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KickStarter SKALD: Against the Black Priory - retro RPG inspired by Ultima

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
I love good pixel graphics but pushing the nostalgia as far as using a shitty color palette is a sign of retardation.
And going for shitty "vintage" metroid music to get along with the fugly graphics is the last staw.

How retarded do you have to be make that king of garbage.

Game devs from the previous century only released games this ugly because they had no choice and improved the graphics up to some standards which were reached in the 90's.
So, releasing a game with a color palette which can hurt someone sight is really beyond my comprehension.

This and actually buying/playing the game.
I really liked the game... but i agree with you. The visuals were, by far, the low point of the game.

In fact, until I screwed around with the hipster fake CRT filters late in the game, there were times I couldn't tell wtf I was looking at. It fit the cosmic horror theme as my mind unraveled, staring into the Prosperian mess.
 

Darth Canoli

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CRT filters?
Care to elaborate?

If it somewhat fixes the colors, I could actually try the demo with the music off or the sound altogether because i'm not sure there is an option to turn the music off.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Somebody played this game without CRT filters?

Why would anyone do that...?
Because fake CRT filters look like dog shit. They continue to look like dog shit in this game, however, they somehow interact with the unholy mess of pixels to make them intelligible. I can't fathom what hipster mind worm made someone choose that, but there it is.
 

mediocrepoet

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CRT filters?
Care to elaborate?

If it somewhat fixes the colors, I could actually try the demo with the music off or the sound altogether because i'm not sure there is an option to turn the music off.
Go in the options and set the crt filter to something you find least disgusting. I used advanced or future or something like that (don't remember what it was called).
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Embrace the backlog. Try not to play a game for a least a year after it is fully (no early access) released. It's typically patched up, feature complete, and heavily discounted. Reviews and wikis tend to also be established. There is every incentive to wait. There are so many games out since 2010 that finding good games to occupy yourself in the meantime is not a problem. The only hazard is that you must be disciplined to avoid spoilering yourself.

Yeah, and then there are the examples where future patches actually make the game worse, like Divinity OS.

Wikis and walkthroughs are not a positive either. Grimoire was much more fun when it was a mystery to everyone playing it.
 

damager

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I thought the graphics were beautiful, especially the still slides. I just had to remove the weather effects to make it enjoyable. Looked like the best looking NES game graphics I had ever seen and hit the nostalgica right.

But I have to add the whole presentation had to grow on me and first I was not too impressed as well!
 

damager

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Embrace the backlog. Try not to play a game for a least a year after it is fully (no early access) released. It's typically patched up, feature complete, and heavily discounted. Reviews and wikis tend to also be established. There is every incentive to wait. There are so many games out since 2010 that finding good games to occupy yourself in the meantime is not a problem. The only hazard is that you must be disciplined to avoid spoilering yourself.

Yeah, and then there are the examples where future patches actually make the game worse, like Divinity OS.

Wikis and walkthroughs are not a positive either. Grimoire was much more fun when it was a mystery to everyone playing it.
This game was very complete and literally bug free. Nothing wrong in playing it now
 

Beowulf

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No microissues remaining? Surely, that can't be the case, unless they developed it secretly for 20 years in their own private nuclear protection shelter eating an aspirin pill a day.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
89/100 - Better late than never https://www.pcgamer.com/games/rpg/skald-against-the-black-priory-review/

Skald: Against the Black Priory review​

Come for the fantastic retro RPG combat and exploration, stay for the utterly gripping cosmic horror.​


Before playing Skald: Against the Black Priory, I liked the idea of this throwback roleplaying game, but wasn't sure it was for me. I love old-school RPGs, but pre-1997 is too old-school for me, and Skald's primary source of visual inspiration is an era of DOS and Commodore RPGs I have respect, but not much affection for. Skald's gorgeous VGA-inspired pixel art scared me off as much as it enticed me.

Finally diving into the game, though, I found something decidedly more modern: Skald is crisp and tight, threading the needle with an elegant, modern design sensibility that doesn't sand off the complexity and depth I crave in my RPGs. It's easy to get your arms around, but also challenging and surprising the whole way through. The biggest shock of all was the writing: Skald is one of the most effective, unnerving cosmic horror stories I've seen in a game, and part of that comes from all the effort it puts into fleshing out its fantasy world and characters before tearing it all down.

Roll for initiative​

When I'm playing an RPG with its own bespoke rules (that is, not based on something familiar like D&D or SPECIAL), I always feel like I'm making a leap of faith. Is this one where dialogue skills are fun and useful? Which weapon and armor proficiencies are actually supported by the game's loot? Do rogues just suck for some reason? For every Divinity: Original Sin or Disco Elysium that knocks it out of the park, there's something like Broken Roads or Rogue Trader that leaves me frustrated, pondering an empty character sheet full of stats, skills, jargon, and effects of dubious utility.

Skald blessedly falls into the former camp. It's very much iterating on D&D, but with a unique progression system and checks based around 2d6 dice rolls rather than the d20. Every class can be powerful and find a niche in a party of six, and you only mess around with skills and attribute numbers at character creation. As the game goes on, you can increase those scores with gear and the passive bonuses of feats you choose on level-up. ranger feats, for example, will boost your dexterity and survival in addition to giving you powerful new attacks.

Skald's combat is similarly simple and elegant. Battles are turn-based and on a grid, while the classes feel very distinct to command. Rogues are all about positioning, backstabs, stealth, and beginning fights with advantageous ambush rounds. Armsmasters are your classic fighter, wanting to charge in and facetank everything. The Guild Magos (wizard) and Battle-Magos have a Baldur's Gate-esque variety of spell effects that you can learn both on level up and through scrolls you find in the world (but the level-1 Swarm of Gnats is a beast that can carry you through much of the game), while rangers are machine gun turrets that can snipe enemies from anywhere on the screen.

Most of Skald's quests end in with a fight, but there's a lot of non-combat gameplay, comparable to Baldur's Gate 3 or Obsidian joints like Fallout: New Vegas and Pillars of Eternity. You don't just use diplomacy to get around fights: Lore can unlock a ton of clues, background, and context in quests and conversations, while athletics can open up alternate paths through the environment via climbable walls and difficult jumps. Lockpicking is extremely useful, you can rob shopkeepers blind, and I absolutely love that every candle, torch, and fireplace in the game can be put out to help sneak past enemies, or lit to make spotting hidden items easier. Every skill check is represented by an in-game dice roll, with Skald's pixelated 2d6 a delightfully retro echo of Larian's iconic digital d20.

An early standout quest involves infiltrating a city that's fallen to crazed cultist barbarians, with some of the islanders' genetic memory of worshiping eldritch fish-people having driven them to an orgy of violence. The city itself is dense and fun to explore, while your struggle against three factions of cultists can play out a number of ways. I managed to get them to wipe each other out by pinning the theft of a sacred idol on the strongest faction, then convincing the other two to unite against them. It felt like the open-ended nexus of New Vegas' Second Battle of Hoover Dam but in miniature.

As the game went on, some of its fights began to feel a bit easy and throwaway on the middle "Normal" difficulty⁠—Skald recommends beginners start with "Easy"—but its big story beat battles always felt properly interesting and substantial. Skald offers a bit of flexibility in crafting your party, with a well-balanced complement of preset characters available to join you over the course of the story, as well as blank slate "mercenaries" you can find, buy, and customize as you see fit.

Psychedelia​

But you'll want to stick with the premade guys, at least on a first playthrough. These aren't full-on BioWare loyalty mission romanceable companions, but the canon crew is varied, interesting, and they'll regularly pipe up to comment on story events and sidequests. Classico fighter-tank Roland, a reliable sellsword haunted by past crimes, is a favorite of mine, and a spoilery midgame party addition adds a lot of context to the cosmic horror parts of the story. Skald's companions are sketched with a light hand, but give the impression of depths and history that will never be fully revealed. They left me wanting to know more about them, rather than bowling me over with way too much backstory.

Skald's setting is some familiar western fantasy, but with an edge and sense of history that I always crave. The emperors of this world's questionably moral dominant polity are living demigods, and when they die, their bodies remain radioactive with magic, needing to be interred in some kind of Raiders of the Lost Arc deep vault after death. All magic is derived from an eldritch ozone layer cloaking the planet that may be sentient, is likely not benevolent, and yet seems to be protecting Skald's world from the gaze of something truly horrific out in the darkness.

This is some pretty rad worldbuilding on its own, which is what makes developer High North's commitment to utterly destroying it with a deluge of horror so impressive. As you explore the Outer Isles, there's this feeling that you're descending into a truly vile, subterranean, alternate world separate from anything human or kind. Having this initial context of an interesting fantasy world, likable characters, and engrossing human drama sharpens the contrast with what comes later: You have a frame of reference for exactly how far everything's fallen.

As things get freakier, one of Skald's greatest pleasant surprises of all is the sheer quality of lead developer Anders Lauridsen's prose. I'm talking bigass chunks of text straight out of Planescape: Torment or Disco Elysium, with the same sort of evocative, poetic quality that always sent chills down my spine in those games. Skald is decidedly low-fi, but the excellence of its pixel art and soundtrack really drive home its unique atmosphere: CRPG fantasy nostalgia undercut with something deeply sinister.

After a knockout last level, things take a final dive into the strange and deranged that left me speechless, and the game finally comes back up for air with a hilariously, deliberately anticlimactic epilogue slideshow that had me hooting with laughter. Skald was one of the absolute best RPGs of last year, a pleasant surprise like nothing else, and a first outing from High North Studios that has me thrilled for what's next.

The Verdict
89

Skald: Against the Black Priory
Graphics from the '80s with RPG gameplay from the late '90s and writing like nothing else: Skald was 2024's biggest pleasant surprise.
 
Last edited:

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
Funny, I had a review half drafted up which said the exact opposite. I was disappointed that the game looked old-school but wasn't. That wouldn't have been a problem if it had, as that review says, "an elegant, modern design sensibility that doesn't sand off the complexity and depth I crave in my RPGs", but that is unfortunately your typical ignorant game journo bullshit.
 
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RPG Wokedex Strap Yourselves In
Just finished it and liked it very much. Probably I'm late to the party but it was really a very pleasant surprise. It feels really great when a good game appeals out of nowhere. Makes you think that there are thousands of people all over the world making their little RPGs in their bunkers, ready to drop the next magnum opus any minute now.

The good:
-Aesthetics are top notch. Game graphics, little images you get during important moment, portraits, music. All great. Probably the best looking and sounding of all recent indie RPG titles.
-The dev(s) had a sense to take good parts of more modern titles. Like skill trees, functional journal, tactical combat, highlighting intractable items but avoided all ideas that would instantly ruin the game like quest compass or level skalling
-The gameworld actulally feel like a proper care was put into making it. You meet rats in cellars, then dire rats which are a bit stronger, then you fight cultists, then cosmic abominations. No level 20 rats like in mainstream titles like Cyberpunk.
-Both leveling system and combat system is fun to use. My only gripe with it is that I was playing a bard and with almost mandatory rouge in the party every combat with enemies resistant to backstabs was a terrible slog.
-I really liked the writing in the game. The overally main plot was ok, but I really liked all the little episodes along the journey: getting food, retaking Horryn, taking place in a festival, visiting crazy wizard. All of them are really well writen.

Not bad, not good:
-The game is actually really small. It's short, theare aren't many monster types, there are few NPCs with more than a couple lines of dialogue. Also I don't see much sense in replaying it. There aren't really many branching paths and you get as many NPC companions as there are spots in your party, so you can raplay the game with different classes but you can't experiment with party composition. On one hand I'd want much more on the other the pacing is excellent and the game doesn't waste your fucking time like pathfinder titles.
-Might and Magic inspiration is clearly visible in game system. Elemental magic for wizards; mind, body and spirit magic for priests. Novice, expert master skill levels. Sci-fi world pretending to be a pure fantasy.
-The game is inspired by Ultima only as far as aesthetic go. It looks like Ultima V but plays nothing like it. Early Ultima games are about exploring the world on your own, learning how it works and finally solving the puzzle that it is. Combat is secondary to that. Here you just go where NPCs tell you to go next. There isn't much point in trying to explore on your own.


The bad:
-As all others mentioned. It gets too easy towards the end.
 

Litmanen

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You're still in time to vote it for the Codex Unofficial GOTY.
Aesthetics are top notch
I completely agree. I’ve never liked pixelated games, but this one sparked a taste and enjoyment I never thought I could have for these kinds of games.
My only gripe with it is that I was playing a bard and with almost mandatory rouge in the party every combat with enemies resistant to backstabs was a terrible slog.
Backstab makes the game way too easy from the start. The thing is, you get to the end having relied on it for 90% of your fights, and then suddenly, you can’t anymore.
I really liked the writing in the game.
The writing is really good and makes it a pleasure to immerse yourself in the game’s story and atmosphere.
The game is actually really small. It's short, theare aren't many monster types, there are few NPCs with more than a couple lines of dialogue. Also I don't see much sense in replaying it.
The game is small, but for me, that’s absolutely a positive. I think it has the perfect length for someone like me, who doesn’t have much time for games, is a completionist, and loves the feeling of actually finishing a game.
It gets too easy towards the end.
It becomes really easy after just a few levels, thanks to backstab and the bow.
 
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RPG Wokedex Strap Yourselves In
Litmanen

Bakstab are overpowered but at the same time they're fun to use. Trying to outflank opponents is what makes the combat system so interesting. Like summoning a creature that will get deleted in a turn just to have it flanking the opponent. The way to balance it should be to have more opponents with backstab because even thou getting enemies flanked is important there's no reason to try to prevent your characters from being flanked.

Bows are a bit weird. Because of engagement rules, limited combat space, using squares for combat and not letting characters attack diagonally they're extremely useful. It's often that you're met in a situation where a character can attack someone with a bow or not attack at all. The only reason I didn't give bows to all my characters and use them all the time is because arrows are so limited in the game. After midpoint I bought every arrow I saw regardless of type and I think I'd still run out of them if I wasn't trying not to use too many.
 

Melanci

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Game is pretty fun but there's some really overpowered stuff (like already mentioned backstabs are king for as large majority of the game and officers imo can be a bit too strong) although i don't think it kills any enjoyment. Another potential point that people might hate is the ending but I liked it considering the obvious influences. Light on the side content but there's a lot of memorable stuff and good art
skald_big.png

overall pretty good and i'm looking forward to more projects from the dev
 

Litmanen

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Litmanen

Bakstab are overpowered but at the same time they're fun to use. Trying to outflank opponents is what makes the combat system so interesting. Like summoning a creature that will get deleted in a turn just to have it flanking the opponent. The way to balance it should be to have more opponents with backstab because even thou getting enemies flanked is important there's no reason to try to prevent your characters from being flanked.

Bows are a bit weird. Because of engagement rules, limited combat space, using squares for combat and not letting characters attack diagonally they're extremely useful. It's often that you're met in a situation where a character can attack someone with a bow or not attack at all. The only reason I didn't give bows to all my characters and use them all the time is because arrows are so limited in the game. After midpoint I bought every arrow I saw regardless of type and I think I'd still run out of them if I wasn't trying not to use too many.
To be honest, I had no issues with arrows. Right from the start, noticing how lethal Kat could be with a bow + backstab (because you can backstab with a bow too), I had pretty much everyone producing arrows after every rest. Kat, along with my character using a dagger with enhanced backstab, was a game-changer.

Combat is definitely one of the areas that could be improved, but as many have said, for a project made by a single developer, it's seriously impressive. I really hope he made enough to keep working on more projects.

And yeah, the ending leaves a bit of a bitter taste, but it probably sets up a sequel. Or, even better, a prequel exploring why Embla and her mother are tied to all of this.
 

Litmanen

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And yeah, the ending leaves a bit of a bitter taste, but it probably sets up a sequel. Or, even better, a prequel exploring why Embla and her mother are tied to all of this.
This is already alluded to in the game and unless you're a dullard, it should be pretty easy to figure out.
So, either I’m a dullard because I didn’t get it, or what can be understood just isn’t enough for me to be satisfied.

I’m not ruling out either option, but I’m open to hearing your explanation.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
And yeah, the ending leaves a bit of a bitter taste, but it probably sets up a sequel. Or, even better, a prequel exploring why Embla and her mother are tied to all of this.
This is already alluded to in the game and unless you're a dullard, it should be pretty easy to figure out.
So, either I’m a dullard because I didn’t get it, or what can be understood just isn’t enough for me to be satisfied.

I’m not ruling out either option, but I’m open to hearing your explanation.
Without being too much of a dick, did you read all the dialog in the game? Did you make nothing about the stories about Embla's mother and the disgrace of the PC's father? No significance that they called Embla Star child?

We're not exactly dealing with The Da Vinci Code here...
 

Mortmal

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Only people that played with the C64 can truly understand the appeal of the graphics.
No, I’ve been there, Gandalf, I’ve been there. The C64 was my first gaming machine, and the games didn’t look like such a pixelated mess. The games on 8-bit and 16-bit systems were pushing the machines to their limits—the demo scene was huge, with mad optimization and tricks that made you think the impossible was happening. It has absolutely nothing in common with that retro pixel fuckery fashion that irritates me a little bit.

And none of these games will ever emulate what it felt like to play them at release—it’s impossible to succeed at that. The true successors to those games would be ones that push hardware to its limits, innovate, and leave me in awe all over again.
 

Sweeper

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Probably I'm late to the party
You're still in time to vote it for the Codex Unofficial GOTY.
Aesthetics are top notch
I completely agree. I’ve never liked pixelated games, but this one sparked a taste and enjoyment I never thought I could have for these kinds of games.
My only gripe with it is that I was playing a bard and with almost mandatory rouge in the party every combat with enemies resistant to backstabs was a terrible slog.
Backstab makes the game way too easy from the start. The thing is, you get to the end having relied on it for 90% of your fights, and then suddenly, you can’t anymore.
I really liked the writing in the game.
The writing is really good and makes it a pleasure to immerse yourself in the game’s story and atmosphere.
The game is actually really small. It's short, theare aren't many monster types, there are few NPCs with more than a couple lines of dialogue. Also I don't see much sense in replaying it.
The game is small, but for me, that’s absolutely a positive. I think it has the perfect length for someone like me, who doesn’t have much time for games, is a completionist, and loves the feeling of actually finishing a game.
It gets too easy towards the end.
It becomes really easy after just a few levels, thanks to backstab and the bow.
One can measure the quality of a game by the retards that like it.
I always knew Skald was reddit slop....
Still GOTY though.
 

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