Compare Dungeons and Dragons: Daggerdale prices across 50+ stores and find the best deal. Developed by Bedlam Games. Published by Atari. Released on 6/24/2011. Available on PC. Genres: Action, RPG. Metacritic score: 49/100.

The Forgotten Realms deserves better than this: a six-hour dungeon crawl with four locked character archetypes, persistent bugs, and a story that forgets it has a license worth using.

I have spent enough hours inside the Forgotten Realms to know when a developer actually cares about the setting and when they are just renting the logo. Daggerdale sits squarely in the second camp. Released in 2011 by Bedlam Games under Atari's banner, this is a third-person action-RPG built loosely around D&D 4th Edition rules, set in the Dalelands region of Faerun. The pitch sounds reasonable: pick one of four classic archetypes (Human Fighter, Dwarf Cleric, Elf Rogue, Halfling Wizard), clear the Mines of Tethyamar, climb the Tower of Void, stop the Zhentarim agent Rezlus from enslaving Daggerdale. On paper, a perfectly functional dungeon crawl premise. In practice, the execution strips away almost everything that makes D&D worth playing. The combat loop is the game's one functional selling point. The 4th Edition ruleset runs quietly behind the scenes, handling dice math while you control everything in real time. Each class gets a small hotbar of slottable powers and abilities, cooldown-managed and class-distinct enough that the Dwarf Cleric and the Halfling Wizard feel meaningfully different at the start. Loot drops constantly, fire-imbued weapons and poison-tipped arrows spilling out of barrels and goblin corpses with Diablo-adjacent frequency. For the first hour or two there is a low-key satisfaction in watching numbers tick up and swapping gear. The problem is that the level cap sits at ten, and most players finish the campaign at level eight. By that point, every class has nearly exhausted its power unlock tree, which means build variety collapses right when it should be opening up. That is not a design I can defend. Everything surrounding combat is rougher. The story gives you Rezlus, a Zhentarim wizard pledged to the dark god Bane, and then mostly ignores him until the final boss fight, complete with compulsory quick-time events. Quests are a rotation of fetch-and-kill missions through the same darkly lit corridors, backtracked repeatedly because the dungeon map refuses to scroll beyond your immediate visible area. Enemy variety is thin: goblins, lizard-folk, skeletons, and not much else. Character customization is nearly nonexistent beyond gear and the name field. Race, gender, and appearance are all locked per class, which is a strange choice for a franchise built on the fantasy of making your character your own. The bug situation was severe at launch and the PC port never fully recovered. Players reported permanently vanishing skill points, ability slots wiping themselves out mid-campaign, sound glitches requiring manual audio driver workarounds, and a sloppy online co-op lobby that gives no information about level or quest progress before you join a session. The co-op itself is genuinely the best the game gets: difficulty scales upward with player count, the banter of coordinating a Cleric and a Rogue through a goblin ambush scratches a Gauntlet-era itch, and local split-screen for up to four players is a rare convenience. If you have three friends who enjoy low-stakes couch dungeon crawling and can tolerate jank, there is a narrow window where Daggerdale functions. Solo, that window barely exists. The campaign runs roughly six hours, the writing rewards no re-reads, and the filler-to-substance ratio is embarrassing for a property with forty-plus years of lore to draw from. Bedlam Games closed in August 2011, months after release, so no meaningful patches ever arrived. What you see is what you get, and what you get is a proof of concept for a better game that was never made. Monika, Scout Team

Dungeons and Dragons: Daggerdale
ActionRPG

Dungeons and Dragons: Daggerdale

Jun 24, 2011Bedlam GamesAtari
GamerScout Says

The Forgotten Realms deserves better than this: a six-hour dungeon crawl with four locked character archetypes, persistent bugs, and a story that forgets it has a license worth using.

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About Dungeons and Dragons: Daggerdale

I have spent enough hours inside the Forgotten Realms to know when a developer actually cares about the setting and when they are just renting the logo. Daggerdale sits squarely in the second camp. Released in 2011 by Bedlam Games under Atari's banner, this is a third-person action-RPG built loosely around D&D 4th Edition rules, set in the Dalelands region of Faerun. The pitch sounds reasonable: pick one of four classic archetypes (Human Fighter, Dwarf Cleric, Elf Rogue, Halfling Wizard), clear the Mines of Tethyamar, climb the Tower of Void, stop the Zhentarim agent Rezlus from enslaving Daggerdale. On paper, a perfectly functional dungeon crawl premise. In practice, the execution strips away almost everything that makes D&D worth playing. The combat loop is the game's one functional selling point. The 4th Edition ruleset runs quietly behind the scenes, handling dice math while you control everything in real time. Each class gets a small hotbar of slottable powers and abilities, cooldown-managed and class-distinct enough that the Dwarf Cleric and the Halfling Wizard feel meaningfully different at the start. Loot drops constantly, fire-imbued weapons and poison-tipped arrows spilling out of barrels and goblin corpses with Diablo-adjacent frequency. For the first hour or two there is a low-key satisfaction in watching numbers tick up and swapping gear. The problem is that the level cap sits at ten, and most players finish the campaign at level eight. By that point, every class has nearly exhausted its power unlock tree, which means build variety collapses right when it should be opening up. That is not a design I can defend. Everything surrounding combat is rougher. The story gives you Rezlus, a Zhentarim wizard pledged to the dark god Bane, and then mostly ignores him until the final boss fight, complete with compulsory quick-time events. Quests are a rotation of fetch-and-kill missions through the same darkly lit corridors, backtracked repeatedly because the dungeon map refuses to scroll beyond your immediate visible area. Enemy variety is thin: goblins, lizard-folk, skeletons, and not much else. Character customization is nearly nonexistent beyond gear and the name field. Race, gender, and appearance are all locked per class, which is a strange choice for a franchise built on the fantasy of making your character your own. The bug situation was severe at launch and the PC port never fully recovered. Players reported permanently vanishing skill points, ability slots wiping themselves out mid-campaign, sound glitches requiring manual audio driver workarounds, and a sloppy online co-op lobby that gives no information about level or quest progress before you join a session. The co-op itself is genuinely the best the game gets: difficulty scales upward with player count, the banter of coordinating a Cleric and a Rogue through a goblin ambush scratches a Gauntlet-era itch, and local split-screen for up to four players is a rare convenience. If you have three friends who enjoy low-stakes couch dungeon crawling and can tolerate jank, there is a narrow window where Daggerdale functions. Solo, that window barely exists. The campaign runs roughly six hours, the writing rewards no re-reads, and the filler-to-substance ratio is embarrassing for a property with forty-plus years of lore to draw from. Bedlam Games closed in August 2011, months after release, so no meaningful patches ever arrived. What you see is what you get, and what you get is a proof of concept for a better game that was never made. Monika, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementstier:indie4th Edition RulesDungeon CrawlerCouch Co-opLoot-DrivenForgotten RealmsShort CampaignFreeplay ModeClass-Based CombatBuggy Port

System Requirements

Minimum

OS
Windows XP SP3, Vista SP2, 7
Other
64Kbps+ Internet Connection required
Sound
DirectX 9.0c-compatible
Memory
1GB
Graphics
ATI Radeon HD 2900 or NVIDIA GeForce 8800 or faster
Processor
Intel Core 2 Duo E4300 or AMD Athlon X2 4400+
Hard Drive
4GB free
DirectX®
9.0c

Recommended

OS
Windows XP SP3, Vista SP2, 7
Other
256 Kbps+ recommended for multiplayer. 3-4 player co-op require internet connection
Sound
DirectX 9.0c-compatible
Memory
2GB
Graphics
ATI Radeon HD 3870 or NVIDIA GeForce 9800 or faster
Processor
Intel Core 2 Duo E8400 or AMD Phenom II X2 555
Hard Drive
4GB free
DirectX®
9.0c

Reviews & Ratings

Metacritic
49

Game Info

Developer
Bedlam Games
Publisher
Atari
Release Date
Jun 24, 2011

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