It's been a long time coming, but the big day is finally here: Daggerfall Unity, the best version of Bethesda's nearly 30-year-old open-world RPG, has now hit version 1.0 and is «considered complete.»
We all talk about Skyrim and Morrowind and Fallout 4, but I would argue that none of them were as influential as Daggerfall. It set the tone for three decades of RPG history: It was huge, it was open, it was epic, it was buggy as hell, and it was a hit that set Bethesda on a course it continues to follow today. Playing it these days, though, is a challenge: It looks rough (although it still sounds great), but the bigger issue is its straight-out-of-the-'90s interface, which has not aged well.
That's where Daggerfall Unity comes in. It's a fan-made, open source rebuild of Daggerfall in the Unity engine that brings the game to modern PCs with WASD-based controls, improved graphics, lighting, and widescreen display support, greater draw distances, and numerous other enhancements. You can opt to play in «retro mode» if you're looking for the old-school experience, but Daggerfall Unity also supports «hundreds of incredible mods» that add everything from improved graphics and audio to new classes, quests, and geographical regions.
Another interesting but widely overlooked feature of Daggerfall Unity is the option to set smaller dungeons. When enabled, the game will limit randomized dungeons to roughly the size of Privateer's Hold, Daggerfall's tutorial dungeon, and while it might seem odd to want less of an open-world Bethesda RPG, you have to keep in mind that Daggerfall is massive, and its randomized dungeons are massive, and honestly it's just too damn much: Smaller dungeons makes random questing faster (hand-crafted dungeons
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