Their ambition paid off with the even more systems-driven world of Daggerfall, a diligent update of Arena that revealed their knack for unusual quest scenarios. Visual upgrades (to towns, overworld, dungeons, menus, NPCs, etc.) match functional (movement and command shortcuts) and QoL upgrades (town maps, mounts, storage), while surrounding mechanics (from character creation to dialogue systems) evolve into far more sophisticated features. But its best evolution is perhaps the least visible one. Use-based EXP - that previously only refined spells, expands FFII's weapon-oriented approach to many aspects of gameplay (e.g. running, climbing, conversations, mercantile, and others beyond combat and magic). While prone to repetition & exploits, this is perhaps their most significant idea, a gradual leveling system that treats gameplay's habits like a muscle: The more you use it, the better it gets. Its effect was to instill a new, parallel sense of purpose to decisions. For example, Arena's overworld doubles as a training ground here, as its vacant, prop-y layout helps build movement skills while random encounters (on rest) hone others, adding impetus to open-world roaming that the original lacked. Dungeons also deserve mention for incorporating seamless staircases, monster closets, underwater sections, teleports and many other additions from the classics, while remaining lengthy, dense, maze-y networks.

Much like their debut, though, the main quest could benefit from some editing, although one admits that the side content (the collective moments and not the journey/destination) forms the lifeblood of the game this time. Incidentally, one feels a lot more 'immersed' in this land as a mercenary trying to make profit than as a venturing hero.

Reviewed on Mar 18, 2024


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