Drakensang - The Dark Eye - Review
Less known to us as The Forgotten Realms, Adventure Land is still a highly valued by many players. This earned it a reputation (undeserved) role-playing for young people in the face mastodon Dungeons & Dragons needed as a reference. After the Realms Of Arkania trilogy (1992 to 1996, emerged in 2008), Drakensang we proposed a new incursion into this universe
Sheets of blood?
Like any role-play paper, things start with the creation of its character. Indeed, even if it is possible to recruit many other fellow travelers later, only our hero must be defined. We immediately regretted the lack of customization, because this creation is limited to the class of character (which automatically determines ethnicity: Semirealmiens, Tulamide, Thorvalien, Elf or Dwarf) and his surname (random or manual). As against the choice of classes is large with a score of opportunities (warrior, mage fighter, thief, thief, metamage, pirate, forest fire fighting or do a small overview). An Expert, to book to the purists of the Eye Black, can manually refine some of the many features present in the character sheet.
This is one of the most comprehensive that we had ever seen in a gaming adaptation of a paper role-playing game. It opens access to features and comprehensive inventory. But also the talents (normal, combat, special and image) and revenue Craft (alchemy, forging and archery). The right button allows, at any time during the game, to show a description of characteristics or talents. This allows you to become familiar with the rules and formulas for calculating the Black Eye fourth edition. It is true that the rules of the Black Eye are quite complex and assimilate this data sheet rich and faithful is the perfect example. And, as we shall see further, every feature, every talent, is operated and does not just fill the screen with abstract values.
Once our hero is created, we discover (through a letter) that one of our friends want to meet us in the city of Ferdock. Unfortunately, a series of mysterious murders rampant and access to the city are blocked, except to prove that we are trusted by finding people who can attest to our integrity. So in a small village on the edge of the forest as we made our first steps, talking with many non-player characters and get our first quests.
Outside the main frame of the scenario, the many side quests are quite varied. In order not to tire their course mix the traditional with the more adventurous moments where listening and searching for clues to advance to the goal sought. For example, if the victim of a murder was used to give fish to his cat, why not try to coax the beast with fish to see what consequences this might have. Really interesting and well written, they come almost to forget the main quest.
The latter is very linear in its development and is unfortunately quite exciting. The main story will lead us in the city of Ferdock, anchor of our future investigations. After a few quests, we discover that our destiny is very special and adventure, a little long to put in place really starts. We also obtain a residence that allows us to accommodate our future companions. Exploring the world is divided into different areas each with their lots of quests. Once the last exhausted (and left the area), it will not be possible to return. Thus, the journal keeps track of successful quests, but those missed.
Advanced Dungeons And Draken
If first impressions are very quick thinking and good old Baldur's Gate cult, despite a full 3D representation, or the first Neverwinter Nights, the title of Radon Labs also offers an interface close to the massively multiplayer titles in vogue at the moment as well as some of their principles. Thus, at the bottom of the screen is a bar action which will get the skills and special shares, the potions and spells used in combat.
Borrowed from Baldur's Gate, an active break, fully customizable and allows for his tactical choices. The fighting with the system breaks are rather tactical (it is even possible to change equipment during battle), but softies and unimpressive. The artificial intelligence of our adversaries is fairly basic and the battles are mainly in an exchange of blows more or less effective depending on the values of each talent. The camera follows our group and it happens quite frequently that it is a little behind during the fighting, sometimes to really affect the readability of the action.
Unfortunately, perhaps because of too much loyalty to the rules and calculations of the paper, a confrontation can be a great victory as a complete fiasco as virtual dice rolls generated by the computer. Similarly, a lot of fighting is based on the characteristics, so many factors (such as spells or injuries) are reduced. A parameter is destabilizing the notion of injury. Indeed, it is quite possible to die while we still have a lot of points, because too many critical injuries were received (based on a test of will). On the other hand, the bars of life only regenerate after a specific period of time.
The use of sorts is unsettling at first. Not visually spectacular, they are also less devastating, most of their action is to take on the characteristics of the characters or allies rather than enemies damage. Note finally big concerns pathfinding our characters are often blocked or seek their way to their opponent, performing unnecessary or was trapped in a corridor, particularly in places quite narrow.
After the victory, a search for victims is needed and can collect various items. Animals, they can be dismantled to obtain works of art superior to mere scrap skins for example. Some plants can be harvested. The sale will improve its pay, but it can be used in more developed as an ingredient in recipes craft that can learn.
This learning is necessary and mandatory for progress, because here is not with changes in levels that we suddenly become good at the defensive attack for the collection of plants or hooking locks. We need to find a teacher and spend experience points earned by wins and resolutions quests. All crafts, special skills or learning spells are based on this principle. For example, impossible to carve an animal or a plant to harvest if the talent or herbalist zoology are not known. Thus, each new skill learned will also require an allocation of experience points to be effective.
The evolution of its characters is rather confusing state of the Black Eye, especially for players accustomed to the practice of Dungeons & Dragons and role-playing Japanese. Two elements are distinct. Points of adventure that can change level once reached a certain quantity and experience points that can be spent at any time to improve its characteristics or its talent. At each change in level, the maximum points in assigning skills is increased.
Value does not automatically default. Thus, to increase the points, it must allocate a certain amount of experience points increasingly important to add an extra life. The balance is to be found between talents and characteristics. This system allows you to choose a basic character and train in the direction we want and not according to a predefined and unchanging archetype. This also requires to specialize his companions, as all may not be competent in all disciplines.
Up to three companions to join us in exploring the various locations and dungeons. Many to look everywhere, they all have a story and to get them, we must find the right method or service. Once recruited, they are well ahead wisely in our home. Some may regret the lack of alignment of the companions, but this is inherent to the rules of the Black Eye. The adjustment is primarily seeking to uphold these rules, this did not derogate.
Everyone's skills are an important element of Drakensang. We live in a world alive and coherent full of characters talking among themselves or going about their occupations. A context menu is displayed on non-player characters (like the creatures vanquished or chests) and allows for specific actions according to their skills, such as pickpocketing, but the consequences are not too visible when failure (a small admonition and continued talking as if nothing had happened). Similarly, it is possible to pick a chest to its owner without the latter not at all of it. During the dialogues, these capabilities can provide additional choices such as intimidation, bribery or persuasion.
Technically, Drakensang is visually very pleasant working environments and living environments captivating, small animations varied very much. The title remains fluid at all times, even at the heart of the conflict (Core2 Duo E8400 3 GHz, NVIDIA GeForce GTX 280, 2GB RAM, Windows Vista). Note that during installation, it is proposed to install a pack of high-resolution textures. At maneuverability, travel is by clicking with the mouse where we want, or using the keyboard and mouse as in any good MMO.
Much of the dialogue spoken in french, but not in their entirety. The French voice is convincing, both in discussions with the main characters faced with those we're just passing on our travels. The soundtrack however is good and very pleasant to listen. The modeling of the characters is good and enough help to make the terms of our interlocutors. The animations of our heroes and those creatures are quite fine and detailed as well.
Conclusion
Based and focused primarily on the talents and principles calculation rules of the Black Eye, Drakensang is perhaps too similar to a mechanical game paper version. The desire may be to come as close as faithfully as possible a real part. The title has a nostalgic aspect that will please fans certainly Baldur's Gate or Neverwinter Nights, but may remain indifferent to those wanting more speed in a role-play on computer. However, with a rich universe (side quests, crafts, lots of pictures, etc..), Development of characters and a very successful life consistently good four hours (much more), Drakensang is exciting Despite its main plot line somewhat exciting, and its lack of multiplayer mode.
Less known to us as The Forgotten Realms, Adventure Land is still a highly valued by many players. This earned it a reputation (undeserved) role-playing for young people in the face mastodon Dungeons & Dragons needed as a reference. After the Realms Of Arkania trilogy (1992 to 1996, emerged in 2008), Drakensang we proposed a new incursion into this universe
Sheets of blood?
Like any role-play paper, things start with the creation of its character. Indeed, even if it is possible to recruit many other fellow travelers later, only our hero must be defined. We immediately regretted the lack of customization, because this creation is limited to the class of character (which automatically determines ethnicity: Semirealmiens, Tulamide, Thorvalien, Elf or Dwarf) and his surname (random or manual). As against the choice of classes is large with a score of opportunities (warrior, mage fighter, thief, thief, metamage, pirate, forest fire fighting or do a small overview). An Expert, to book to the purists of the Eye Black, can manually refine some of the many features present in the character sheet.
This is one of the most comprehensive that we had ever seen in a gaming adaptation of a paper role-playing game. It opens access to features and comprehensive inventory. But also the talents (normal, combat, special and image) and revenue Craft (alchemy, forging and archery). The right button allows, at any time during the game, to show a description of characteristics or talents. This allows you to become familiar with the rules and formulas for calculating the Black Eye fourth edition. It is true that the rules of the Black Eye are quite complex and assimilate this data sheet rich and faithful is the perfect example. And, as we shall see further, every feature, every talent, is operated and does not just fill the screen with abstract values.
Once our hero is created, we discover (through a letter) that one of our friends want to meet us in the city of Ferdock. Unfortunately, a series of mysterious murders rampant and access to the city are blocked, except to prove that we are trusted by finding people who can attest to our integrity. So in a small village on the edge of the forest as we made our first steps, talking with many non-player characters and get our first quests.
Outside the main frame of the scenario, the many side quests are quite varied. In order not to tire their course mix the traditional with the more adventurous moments where listening and searching for clues to advance to the goal sought. For example, if the victim of a murder was used to give fish to his cat, why not try to coax the beast with fish to see what consequences this might have. Really interesting and well written, they come almost to forget the main quest.
The latter is very linear in its development and is unfortunately quite exciting. The main story will lead us in the city of Ferdock, anchor of our future investigations. After a few quests, we discover that our destiny is very special and adventure, a little long to put in place really starts. We also obtain a residence that allows us to accommodate our future companions. Exploring the world is divided into different areas each with their lots of quests. Once the last exhausted (and left the area), it will not be possible to return. Thus, the journal keeps track of successful quests, but those missed.
Advanced Dungeons And Draken
If first impressions are very quick thinking and good old Baldur's Gate cult, despite a full 3D representation, or the first Neverwinter Nights, the title of Radon Labs also offers an interface close to the massively multiplayer titles in vogue at the moment as well as some of their principles. Thus, at the bottom of the screen is a bar action which will get the skills and special shares, the potions and spells used in combat.
Borrowed from Baldur's Gate, an active break, fully customizable and allows for his tactical choices. The fighting with the system breaks are rather tactical (it is even possible to change equipment during battle), but softies and unimpressive. The artificial intelligence of our adversaries is fairly basic and the battles are mainly in an exchange of blows more or less effective depending on the values of each talent. The camera follows our group and it happens quite frequently that it is a little behind during the fighting, sometimes to really affect the readability of the action.
Unfortunately, perhaps because of too much loyalty to the rules and calculations of the paper, a confrontation can be a great victory as a complete fiasco as virtual dice rolls generated by the computer. Similarly, a lot of fighting is based on the characteristics, so many factors (such as spells or injuries) are reduced. A parameter is destabilizing the notion of injury. Indeed, it is quite possible to die while we still have a lot of points, because too many critical injuries were received (based on a test of will). On the other hand, the bars of life only regenerate after a specific period of time.
The use of sorts is unsettling at first. Not visually spectacular, they are also less devastating, most of their action is to take on the characteristics of the characters or allies rather than enemies damage. Note finally big concerns pathfinding our characters are often blocked or seek their way to their opponent, performing unnecessary or was trapped in a corridor, particularly in places quite narrow.
After the victory, a search for victims is needed and can collect various items. Animals, they can be dismantled to obtain works of art superior to mere scrap skins for example. Some plants can be harvested. The sale will improve its pay, but it can be used in more developed as an ingredient in recipes craft that can learn.
This learning is necessary and mandatory for progress, because here is not with changes in levels that we suddenly become good at the defensive attack for the collection of plants or hooking locks. We need to find a teacher and spend experience points earned by wins and resolutions quests. All crafts, special skills or learning spells are based on this principle. For example, impossible to carve an animal or a plant to harvest if the talent or herbalist zoology are not known. Thus, each new skill learned will also require an allocation of experience points to be effective.
The evolution of its characters is rather confusing state of the Black Eye, especially for players accustomed to the practice of Dungeons & Dragons and role-playing Japanese. Two elements are distinct. Points of adventure that can change level once reached a certain quantity and experience points that can be spent at any time to improve its characteristics or its talent. At each change in level, the maximum points in assigning skills is increased.
Value does not automatically default. Thus, to increase the points, it must allocate a certain amount of experience points increasingly important to add an extra life. The balance is to be found between talents and characteristics. This system allows you to choose a basic character and train in the direction we want and not according to a predefined and unchanging archetype. This also requires to specialize his companions, as all may not be competent in all disciplines.
Up to three companions to join us in exploring the various locations and dungeons. Many to look everywhere, they all have a story and to get them, we must find the right method or service. Once recruited, they are well ahead wisely in our home. Some may regret the lack of alignment of the companions, but this is inherent to the rules of the Black Eye. The adjustment is primarily seeking to uphold these rules, this did not derogate.
Everyone's skills are an important element of Drakensang. We live in a world alive and coherent full of characters talking among themselves or going about their occupations. A context menu is displayed on non-player characters (like the creatures vanquished or chests) and allows for specific actions according to their skills, such as pickpocketing, but the consequences are not too visible when failure (a small admonition and continued talking as if nothing had happened). Similarly, it is possible to pick a chest to its owner without the latter not at all of it. During the dialogues, these capabilities can provide additional choices such as intimidation, bribery or persuasion.
Technically, Drakensang is visually very pleasant working environments and living environments captivating, small animations varied very much. The title remains fluid at all times, even at the heart of the conflict (Core2 Duo E8400 3 GHz, NVIDIA GeForce GTX 280, 2GB RAM, Windows Vista). Note that during installation, it is proposed to install a pack of high-resolution textures. At maneuverability, travel is by clicking with the mouse where we want, or using the keyboard and mouse as in any good MMO.
Much of the dialogue spoken in french, but not in their entirety. The French voice is convincing, both in discussions with the main characters faced with those we're just passing on our travels. The soundtrack however is good and very pleasant to listen. The modeling of the characters is good and enough help to make the terms of our interlocutors. The animations of our heroes and those creatures are quite fine and detailed as well.
Conclusion
Based and focused primarily on the talents and principles calculation rules of the Black Eye, Drakensang is perhaps too similar to a mechanical game paper version. The desire may be to come as close as faithfully as possible a real part. The title has a nostalgic aspect that will please fans certainly Baldur's Gate or Neverwinter Nights, but may remain indifferent to those wanting more speed in a role-play on computer. However, with a rich universe (side quests, crafts, lots of pictures, etc..), Development of characters and a very successful life consistently good four hours (much more), Drakensang is exciting Despite its main plot line somewhat exciting, and its lack of multiplayer mode.
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