Yes. Much better than some AI upscale homosexual shit.
>every single aspect of the game looks 100x better while still preserving the original art direction and character >NPCs look blurry >NPCs always looked blurry but now its just soft blurry rather than jagged blurry
Are the nostalgia goggles fricking gorilla glued to your face or has sperging for the "good ole days" become a personality trait for you?
>NPC has a nose >it can only be represented by a few pixels but you can tell it's a nose by where it is and how big it is >AI upscale it >now the nose is stretching across the face and bleeding into the eye
Wtf are you on about, im 3 h in and so far every npc looks like
Some old general store owner in the arabian lands had quite the side piece stashed away.
>(some monsters were friendly towards you)
That's how it works, in Unity at least. If your PER and relevant language skill is high enough (Etiquette counts as the language skill for some mobs) it functions like an automatic charm spell that pacifies mobs in a radius. Some guilds use languages as one of their advancement requirements, too.
2 years ago
Anonymous
Oh really?
holy frick when will this moronic trend of ai upscaling die
How fubar are the more cartoony NPCs up close
Is that even AI upscaling or just some dumb filter
Anyway level geometry high res and upscaled but with unsmoothed pixelized NPC sprites in a 2.5D type of game should be the ideal. The NPCs in these games are genuine pixel art and can't be smoothed
>Anyway level geometry high res and upscaled but with unsmoothed pixelized NPC sprites in a 2.5D type of game should be the ideal
A man of intelligence.
>The NPCs in these games are genuine pixel art and can't be smoothed
Weren't they 3D models? Or was that just some of them? Now I vaguely recall it being a weird mix of methods.
The guards, monsters and random town characters are 8 way directional sprites mostly created from 3D renders with pixel art touchups IIRC
Significant NPCs are simple pixel art billboard sprites
I think AI upscaling works for dungeon and city textures, at least for this game. The problem is when you try to apply it to NPC sprites and everyone turns into a Vaseline monster.
>oh boy can't wait to go through 9001km of identical flat terrain with nothing in it just so I can get one of the 4 precedurally generated quest lines, just so I can go to a precedurally generated dungeon and spend 3 hours trying to find and item in the nonsense maze just to find out it was behind a random wall you can't pass through the entire time
I doubt your zoomer ass even played the DOS version. The dungeons and the game itself was absolutely broken and the only fun that could be had was by exploiting the broken spell system such as adding a dollar sign to every custom made spell in unpatched system. That caused every spell to use a negligible amount of mana. If you created a character with spell absorption, you could spam area of effect fireball type spells and hit yourself with them which caused no damage to the player while simultaneously refilling all of your mana (I believe that still works in the Unity port). Climbing caused you to fall through the world. If a dungeon had a water area, you had to avoid it because entering water either caused you to get stuck as if you were paralyzed or you fell through the world since water was bugged and never patched. If the item or monster you had to kill was located in water or in a path the required you to traverse water, you were just fricked. People just skipped the find X item in X dungeon quests since they were usually located behind a wall that you couldn't enter and if it spawned in an area that you could enter, you had to randomly click every torch and object and hope it teleported you near it.
>Games like Morrowind and Skyrim have expanded on the formula too much since then
They have severely regressed the formula and turned the series into normie console tripe. Like they did to Fallout. ES 3-5 inherit the worst aspects of Daggerfall while leaving behind the best.
It's just that they've learned to use market data analysis to hoodwink their consumers into buying their shit and paying off companies like IGN, PCGamer, Gamespot, etc. for 10/10 reviews
Daggerfall doesn't do a single thing better than any other ES game outside of arguably Arena. I'd even argue that Arena had a better open world and far less bugs. The dungeon crawling in general was also a lot more functional. Take the nostalgia glasses off.
>oh boy can't wait to go through 9001km of identical flat terrain with nothing in it just so I can get one of the 4 precedurally generated quest lines, just so I can go to a precedurally generated dungeon and spend 3 hours trying to find and item in the nonsense maze just to find out it was behind a random wall you can't pass through the entire time
even though I really liked it as a kid. Games like Morrowind and Skyrim have expanded on the formula too much since then.
>Games like Morrowind and Skyrim have expanded on the formula too much since then
They have severely regressed the formula and turned the series into normie console tripe. Like they did to Fallout. ES 3-5 inherit the worst aspects of Daggerfall while leaving behind the best.
It's just that they've learned to use market data analysis to hoodwink their consumers into buying their shit and paying off companies like IGN, PCGamer, Gamespot, etc. for 10/10 reviews
The idea of Daggerfall is more interesting than anything it actually does. As a game most of the skills were broken or useless as you went through hundreds of randomly generated dungeons with no guarantee of them working while being bombarded with tons of bugs.
2 years ago
Anonymous
my big hope is that modding becomes easy as pie like it was for Morrowind, because Daggerfall is a base of operations begging for more hand crafted content to be placed
2 years ago
Anonymous
>useless skills
Ludo kino.
Deal with it gays. Godd Howard is bringing RPGs back and making modern Daggerfall seems to be his grand goal.
2 years ago
Anonymous
>The idea of Daggerfall is more interesting than anything it actually does
It's interesting to see how many people will defend Daggerfall to the death entirely based on how cool its ideas sound on paper. In practice it's one of the most repetitive games in the world.
This. Daggerfall aimed for the stars but thanks to the limitations of its time and Bethesda's small size back then, fell short (how short is a matter of opinion). From Morrowind and afterwards the series became a lot more conservative, with cut features from Daggerfall and a much more reduced overall scope.
That's why I've been laughing at hipsters (usually MWgays) everytime they've been complaining about "casualization" of the series post Morrowind: b***h, your aaaw so pwecious game was the original casualization and simplification in the first place.
If anyone has the right to act like a hipster in this franchise, even though I hate hipsters, it's DFgays.
2 years ago
Anonymous
Morrowind might have a smaller landmass but its scope was not reduced. A single village like Pelagiad has more things to do in it than three megacities in Daggerfall. Also most skills in Daggerfall were useless or did not work as intended.
2 years ago
Anonymous
>most skills in Daggerfall were useless or did not work as intended.
That was fixed by Unity tho. But yes, in the original version, some skills either had a completely different effect, had the opposite effect (to their description), didn't work at all, or were just plain worthless.
2 years ago
Anonymous
All of the language skills in Daggerfall are worthless and there are a ton of them. It's like the devs wanted to do something with them but ran out of time/money.
2 years ago
Anonymous
What I suspect they wanted to do was a combination between Shadowrun-style 'etiquettes' and what that later 1st person dungeon crawler did with its beast languages (some monsters were friendly towards you).
2 years ago
Anonymous
Some old general store owner in the arabian lands had quite the side piece stashed away.
>(some monsters were friendly towards you)
That's how it works, in Unity at least. If your PER and relevant language skill is high enough (Etiquette counts as the language skill for some mobs) it functions like an automatic charm spell that pacifies mobs in a radius. Some guilds use languages as one of their advancement requirements, too.
2 years ago
Anonymous
My favourite is how the dodging skill in the original version actually reduced your own chance to hit
This. Daggerfall aimed for the stars but thanks to the limitations of its time and Bethesda's small size back then, fell short (how short is a matter of opinion). From Morrowind and afterwards the series became a lot more conservative, with cut features from Daggerfall and a much more reduced overall scope.
That's why I've been laughing at hipsters (usually MWgays) everytime they've been complaining about "casualization" of the series post Morrowind: b***h, your aaaw so pwecious game was the original casualization and simplification in the first place.
If anyone has the right to act like a hipster in this franchise, even though I hate hipsters, it's DFgays.
Morrowind might have a smaller landmass but its scope was not reduced. A single village like Pelagiad has more things to do in it than three megacities in Daggerfall. Also most skills in Daggerfall were useless or did not work as intended.
It's not post Morrowind, Morrowind itself was critiziced for representing a downgrade in interactivity when compared to Daggerfall. It was made worse then Todd realized it was fun to play Morrowind with an xbox controller. I do think the design previous games were aiming at (presenting non-combat builds as eventually something that could be completely viable, with heavy emphasis on contextual elements) to be something more than what they could've managed, but it was interesting to see.
2 years ago
Anonymous
Daggerfall was held up as the shining example of "wide as a lake, deep as a puddle" after release. The handful of people that cried about Morrowind not having thousands of procedurally generated towns that look the same are irrelevant. The Xbox version also came out after the PC version and the interface was clearly made for PCs.
2 years ago
Anonymous
>"wide as a lake, deep as a puddle"
Bethesda game design in a nutshell
The skeletons in the starter dungeon are the hardest single enemy you can face in it, and anything but a tweaked level 1 combat build is going to find themselves getting one or two shot. If you play a mage, you are simply out of luck for now. Suggest course of action is to run. You can always come back to this dungeon again and again from the nearest local town. It's not far at all.
That said, get used to the truffle shuffle. Scoot back and forth while meleeing to 'dodge'. You can take out anything like this if you do it right. On any build. It just make take a while.
Daggerfall isn't really the same game with the same direction as the later games so the comparison is meaningless.
Daggerfall is a strict dungeon crawler. The actual dungeon crawling is pretty good and you will be living in those caves so you had better like dungeon crawling.
Morrowind+ are really more fantasy life sims with some barebones dungeons slapped in to populate the wilderness while exploring the overworld.
It's okay to like both, but chances are that going backwards in the series is going to be difficult for you zoomers unless you make an honest attempt at trying to understand where the games are taking you.
>can take out massive bank loans in EVERY province >one YEAR term of repayment >10% FLAT interest rate >NO consequences if you don't repay >can convert just taken loan into a .25kg DEBIT CARD for portability (gold normally weighs a frickton)
Got my oligarch yacht, loot wagon, key potions and all the training I can handle starting at level 2. We adventurin' on the Emperor's dime now boys.
I just put those first 2h in, the method I used was >q save >rest for 3h >q save if no rando enemy >q load if enemy spawns
thats it, also make the frickers fight between themselves, im 60 speed and I could easily outrun them all
>20k loan taken at level 2 coming due >pay it off with another scrap of paper from another bank >take out a 60k loan from the bank I just "paid" back >another year to spend schlomo's money >tfw robbing goldstein to pay greenblatt
It has always been free though.
wait until I tell Todd about this blatant breach of copyright!!!!!!!!!!!!!!!
>GOG Cut
>it comes with pre installed mods
nice
holy frick when will this moronic trend of ai upscaling die
Floor tiles too green, literally unplayable.
would you rather see pixels the size of road bricks?
I played Daggerfall back when you could only run it from a shitty DOS exe so yes.
Then run it from DOSbox you humongous homosexual.
>every single aspect of the game looks 100x better while still preserving the original art direction and character
>NPCs look blurry
>NPCs always looked blurry but now its just soft blurry rather than jagged blurry
Are the nostalgia goggles fricking gorilla glued to your face or has sperging for the "good ole days" become a personality trait for you?
>every single aspect of the game looks 100x better while still preserving the original art direction and character
if you're a blind gay moron, sure
>NPC has a nose
>it can only be represented by a few pixels but you can tell it's a nose by where it is and how big it is
>AI upscale it
>now the nose is stretching across the face and bleeding into the eye
Wtf are you on about, im 3 h in and so far every npc looks like
Oh really?
Yes. Much better than some AI upscale homosexual shit.
????????????? yes you fricking moron
I only play unity daggerfall and i would never install that cancerous looking bullshit
Enjoy your blurfest and pixelface that it is now on an LCD. Unless you still have your CRT, right anon?
Yes, the old sprites unironically look better and have more charm.
oh my god yes better than having art assets be raped and smoothed beyond recognition
tell me you don't like film grain either
Hai, moron-sama
How fubar are the more cartoony NPCs up close
Is that even AI upscaling or just some dumb filter
Anyway level geometry high res and upscaled but with unsmoothed pixelized NPC sprites in a 2.5D type of game should be the ideal. The NPCs in these games are genuine pixel art and can't be smoothed
>Anyway level geometry high res and upscaled but with unsmoothed pixelized NPC sprites in a 2.5D type of game should be the ideal
A man of intelligence.
>The NPCs in these games are genuine pixel art and can't be smoothed
Weren't they 3D models? Or was that just some of them? Now I vaguely recall it being a weird mix of methods.
The guards, monsters and random town characters are 8 way directional sprites mostly created from 3D renders with pixel art touchups IIRC
Significant NPCs are simple pixel art billboard sprites
can you at least toggle this? or is it forced upon us
Haven't tested it myself, but I read that every mod is optional
It's entirely optional. Use retro rendering mode (not a perfect replication of original game due to engine differences, but it's very close).
>post modded game
>pretend it is not infact modded
>shitstorm ensues
Tired of these reruns.
That's what the GOG version is packaged with. I don't think anyone implied that's what DF Unity looks like out of the box.
My mistake, it looks like it's been pre-modded, so I imagine you can just toggle them in the options menu like with normal DF Unity?
yes
I think AI upscaling works for dungeon and city textures, at least for this game. The problem is when you try to apply it to NPC sprites and everyone turns into a Vaseline monster.
just disable it dud
Shame the game is still shit.
>oh boy can't wait to go through 9001km of identical flat terrain with nothing in it just so I can get one of the 4 precedurally generated quest lines, just so I can go to a precedurally generated dungeon and spend 3 hours trying to find and item in the nonsense maze just to find out it was behind a random wall you can't pass through the entire time
>he doesn't know
youre a brainlet
This is the entire game. I'm not sure why it entertained me so much as a kid but it bores the shit out of me now.
Shut the frick up, try hard.
Brainlet moment.
I doubt your zoomer ass even played the DOS version. The dungeons and the game itself was absolutely broken and the only fun that could be had was by exploiting the broken spell system such as adding a dollar sign to every custom made spell in unpatched system. That caused every spell to use a negligible amount of mana. If you created a character with spell absorption, you could spam area of effect fireball type spells and hit yourself with them which caused no damage to the player while simultaneously refilling all of your mana (I believe that still works in the Unity port). Climbing caused you to fall through the world. If a dungeon had a water area, you had to avoid it because entering water either caused you to get stuck as if you were paralyzed or you fell through the world since water was bugged and never patched. If the item or monster you had to kill was located in water or in a path the required you to traverse water, you were just fricked. People just skipped the find X item in X dungeon quests since they were usually located behind a wall that you couldn't enter and if it spawned in an area that you could enter, you had to randomly click every torch and object and hope it teleported you near it.
Daggerfall doesn't do a single thing better than any other ES game outside of arguably Arena. I'd even argue that Arena had a better open world and far less bugs. The dungeon crawling in general was also a lot more functional. Take the nostalgia glasses off.
These are the same people getting filtered by starkino.
Everyone who b***hes about fast travel should be forced at gunpoint to play daggerfall to completion without using it
Is this worth playing if you’re a zoomer? I watched through an analysis of the game and it seems pretty neat
You might as well try it since it's 100% free. Form your own opinion after playing it.
no homosexual I’m a zoomer spoonfeed me an opinion
Fine. I'm in my mid 30s and I agree with
even though I really liked it as a kid. Games like Morrowind and Skyrim have expanded on the formula too much since then.
>Games like Morrowind and Skyrim have expanded on the formula too much since then
They have severely regressed the formula and turned the series into normie console tripe. Like they did to Fallout. ES 3-5 inherit the worst aspects of Daggerfall while leaving behind the best.
It's just that they've learned to use market data analysis to hoodwink their consumers into buying their shit and paying off companies like IGN, PCGamer, Gamespot, etc. for 10/10 reviews
Another one bites the dust, turned into a Todd naysayer drone after getting filtered hard.
>ES 3-5 inherit the worst aspects of Daggerfall while leaving behind the best
The idea of Daggerfall is more interesting than anything it actually does. As a game most of the skills were broken or useless as you went through hundreds of randomly generated dungeons with no guarantee of them working while being bombarded with tons of bugs.
my big hope is that modding becomes easy as pie like it was for Morrowind, because Daggerfall is a base of operations begging for more hand crafted content to be placed
>useless skills
Ludo kino.
Deal with it gays. Godd Howard is bringing RPGs back and making modern Daggerfall seems to be his grand goal.
>The idea of Daggerfall is more interesting than anything it actually does
It's interesting to see how many people will defend Daggerfall to the death entirely based on how cool its ideas sound on paper. In practice it's one of the most repetitive games in the world.
This. Daggerfall aimed for the stars but thanks to the limitations of its time and Bethesda's small size back then, fell short (how short is a matter of opinion). From Morrowind and afterwards the series became a lot more conservative, with cut features from Daggerfall and a much more reduced overall scope.
That's why I've been laughing at hipsters (usually MWgays) everytime they've been complaining about "casualization" of the series post Morrowind: b***h, your aaaw so pwecious game was the original casualization and simplification in the first place.
If anyone has the right to act like a hipster in this franchise, even though I hate hipsters, it's DFgays.
Morrowind might have a smaller landmass but its scope was not reduced. A single village like Pelagiad has more things to do in it than three megacities in Daggerfall. Also most skills in Daggerfall were useless or did not work as intended.
>most skills in Daggerfall were useless or did not work as intended.
That was fixed by Unity tho. But yes, in the original version, some skills either had a completely different effect, had the opposite effect (to their description), didn't work at all, or were just plain worthless.
All of the language skills in Daggerfall are worthless and there are a ton of them. It's like the devs wanted to do something with them but ran out of time/money.
What I suspect they wanted to do was a combination between Shadowrun-style 'etiquettes' and what that later 1st person dungeon crawler did with its beast languages (some monsters were friendly towards you).
Some old general store owner in the arabian lands had quite the side piece stashed away.
>(some monsters were friendly towards you)
That's how it works, in Unity at least. If your PER and relevant language skill is high enough (Etiquette counts as the language skill for some mobs) it functions like an automatic charm spell that pacifies mobs in a radius. Some guilds use languages as one of their advancement requirements, too.
My favourite is how the dodging skill in the original version actually reduced your own chance to hit
It's not post Morrowind, Morrowind itself was critiziced for representing a downgrade in interactivity when compared to Daggerfall. It was made worse then Todd realized it was fun to play Morrowind with an xbox controller. I do think the design previous games were aiming at (presenting non-combat builds as eventually something that could be completely viable, with heavy emphasis on contextual elements) to be something more than what they could've managed, but it was interesting to see.
Daggerfall was held up as the shining example of "wide as a lake, deep as a puddle" after release. The handful of people that cried about Morrowind not having thousands of procedurally generated towns that look the same are irrelevant. The Xbox version also came out after the PC version and the interface was clearly made for PCs.
>"wide as a lake, deep as a puddle"
Bethesda game design in a nutshell
I got filtered by the starter dungeon
What happened, friend? Maybe I can help.
keep at it buddy, you can do it ! 🙂
oh, didn't realize anyone had responded to my post. yeah I got killed by some angry skeletons and like the ADHD zoomer I am I lost patience
The skeletons in the starter dungeon are the hardest single enemy you can face in it, and anything but a tweaked level 1 combat build is going to find themselves getting one or two shot. If you play a mage, you are simply out of luck for now. Suggest course of action is to run. You can always come back to this dungeon again and again from the nearest local town. It's not far at all.
That said, get used to the truffle shuffle. Scoot back and forth while meleeing to 'dodge'. You can take out anything like this if you do it right. On any build. It just make take a while.
Every melee-only enemy can be kited to death in Daggerfall, and it's not that hard to do it. Keep that in mind next time.
>that skeleton's face
yep, that's a "remaster" alright
Daggerfall isn't really the same game with the same direction as the later games so the comparison is meaningless.
Daggerfall is a strict dungeon crawler. The actual dungeon crawling is pretty good and you will be living in those caves so you had better like dungeon crawling.
Morrowind+ are really more fantasy life sims with some barebones dungeons slapped in to populate the wilderness while exploring the overworld.
It's okay to like both, but chances are that going backwards in the series is going to be difficult for you zoomers unless you make an honest attempt at trying to understand where the games are taking you.
HOW DO I FIX THE LAG/LOW FPS
YES I DISABLED ALL THE FRICKING MODS IT STILL LAGS
This, game seems awesome but barely fricking runs
Win 10, modest hardware, all mods enabled. Runs great.
>can take out massive bank loans in EVERY province
>one YEAR term of repayment
>10% FLAT interest rate
>NO consequences if you don't repay
>can convert just taken loan into a .25kg DEBIT CARD for portability (gold normally weighs a frickton)
Got my oligarch yacht, loot wagon, key potions and all the training I can handle starting at level 2. We adventurin' on the Emperor's dime now boys.
I committed hundreds of thousands in bank fraud so i could summon SATAN.
Why is daggerfall free? Doesn't Bethesda still own the rights?
Yes, they do; and they decided to make it free.
https://store.steampowered.com/app/1812390/The_Elder_Scrolls_II_Daggerfall/
because it's a glitchy buggy mess and the engine is outdated as frick, what would they sell it for, a fricking dollar?
Daggerfall has been free for over a decade now, IIRC.
Todd loves us and wants us to be happy.
>Daggerfall is added to Steam
>out of nowhere, GOG updates their version with Unity and a ton of mods
What are they afraid of?
some youtuber is responsible for the pre-modded release of DF Unity
I'm stuck in the first dungeon
Just use the secret technique of the Joestar family.
many such cases
That's the tard filter. Like the temple of trials in Fallout 2.
I just put those first 2h in, the method I used was
>q save
>rest for 3h
>q save if no rando enemy
>q load if enemy spawns
thats it, also make the frickers fight between themselves, im 60 speed and I could easily outrun them all
>20k loan taken at level 2 coming due
>pay it off with another scrap of paper from another bank
>take out a 60k loan from the bank I just "paid" back
>another year to spend schlomo's money
>tfw robbing goldstein to pay greenblatt