The Elder Scrolls: Arena |
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Studio: |
Bethesda
Softworks |
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Designer(s): |
Vijay
Lakshman; Ted Peterson |
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Part of series: |
The
Elder Scrolls |
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Release: |
March 25, 1994 |
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Main credits: |
Programmers: Julian Lefay, Jennifer Pratt, Foroozan Soltani Artists: Bryan
Bossart, Kenneth Lee Mayfield, Jeff Perryman Music: Eric
Heberling |
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Useful links: |
Complete
playthrough, parts 1-13 (13 hours
5 mins.) |
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Basic Overview Just to impress
everybody about how much not of an
RPG-obsessed person I am, I should probably start this review with a stunning
disclaimer that, as of the exact moment of its writing, The Elder Scrolls: Arena is the only game in the entire Elder
Scrolls series that I have had the time to actually beat. I am familiar with all the other major
titles in the series, all the way to Skyrim,
but I still have a long road to travel here, and, as usual, I prefer to
tackle that road in proper chronological order, which is a good way to let
you look past the inevitable technological limitations of the old titles and
assess them not from a «retro-historical» point of view, but from a «time
machine» point of view, sort of reliving life from one stage back in time to
another stage forward. When Arena
was released, back in 1994, I had no chance whatsoever of playing it, for
various reasons (one of them being that my PC probably couldn’t have handled
the stress); but playing Arena before getting properly spoiled by the
likes of Skyrim is precisely the
way, I think, to be able to more properly appreciate both Arena and Skyrim, as well as
everything that came in between. Of the two big B’s in
the world of CRPG, Bethesda and BioWare (there’s also Blizzard as the third
one, but its primary focus is more on strategy and action than RPG), I am
naturally more partial to BioWare, whose goals — at least, while the studio
was in its prime — were always to combine an outstanding storyline, populated
with memorable characters, with elements of role-playing; The Elder Scrolls have always
prioritized role-playing over story, giving the player much more freedom of
action at the expense of making these actions feel like they really, really
matter. However, as far as tools for the «build-up-your-own-story»
construction kit are concerned, few, if any, competitors have matched the
ambitions of Bethesda over the years — and as The Elder Scrolls: Arena amply shows, these ambitions were there
right from the very start. Pretty much every game in the series always tries
to bite off far more than it can chew — and pretty much every one fails, to
some degree or other — but the failures themselves still manage to be
fascinating, and their sins forgivable. Unlike BioWare, a
company that pretty much started out with its dream transparently laid out on
paper and went from nothing to stardom upon releasing its second game (Baldur’s Gate), Bethesda Softworks
seem to have waddled into the RPG market almost by accident. For eight years
since its incorporation in 1986 by Christopher Weaver, it was putting out a
rather motley assortment of sports simulators, shooters, and rather
lackluster action-adventure titles like the Terminator franchise; it is probably safe to say that few of
those provide even purely historical interest at present time (I’ve not
played any of them myself, but watching the old game footage on YouTube has
not been particularly arousing). However, sometime around 1992–1993 the stars
aligned rather happily for the company, putting together three talented
people — designer / producer Vijay Lakshman, senior designer Ted Peterson,
and programmer / engineer (also occasional composer) Julian LeFay. (Cue voice of doom) It has been foretold in The Elder Scrolls...
that some day three heroes would cross paths in order to design a really cheesy
game about teams of warriors traveling through an epic world, fighting each
other in the various combat arenas scattered across the land until only the
strongest remained, or some crap like that. Fortunately, collective intellect
won over collective stupidity, and the raw game mechanism soon took on a life
of its own, with its creators wisely following their instincts and creating
something completely different from what was originally planned. Thus, although The Elder Scrolls: Arena still
happened to retain its original name, for whatever technical reasons forced
it to, there are no «arenas» in the game whatsoever — instead, having
(accidentally, I’d like to believe) discovered that all three of them were
fans of tabletop RPGs as well as already prolific CRPGs of the Ultima variety, Ted, Vijay, and
Julian simply decided to make nothing less than the hugest, grandest, most
ambitious RPG of all time. Perhaps if they’d already had a lot of experience
with the genre, they might have reined in their ambitions and settled upon
something of a smaller scale — but fortunately for history, they knew very
little, if anything, about how to make an RPG, which is a great starting
condition for a terrible, laughable embarrassment if you lack talent and
insight, or for something truly outstanding if you do not. And for all its
major flaws and all of its under-reached goals, The Elder Scrolls: Arena was
truly and verily outstanding. Even those who would
find the game tedious and unplayable today would still have to acknowledge
that it was quite a breakthrough in several important aspects. It implemented
the huge, near-infinite open world game mechanic like never before —
absolutely breathtaking in pure geographic scope (even if most of that scope
was rather illusive, as we shall find out eventually), it remains the
great-great-grandfather of the majority of today’s open-world RPGs. It was,
arguably, the first title to successfully and convincingly introduce
first-person perspective into RPGs (inspired in large part by Ultima Underworld, for sure, but
that game looks laughable next to Arena).
It placed a huge emphasis on atmospheric properties, utilizing sound and
visuals to trap the player in its virtual reality. It... well, let’s save all
those other things it did for the actual review. Unfortunately, it also
did most of these things somewhat crudely — or, to put it more politely, it
was somewhat ahead of its time with many of its ideas. In most of the veteran
gamers’ memories, I believe, the legend of Arena has been largely eclipsed by the memory of The Elder Scrolls: Daggerfall, the
follow-up title from 1996 which is commonly brought up as the proverbial Bethesda masterpiece
from the early days. I happen to actually prefer Arena myself, and I think it is largely due to the fact that I’ve
been late to the party by more than twenty years; today, Arena, as played through various DOS emulators on PC, no longer
feels as cumbersome and unwieldy as it must have felt to most PC owners back
in 1994, and to me, its sprawl feels a bit more balanced than that of Daggerfall. However, this is, of
course, a matter of opinion — both games have their own elements of
uniqueness, and ultimately it all depends on what you’re really here for. Back in its day, of
course, Arena had its fair moment of
glory, with Computer Gaming World
voting it the best RPG of 1994 and gamers worldwide amazed at its dashing
sprawl. Yet due, among other things, to the fact that it failed to properly
and definitively establish the lore of The Elder Scrolls — something that
would only happen with Daggerfall
two years later — Arena had the
misfortune to become sort of the «spiritual black sheep» of the series, an
early take that feels disconnected from the fantasy universe of Tamriel built
up in the later titles. For that reason, present day devotees of the Elder
Scrolls saga are often found scoffing at the game, inciting novices to start
their journeys with Daggerfall (if
they want a particularly harsh «old school» challenge) or any of the ensuing
games from Morrowind to Skyrim. But I think that even if Arena happens to be totally
excommunicated from the Church of The Elder Scrolls, it still has quite a few
delights to offer on its own, as a stand-alone title. In fact, precisely
because of the fact that it spends a little too much time looking over its
shoulders at achievements of the past, always thinking about how to improve
on them, rather than on building up a grand new universe for the future
(which is the chief occupation of Daggerfall),
it ends up being more adequate and balanced in some aspects than its somewhat
chaotic follow-up hodge-podge of kaleidoscopic ideas. In the ensuing sections
of the review I’ll try to show more specifically what I mean — and yes, we’ll
have to resort to quite a bit of comparative analysis in the process. |
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Content evaluation |
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Plotline Most of the Elder Scrolls games are, to some extent, defined by how their
«main quest» is integrated (or not integrated) with the «side quests», and
the specialty of Arena is in that,
after a short while, it is only the «main quest» that remains worth following.
After creating your character, you start the game in a dungeon where you, the
last survivor of the loyal Imperial Guard, have been thrown by the evil mage
Jagar Tharn after he has staged a coup against the Emperor Uriel Septim VII,
imprisoning the poor guy in Oblivion and assuming his shape in order to rule
for his own sinister purposes. As you escape from the dungeon, guided by the
instructions of the friendly (but dead) sorceress Ria Silmane, your obligation
is to restore the Emperor to power and deal with Tharn — to do this, a
powerful magical artifact, split by Tharn into eight pieces, has to be found
and reassembled piece by piece; only after this can you actually storm the
Imperial Palace itself and confront the traitor face-to-face in a final
showdown. It is a simple and repetitive plot —
perhaps the simplest ever in an Elder
Scrolls game — yet, in a way, it is rather surprisingly effective.
Starting with Daggerfall, you
always run the risk of getting way too confused and mixed-up while sorting
out the endless mutual strifes and bickerings of the various factions, with
the big goals (if they can even be called big) getting diluted in an endless
sea of local problems. Of course, this is all perfectly normal for ambitious
CRPG settings, but sometimes there is something to be said about
straightforward simplicity, too, and Arena
is as simple as they come. Later games would be all twisted and zig-zaggy; Arena’s mechanism is straight as an
arrow. Each of the eight parts of your precious artifact (the Staff of Chaos)
is hidden in one of the eight provinces of Tamriel. By getting a first clue
from Ria and then asking around, your hero is directed to a location in one
of the cities, where some king, mage, or priest asks for an initial favor —
which always means clearing out a huge dungeon — to provide a map of the
location where the Staff piece is hidden, whereupon you go there and clear
out a second huge dungeon to get to
the piece in question. Then you get a dream vision of Jagar Tharn who gets
more and more mad at you, even sending in a couple of assassins that are
easily dispatched. Then rinse and repeat. Ultimately, this means having to
complete a whoppin’ sixteen huge dungeon crawls, two for each province,
before the final, eighteenth one (the first one is your escape from the
starting dungeon) where you shall have to confront your strongest enemies,
including Tharn himself. Although there are some tiny bits of lore associated
with each of these individually designed places (as opposed to procedurally
generated mini-dungeons scattered en
masse all over the continent), most of your time in them will be spent
finding your way around and fighting monsters rather than talking or
interacting in non-combat fashion. The good news is that most of these places
have their own personalities — ruined castles, abandoned mines, ice-encrusted
strongholds, mist-filled gardens, lava-choked volcanic craters — and although
the designers’ fantasy eventually begins to run out toward the end, as a
rule, scouting out each of these locations is its own experience, though it
certainly has to do more with «atmosphere» than «plot». The aforementioned tiny bits of lore
are, however, relatively worthless. The basic thing for us to understand is
that we simply have to go to the dungeon, kill everybody in our way, get the
required McGuffin and go forward. Paying serious — let alone emotional —
attention to your local ruler or wizard explaining why he or she needs the
item in question is not in the least obligatory to complete your assignment. Very occasionally, you might require
to collect bits of information in the dungeons you explore in order to answer
some of the riddles that the game’s locked doors sometimes ask of you; other
than that, there is hardly any «knowledge» you need to assemble in order to
facilitate your progress or feed your emotions. A couple of the crawls are
accompanied by your slowly unwrapping the details of some terrible
Shakespearian tragedy that had happened in the place in question (such as the
mini-story of the brothers Mogrus and Kanen inside the Labyrinthian), but
there is no actual involvement on your side in these stories, and with
minimal text and no voicing going on, their artistic value is non-existent:
really, they’re only there to make the crawls a touch less monotonous. Things are even worse with the side
quests, most of which are randomly generated from pre-written blocks — these
usually involve rescuing some damsel or noble’s son from a dungeon, accompanying
somebody somewhere, capturing a criminal, or, on a rare occasion, hunting
down a unique artifact that will help tremendously boost some of your stats.
None of these quests, which you typically get from hanging around with
innkeepers or nobles wherever you come to visit, have any relation to the
«main quest» or, in fact, can even be considered as a minor part of the
«plot»; they are simply there to provide extra content, extra opportunities
to get extra loot and cash, buff up your character, and help you catch a
breath in between the major dungeon crawls. I would typically find myself
getting a small bunch of these early on in the game, then forget about them
altogether — because you can really level up all the way you want while
simply doing the main quest. (And those tiny four-level dungeons generated
for side quests are usually very, very generic and boring anyway). Still, in a sprawling RPG game like Arena there is something to be said
about minimalism, I guess — and although the final encounter with Jagar Tharn
is rather short and disappointing (he does not even get his own unique
sprite, and by the time you meet him face-to-face, you’ll probably be leveled
and buffed up to such a point that you’ll take him out in a jiffy), the way
he keeps pestering and taunting you through each of your achievements does
feel epic. At least there is a very clear goal and a very clear — and
cleverly increasing in difficulty — path that leads to it in a very classic
mythological, labour-of-Hercules sort of way. And while subsequent games
would strive to make your living in Tamriel being a bit more on the mundane,
realistic side, this is precisely what makes Arena stand out — a bit of an epic, poetic feel to it which would
already in Daggerfall be replaced
by a far more pragmatic and even cynical approach to all that hero business.
It’s a bit like pitting The Iliad
against A Song Of Ice And Fire, if
you catch my drift here. There’s probably a place in our life for a little of
both. |
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Action Compared to how Arena looked and felt upon release, the things you
could and would do within Arena must have seemed somewhat
underwhelming. Essentially, Arena
does what any generic RPG expects you to do. You start off with «rolling» a
character (most people usually keep on re-rolling until the initial stats
look impressive enough) — prior to which you may or may not wish to have the
game assist you in choosing your class by testing you through a series of
easy-to-see-through questions (e.g. "your
neighbor stole your watch, do you (a) beat the shit out of him?, (b)
hypnotize him to make him return it, (c) rob him blind in the middle of the
night for revenge?"). Then you tweak your typical RPG stats
(Strength, Intelligence, Agility, Luck, etc.) a little, and off you go to an
existence that shall largely consist of three constituents: Communication,
Commerce, and Combat. Beating the game is much more about grinding in all
these three areas than anything else. Simply put, to learn the locations of
the artifacts you’re supposed to collect you have to travel around — usually
at random — and ask the various people you meet on your journeys. They don’t
have a lot to talk about — sometimes they can deliver you a random, and
usually meaningless, piece of news for sheer virtual pleasure, or point you to
a place where you can find a generic side quest to complete; but sometimes,
completely at random, they do give out a valuable piece of information. Thus,
all that’s needed here is patience. Once you have finally been pointed in the
right direction, before invading one of the «macro-dungeons», you need to
stock up on decent weapons and protective equipment (everything from armor to
magic potions); this is done at local stores, all of which look alike, where
you’ll probably do a lot of bartering at first, that is, before you become so
overloaded with money that bargaining becomes merely a time-consuming chore.
(I usually end up buying a shitload of health and other potions, which saves
you quite a lot of time in the dungeons). Finally, there are the dungeon crawls,
which will probably occupy about 85-90% of your entire playing time — and
it’s a good thing, because Arena is really all about
dungeon-crawling. The smaller dungeons, procedurally generated for the sake
of minor side quests, are not very interesting — they usually consist of
about four levels each, with a small number of random enemies scattered
around differently configured corridors and chambers, and once you’ve
explored a couple of those, I don’t see how it could be particularly
interesting or fun to waste time on even more. The large, hand-crafted dungeons, are an entirely different matter
altogether — not only do they have interesting bits of unique design, but
they typically offer an extra level of challenge, where you have to guess
riddles to open locked doors, find your ways around deep pits and lava pools,
locate hidden keys on bodies of occasional mini-bosses, and regularly meet
new, stronger types of enemies as the older types grow weaker and weaker
while you level up. Combat itself, like in most classic,
pre-action-adventure day RPGs, is not difficult, and its results usually have
more to do with the current level of your character, as well as the luck of
your dice rolls, than with true player agency. Incidentally, Arena was the first, or at least one
of the first, games to introduce mouse-based combat into PC RPGs, but this
just means that you have to constantly move your mouse back and forth while
slashing at the enemy, requiring no special player agility at all; the
results of your slashing will always be determined by your and your
opponent’s respective levels — and quite a bit of luck, nothing else. Thus,
(a) leveling up is really important, (b) packing stuff is really important,
(c) understanding when to fight and when to run like crazy is really
important. That’s about as much intelligence as it takes to beat Arena to its conclusion. Now, of course, if you want to, you can get pretty creative,
particularly if you are a magic user — like quite a few RPGs, Arena makes the mistake of being
obviously rigged in favor of the wizard class. Thieves may be extra sneaky
and fighters may be extra tough, but living your Arena life as a thief or a fighter ultimately becomes quite
boring, whereas wizards have the advantage of constantly learning new, more
complex and exciting (and expensive, not to mention mana-costly) spells — in
fact, Arena boasts the presence of
its own spell-constructing kit, where you can waste hours of your life
designing the most bizarre spells in the world. Want to have a spell that
launches a fireball at your opponent, while also poisoning him at the same
time, making you invisible and
sending you off to levitate in the air? Yes you can, provided you got the
money and you got the spell points required for casting the little wonder.
Easily the single most challenging and brain-wrecking task in the entire game
is to come up with your own ultimate doomsday spell that shall make even the
most dreadful boss creature disintegrate before your eyes in less than a
second... ...the only problem here being that all
these things are essentially not
required, they’re all here for the sake of entertainment only. The regular
spells that you can buy at the various Mages’ Guilds cover all of your needs
perfectly just as they are, and the practical use of a complex spell that
makes you invisible, cures you of poison, and destroys your enemy at the same
time is pretty dubious in the first place — usually, you’d want to do those
things separately rather than all together. It would actually be nice if,
every once in a while, the game would force
a magician to use the Spell Construction Kit — just to emphasize its
importance for boss battles, for instance — but it never does. Consequently,
having fooled around with the system for a short while, I quickly grew bored
and disenchanted with it, sticking to regular spells from then on. In the end, player qualities that Arena rewards the most are patience, obstinacy, and (optionally) calculation,
which, of course, is hardly surprising for any CRPG veteran. Building up and
properly equipping your character, accurately mapping out the huge, twisted
dungeons, diligently saving all over the place after making another small bit
of progression — all of these things demand far more of your time than they do of your intelligence. Hence the obvious
question: with so simple a plot, and such trivial a path of action, is there
truly anything in Arena that could
be worth your time? |
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Atmosphere Indeed, if there still remains one
reason for people to continue bothering with Arena, it is simply the fact that it has a fairly unique «aura»
to it. Perhaps the best way to feel it out is to compare the dungeons of Arena with what must have been its
chief inspiration — Ultima Underworld,
released two years earlier. While I have not played it myself, watching bits
of gameplay on
YouTube clearly shows just how much Bethesda specifically pilfered from its scrolling
3D landscapes. There is the same first-person perspective; the same endless
labyrinth of stone corridors, walls and doors arranged in chaotic and
befuddling manners; the same limited field of vision, with new walls and
corridors — as well as unexpected enemies — rising to meet you out of the
darkness, with creepy music following you around and occasional juicy pieces
of loot strewn on the ground. However, the two years elapsed between 1992 and
1994 proved to be rather crucial: while Ultima
Underworld’s dungeons, at best, might look «fun to navigate» to some
people, Arena’s dungeons continue
to feel creepy as hell, easily just as unnerving when you return to them in
the 2020s as they were back in the era when they represented the ultimate
pinnacle of digital technology. Much of this has to do with the game’s
handling of sound, arguably the
game’s highest technical achievement and one of the finest examples of
atmospheric audio in any game I have ever played, period (yes, it compares quite masterfully even to modern titles
in that respect). But this is not the only component of the game’s
atmosphere, far from it. On the whole, Arena
succeeds in building up a bizarre, but believable alternate reality in which
the principal, if not the only,
goal is to survive, and in order to survive, you have to build yourself up as
diligently as possible. Formally and superficially, this is a common goal in
most RPGs, but not all of them flash it in your face as persistently as Arena does. Paradoxically, even if
its sequel, Daggerfall, would on
the whole be a much more difficult game, in which the balance between life
and death is very much skewed in
favor of death, Daggerfall, to me,
rarely feels as tense and unnerving as Arena. In their tales of their own struggles
with Arena, people frequently
complain about the difficulty curve and how it took them 15 or 50 tries to
even get their character out of the starting dungeon. This complaint usually
has more to do with not perfectly understanding how the game works — in
addition to a lot depending on the
luckiness of your initial rolls, you are pretty much supposed to take plenty
of damage from even minor enemies, such as Rats or Goblins, at the beginning
of the game, and use safe spots and niches to rest and recover. Once you got
that simple tactic down, Arena is
not particularly difficult, except when you run into one of its many bugs;
however, even after that it does not cease to be creepy. Honestly, there are fairly few games
out there in which the enemies would be as persistently nasty as they are in the Arena.
Typically, they creep up on you from somewhere ahead in the darkness, where
you can sometimes discern them from a little afar by the distinctive sounds
they make; however, they are just as liable to creep up on you from behind and stab you in the back when
you least expect it (usually, I think, it happens when you go past a closed
door without bothering to check what is behind it, and alert your presence to
the enemy — but sometimes it feels as if the game is simply scripted to have
fiends materialize from nowhere). As a rule, they are really ugly and really
persistent, their only purpose in life being to hunt you down for no reason
at all — malicious killing machines, yet endowed with their own
species-specific personalities. However, as you gradually level up, formerly
formidable enemies gradually become nuisances that you easily dispatch with a
couple blows or a couple well-placed spells — until, by the end of the game,
once you have accumulated enough XP, even the most dangerous challenges such
as Liches or Vampires go down before you like sacks of potatoes. At the beginning of the game, though, hoo boy, you’re in for some really
tough time. At least the opening dungeon is relatively small; but already
your very first serious mission — find a tiny piece of parchment in the huge
dilapidated castle of Stonekeep — can overwhelm you with its sheer scope and
deadliness. The designers lure you in with simple enemies at first (the same
rats and goblins that you have already become accustomed to in the starting
dungeon), then begin mockingly introducing you to speedy wolves, brutal orcs,
nearly unbreakable skeletons, paralysis-inducing spiders, and, finally,
club-wielding, disease-spouting Ghouls, defeating even one of which takes
pretty much all you’ve got... and there’s a whole pack guarding that blasted
parchment. Above all, it is the space
of the whole thing that shall take the wind out of your sails. Dining halls,
libraries, flooded dungeons, earthy basements, underground currents — by the
time you’re finished with your dungeon crawl, you’ll be literally sweating. And there is no «Recall» spell as
there would be in Daggerfall —
having made your way deep into the bowels of the dungeon, you’ll have to
crawl out of it as well, only praying on your way back that all those
innumerable enemies have not yet had time to respawn. As you gradually level up and become
more used to your enemies’ treacherous tactics, the atmospheric qualities of Arena are liable to begin inducing
boredom — even if, as I already said, the designers try to keep the main
quest dungeons as diverse as possible, there is only so much you can do with
a fixed set of starting blocks, and by the third or fourth piece of the
Staff, all those underground pits and lava rivers will no longer feel
particularly exciting. Still, there always remains a certain element of charm
in the meticulous exploration of all that hand-crafted dungeon space,
especially if you are endowed with the famous Passwall spell that allows you
to remove a piece of the dungeon wall if it seriously gets in your way or if
you’re too tired of endless backtracking from dead ends. Eventually, subtly,
the game morphs from «survival horror» to «cartographic lessons», which could
very well appeal to the obsessive elements of our nature — my main complaint
is that the cleared maps, which all look so nice and neat on the Map screen,
are wiped clean after you leave the dungeon; so if you want to return to one
of them for some reason, you’ll just have to start mapping them out all over
again. Outside of the dungeons, the atmosphere
is, of course, provided by the vast open spaces — endless plains strewn with
randomly generated roads, trees, rocks, farmlands, and an occasional
loot-filled, monster-populated mini-dungeon every once in a while. Added to
this is an expertly crafted day-and-night cycle and occasional weather
effects (e.g. snowfalls in the Northern provinces). Unfortunately, as it
usually gets with procedural generation, the vast world does not really come
alive all that much: there is nothing you can do with the immovable random
decorations, and you cannot even properly get by foot from one area to
another. Interaction with the locals scurrying around the towns and the
countryside is possible and at first even looks varied as they introduce
themselves to you, share pieces of local or general news, drop hints about
finding work and provide information on the city’s taverns, guilds, and
shops; pretty soon it becomes obvious, though, that all of that chatter is
procedurally generated just as well, and that not a single person you meet in
the streets or inside the building is actually a personality — not even the several «specially» named characters
(like «Queen Blubamka of Rihad»!) who have unique pieces of main
quest-related dialog (once they’ve exhausted those couple of paragraphs, they
simply revert to being a part of the same nameless crowd). Generally speaking, it is clear that
the creators of Arena were first
and foremost obsessed with size.
The big cities of Tamriel are truly big, each one containing dozens of
landmarks; the dungeons generated for the main quests take hours and hours to
properly map out; the distances between cities are infinite; and if, through
some crazy desire to set a really stupid Guinness record, you wanted to
visit, explore, and map out each city, town, village, and dungeon on the
continent, it could literally take you a lifetime of doing nothing else
(although Daggerfall, I believe,
would take that approach even further). For PCs back in 1994, the results
must have felt monumental, provided they were capable of running the game in
the first place; today, eyeballing this largely meaningless vastness is about
as exciting as settling down in your comfy chair and reading aloud the first
half a million sequences in a decoded strand of DNA. Yes, we know that space
is infinite but we also know that it is mostly empty — although, granted,
some people may get off on the idea
of vast empty space. To me, the most appealing point of Arena’s atmosphere is not the game’s
sheer size, but the very contrast between «safe» and «dangerous» space. The
best feeling? When you happen to arrive in some town late at night, with all
the shops and guilds closed and occasional monsters and bandits roaming the
streets. You’re looking for a place to stay, and there is nobody around to
give you directions, and suddenly some unknown enemy hits you in the back and
takes off a solid chunk of your health bar, and you have no idea if it’s a
measly Orc or an overpowered Wraith... and you run for your life, desperately
looking for signs of salvation, and then, finally, you see a heart-warming
tavern sign... you rush inside, still pursued by your unknown enemy, and
suddenly find yourself in the «comfort zone» — bright, warm, pleasant, with
merry music playing around, an opportunity to rest your bones, recover your
health, and check the local gossip. That
is the kind of thing Arena does
incredibly well, and even if it cannot properly bother to make any of its
NPCs come alive, at its best, it makes you
feel very much alive by staying on your toes in a world where pretty much
everything out there is out to get you, sooner or later. Strange as it seems, too much emphasis
on the plot might have probably ruined some of the game’s atmosphere, as it
ended up happening with Daggerfall,
a game which — I absolutely insist — is seriously less atmospheric than its predecessor, much more concerned with
giving the player more freedom of action and pseudo-diversity at the expense
of emotional reactions. I, therefore, do not mind all that much that we do
not get to properly bury ourselves in the court intrigues of the many rulers
of Tamriel, concentrating instead on killing as many monsters as possible to
get to that coveted next rank. |
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Technical features |
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Graphics While it is obvious that in
retrospect, the visuals of Arena
have no chance of remaining its strongest selling point, back in 1994
Bethesda’s achievements on this front must have felt quite spectacular. With
a native VGA resolution of 320x200, the game’s engineers still managed to get
it at least up to the level of Doom
— no mean feat for the time — and perhaps even improve on that level, as the
graphics of Arena strive for a bit
more realism and complexity. However, they also have to struggle with the
same issues as Doom, or just about
any 3D action or RPG game released at the time — most notably the «open
world» principle, under which the number of on-screen visuals available for
the player is technically supposed to be infinite, meaning that they are all
composed of pre-crafted «building blocks» that may be combined in an endless
variety of ways. As a rule, this principle does not really transform into
aesthetic beauty; the only thing that matters is the illusion of plunging the
players into an alternate reality, unconfined by the limits of their monitors. However, I would not be too
sure to insist that the graphics of Arena
are entirely subdued to purely
pragmatic purposes, as becomes obvious when you compare it to the likes of Ultima Underworld. First, adequate
care has been taken of the little details. The sprawling dungeons feature
wall decorations, rusty chains, dirty weeds, gnawed bones scattered across
the floors, etc. The cities, towns, and hamlets of Arena have lamp-posts, fountains, statues, nicely trimmed lawns,
etc. Probably the most disappointing places are interiors within townhouses —
as a rule, they just feature empty spaces, sometimes with tables and chairs
(there aren’t even any closets or beds, for that matter — whenever you go to
sleep in an inn, one wonders whether you’ve just had to spend the entire
night flattening your bones out against what looks like a primitive surgical
table) — but at least you’re not really supposed to be spending a lot of time
in there. Second, it would not be
right to deny a certain style to
all these building blocks. The dungeons, with their huge stone slabs, earthen
floors, and low-hanging ceilings, have a brutal, claustrophobic look that
sometimes actually makes you wonder about who and under which circumstances
could ever have populated their territory with such menacing structures. The
towns, most of which look very much alike apart from a few environmental
details here and there (e.g. palm trees in some regions vs. fir trees in
others, etc.), give off the probably intentional-and-desired effect of «human
anthills», where people scurry about their business just because such is the
law of nature. In some ways, the relative primitiveness of the graphics even
in comparison to Daggerfall only
accentuates the idea of the world being a dangerous and depressing place
(both the exteriors and the interiors in a typical Daggerfall town would look a tad nicer and cozier, suppressing
the overall feel of danger). Third, the 3D aspects of
Tamriel are handled reasonably well. Although the game’s draw distance is
laughable by modern standards (you can do something about it by fooling
around with the Details slider in
the settings, but not too much), having blurry faraway objects suddenly
transform into houses, statues, and people before your eyes is still
impressive — or jump-scary, whenever your advancing in a dungeon triggers the
emergence of some particularly nasty enemy from out of the shadows (one
reason I always go for a Light
spell early on in the game — somehow having your Vampires and Golems appear
out of a brightly lit nothing slightly reduces the chances of a heart attack
if you have them appear out of total darkness right under your nose). And the
scaling issues with NPC and enemy sprites are almost non-existent: they look
just as realistic up close as they do from several meters away (compare, for
instance, the really clumsy scaling
results with Sierra On-Line games released just a year or so earlier, when
small-size sprites would look awfully pixelated when moved to a virtually
«close-to-the-player» position). (Of course, we’re talking 1994 standards
here, not 2020.) Serious care was applied to
the enemy sprites, making most of the monsters truly antipathetic. The
multi-legged hissy spiders are all brown legs and feelers, ugly as roaches
and stretched out like Martian war machines (more intimidating than spiders
in Daggerfall, which kinda look
like puffed-up rubber toy models in comparison). The vomit-colored ghouls
look like walking puddles of infectious disease (which they are). The ghosts and wraiths actually look ghostly, with semi-transparent
pixelated bodies through which you can walk (if you are brave and sturdy
enough, that is). The Liches have rather uncharacteristic manes of red hair
flowing atop their skulls, which gives them a bit of a progressive rock-star
look on the whole — an original touch that actually makes this type of enemy
more memorable than the one in Daggerfall.
Unfortunately, this does not apply to the main antagonist (Jagar Tharn), who,
for some reason — perhaps they ran out of budget at the last minute — does
not even get a unique sprite to his name and is «disguised» as just a regular
Vampire, which always confuses players at the end of the game (and makes the
final boss confrontation quite underwhelming). On the other hand, Jagar
Tharn is one of the few game characters who gets an actual close-up (along
with Ria Silmane and the Emperor), so that’s at least worth something — and
speaking of close-ups, the game’s few attempts at actual hand-drawn art,
mostly represented by exterior depictions of the eight locations containing
the eight pieces of the Staff, are surprisingly vivid rather than purely
schematic. Too bad they couldn’t have more of them, to make at least some of
the game’s locations a bit more individualistic. |
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Sound If there is one thing that Arena does better than most of the
early games in the Elder Scrolls
series, it is the audio part of the entertainment — I’d go as far as to say
that the game is more worth picking up to be heard than to be seen,
and that most of its atmosphere is conveyed by means of (a) its actual
musical soundtrack and (b) one of the most effective uses of sound effects in a video game I’ve ever
witnessed. The full CD-ROM edition of the game also has a third audio
component — voice acting — but it’s a really small one, even if it does
significantly contribute to the atmosphere as well. Let’s start with the soundtrack. It was
composed by relatively little known video game composer Eric Heberling, who
had already provided the General MIDI soundtrack to Bethesda’s proto-Doom-like Terminator: Rampage —
which is certainly OK as far as shooter-style rhythmic electronic soundtracks
are concerned, but predictably monotonous in its harsh, kill-’em-all aggressive
vibe. By contrast, even if the collective length of all the tracks written
for Arena barely exceeds 40
minutes, they feature an astonishing range of vibes and attitudes — and some
are even quite catchy at that! Considering that, as you stroll through
Tamriel’s towns and dungeons, this soundtrack has to accompany you for hours
on end, it is almost a miracle that I never
find myself wishing to turn down the music, despite its continuous loops. Heberling introduces a fairly strict
division between «safe space» and «dangerous place» music — the tracks played
at daytime in the towns and countryside, on one hand, or at nighttime and
inside the dungeons, on the other. For the first group, the main inspiration
probably comes from various strands of Renaissance music, though he obviously
applies the «ABBA filter» (take a classical piece and simplify it to the
point of being instantly memorable and accessible, that is) and makes full
use of MIDI synths as autonomous atmospheric entities rather than just
piss-poor emulations of real instruments. The result is some truly beautiful
soundscapes such as ‘The
First Seed’ (which typically plays on bright summer days inside and
outside the cities) and ‘Winter
In Hammerfell’ (playing, respectively, on wintery, snowfall days in the
same locations). There’s really nothing like getting enveloped in the «cute
solemnity» of the former or the «friendly frostiness» of the latter when you
need an antidote to the robotic randomness of Arena’s hustle-bustle going around — with the slightly
otherworldly feel of the MIDI tones (and I’m pretty sure it just wouldn’t work if played on real
instruments), the game is instantly elevated to a whole other level, making
it so much easier to suspend disbelief than through chatting with the
lifeless, AI-generated townspeople. The «dangerous» music is more on the
ambient level; thankfully, it never goes into full-on shooter-mode (after
all, you are not supposed to rush
through dungeons in Arena,
shooting up baddies with badass-looking carbines — it’s a slow and meticulous
affair here), preferring instead to concentrate on suspenseful, unnerving
tones; one possible complaint might be that there is no actual «combat music»
even when you actually run into an enemy, but since you run into enemies so
frequently, that might mean too many abrupt interruptions, so the decision to
keep the same low-key suspenseful ambience even when you start hacking away
at a pack of goblins is understood. In any case, the experience of sitting
through a couple hours of this creepy ambience and then finally escaping the
dungeon for the local tavern, where you are greeted by a cheerful bit of
Celtic dance, is an absolutely heartwarming one. As monumental as later era Elder Scrolls soundtracks would
become, naturally culminating with Skyrim,
there is an absolutely unique charm to Heberling’s creation here — and I am not saying this out of general
nostalgia (which I couldn’t experience even if I wanted to, having never
played Arena until the 2010s) or
out of some «early MIDI music is always cool!» puffed-up principle: I just
happen to recognize talent when I hear it, and I think that Heberling
actually made the world of Tamriel a more unique
place in nature than Jeremy Soule did with all the Elder Scrolls games later on (starting with Morrowind). The Arena
soundtrack is simpler, quieter, less pretentious, a little child-like in
places, and does a much better job of transporting you into a universe of
«naïve childish beauty (and/or terror)» than the later soundtracks for
games that were trying to advance from the level of pure make-believe to a
certain degree of «fantasy realism» (and, for that matter, failed more often
than succeeded in achieving that goal anyway). Another area in which the game truly
excels are the sound effects — although this applies exclusively to its
dungeon-crawl sections. Inside the dungeons of Arena, hearing is even
more important than seeing at
times: enemies typically announce their presence to you by making typical
sounds which you can hear from afar, coming from ahead in the corridors or
even from behind the walls (so sometimes it takes a long, long time for you
to face an enemy after having been made aware of its presence). And the
effects work really well — particularly at the early stages of the game, when
you have to be constantly on the watchout for overpowered enemies who can
dispatch you very quickly if you get ambushed. Somehow, those couple of
seconds allocated for each type of enemy characterize them perfectly in
individual ways — from the busily angry mumble-grumble of the Goblins to the
sheer carnivorous guttural roar of the Orcs; from the ethereal wails of the
Ghosts that somehow manage to combine sadness, surprise, and menace at the
same time to the «advanced» level of the same combo from the Wraiths (who add
a particularly threatening guttural croak to the «cleaner» Ghost tone); from
the cat-like venomous hissing of the Spiders to the
«never-a-moment-of-peace-for-poor-me» constipated moans of the Ghouls; from
the calm, cool, and collected pitch-black-deep roar of the fire-breathing
Hell Hounds to the terrifying battle scream of the Vampire — I’d really like
to give out a hug to whoever designed (and voiced!) those effects. Not only
are they cool per se, they are also, to a certain degree, unpredictable, and
not always corresponding to the usual stereotypes we associate with these
kinds of enemies. Finally, the full CD-ROM edition of the
game throws in a bit of voice acting — specifically, a female voice for the
visions you get from Ria Silmane (allegedly provided by one of the female
programmers at Bethesda) and an unknown male one for Jagar Tharn (who also
only appears in visions). Tharn’s actor overstates his function a bit with
way too much mwahaha, look at me I’m so
evil! pizzazz, and Silmane’s voice is rather monotonous and emotionless,
but neither performance is cringeworthy, and I find it almost surprising how
much they actually contribute to the atmosphere — even with their relatively
rare appearances, they provide a bit of extra urgency and thrill that is very
much needed to alleviate the robotic mechanicity of the miriads of
identity-less NPCs in the game. (Why they never bothered to add any voice
acting to Daggerfall beyond the
opening scene is a mystery to me — surely this would have been even easier to
do in 1996 than in 1994). I am sure that a lot of Arena’s audio charm has to do with
the slightly «amateurish» nature of the game — with the Bethesda team
plunging into the genre without any previous experience, and with PC-MIDI
technology still relatively fresh, they were not nearly as dependent on
fantasy game clichés as just about everybody has been for the past
twenty years or so. What other players might, therefore, dismiss as a
naïve early approximation to how a fantasy RPG might sound, I prefer to
approach as an inventive and occasionally unconventional take — giving the
game its own unrepeatable flavor. Ironically, much, if not most of this
soundtrack would later be carried over to Daggerfall as well, but while the older tracks would be augmented
by a whole bunch of new soundscapes, none of them would quite match the weird magical effect of the Arena compositions — almost as if Mother Nature wanted to show us
how «inspiration» eventually settles into «routine» (although I still prefer
most of what Heberling, with his more «playful» approach, did for the series
to Soule’s «monumentality» that started with Morrowind and continues on to this very day). |
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Interface
In terms of general gameplay, Arena did not revolutionize the
traditional RPG mechanics in any obvious way I could think of. From the
start, your character has the same standard set of parameters that most RPG
experiences have, some of which are more important for one group of classes (Strength,
Vitality, etc. for a Fighter-type class) and some for others (Intelligence
for a Mage-type class, etc.), and all of which are influenced by the relative
luck of your initial rolls (during character creation) and subsequent ones (when
you level up). XP for leveling up is harvested in a very simple way — by
killing monsters and absolutely nothing else — but the good news is that in
order to beat the main quest in Arena,
you don’t necessarily have to grind: as long as you do not arm yourself with
a walkthrough and make a straight beeline for your coveted target in any of
the main dungeons, instead of exploring them meticulously and mopping up all
the monsters, you are guaranteed to level up rather smoothly. People often
complain about the opening dungeon being too hard, but I never experienced the
same kind of problems with it as I did with Daggerfall (where it is indeed recommended to quickly find the
shortest way out of the dungeon as soon as possible). The main interface, with a grid of
options at the bottom of the screen, is convenient enough to be operated
either with the mouse or with some nifty keyboard shortcuts. If you want to
cast a spell, for instance, you click on one of the options to open up a menu
of available spells in the bottom right corner of the grid, leisurely choose
the spell (since opening the menu pauses the game) and blast the enemy; later
on, you can press a shortcut key to re-cast the spell rather than reopen the
menu again (this is my preferred way of healing myself — if you have enough
mana, patching yourself up right in the middle of combat with even your
toughest enemies can be a cinch). If you want to save mana and use up a
charge on one of your magic objects (some of which you can also loot in
dungeons, while others can be bought for astronomical sums at blacksmith
shops — I am personally much more
of a seller than a buyer in this game), you open up a similar list of
artifacts in the same window, although, to the best of my knowledge, this is
an action for which there is no keyboard shortcut. Moving around is performed with the aid
of a map (which opens up in a separate window) and a compass; the map is
fairly simple compared to the 3D vision-breaking monstrosities of Daggerfall, and you can even make
nifty little notes, for instance, to mark the locations of valuable loot if
you are already overloaded and want to come back later. If you want to travel
from one town to another, you open up a separate «maxi-map» of the provinces
of Tamriel where you circulate between locations. Travel itself is fairly
uncomplicated — it merely eats up your time — and the only drawback is that
there is never a set time for your arrival anywhere, so you may very well end
up at your destination in the dead of night (and be immediately attacked by a
bunch of bandits or ghosts). Dungeon-crawling is generally not too
complicated, and the «good» news is that there is practically no way to die
in any dungeon other than be killed by enemies — you cannot starve, you
cannot hurt yourself by falling into a deep pit, and you cannot drown in any
underground water current (unless you happen to be paralyzed by a spider
while in the water, in which case you instantly drown — one reason why my preferred
character race in Arena is always High
Elf, as these guys are naturally immune to paralysis). Oh, right, you can drown in a river — if it happens
to be a Lava Current, that is, and you have no spells or potions that could
make you resistant to fire. One reason, however, why I tend to avoid swimming
if at all possible is that this happens to be one of the most bugged areas of
the game: much of the swimming takes place under the stone floors of the dungeons (not sure how this is
possible physically, but that’s 3D game magic for you), and if you happen to
emerge in a place guarded by an overhead enemy, you tend to get stuck, unable
to do anything while the ruthless fiend pulverizes your health bar from
above. (The same can also happen when you fall down a pit and navigate the
underground passages in one of the game’s «mine-type» dungeons, so beware!). Speaking of bugs, the original game was
quite heavily criticized for their variety and game-breaking potential —
something that would later go on to become more or less a staple for the Elder Scrolls series in general, but
can, perhaps, be excused as an almost inevitable consequence of an unhappy
marriage between Bethesda’s limited resources and limitless ambitions. In any
case, playing the game decades later on DOSBox, where just a bit of twiddling
with the settings gets the game to run quite smoothly on PC, was more or less
a walk in the park for me. Yes, the combat thing is very primitive — all you have to do is wave your mouse around the
enemy, mash the attack button and pray your hit connects — but then,
precisely how much more primitive is this than the shooting mechanics of Doom, or just about any random shoot-’em-up
/ beat-’em-up game in which the quantity
of mowed-down enemies matters more than the quality of the actual fight? Essentially, most of the complaints
about the playing mechanics of the game are exactly the same as applied to
any other RPG. For instance, the loot system: for your first couple of
dungeons, you shall probably be excited at every single stash of loot you
find around the place, but pretty soon you’ll get overloaded with tons of
useless crap, all of it likely inferior to the weapons and armor you are
already equipped with, and will either have to drop it or waste time hauling
it over to various shops to bargain with the merchants (actually, there is
only one type of merchant in Arena, always conveniently doubling
as a blacksmith). Eventually, you’ll have way more money than you really need for anything, at which
point collecting loot will simply be an optional bore. Another thing is the
already mentioned «Spell Construction Kit» — an idea that sounds good in
theory, but is absolutely useless in practice, since you can easily achieve
any goal in the game by simply using whatever is pre-available at your local Mages’
Guild. But in fact, complaining about these things is not too honest, either —
they are completely optional, as, for that matter, is almost everything else
in the game that is not directly related to the goals of the main quest. |
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Verdict: A simultaneously
humble and ambitious start to the Elder Scrolls saga — one in which
atmosphere matters more than historical importance. You may have noticed that throughout this review, I’ve been
surreptitiously throwing out little jabs at Daggerfall, the second game in the series — but not so much to
undermine the legend of this fan favorite as to point out that, contrary to
popular opinion, upon release Daggerfall
did not, in fact, make Arena fully and completely obsolete
and redundant. In trying to do more, more, more, more than Arena, the
same way that all the games in the GTA
series would try to insanely expand the amount of choice available to players
of Grand Theft Auto III, Daggerfall ended up losing some of
the first game’s atmospheric charm and «primitivism». I actually like, for
instance, how the Main Quest of Arena
is structured like a compact piece of some traditional Greek or Indian mythological
epic, where Daggerfall, on the
other hand, would plunge straight into all sorts of quasi-medieval political
intrigue where you would soon lose the multiple threads of whatever was going
on. I am more or less satisfied with the limited number of side quests that
can you pick up — as uniform and monotonous as they are, they feel a bit more
honest than Daggerfall’s simulation
of an incredible diversity of tasks which, nevertheless, still amount to the
exact same thing (visit a dungeon, mop up all the occupants, find something /
someone and bring it / him / her back). And that sonic atmosphere of Arena... say what you will, but there
is still nothing like it in subsequent games. There
is a funny paradox embedded inside Arena:
while — purely formally — being the biggest
game in the entire saga, the only one in which you can explore the entire
continent of Tamriel and map out its contents for literally years and years, it is also the smallest in terms of actual original content. Outside of the
sixteen dungeons of the Main Quest, there is little to do in Tamriel other
than simply walk around Tamriel, be a ramblin’ man, trying to make a livin’
and doin’ the best you can. Some will rightfully say that this is a somewhat
cheap attempt to deceive the player, lure you in with promises of a huge
sprawl, all of which turns out to be generic, repeatable routine (hey, sounds
just like real life for most of us, doesn’t it?). But as long as you are
properly forewarned — disregard the hype, only believe 100% verified
information! — there’s a certain kind of charm, too, in this «simplicity-over-complexity»
approach, where you can feel
yourself being a tiny grain of sand in a huge, infinite world while at the
same time realizing your own epic importance in a save-the-world-from-tyranny
kind of mega-quest. It’s
funny to realize that with all the technical and substantial progress in the
art of video gaming, the one thing that modern RPGs are no longer capable of
replicating by definition is that exact feel — simply because it would take
too many resources and too much work for a procedural generation of an Arena-type world on the modern level
of gaming demands. This is neither a good nor a bad thing; it only means, as I
never cease to repeat while writing either about music or about video games,
that certain types of sensual experiences are exclusively confined to their respective eras (in this case — a
particular, very short, time window in the mid-1990s), and that losing the
opportunity to wind up a game like Arena
on one’s computer would mean losing access to a pretty unique type of sensual
experience indeed. Fortunately, with Bethesda having released Arena as freeware quite a long time
ago, there is little danger of that as long as there is at least a single «Eternal
Champion» running around with a DOSBox emulator. [Technical
note: You can clearly see how much more popular Daggerfall remains in the hearts of gamers through the sheer fact
that there is a complete and fully working modern version of Daggerfall, written by loyalfans in
the Unity engine, openly available to the public — however, the parallel OpenTESArena project,
having started around 2016, still remains in its initial stages and does not
even have a fully playable demo. Honestly, I do not hold much hope, but I can
at least dream that some day
freedom fighters around the world might be able to resume their hunt for the Staff
of Chaos in a smooth, perfectly running and bug-free modern graphic
environment.] |