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The thing is, it's not all that innovative - most of the radical new changes to the RPG genre have already been done before, whether it be in GTA, Outcast, or Black & White. I decided early on, however, that innovation isn't as important as a good game - and that the art is in taking relatively new ideas and tieing them together in not only a coherant way, but a way that really does make the most of them. I won't talk much about the game itself, other than to say: the story is good, and refreshingly involving; the fighting mechanic works well, and the world is a wonderful and huge place to explore. What I will say is this - this is a labour of love, with an experience so well constructed that it becomes a fairlytale and not a game. It's believable, right down to the tiniest things: every morning people walk around the towns turning the lamps off. Residents go around their homes at night lighting their own. Bar maids respond to villagers requests for beer by walking to the bar, filling a tankard, and handing it to the customer. Every morning the shopkeepers lay out their stock, piece by piece. It's a dark, visionary tale that will be fondly remembered by gamers around the world for a long time. It's this attention to detail that makes the game something really special. It's that feeling that the people who made this really did have a vision that they all believed in. And it's games like this that will one day make the industry a respected one.
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books ![]() books and comics archive Author interviews and reviews from 2002 to 2008. film ![]() film archive The best of cinema in the UK from 2002 to 2008. |




