Posted on: November 17, 2018

lolinc
Verified ownerGames: 68 Reviews: 4
Give it a whirl I guess
Redguard was packaged with the 3DFX engine created by graphics-card manufacturer 3DFX, who produced graphics cards ("Voodoo/Banshee" chipsets) that had become obsolete when the time the game was released; the 3DFX graphics-renderer and Voodoo cards did not support Direct3D, which was the standard, higher performing software-renderer most PC-owners were using when Redguard was released. Direct3D (later a component of the DirectX standard) was amply supported by Nvidia and Radeon (AMD/ATI) technologies. Consequently, few machines were in use which could actually run this game, which is the primary reason it fell off the radar; and, saavy merchandisers didn't even bother to procure it for retail. Other than getting up-front development capital by promoting the 3DFX engine, it's beyond me why Bethesda went in this direction. The only things Redguard has going for it is some very impressive artwork, especially for the late 90s, and a good story. The combat mechanics are just plain horrible, the worst I've ever seen: parrying with your sword is a crucial component, but often becomes glitched (even with the auto-defend option) such that you're a human pin-cushion. Navigating obstacles requires tedious effort: the PC incessantly bumbles and meanders around attempting leaps and evasive tactics: this is a major problem, since Redguard is basically a 3rd-person, jump-challenge, 3-D platformer. There are a few puzzles in the game, but arriving at the solution is such a cumbersome, counterintuitive process that the revelation is no more than a means to an end. Historically, I think its very fair to note that Redguard became a rudimentary template for the signature world-building, lore, and art which became trademark to the TES genre; and, in this respect I highly recommend playing it to some extent, just to see how it all began. Morrowind, its successor, is an example of how spectacular results come from experimentation and setbacks.
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