Released in 1996, The Elder Scrolls II: Daggerfall is one of the most seminal genre-transforming RPGs ever released.
Released in 1997, An Elder Scrolls Legend: Battlespire is an RPG.
Daggerfall features gameplay that innovates on nearly every feature of the series. It uses its open world and nonstandard player goals to directly challenge the idea fantasy games should be fun-but-linear dungeon crawl experiences.
Battlespire features gameplay.
Daggerfall is broken, shabbily designed, clearly at the limits of its developer’s ability–but through the strength of its core design it emerges as a loveable experience, extraordinary for when it came out–even enjoyable by a certain kind of modern player.
We’re going to be playing Battlespire.

Don’t expect me to give much background. The game’s “best” experienced completely fresh. I know this isn’t a high bar, but it’s by far the most surprising Bethesda game I’ve ever played (this isn’t counting the NGAGE titles, which nobody played). If Morrowind made me feel awe and Skyrim made me feel powerful, Battlespire made me feel like there was a hidden camera in my Del Taco bag. It’s like meeting your best friend’s brother and discovering he wears tweed trenchcoats, speaks in a crooning, giggling whisper, and is pathologically obsessed with collecting six-inch porcelain dolls. Any of the three would be a little odd. Observing all of them over the course of one ebelskiver brunch guarantees you’re only seeing the tip of the iceberg, and you can’t help but wonder: how can these two individuals be related?
Continue reading 〉〉 “Ruts vs. Battlespire CH1: Body By Bethesda”
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