I mean, the CRPGs I was familiar with at the time were what? Eye of the Beholder 1+2, SSI Gold Box games, Lands of Lore (came out around the same time, not sure which one I've played first) and generally, these were all pretty sparse in terms of text, which largely limited the gameplay to "go places kill things". I think what really drew me in at the time was the fact that it relied heavily on text. I loved that game, and if I had more time right about now, I might dust it off just to see how it feels today. Then came Antara, which showed that the company didn't understand what had made the story work, what had made the combat work, and what had made the skill system well-received amongst its few fans. (Though it didn't win them much praise from the "pretty textures are better" mainstream.) The combat was poorly balanced, but was also one of the last combat grids - something sorely missed. The game's 3d sucks, but the devs worked their asses off to remove the 10 x 10 square wilderness corridors of their contemporaries (and antecedents), which was really something for the time. Rather, it was more of a last gasp of a dying genre, attempting to swing things back their way with FMV and 3d, and failing.īut the game itself has a tale well told that grows out of the characters and setting, instead of being the usual big bad and chosen savior thrust onto a world that doesn't otherwise involve them. But it was no game-changer, was in fact initially a sales flop. I bought it near release with a friend, and we both enjoyed it immensely.
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