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Article #709916

Re: Daggerfall now FREE

#709916
From: Justisaur
Date: Fri, 10 Jul 2009 14:01
32 lines
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On Jul 10, 6:33 am, Memnoch
<mem...@nospampleaseimbritish.ntlworld.com> wrote:
> On 10 Jul 2009 13:16:13 GMT, Gandalf  Parker
>
> <gan...@the.dead.ISP.of.Community.net> wrote:
> >"Jason" <ricky...@netspace.net> contributed wisdom to
> >news:XdGdnWto-Lses...@netspace.net.au:
>
> >> I remember playing Daggerfall and probably wanting to like it alot
> >> more than I actually did. Those dungeons were incredibly confusing,
> >> and the game seemed almost too big in such a way that it felt a bit
> >> lifeless and cumbersome. I really liked the ambition of it though.
>
> >Yeah that was mostly my take also.
>
> >But I was very disappointed that later games in the series dropped what I
> >considered to be some of the best features of Daggerfall. Particularly when
> >improving on them would have been so easy.
>
> The random dungeons were poor but the hand crafted ones were great. I remember
> the eery sound effects and sombre music. I've heard a lot of those sound
> effects in a many TV movies and shows down the years. The door creaking open
> is a favourite one along with that high pitched wail like crying out effect.

That door creaking noise sets my teeth on edge when I hear it in
movies, how much trouble would it be to actually record a different
creak once in awhile?  I actually heard it (far over-used) in a much
earlier game, don't remember the name but it was one of those early
point and click adventure/puzzle games that was only on the mac, I
assume that's where it's from but don't know.

- Justisaur
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From: Justisaur <just...@gmail.com>
Newsgroups: comp.sys.ibm.pc.games.rpg
Subject: Re: Daggerfall now FREE
Date: Fri, 10 Jul 2009 07:01:33 -0700 (PDT)
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