![]() I made a big effort to write up everything I encountered on their forum but never got a response :( They're a pretty good team though I've had good communication with them in the past, and I guess they're just busy on new projects. The whole game had a good balance in that the RPG elements added depth to the core "adventure game" yet never added tedious grind which QFG sometimes suffered from. I also liked the way they simplified cooldown. No need for MP, just a cooldown in combat, an waiting out the animation in the field. The magic system was definitely nice, too. It'd be neat to also become a necromancer as a sorcerer (it's not like Roahm necessarily cares about what's legal or anything), or. The idea of Roahm ever becoming a paladin is, quite frankly, hilarious, which is why I think it should be possible. I think my favorite part of the ending was the shot where Roahm was sitting on the back of the wagon like it was his throne.Īll in all, 8/10. And a few other things but those are personal problems and I shall keep them to myself :) My only problems are that the game is still a bit buggy, and the overprevalence of toilet humor. I think the Infamy rank I got was "Certified Bad-Ass" or something. I obviously didn't manage to do everything with my sorcerer, so I'll probably do the game again, but follow the guide. killable characters, instead of running them through with a sword. I have to admit though - as a Sorcerer, I would have liked the opportunity to fry a couple of. Incidentally, I chose the Sorcerer path because mystic arts have always intrigued me, and this game has an unusual depth of mysticism to its magic just by talking to Prospero. Whatever path you choose adds abilities onto that - That special sword technique as a Brigand, the bladerang and throwing daggers as a Rogue, and magic as a Sorcerer. ![]() No matter what class you are, Roahm is always a swordsman and a sneak. I gotta say, the way this game handles its "classes" has grown on me. ![]()
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