![]() ![]() ![]() Feist's fantasy novels?) but I found it abrupt and overwhelming at times as a novice. This is fine for those followers of the books (did I mention this was licensed from Raymond E. I had a real rollercoaster ride with a few massive lore dumps of incomprehensible names The Tsurani went to Sethanon to help Pug of Stardock stop an invasion of the Valheru in Midkemia under the guise of a Northlands invasion of the Kingdom from an army of moredhel under Murmandamus, who was truly a Partathian in disguise (this is an actual plot point you need to know) and is dropped with not much more explanation than that. If a remake added a larger battle map, with a way to order party members (my mage often was plopped in practically next to the opposing bruisers, with any friendly help across the map) and maybe skills for map control it would make a world of difference. This doesn't make the combat terrible (especially for the time), but it's not particularly engaging or innovative playing it today either. Map obstacles, and a map too small to maneuver in, all the fights tend to skew rather basic and same-y. I was excited seeing it for the first time as it really opens up possibilities for strategic thinking that a lot of old RPGs don't have sadly, it fails to live up to that promise, with no real skills to stop enemies from entering your backline, no real Combat is a tactical-looking grid tilted at an angle, where you can move your characters during fights or traps. OK, but really, the game has a lot of open-world bones with some absolutely fantastic QoL ideas (like a "follow road" button and dungeon routing where it automatically takes turns for you). Neat game! Very forward-thinking in UI/design! It's basically D&D! That has problems!
0 Comments
Leave a Reply. |