Thoughts after recently finishing this (took around 20 hrs):
- The atmosphere was a high point. It’s not high art but I like that it was going for something different. NPCs were fun to have around and added to the story
- As a former extensive C64 gamer I really appreciated the aesthetic. The colors here are a little less pastel and the sound less twangy, but I got warm vibes from it
- I encountered no bugs and patches have been coming
- Character generation was fun, but subsequent progression could have been better. You can get the best feats by level 10 or 15 and if you’re smart you’ll save up your points to get them all as soon as you’re eligible, and after that you’re just left with mostly incremental gains that are hard to get excited about. I ended at the maximum level of 20 which I reached a little before the final location
- Which game started the trend of completely healing you when you level-up? Diablo? It’s worse here because you can strategically save your level-ups for when you need the healing. This shouldn’t be a tactical decision!
- I turned off all the multiple dice roll stuff, which may have gimped me because I don’t know whether the difficulty was tuned for this or not. I didn’t feel overly challenged though even when I failed these rolls, and I agree that the skills should have been more impactful
- Combat was decent. It was satisfying when the skills you’ve selected all come together and you start clearing the map in one round
Some issues like underpowered magic (I only used around 5 Mind and Air spells and did not feel like I was missing anything) and the universal cooldown surprised me because they seemed like things that should have been polished over the long development time
- Still not a fan of crafting that requires collecting/hoarding massive amounts of herbs and shit
- Thieving was fun, a little OP but it’s a welcome change from most other games that include it as an afterthought. Plus there was a small amount of strategy involved in deciding what to buy vs steal
- SJW watch: there is one unnecessary non-straight romance. No underlying social commentary that I could detect, although
I admire that there is an unsavory “cabal” of business leaders that secretly runs things
- Shrines:
I never found the trigger for using these. I checked after beating the game and apparently you need to talk to some people in a house in Horryn after you clear it that you have no other reason to go to?
- Ending thoughts:
Definitely bleaker than your standard ending which was refreshing, but I didn’t understand it completely. Did we break out of the time loop or not, or is this intentionally unclear because of “cosmic horror”?
I backed this mainly out of obligation to promote old-school RPG design and had my doubts it would ever be done. There are significant design problems but it was brisk and unlike many games it didn't outstay its welcome that much.
Realms of Antiquity > Nox Archaist > Skald >> Caves of Lore