When we last left our intrepid hero, she was staring at a door that looks like a sconce devoted to memento mori. I have, seeking to be merciful to you, the dear reader, gone on ahead to Daggerfall. So you can take it as read that I wandered the countryside in the fast travel menu, made it to town, remembered to sheathe my, uh, flail, and entered the town. I failed to screenshot a moment when citizens eerily appeared from nowhere and began to wander aimlessly. Sorry about that. I’ve also sold all that useless armor and bought a better hammer. That’s about it. Let’s find some work!
Here’s a god-awful idea. Let’s play Daggerfall, making every decision by drawing a tarot card! Nothing could possibly go wrong! I will draw a tarot card for every major decision, and possibly a lot of the minor decisions. I predict nothing but smooth sailing.
In this episode, mostly character creation probably.
Did you know someone was re-making Daggerfall, the second Elder Scrolls game, in the Unity engine? No? So you probably didn’t also know it’s hit a major milestone. I just found out. That’s super-cool. To celebrate that, I thought I’d tell you my goofy story with the game, back in high school. It’s weird and, like most of my gaming stories, ends with me never finishing it.
Do you know what the Nuzlocke challenge is? If you’re interested, here’s a link (source of the above image, as well). Basically, though, it’s “hard mode” for Pokemon, something players impose on themselves to make the game harder. At its core is a rule simulating the death of Pokemon — if a pokemon faints, you have to release it. Why do we do this?