Krondor: The Betrayal (The Riftwar Legacy): Book 1

£4.495
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Krondor: The Betrayal (The Riftwar Legacy): Book 1

Krondor: The Betrayal (The Riftwar Legacy): Book 1

RRP: £8.99
Price: £4.495
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If you are into the Riftwar and wonder if you should keep reading, I think it stays great, so keep on reading! It will be on the top 10 list of games, all-time all-formats. I return to the game time and time again, and have done for twenty(!) years. If you enjoy adventuring and exploring in a rich world with a captivating story, this is for you. And be strong: try and solve the puzzle chests without cheating! Like in Betrayal at Krondor, characters join and leave the party as dictated by the plot. Aren is the only character who can cast spells, while others act like fighters or rangers. Magic elements can be researched and mixed to create spells, and include a wide array of protective and offensive magic. The skill system is very similar to that of the previous game: skills are improved by repeatedly using them and marking them in the skill menu for faster learning. Elements like a day and night cycle, weapon and armor repairing, navigation on world map, the necessity to eat and sleep regularly, etc. are also brought over from the earlier Dynamix game. Although the game is somewhat more linear, there is still a large amount of side quests taken from NPCs populating the game's many towns. Spellings

Plot is advanced through literary cutscenes. Each chapter begins and ends with a cutscene, consisting of text, dialogue, and animations. The player meets various NPCs during their travels. Dialogue is text-based and some NPCs have their own pictures as well. Conversation is tree-based: in some cases, the player can choose between various dialogue keywords. This is used to get information, training, and items, sometimes for a price. The book takes place 10 years after the war and brings us old characters that we came to love in the first installments. I really enjoyed that part of the book. Feist also takes us into the world of the Dark Elves and we get a much clearer look at their lives, That too was a great treat. A Dark Elf has defected and reaches out to The Kingdom for help in stopping another great war. Another type of character-environment interaction, that could be considered a trap or a bonus, is the graveyards scattered around the landscape. The player is able to read the inscriptions on the gravestones (usually in the form of a short poetic eulogy), and then decide to dig up the grave (if at least one member of the party has a shovel in their inventory). Some graves reveal items and/or money, while others summon a ghost (in some cases, multiple ghosts), which must be fought using the standard combat interface. That sentence gets worse the more I think about it. I'm guessing Feist is setting them up for romance in the next book or so. The active characters are all male with female characters releagated to support roles and cameos. Feist loves variations of the phrase "x such as y" (note to self: when reading the next book, log every instance.) So many of the character interactions are either with a smile, a grin, or for one character, an evil smile. That's about it.Matthews, Matt (September 2004). "Liberated Games Forums". liberatedgames.com. Archived from the original on 2008-10-04 . Retrieved 2006-03-03. The combat interface is also used to solve magical traps. Traps involve various types of hazards, such as fireball blasters and laser crystals, and the player either has to disable them using the objects provided or otherwise navigate through the trap and reach the top of the combat field. If you don’t mind really bad graphics, can put up with the inane dialogue and liked Betrayal at Krondor, Antara is worth a try. I think that it’s worth playing through once, because the tolerance ultimately pays off; the late game especially is quite enjoyable and the ending satisfying. If you didn’t like Betrayal at Krondor, can’t deal with bad dialogue and voice acting or demand good graphics… don’t waste the time.

The world is great both in terms of size and quality, the story is good, the freedom to explore fantastic. Het is tien jaar na de slag om Sethanon. Zwarte elfen dringen opnieuw het koninkrijk binnen. Jonker Joolstein op missie in het barre noorden ontdekt de op hand zijnde nieuwe invasie van de broeders van het onzalig pad. Deze broeders worden terzijde gestaan door 6 mysterieuze magiers. Magier Puc is er niet gerust op maar wordt in eerste instantie op slinkse wijze buitenspel gezet. Kunnen Owyn & Gorath Puc helpen en het koninkrijk redden? The dialogue in the game is really bad. It’s humorous when it’s supposed to be serious and just painful when it’s supposed to be humorous (the jokes never get better than weak puns and awful double entendres). The narration is slightly better than the character dialogue, but not by far. Being an RPG, this really takes its toll on the game. When you can’t take any of the characters seriously, it’s damn hard to care about them. I haven't read the whole shebang with the actual mamuth series Feist wrote, but these books, in the Riftwar Legacy, I like a lot. A lot.He spoke to a group of us. I was a published short story writer and military journalist, then. I wanted more. I wanted to be an author. At the time that I played the game, I felt "Betrayal at Krondor" was a masterpiece. Dynamix created an detailed video of an old, creaky book that splayed open an introduction of the adventure you were about to start. I began to play a game, developed much like a book. As I played, I watched my characters grow as I moved forward along the storyline of the game. Spells first drain the caster's stamina and then health. Some spells have variable strength; the player can choose how much energy the spell consumes. Some combat spells also require that the target being within line of sight of the caster. The rendering engine is extremely dated. It’s some kind of a poorly executed software rasterizer; your vision is limited to looking straight ahead; 3d surfaces, which are very rare, are simplistic enough to fit in the game’s ’93 predecessor, and most decals in the gameworld such as trees and signs are very low-detail 2d sprites. Altogether, the game is just plain ugly. Also, in an ironic 180 from Krondor, where the field of view was weirdly stretched so that it seemed like you were turning 720 degrees just to make a complete revolution, Antara shows you far too much in the small display box, making a complete turn take about half as long as it seems like it should.



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