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You guys MUST play The Elder Scrolls: Arena

Zarniwoop

TESTOSTERONIC As Fuck™
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Shadorwun: Hong Kong
As posted in the Skyrimjob thread, I've started with Arena. It's the perfect example of ambitious design, poorly executed. Its still waaaaaay better than Oblivion or Skyrim, gameplay-wise though. (There actually is some). Quite a fucking departure from the "WTH is going on" to the modern Kwest Kompass

It's pretty hilarious how a small provincial town is much, much larger than Oblivion's Imperial City (and much more life sized)
 

Invictus

Arcane
The Real Fanboy
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Divinity: Original Sin 2
After a pretty good review from Scorpia I really wanted this game, but it was difficult to get and had to get most games imported and about that time I was stuck with my trusty 486 which was more than adecuate for my 3 main obsessions (besides downloading naughty picks of stephanie seymour) Darklands, Wiz 7 and World of Xeen.
By the time I had a new PC Daggerfall was just coming out and I did manage to get a copy.
Eventualy I got a copy or Arena (the 8 disc one too) but I simply never got into it, the combat seemed very primitive and with alnmost no respones almost arcadelike and to be honest everything it did Daggerfall did better
Oh and I hated how the scaling worked in that game too
 

Deuce Traveler

2012 Newfag
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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
:necro:

Necroing this good thread. I am thinking of doing a Codex review on Amulets and Armor, but then I decided I should go play Daggerfall since I never tried it so I could maybe do two reviews and compare A&A to Daggerfall. Well then I decided, maybe I should try Arena, too. But hardly anyone talks about Arena positively and so I didn't have much reason to do so, until Infinitron pointed me to this thread. So after reading this I went from thinking I might play Arena, to deciding what the hell, let's do this and firing the sucker up. And I'm having a lot of fun, despite the patched version of the game still being glitchy and the controls awkward. Here are some of my favorite aspects of the game:

- Since its the first game of the series, you can see the origins of the lore. I'm playing a Dark Elf and being treated horribly in Hammerfell right now. I can't find work and most citizens won't have anything to do with me. It made progress more difficult for awhile but it added depth to the game. I just went to the palace in Rihad and I noticed that the city had more of a middle eastern vibe and the citizens a darker complexion then the palace and its ruler. Maybe it was a programming error or timeline limitation, but on the other hand I was thinking of a city taken over by foreign kings. There is so much lore on wikis and in the manual that it's hard to find out the full story due to the amount written.
- The artwork is surprisingly evocative for such a simple pixilized game. I like the various statues in the cities and different looks for the populace. The programmers couldn't make every region look completely different from one another, but there are some nice touches that add to regional diversity in appearance.
- I find it funny that the populace hides in their domiciles and lock themselves away at night while goblins and lizardmen roam the streets along with prostitutes, cripples and black market criminals. The goblins and lizardfolk only attack my character and not the citizens, probably because I'm ruining their good time. Here the goblins are just trying to score some drugs and get laid, and I'm running around asking people questions about inns and palaces and just ruining the mood. Otherwise, the goblins don't kick down doors, steal anything, or even scuff up the place. They seem to be very conscientious monsters.
- The first dungeon was boring, but Stonekeep is great. Instead of finding journals and notes with messages laying about, the game puts text messages onto the screen about what the characters notices. The messages are evocative, but don't tell the entire tale of what happened here. You have to explore the various rooms of the dungeon before you get the entire picture. One nice touch upon entering was seeing a sign forbidding violence within the dungeon's walls with words of peace, then seeing bloodstains on the floor and a couple of skeletons further down the hall.
- I'm having some other fun with the incompleteness of the game. For instance, seeing rats open doors so they can reach me and attack is damn hilarious. It wasn't as funny when a pack of wolves did the same thing and nearly killed off my unprepared battlemage. Some monsters open doors and then get stuck on them, allowing me to hit them from a distance.
- Once I tried to open the door to the room of my inn, and for some reason it kept initiating conversations with the innkeeper and a minstrel on the other side of the building. I had to click on different parts of the door until I found a spot that actually opened the darn thing so I could get out. Very weird.
- You have to have the sound on in this game, because another glitch sometimes causes the enemies to suddenly appear close by right before they attack even if I'm lighting up the area with light spells. So you might walk by the enemy without seeing them until they are attacking you from behind. Having the sound on gives an important warning that an enemy is nearby The only problem with sound being on is that the woman who talks to you upon your death is damn annoying.

So I'm enjoying myself, surprisingly. I tried this game back in the early 90s and it was a bug-filled and annoying mess I never finished. This patched version doesn't crash and so I'm happy to be plugging away. There are definitely better programmed and designed games that don't have bugged portals and door-opening killer rats, but Arena is a game that rewards those that like to explore and I'm having a great time. I'm dying often, though. I think I'll need to do some side quests and build up on better spells and some potions that restore mana.
 

octavius

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I briefly tried Arena last year and didn't like it very much.
It looked a bit like Ultima Underworld, except the emphasis was (and still is for the TES games) quantity over quality. I would have played on, but then I discovered that some goblins had spawned into a wall and could not move. :roll:
Also, with no overall story or quest, except just collecting a bunch of artefacts, I found it hard to find a reason to complete it.
 

Luzur

Good Sir
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Oh shit, the second prosper is not confined to the shoutbox, begin the containment procedure immediately!

tumblr_mp94cex5R21s4wm2co1_400.gif


Codex Clean-up detail has been dispatched.

I briefly tried Arena last year and didn't like it very much.
It looked a bit like Ultima Underworld, except the emphasis was (and still is for the TES games) quantity over quality. I would have played on, but then I discovered that some goblins had spawned into a wall and could not move. :roll:
Also, with no overall story or quest, except just collecting a bunch of artefacts, I found it hard to find a reason to complete it.

You know about that Wall spell, right?
 

octavius

Arcane
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I briefly tried Arena last year and didn't like it very much.
It looked a bit like Ultima Underworld, except the emphasis was (and still is for the TES games) quantity over quality. I would have played on, but then I discovered that some goblins had spawned into a wall and could not move. :roll:
Also, with no overall story or quest, except just collecting a bunch of artefacts, I found it hard to find a reason to complete it.

You know about that Wall spell, right?

No. Was that spell added as a fix?
 
Joined
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Messages
1,466
Divinity: Original Sin Torment: Tides of Numenera Pathfinder: Kingmaker Pathfinder: Wrath
I briefly tried Arena last year and didn't like it very much.
It looked a bit like Ultima Underworld, except the emphasis was (and still is for the TES games) quantity over quality. I would have played on, but then I discovered that some goblins had spawned into a wall and could not move. :roll:
Also, with no overall story or quest, except just collecting a bunch of artefacts, I found it hard to find a reason to complete it.

You know about that Wall spell, right?

No. Was that spell added as a fix?
There is Passwall spell in TES 1. It can remove almost any wall tile. So you can make your own way to the quest goal. It's awesome but highly unbalanced feature.
 

Deuce Traveler

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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
Passwall is helpful when you see a stairway down to the next level on the map, but don't feel like fighting mooks through winding passages for piddling XP to get there. I'm nearly halfway through I think. I was having a hell of a time trying to the second part of the main quest. Clear some rooms, rest for mana replenishment, get some equipment, rush back to town to sell them so I could afford mana potions, get back again and fight through a respawned dungeon to explore a handful more rooms...

Then I took an earlier suggestion to heart and started making my own spells and things have gone much quicker. I now am seeking my fourth main quest item, and I've recovered the Necromancer Amulet artifact as a side quest. I got lucky as a battlemage, because that was the first artifact offered my character and it's great for a caster.

Here's why you should make your own spells:

Attack Spell Example:

Fire Dart (Official Spell)
Targets 1 target at range
Save vs Fire
Casting Cost: 5
Effect: 1 to 2 hp damage plus 3-4 hit points per level
10th Level Caster Result: 31-42 hp/casting

Wizard's Fire (Official Spell)
Targets 1 target at range
Save vs Fire
Casting Cost: 13
Effect: 1-15 hp damage plus 1-6 hps per level
10th Level Caster Result: 11-75 hp/casting or 47hp/casting average

Vaarsuvius (My Custom Spell)
Targets: Touch
Save vs Fire
Casting Cost: 5
Effect: 1 hp damage plus 1-20 hps/level
10th Level Caster Result: 11-201 hps/casting or 105 hp damage per casting on average

My custom fire-based spell requires a touch attack, but I find I'm usually better off closing against the enemy anyway. I was having a hell of a time with ice golems before I made this. Now, I kill them in 2 hits, sometimes 1 when I get lucky. And because of their high numbers of XP, I actively hunt ice golems now instead of running from them. Knights go down with one casting of this. Compare the casting costs. My spell does more than twice the damage as Wizard's Fire for 38% the cost.

Here is the game's protections spell vs mine:

Shield (Official Spell)
Cost: 17
Effect: 15 hit point shield created, plus 5 per level
10th Level Caster Result: A shield worth 70 hps in strength

ShieldsUp! (My Custom Spell)
Cost: 15
Effect: 1 hp shield created, plus 10 per level
10th Level Caster Result: A shield worth 111 hit points

So for 2 mana points less, I have a shield more than 50% stronger than the game's version. The only place I can't beat out the computer so far is in the Invisibility effect:

Invisibility (Official Spell)
Cost: 10
Effect: Invisible for 5 rnds, plus 1 rnd/level
10th Level Caster Result: 15 rounds of invisibility

Ghost (My Spell)
Cost: 27
Effect: Invisible for 1 rnd, plus 5 rounds per level
10th Level Caster Result: 56 rounds of invisibility.

As you can see, I'm getting a much better bang for my buck with Ghost, but I couldn't help but have a high mana cost when used. It is worth it, though. The original spell ends too quickly to be useful when I get swarmed by three or more baddies.

Other than that, I want to report that the game continues to impress. I love how each dungeon is different, and there are also unique quirks with each of the provinces you can visit. It's funny to see that the cat-people (khajit) look normal in this game compared to in later versions. I'm still running into things that make me laugh, like looting 90 gold coins off of a dead spider. I am still also running into bugs, like an unexplained game crash and a time when no matter what happened my character couldn't stop pilfering pockets. I run around now with my new low-end spells I self-made, and now that my character is 14th level they are becoming devastating in practice. I just took out an iron golem with a combination of one ShieldsUp! spell and seven quickly used Vaarsuvius castings. Total cost: 50 mana. Total reward: 25000 XP! Time to find some more iron golems and stock up on power restoration potions. I really imagine non-casting types have a tough time of this game unless they get artifact weapons and armor.

If anyone wants to give me some advice on decent spells they've created, I'm all ears.
 

Mastermind

Cognito Elite Material
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Bethestard
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Steve gets a Kidney but I don't even get a tag.
I briefly tried Arena last year and didn't like it very much.
It looked a bit like Ultima Underworld, except the emphasis was (and still is for the TES games) quantity over quality. I would have played on, but then I discovered that some goblins had spawned into a wall and could not move. :roll:
Also, with no overall story or quest, except just collecting a bunch of artefacts, I found it hard to find a reason to complete it.

There is an overall story/quest...
 

madrigal

Augur
Joined
Oct 23, 2012
Messages
249
When making shield spell you should create something that uses all of your spell points as the spell doesn't wear off in time only with damage.
 

octavius

Arcane
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Bjørgvin
I briefly tried Arena last year and didn't like it very much.
It looked a bit like Ultima Underworld, except the emphasis was (and still is for the TES games) quantity over quality. I would have played on, but then I discovered that some goblins had spawned into a wall and could not move. :roll:
Also, with no overall story or quest, except just collecting a bunch of artefacts, I found it hard to find a reason to complete it.

There is an overall story/quest...

There is? Hmm...maybe I should give it another try; Deuce certainly seems to be enjoying it.
 

Deuce Traveler

2012 Newfag
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Grab the Codex by the pussy Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
Just finished the game last night. There were still a series of bugs that kept creeping up, such as a bad lag that occurred through the later parts of the game that I attribute to the fact that there were more monsters in the later dungeons. In fact, the lag seemed to be reduced when I killed off enough monsters on a floor. Also, the game completely crashed during the end animation and I had to watch the ending off of somebody's youtube Let's Play. So here are some quick thoughts, which I'll probably expand to a retrospective review for the Codex in the next month or so.

+ The diversity of the cities was quite a surprise. I know a small bit of the history of the game, and how it was rushed into different states, so I wasn't expecting all that much. And the game has some mediocre buildings and stock lily white kings, queens and guards compared to the more varied dark elf, khajit (darker tones but not cat people yet), and so on. But there are little touches that stand out, such as a background volcano in one town, waterways in cities close to the water, brief descriptions when you enter a new city, and so on. There was much more effort put into changing things up than I expected in such a rushed and large game.
+ Even this primitive first effort is steep in lore. There are stories behind every dungeon and city. Most of the dungeon tales deal with past tragedies and wrongs needing righting. Again, I'm surprised at the level of effort here.
+ The artifact side quests are a nice diversion and the extra power you attain from them is a welcome plus, too.
+ Playing a spellcaster is a blast. I loved creating my own spells. The dungeons are huge, and later in the game when you have little incentive to explore each level in its entirety you can blow holes through walls, levitate over lava, use spells to make yourself immune to enemy melee and magical attacks, and just wreck terror and destruction against all before you. Once you are high enough level (level 20) and can cast a long lasting shield and spell absorption shell around yourself, nothing in the game can stop you.
+/- The character generation was more limited compared to Daggerfall and later games. You only select a character class (which defines your skills in a nonvisible manner) and ability scores. This has the advantage of forcing a character to choose a play style, but a lack of complexity as a disadvantage.
- Playing a non-spellcaster is a different experience. You have to fight through the hard way to find each passage down, while spellcasters can circumvent most obstacles. Normally, this wouldn't be an issue because you would want to collect experience points anyway. But by level 20 it becomes extremely difficult to increase levels further due to the amount of kills you have to collect, making XP farming a chore. Gold isn't much of a worry by mid-game, either, so there is no point in farming for items and money either. The only fun time I think a non-spellcaster would have is in collecting the artifact weapons and armor.
- Side quests (outside the artifact ones) were never worth it. Escort a person for 140 coins, when I can go into a respawning dungeon and collect that much in the first couple of rooms? It's quicker to get rich dungeon diving than in the side quests.
- The monsters are not all that varied in types or tactics. This makes killing en masse a breeze for a spellcaster, but agonizingly repetitious for a non-spellcaster who doesn't do massive damage in single attacks. I can't imagine playing a thief or a fighter/wizard hybrid in this game. The first time I saw a lich, I was a bit worried, until I killed her with three casting of a low cost attack spell I made. The lich was supposed to be the toughest monster in the game, but I never had one hurt me. They only charged up my mana due to my spell absorption shell.
- The villain isn't intimidating and I kind of feel sorry for him. He's throwing orcs at me when I am visiting a town after killing off a dungeon full of medusas and wraiths. He kept taunting me telling me I couldn't stop him despite killing off his minions, putting together the artifact pieces he hid everywhere, slaughtering all his guards in his final dungeon, and using an item he scolded me for being useless to usefully end him. This reminds me of something on the tropes website.
"I defeated his minions, and he cackled and said, 'Exactly as I planned.'
I discovered his secret fortress. 'Exactly as I planned.'
I breached his defenses, and still he said, 'Exactly as I planned.'
I slew him in single combat, and with his dying breath he gasped, 'Exactly as I planned.'
I stood over his grave and I said, 'You never really got the hang of planning, did you?'"
Jenna Moran, Nobilis
- The dungeons and towns were interesting. The main story arc is somehow boring. A boring king needs saving from a boring villain. Meh.

All in all, I had a blast despite the negatives. But that's mostly because I had the in-game god mode on (self made shield spell, with self-made fire resistance spell, with self-made spell absorption spell, and self-made invisibility spell) and enjoyed breaking everything towards the final part of the game. I doubt I would have found the game as much fun as a non-spellcaster, but others on this thread seemed to have enjoyed playing a pure fighter with critical strike abilities once they collected all the artifacts.

So now I have completed three TES games, this one, Morrowind and Oblivion. Out of the three, Morrowind handily beats the other two games. But it's a tough choice between Arena and Oblivion. Oblivion has more responsive controls and is less apt to crash. It also has more to do, mostly through fan mods but also through a rare few quality side quests like the Whodunit Quest. But I'm going to give the nod to Arena, simply because the main quest of Oblivion is quite boring. If I could play either game, it would be Oblivion with fan mods. If I was forced to play one, but unmodded and only through the main quest line I would choose Arena. The first Oblivion gate is interesting initially because of how alien the terrain looks, but then every Oblivion gate looks and feels the same, compared to Arena where there went so much effort into changing the main quest dungeons up. Both suffer from limited beastiaries, but the main dungeon design is better in Arena. Morrowind > Arena > Oblivion.

Alright, I'll start drafting up a much better written and longer review, than it is off to try out Daggerfall.
 

Sceptic

Arcane
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Divinity: Original Sin
I'm interested in seeing which one you'll like more, Daggerfall or Morrowind.

BTW if you plan on drafting a more detailed Arena review you should totally make it an official Codex Retrospective Review.
 

Luzur

Good Sir
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The towns with a Volcano in the background is Morrowind.

province specific background texture bro, dig it.
 

abnaxus

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Fiernes
Be sure to read Real Barenziah in Daggerfall, the latter books are the backstory of Arena. Plus there's uncensored barbed furry cock.
 

Sceptic

Arcane
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Divinity: Original Sin
Best part of Daggerfall Real Barenziah is the "stolen" censored chapter that you have to retrieve at some point. It puts a... rather different perspective on Tiber Septim.
 

Luzur

Good Sir
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I found a interesting page about stuff they removed between Arena demo and the final product:

http://www.betaarchive.com/forum/viewtopic.php?t=16245

Here are some early screens of Arena, the source of these shots is http://www.imperial-library.info but since the site has been updated I haven't found them again.
There has been no indication as to from who/where these were originally aquired. The last 3 are extracted by me from the demo of the game, they are not used and are most likely remnants from the beta stage of development.
 

Grim Monk

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Messages
1,217
Modder called "ArtInPinkerton" created a "Modern Control Scheme" patch for Arena:
1-0-1431226848.png


Links:
http://www.moddb.com/games/arena/downloads/tes-arena-remapped
http://forums.nexusmods.com/index.p...arena-remapped-modernized-controls-for-arena/


FEATURES:

  • Full WASD movement controls (arrow key and numpad movement unaltered)
  • Slide left and right keys (Q,E)
  • Dedicated World Map, Long Jump, and Quick Cast keys
  • Most keys moved for ease of access and to mirror modern Bethesda games (e.g. quick cast is C and ready weapon is F)
  • While L ALT is held down all keys revert to original keys for entering text. Releasing L ALT returns them to the new control scheme.
  • Handy keyboard JPEG showing the new controls.

Being programming in 1994, the default controls for The Elder Scrolls: Arena do not match the key layouts of the later Bethesda games (basically, WASD). They are not as intuitive or comfortable as the more modern control schemes. With all the work I have been doing to test textures in Arena, I got tired of fighting the control scheme so I finally sat down and worked out the most optimal solution using DOSBOX's mapper function.

Using the included file, Arena now has full WASD style controls. A majority of the keys have been remapped for better convenience and ease of access. Now the game controls almost exactly like modern Bethesda's games. I have also included a handy reference keyboard map will all relevant keys labeled.

Major hurdle: (SOLVED)
The one hindrance with using DOSBOX's mapper program was that the keys get reassigned to a different key...meaning when you type text, they showed the new mapped key and not the one you are typing. While Arena doesn't require too much text input, there is some (save game and spell names, etc.).

My solution was to assign a "master key" that reverts all keys back to their original assignment while held. All one has to do is hold down the "L ALT" key while typing and all text will be normal. Release the "L ALT" key and all the keys return to the new control scheme. It's that easy.

Bonus (UNLOCKED): The World map and Quick Cast now have dedicated keys. Woot Woot!
- Martin


Tried it and it worked perfectly with my version.
:excellent: to Mr. ArtInPinkerton for his efforts!
 
Last edited:

Wyrmlord

Arcane
Joined
Feb 3, 2008
Messages
28,886
Holy shit, so there could have been an alternative universe where Elder Scrolls became a Japanese series or with a Japanese spin-off?

My mind boggles at the possibilities.
 

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