Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
controls are very clunky but overall not bad
This version is a total piece of crap and I wouldn't even recommend it if it was free. The maximum resolution is 640 by 480. It only has keyboard controls, no mouse. It's a piece of garbage.
Yes, I played through and beat Redguard. I disliked most of my time in it, mostly due to the jank. The lore additions it has are pretty interesting, and honestly the only part that I liked about the game. It being set during the Tiber Wars gives another yet-untouched perspective of Tiber Septim and the people he conquered during that period. It's all very interest and (as a TES lore nerd) really cool to me. That being said... the combat is bad. Remarkably so. The camera is bad. The movement is bad. Everything aside from the lore is... quite bad.
this game works, therefore you can play it
Clunky old school TPS that is just not worth experiencing.
Well, it's a game.We can see how other elder games came to be. It sure reminded me of Grim fandango. But playing this from Arena and Daggerfall, it felt short and disappointing. Battlespire was much better than this. And I can also see the shift towards more family friendly content(no boobs). Bad move Bethesda.
The Elder Scrolls Adventures: Redguard, developed and published by Bethesda Softworks, stands as one of the most unconventional entries in the broader Elder Scrolls universe. Released in 1998 during a period when 3D action-adventure titles were rapidly evolving, Redguard deliberately departed from the sprawling, player-driven RPG design that defined Arena and Daggerfall. Instead of offering an open-ended sandbox with character customization and stat-driven progression, it presented a tightly scripted narrative centered on a predefined protagonist, cinematic storytelling, and structured exploration. In retrospect, it feels less like a traditional Elder Scrolls title and more like Bethesda’s ambitious attempt to craft a story-first adventure set within Tamriel. Players assume the role of Cyrus, a charismatic Redguard mercenary returning to his homeland of Stros M’Kai in Hammerfell. His search for his missing sister quickly entangles him in a larger political conflict involving Imperial occupation, local resistance movements, and shifting alliances. Unlike later Elder Scrolls protagonists who function as blank slates, Cyrus is fully voiced, has a distinct personality, and exists as a defined figure within the world’s lore. This narrative focus allows Redguard to explore Tamriel’s history and culture with unusual depth. The island setting feels intimate compared to later open-world entries, but that intimacy strengthens the storytelling, giving events a sense of personal consequence rather than sprawling abstraction. Gameplay unfolds in a third-person perspective, a rarity for the series at the time. Exploration involves navigating towns, caves, fortresses, and jungles while engaging in real-time sword combat and environmental puzzle-solving. Combat emphasizes timing and positioning over complex RPG mechanics; there are no experience points or skill trees to manage. Instead, success relies on mastering movement, blocking, and attack patterns. Platforming elements add another layer, requiring careful jumps and spatial awareness reminiscent of late-1990s adventure games. While these mechanics were ambitious for their time, they also reflect the limitations of early 3D design, with camera angles and controls occasionally feeling rigid by modern standards. The world of Stros M’Kai is compact yet densely realized. Rather than an expansive continent, the island serves as a focused stage filled with memorable characters and layered intrigue. Dialogue-driven interactions advance the story, often relying on keyword-based conversation systems. Fully voiced NPCs enhance immersion, lending personality to allies and antagonists alike. Environmental storytelling plays a significant role; ancient ruins, Imperial outposts, and bustling harbor districts convey both the cultural identity of Hammerfell and the tension of foreign occupation. The narrative gradually expands from a family-centered quest to a broader struggle for autonomy and resistance, anchoring personal stakes within political upheaval. One of Redguard’s enduring strengths lies in its lore integration. The game deepens the mythology of the Redguard people, introducing cultural elements and historical context that later titles would continue to reference. Its focus on Hammerfell provides a rare glimpse into regions outside the more commonly explored provinces of Skyrim or Morrowind. In doing so, it enriches the Elder Scrolls universe in ways that extend beyond its own contained story. However, Redguard’s ambition came with trade-offs. The structured narrative limited player freedom compared to its predecessors, which some fans found restrictive. Technical constraints of the era manifested in occasional performance issues and clunky camera behavior. Combat, while innovative in its attempt to blend action and adventure, can feel simplistic by contemporary standards. Despite these limitations, the game’s cinematic presentation and narrative cohesion were notable achievements for a studio still refining its identity. Commercially, Redguard did not achieve the success Bethesda had hoped for, and its modest reception influenced the studio’s return to large-scale RPG design with The Elder Scrolls III: Morrowind. Yet its legacy endures as a bold experiment within the franchise. It demonstrated that the Elder Scrolls universe could support focused, character-driven stories alongside open-ended epics. Today, The Elder Scrolls Adventures: Redguard stands as a fascinating historical artifact and a compelling adventure in its own right. While its mechanics reveal the marks of late-1990s design, its storytelling, voice acting, and world-building retain their appeal. For players interested in the evolution of Bethesda’s creative direction or those seeking a lore-rich narrative adventure within Tamriel, Redguard offers a distinctive and memorable journey—one that highlights the experimental spirit that shaped the franchise’s path forward. Rating: 6/10
Положительный отзыв не доступен в вашем регионе. Мдааа, не знаю как раньше в такое играли? Топорное управление и с самого начала не учат битве, приходится самим всё нажимать. Да и что с фпс? Это ужас какой-то! Почему какая-то пискельная хрень, выдаёт 15 кадров? Или это сама игра такая?
L'univers est cool mais le gameplay, l'élément le plus important, est absolument affreux. Avec des phases de plateforme parfois à réaliser à la perfection alors que le personnage a de l'inertie dans son contrôle! Un grand moment de gaming qui vous fera sortir vos meilleures citations du JDG.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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