張貼於：12 月 11 日
From the moment of the announcement of game in 2009 the genre underwent a set of changes. We were taught that RPG not always have to be games about gnomes and elves that the detailed open world with interesting quests – norm, and within one game itself can build quite the decent subject drama with ambiguous characters and good dialogues. Initially plans for Demonicon were wow-go, but in process developers were replaced, the budget dried out. Noumena which picked up relay as if spent these years in a lethargical sleep: they consider that bad cliches and pathos – our everything that the player is enough message the blazed track, and the distinctive sign of the ideal main character is if it the dullness causes resistant desire to give it a brick on the head.
Linearity, illusion of freedom – harm (though several times will induce do a choice after all and here). But you throughout a half of game are forced to cut circles on the same city quarters, also reminding usual corridors. At all it is necessary to visit the same starting location three times! On the general background of boring places are allocated unless bogs (it is as if absurd sounded). And certainly, the picture wouldn't be full without continuous attacks of standard enemies: it is necessary to beat off attacks of clones each some minutes.
For example, separate subject NPC can stand on a place without life signs. Or to stop during dialogue. In the course of long fights with the most hardy representatives of a local zoo game likes to take off on a desktop. Thanks to wonderful optimization, close locations without the conducted reason periodically cause brakes. Because of moronic system of exclusively automatic preservations it is necessary to pass anew impressive pieces of game, to watch dreadful kat-scenes and to listen to sad monologues. Final fight is fated to be finished not all – at the camera wild epileptic seizures begin.
Not everything is fine and with fighting system. It entirely is under construction on alternation of receptions: struck few times with a sword, a rift left from reciprocal attack or a spell. To repeat to a clear victory. And the scheme equally works with all – with ordinary opponents and with bosses. A difference only in number of time which leaves on dismantling with current "problem". The first three hours it is conveniently to battle, management seems laconic, but then is banal the boredom overcomes: this simple tactics is quickly perfected to automatism. Well though support of the gamepad was added.
Absolutely bad impressions partly smooth out several pleasant features. Aventuriya's world where "good guys" actually lost in world war and people live a century waiting for a global inevitable apocalypse, has unexpectedly strong effect. Everywhere hunger and plague, necromancers sacrifice ♥♥♥♥♥♥♥♥♥♥s and send on settlements of crowd of dead persons, and bloody magic cults gain strength. And Kayron, in fact, typical anti-hero. In that Drakensang: The River of Time, one of the previous The Dark Eye, a situation was more hospitable.
Interesting detective quests come across, sometimes it is necessary to include the head for the solution of riddles. There are forks and consequences of some made decisions – anything global, but always there will be someone who will remember an old mistake. However, the most part of tasks all the same forces to work with the mail carrier and to be engaged in infinite collecting different in useless business.
The role system is deprived of habitual classes and levels therefore looks is rather fresh. The hero can be only one, but here whom he will become – completely your care. Development is conditionally divided into four global parameters: a physical state (the passive skills connected with health by attack force also we designate), intelligence (alchemy, breaking of locks, blacksmithing), special methods of fight and talents connected with magic gift. And the first three are pumped over at the expense of universal currency of Adventure Points which is given out for any in the slightest degree by reasonable actions. With magic it is more difficult, new spells and improvement old depend on quantity of Gift Points which give out in smaller quantities and, generally for murder of demonic creatures. Thus, it is possible to design the invincible soldier bearing all on the way in couple of blows or the intellectual capable to understand ancient texts in the forgotten languages, to persuade the greedy dealer or to weld on potions.
In general game intrigues enough and it is worth taking place it for the sake of a plot (as I made), for the rest clumsy and you don't take away the world there is nothing interesting. <3