evolved over time. However, unless you have literally nothing else to play, I wouldn't recommend spending too much time with this game as most of it is procedural and lacks the handcrafted care that later titles are known for.

Ok, look, it's not really an awful game, but it's just not that great

Awesome. Just play the unity version though.




Daggerfall has some excellent atmosphere, just the right amount of 90's DOS stink that I'm a sucker for. Frankly, the combat is whack and not very fun, but I'm willing to put up with it to a point. There's a lot of cool features and freedom, but very quickly the game starts to boil down to endless dungeon crawling bookended by dialogue boxes.

The dungeons themselves aren't very fun or interesting for the most part - A few manage to stick out, but almost all overstay their welcome by a long shot. Had i grown up with this game when it was new, I could see it taking up most of my free-time, but the more modern Elder Scrolls games are simply more fun to play.

I played the Unity port, but am writing my review on this version; While the Unity port makes this game more accessible than ever, I want to assess the game design and not so much the technology behind it. About 20 hours was spent in this game.


Has the best gameplay loop and character creator of the series but everything else about it makes me wish I was dead.

This is a pretty interesting game for it's time. The very open world combined with dynamic character building is quite a treat to say the least. I didn't get into it as much as I have with other RPG's. But considering it's free on steam, it's definitely worth a try.

Game is overly ambitious, and although it has a lot of settlements and quests, dungeons, that are main part of the game are too boring, and hard to navigate in. Battling is broken, leveling up is unintuitive. Guilds are there, but they don't really do anything.

character creation was so cool but as i played i was hit with the creeping realization that the Game Sucks

the only true computer role-playing game.

Review EN/PTBR

Truly a game so far ahead of its time that the only thing that held it back was the limitations of technology.

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Realmente um jogo muito a frente de seu tempo que a única coisa que segurou ele foi a limitação da tecnologia da época.

me when i'm treated as an errand boy in skyrim: 😡😡
me when i'm treated as an errand boy in the illiac bay: ☺️☺️😆

Tried this one on DOS Box; liked it but it was too buggy to get through. Tried on Daggerfall Unity and it all came together. Daggerfall is a CRPG life simulation hybrid that cleverly uses procedurally generated, well, everything to build out a world as massive as you can imagine. You need to embrace the jank a little bit but once you're used to the basics, this a game you can get absolutely lost in.

Extremely fun core gameplay loop but that's all you're getting cause this game is 99% randomly generated

The main gameplay loop in The Elder Scrolls II: Daggerfall is the same as The Elder Scrolls: Arena, which is dungeon crawling. But unlike Arena, Daggerfall's loop can still be enjoyed, especially if you're using the Daggerfall Unity mod.

That said, the first dungeon is ruthless and requires either min-maxing at character creation or avoiding mobs altogether (there are imps that you literally can't damage with equipment you can find in said dungeon) which I thought was really weird.

The biggest issue of Daggerfall is that the randomly generated dungeons are many times broken. The first quest I took to go to a dungeon gave me a broken dungeon where I couldn't complete the quest, which I only found out after being there for hours and clearing it out completely. This can be very frustrating and I feel like this would've been a good game even to this day if the procedural generation was more robust. Which it isn't.


Good. Old. Underrated. One of the biggest game worlds but nothing in most of it??? Still great. Nude pixel fantasy chicks??? Joining a knight brotherhood?? Becoming a religious deciple??? If only TES stayed this cool. Dungeons are long and hard, and due to randomly generated mechanics, they can sometimes be impossible to clear. Very buggy game, cheats are almost required.

o jogo não é ruim, porém em quesito de gameplay infelizmente envelheceu mal demais

Its only a good game depending on what u want.
The good:
- Cool character build creating system which allows for higher replay ability and customization.
- More polished combat, stats, and spells/spell making compared to arena (no bartering system/worse dungeons suck though for daggerfall)
- Solid role playing elements like the stats, classes, adv/dis created for ur character in creation, joinable guilds.
- Modding support.
- Ridiculously massive world, there is always something to do (though extremely repetitive so why wud u)

The bad:
- There is pretty much no tutorial and you need to do ur own research/read manual before making a character to not make an abysmal character.

- Ridiculously massive world that feels dead even though its filled with filler npcs that are only used to ask for directions. Way too big many of the cities/towns look exactly the same so not much substance there.

- The quests from npcs are quests mostly revolving dungeon crawling or delivering items to npcs around the world. I felt like a dog doing errands for nobles, scholars, and peasants. It is quite strange how everyone is ok giving u quests even if u have a "bad reputation" among locals. Like why are u trusting me to deliver this item to some random person who even has bad rep lol.

The gain from quests (like barely any money and some reputation) is very little compared to the time spent so it doesnt feel good doing quests. Quests are extremely repetitive and boring this mainly includes side and guild quests. Guilds seem only relevant in what they provide and u do the same 5 repeatable quests in random locations around the world to gain access to other services with reputation gain (even though u cant actually see ur reputation so u cant know what other specific quests/actions impact ur reputation).

Although I havent gotten very far in the main quest, it seems very difficult to get into/motivated to do due to the dungeons (getting to it) and due to how convoluted, time consuming, and downright confusing it is. So there isnt much direction u get regarding the MQ and quest descriptions arent very detailed. U have to wait multiple in game days at a time to receive letters not to mention reputation and level requirements as well as some quests not being available if u did MQ in a different order. When I was going through the story there wud be usually a large delay between quests and I'd pretty much forget all about the whole MQ and think why am I even doing this. Its very difficult to really follow the story and understand the confusing politics of the world that u r thrown in between of and it makes more sense as u go on I imagine but I honestly didnt care for the quests due to the dungeons and how confusing it all was. Apparently it becomes even more confusing with different quest paths and 7 potential endings?

- Dungeons are fucking awful. They are even worse than the first game (arena's) dungeons and as some redditor described "like exploring someone's lower intestines". They are randomly generated and even if not are extremely long even with short dungeon option enabled and just an overall horrible experience. Each dungeon can take u like 2-3 hours at a time so it feels so draining to even do them for ur quests and u are barely rewarded after. Each one is a labyrinth and extremely frustrating to do, u visit the same places multiple times and it is a MUST to have some key spells like water breathing and recall to even navigate through dungeons even if u want to role a character who doesnt use any magic.

Overall the game can be fun for a person who is interested in elder scrolls lore even though its likely quite different compared to any of the newer titles, a person interested in the role playing elements and those who enjoy creating/testing different game builds. However due to my issues with quests in general and dungeons that are the main aspects to the game, it is difficult to recommend this game especially to a newer audience.