The Hand of Merlin
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Über das Spiel
Eine Roguelike Erfahrung
Bahnen Sie sich einen Pfad durch die Länder Albion, Marca Hispanica und Al-Andalus. Werden Sie einen gefährlichen Weg einschlagen und dabei Leib und Leben riskieren, um ein legendäres Relikt zu finden? Oder werden Sie einen sichereren Weg wählen? Planen Sie und bereiten Sie sich vor. Verhandeln, tauschen, kämpfen Sie. Nehmen Sie Herausforderungen an. Erleiden Verluste. Rekrutieren Sie neue Helden und erlangen Sie Gold, Nachschub und Ansehen. Seien Sie aber vorsichtig: Ihre Entscheidungen sind dauerhaft, ebenso wie der Tod. Und verweilen Sie nicht - das Böse ruht nie.
Taktischer rundenbasierter Kampf
Meistern Sie die Kunst des Gruppen- und Rundenkampfes, um sowohl menschliche als auch dämonische Feinde zu besiegen. Ihre Feinde werden zäh und skrupellos sein; nutzen Sie Deckung, richten Sie Hinterhalte und koordinierte Angriffe ein, nutzen Sie die Vorteile von verschiedenen Heldenklassen und Fähigkeiten.
Nicht-lineare Erzählung
Genießen Sie eine fesselnde Geschichte, inspiriert von der Artus-Legende, dem Karolingischen Zyklus und der Geschichte von Al-Andalus - mit einer ungewöhnlichen Wendung. Treffen Sie Entscheidungen in interaktiven Begegnungen, die sich jedes Mal ändern, wenn Sie spielen. Geschrieben von Jonas Kyratzes (Das Talos-Prinzip, Serious Sam 4, Phoenix Point) und Verena Kyratzes (The Sea Will Claim Everything, Serious Sam 4).
Dynamisches Leveln
Verwenden Sie Ihren Ruhm, um Ihre Helden auf ein höheres Level zu bringen, und wählen Sie zwischen einer zufälligen Auswahl an neuen Fertigkeiten. Aber wählen Sie weise! Suchen Sie Fertigkeiten mit großer synergetischer Wirkung aus und halten Sie Ihre Gruppe für den vor Ihnen liegenden Weg im Gleichgewicht.
Ausrüstungs-Upgrades
Suchen Sie Städte auf, um Ihre Waffen und Rüstungen zu verbessern, oder stolpern Sie in der Wildnis über Einsiedler-Handwerker. Mit jedem Tag, der vergeht, taucht die Welt tiefer in die Dunkelheit ein, und Sie werden die alle Ausrüstung benötigen, die man mit Gold kaufen kann.
Relikte
Vom bescheidenen Glücksbringer eines Bauern bis zum legendären Schwert, das Artus selbst führte, sind Gegenstände, die von magischer Kraft durchdrungen sind, über die ganze Welt verstreut. Einige davon können Sie bei Händlern und Sammlern erwerben, aber andere müssen Sie sich durch heldenhafte Taten - oder durch die Demonstration von Scharfsinn - verdienen.
Zaubersprüche
Lasst Donner und Schwefel auf eure Feinde regnen! Sucht und sammelt Essenzen, um eure Macht wiederherzustellen und neue Zaubersprüche freizusetzen. Selbst wenn Ihr besiegt werdet, wird Euer Geist all Euer gesammeltes arkanes Wissen behalten, wenn Ihr in die nächste Dimension springt.
Alternative Abmessungen
Während Sie von einer parallelen Dimension in die nächste springen, wird die Geschichte umgestaltet. Verschiedene Könige regieren das Land und verändern die Ereignisse, Begegnungen und Charaktere. Keine zwei Welten sind jemals ganz gleich, und jede Reise wird einzigartig sein. Und sollten Ihre Helden fallen, denken Sie daran: Eine Niederlage ist nicht das Ende, sondern nur ein neuer Anfang.
Es gibt so viele Welten, wie es Sterne am Himmel gibt. In jeder steht Camelot, in jeder gibt es einen Gral. Aber es gibt nur einen Merlin, und seine ewige Bürde ist es, dem Schrecken aus dem Jenseits entgegenzutreten. Jede Welt, die bewahrt wird, ist für immer gerettet; jede Welt, die verloren geht, ist für immer verdammt.
Systemanforderungen
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: 3.0 GHz Dual Core
- GFX: Nvidia GeForce GT 1030 2GB, AMD Radeon RX 550 2 GB
- RAM: 4 GB RAM
- Software: Windows 7 SP1 with Platform Update (64 bit)
- HD: 5 GB verfügbarer Speicherplatz
- SFX: DirectX compatible
- DX: Version 11
- MISC: Requirements are based on 1080p rendering resolution at 60 FPS using Balanced presets. We also have a 3rd party account system that is optional as well as a EULA that accompanies that.
- LANG: Englisch
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: 3.0 GHz Quad Core
- GFX: Nvidia GeForce GTX 1080, AMD Radeon RX Vega 64
- RAM: 8GB RAM
- Software: Windows 7 SP1 with Platform Update (64 bit)
- HD: 5 GB verfügbarer Speicherplatz
- SFX: DirectX compatible
- DX: Version 12
- MISC: Requirements are based on 1080p rendering resolution at 60 FPS using Balanced presets. We also have a 3rd party account system that is optional as well as a EULA that accompanies that.
- LANG: Englisch
Steam Nutzer-Reviews
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179 Std. insgesamt
Verfasst: 12.05.21 21:00
Tantekelmonster und Arthussage im Roguelike verpackt - Is klar nä :D
Hab das Spiel im Livestream angespielt und hatte eigentlich eine Menge Spaß dabei:
https://youtu.be/pXt6kRGkWp0
Der einzige Wermutstropfen war, nach dem ersten Run gar nichts freigeschaltet zu haben, obwohl ich zumindest die erse Stage geschafft habe. Die Taktischen Kämpfe spielen sich ab dem 2/3 Kampf schon ganz gut, weil man mehr Fähigkeiten bekommt. Das man Kämpfe die am Anfang aussichtslos aussehen (lol XD) noch gut drehen und manchmal sogar dominieren kann, wenn man sich taktisch klug anstellt, gefällt mir sehr gut.
Viele Grüße
Euer Toryn
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1695 Std. insgesamt
Verfasst: 24.11.22 10:30
The combat system is challenging, requiring you to use the various character abilities in the correct order and positions in your turn to eliminate the enemies quickly before you take too much damage. Characters have armour (which renews between fights) and health (which does not), and if you don't play carefully your health will get worn down.
Plus points:
+ almost every combat turn gives you interesting choices
+ there are lots of status effects and ability cooldowns to take into account, as well as a system of spells you can cast to aid the party
+ the levelling system gives each character the chance to unlock different abilities each run, and they interact in clever ways - for example, the archer has an 'overwatch' ability that lets you shoot when an enemy moves, but if you use the fighter's 'bash' ability to move the enemy the overwatch is triggered letting you do extra damage
Minus points:
+ the 3D UI is not as clear as something like Into The Breach, and takes some learning - its important to take status effects into account but which ones are in effect and what they do is not obvious at a glance (but fairly easy to check by mousing over the correct part of the UI)
+ a single combat that goes badly is hard to recover from - if you lose a character you can replace them but you get a character of a random class, which can mean you end up with an imbalanced party that is doomed
+ not a huge variety of enemies or encounter maps - although having very different abilities each run keeps the combat fresh anyway
+ the concept of using Lovecraftian monsters with names of legendary creatures (basilisk etc) is a strong one, but the enemies are not very easy to read at a glance as many of them look similar - it's hard to remember which abilities each creature has (although again you can find out quickly by mousing over the right part of the UI)
+ each run unlocks new features but this seems to happen slowly and it's not clear what the conditions are for many unlocks - for example you can unlock a new magical patron which gives you access to different spells, but I haven't unlocked one over many runs and it seems to be a matter of visiting a certain type of location and getting lucky
+ normal difficulty is perhaps a bit too hard, but the easy difficulty gives your characters so much more health and armour that it feels like cheating
Overall I would recommend this for the price if you want crunchy tactical combat without a lot of story and party management getting in the way, and you have already played Into The Breach and Xcom: Chimera Squad.
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671 Std. insgesamt
Verfasst: 12.10.22 19:00
Don't get sucked into this game because of the roguelike tag, there is a skeleton of that subgenre in the game, but it doesn't really play like one.
The game loop gets old pretty fast, consequence of having a gear system that's just based on stat boosts, very little skill variety, maps are uninteresting, enemies variety is so small that having a bestiary is kind of a joke. It's just a very simple shallow game.
Then why do I recommend it? Well it's cheap and it will keep you entertained for a few hours.
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3523 Std. insgesamt
Verfasst: 12.09.22 05:30
However, this game has a lot of charm. Once you get used to the combat system and start trying to minmax every turn and try out higher difficulties, the game becomes rather challenging without really feeling unfair if you've been doing things right (picking the right abilities for your party, getting some relics or upgrades, choosing cool/useful magic powers, etc). And, funnily enough, some of my favourite moments in this game have happened outside of combat, during map traversal. The variety of random events and encounters that can be found in this game is pretty astounding for such a little development team, and every one is totally believable in the world they have created, with some of them being straight out hilarious and others giving you a sense of mystery or even terror (somehow, Merlin and his friends can be scarier than the monsters of the Cataclysm themselves).
I could go on in depth about the amazing, multidimensional storyline that has been created to set this game in, the awesome design of the enemies, how well written every piece of dialog and narration is, how well some of the ability combinations and synergies work, how satisfying it can be to see your strategy working when clearly outnumbered and outpowered... but this review would turn into a wikipedia entry, and no one wants that.
I'll just reiterate, this game was created by a very small team and has been very very enjoyable, especially now that it's out of early access and with most, if not all its features in. I'd highly recommend getting it, it's given me many many hours of fun and it's one I'll most likely return to at some point, since turn-based tactical combat games are my jam and I can't get enough from any good entry in this genre.
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3300 Std. insgesamt
Verfasst: 30.08.22 15:26
Hand of Merlin offers a tactical RPG roguelite experience with a threee-person party and an intereting set of abilities that you can combo for effectiveness. The devs are responsive, and the game has fairly few bugs. Thinking carefully about how you want to deploy your units is critical. Recommended.
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1035 Std. insgesamt
Verfasst: 07.08.22 21:59
Sadly, this wildly varying power level is also present in the combat abilities of the characters and their respective skills. Some of the skills can kill small to medium enemies in a single attack and others do almost nothing. After a few runs and trying different things out you can easily find the broken stuff and use it to win every run, even on the highest difficulty.
Hand of Merlin has quite a lot of things to unlock but they are either irrelevant or designed to make the game easier rather than change the nature of the gameplay and the game could desperately use some variation in the gameplay. The events and story are not bad but the key element of the game is the tactical battles and these are repetitive to the point of tedium. Only the fixed end of act battles provide a different kind of challenge and these are always the same in each run meaning you rinse and repeat every fight.
Initially when playing Hand of Merlin I thought a lot of the elements were good and it was fun but this only lasted for a few hours. The game lacks diversity in combat and characters, has very serious balance issues and really suffers from a lack of replayability. There are many other tactical battle style games that do it a lot better. I would give Hand of Merlin 3.5/10.
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562 Std. insgesamt
Verfasst: 27.04.22 06:34
Character upgrade wise, the RNG might not favor you : learnable skill are a ''pick one of 3'' and their upgrade beside the last one are also RNG. it's a bit a shame because some character really want a specific ability set to shine. Still you can soldier on and try to finish the game, but your ranger might not deal 4 attack of over 25 damage for example.
The combat is great but a bit on the easy side. Luckily, the different difficulties fix this !
it took 5 hours for me to complete the game at normal difficulty. Replayability is there if you want the archievement.
There are some QOL that could be added to the game, but it still early access and the dev seem to be active so it's gucchi
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149 Std. insgesamt
Verfasst: 26.04.22 18:38
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4739 Std. insgesamt
Verfasst: 31.03.22 02:57
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372 Std. insgesamt
Verfasst: 17.02.22 04:16
The Good:
-The different encounter and the map part of the game is pretty nice. Its a bit lacking in overall content but for a Early Access its enought and I enjoyed it quite a bit.
-I like the way you can build character with the way to customize skill and item. More variety would be nice but again Early Access.
The Bad:
The combat for me is where I really didn't enjoy the game.
-First when fighting abobination they always have them spawn randomly on the map and is just super annoying. I don't like losing cause of random spawn i can't control or predict screwing up my game.
-There is no way to know what ability each monster have and their CD or anything like that. Really makes it hard at first and its such a hard game you need to be able to predict.
-There is no was to position your character pre battle and that is just annoying.
-There is no way to see the range of ennemy. It says they move 5 and then they jump or move 8 for w/e reason and fuck you up.
-There are no attack of opportunity... Range character just run around and you have to chase them..... super annoying for melee character.
-When range unit cast the skill that makes them attack ppl who moves into their zone of control. There is no way to see it on the map at all time. Gotta click on a character to see the actual range. Don't move somoene to quickly it might screw up your game.
-The way to select a character and switch between them is not user friendly. Many many time i missclick a skill or moved a character trying to select another one.
-No way to rotate the camera
Overall The quality of life for this game is lacking while in combat and that really makes it frustrating at time. It could be a pretty nice game but it need a lot of love.
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615 Std. insgesamt
Verfasst: 11.02.22 08:36
First run I had fun learning the game, and then beat it... after that there is very little to bring me start another run. No higher difficulty, no perks (to help with higher difficulty), no implied overarching mystery and story, just repetition.
Definitely a fun game with a lot of finesse, but alas it needs more to be worth coming back to it.
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415 Std. insgesamt
Verfasst: 12.01.22 11:25
**Lazy review.**
If you like any of these games, you will probably like this too: Tainted Grail, Roguebook, Across the Obelisk, Fort Triumph, Griftlands, Wildermyth, Slay the Spire, Banners of Ruin, Trials of Fire, Rogue Lords, Gordian Quest.
**Less lazy review**
Hand of Merlin feels like a combination of four distinct things -
1. Very-Xcom like turn-based tactical combat, including a baseline 'two action point' system, albeit in a swords & sorcery low-magic setting
2. The node-by-node run progress system common to many roguelikes, including Slay the Spire
3. RPG elements, including character development which introduces new tactical options & opens up different playstyles (aggressive, defence, control, area of effect, single target focus etc), and also, via your choice of how to interact with 'choose your own adventure' style encounters.
4. A strong 'meta' narrative, similar to Tainted Grail & Banners of Ruin, that ties together both individual runs and all runs into an overall purpose.
The tactical combat is rather good indeed. You have three characters, each of which can have up to 4 abilities, and one more if they are carrying a relic item with an active ability. Each character has a baseline 2 action points, and the characters are very, very different to one another and can be developed in very different ways. Opponents have very distinct 'styles' of behaviour, from shoot & scoot to melee rush, and battles feel extremely satisfying.
One caveat that a tactical battle may run from 2 to 20 minutes. Compare that to the duration of the card-based battles in the likes of Slay the Spire, and the implication is that a run takes longer. This is a slower paced game that invites thought and planning.
Meta progression is present in the form of being able to unlock new characters, variations of characters, and unlock spells which are cast not by your characters (pawns) but by the 'host', Merlin, that is a form of meta-presence in-game with you.
Mentioning one minor negative, from my perspective. Similar to 'Hand of Fate', and a few other games, Hand of Merlin features some random outcome rolls within narrative encounters, presented as selection from a set of shuffled cards. You cannot 'track' which cards have the desired outcomes so the actions to begin the shuffle and select a card are purely steps to essentially roll a die and deliver the outcome. This is however the most negative thing I have to say about this game, which is 'praise' by faint criticism :-)
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2287 Std. insgesamt
Verfasst: 11.01.22 00:47
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398 Std. insgesamt
Verfasst: 01.01.22 12:15
I did 2 runs on normal and completed both. I had fun with the game, and building comps is pretty fun.
The good:
+ You choose 3 different heroes of varying class archtypes. They all have different passive abilities, and you can draft random abilities to fit with these.
+ Combat is pretty fast and streamlined
+ Interesting terrain on combat maps
+ Well-written. Text is pretty interesting, but also compact and not too long.
+ Interesting relics that give you passive bonuses or strong active abilities, on top of your usual abilities
+ Predictable interactions. No weird inconsistent shenanigans.
The could-be-betters:
+ Unlockable heroes seem not to be super-diverse
+ End-fight could be more interesting
+ There seems to be a corruption timer which you are warned for through in-game-tips, but after finishing 2 runs I still don't know what it is or how it matters.
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168 Std. insgesamt
Verfasst: 24.11.21 21:05
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2672 Std. insgesamt
Verfasst: 22.11.21 00:19
Even in early access, it's easy to recognize the utter lack of potential in this game.
Repetitive, unimaginative, tactically shallow, and just plain old BORING.
Waste of my money and attention; I am uninstalling before it even releases.
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369 Std. insgesamt
Verfasst: 12.10.21 09:37
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484 Std. insgesamt
Verfasst: 09.09.21 22:28
Though I'm not very far into the game (I beat Roncevaux Pass first try on Normal and promptly got rolled in Spain), it's fascinating work theorycrafting builds and learning on the fly what works and what doesn't, though I'd suggest upping the penalty for running out of food. As it stands, a loss of 1 HP for each move without food is too easy to recoup via existing mechanics if you plan out your moves correctly; effectively, it costs 1 mana to heal back the effect of moving five spaces.
That's not to say it's easy. Enemies are tanky, hit hard, and pursue you relentlessly, and I haven't seen an outright suboptimal move from the ones I've fought. This incentivizes skimping on supplies as above in favor of renown and gold, though investing in armor feels a bit like delaying the inevitable if you haven't first upgraded your weapons - and given the aforementioned strength of even basic human enemies, certain moves (like the armor-restore spell from the wizard-type heroes) feel pretty underpowered compared to going all in on offense. Compared to the utility of your archers and the sheer all-roundness (stunning, mobility with Lunge, innate damage shred) of your heavy-hitting warriors, this can make your supports feel... not very supportive.
But I'm willing to git gud, as they say - I've only unlocked half the spells and I haven't scratched the surface of the interlocking hero mechanics, and after five or six runs I'm starting to see events repeat (likely to change with future updates). Also, this is one of a very few strategy games where I don't find myself turning the music off after a while. The score's an absolute banger.
7/10, trending better.
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729 Std. insgesamt
Verfasst: 15.08.21 07:51
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752 Std. insgesamt
Verfasst: 10.06.21 12:13
First hours I really had a lot of fun with the game, it has a great and unique approach on the roguelike and turn based genre. But in its current state it has some downsides which take a lot of the replayability from it.
Main reasons are the combat system and the missing variety from characters, their skills and process in general. Currently combat is Move -> attack or attack -> move. You can influence this a bit through some items, but still: very repetetive
Even if you unlock some new characters they are very similar and mainly defer through maybe a skill (not unique ones) from the original party.
Sure, your pick has an influence on the in game events, but it's defo not enough for me to try it out more. The biggest difference I personally have experienced is which starting items you can get.
Also leveling your core (so basically the roguelike part is unlocking some new spells that will help you in combat in your next try) does not feel too rewarding. A skilltree or more depth would be nice, currentlly its only possible to chose a few spells to use, basically it's the choice damage or healing
Same for characters, for me personally it is a bit annoying to not have the option to chose from a great skill tree and really build a strong party. Currently you pick from random cards which might not help my playstyle. So it feels random, but not like MY characters. In addition the (forced) upgrades can make some skills worse instead of better. This really needs a rework and it has been announced devs are on it, so looking forward towards future updates.
Regarding the combat: It is not really possible to set traps for enemies and the outcome of a fight can be very dependent only on who makes the first move. There are some XCOM style levels where you can sneak up on your enemy and some events determine who starts the battle, but usually all follow the same patterns (move and attack). Missing some map and enemy variety here as well (especially boss fights are always the same and do not feel unique at all)
It also does not matter which direction you attack an enemy from (shoot him in the back or the face? doesnt matter), range and positioning is not too important, usually there are only very few usefull positions to take in any level so again: Most fights feel the exact same. Some more tactical depths here is really missing IMHO
Looking at the feedback of the devs I am quite optimistic the game will go it's way.
But again, in its current state it is not worth its full price and content feels VERY EA in my opinion. I'd recommend to wait a few months first
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590 Std. insgesamt
Verfasst: 29.05.21 23:29
Zitat:
Visit SaveOrQuit.com for detailed game reviews, posted daily!
A roguelike with turn-based combat system in an Arthurian setting and with Lovecraftian monsters encroaching upon the land.
We are to pick three heroes who will set off to traverse from one land to another, help the locals, fight the monsters, and make decisions. The heroes come in 3 classes: warriors, rangers, and mystics. At first only 3 heroes are available, but 6 more can be unlocked by accomplishing certain feats in the game.
When we traverse the maps, we go between nodes. Each node has an event that is set randomly on it. Some have us make choices and decisions, in others we acquire supplies, in thirds we meet someone on the road, in some we're in a city where we can heal up and upgrade our gear, and of course in many we engage in turn-based fights. Some events will contain dice rolls that have a % chance to succeed so are dependent on luck. Some events have new options unlock if a certain hero is in the party, which is a pretty cool touch.
There are some resources to manage: money we use on upgrades to our gear, food we use for traversing between the nodes (not having food incurs a 1 HP damage on all heroes per node movement), and reputation for winning battles and also doing noble deeds in some events. Reputation is used for levelling up our skills. Each hero starts with 2 default skills and can acquire 2 more that are randomly chosen for their specific class. Once they have all of their skills, further level ups offer us choices how to upgrade the skills (e.g. more power or a new status effect).
The combat is turn-based and is set on an isometric grid, just like many other tactics games. Each hero and enemy has action points (2 by default) which are needed for moving and using abilities. Each hero and enemy also has both a HP bar and an armour bar. Armour must be fully destroyed before HP can receive damage. For our heroes this is important because armour points restore fully after the battle ends, whereas HP doesn't, so we must take extra care not to lose HP or to find a way to heal up in between battles (which is not easy to find and most times happens in the cities).
All the skills have a cooldown and so cannot be used more than once per turn. Some skills also have a limited number of uses per battle, so we need to be very strategic how and when we use certain skills if we want to make the best use of them. We can also unlock new spells for Merlin's spirit who guides the heroes. These spells use up mana which is hard to come by, so these spells are usually good as a last resort in dire situations.
As this is a roguelike, there's perma-death here and the heroes in our team can die for good with no replacement available. At that point the run goes downhill fast as the other heroes then become overwhelmed quickly by enemies. The overall playthrough is not long though and lasts about 3-4 hours, with plenty of replay value as node events and some skill level up choices are random. Plus there are new heroes to unlock and try out.
All visuals and visual interface are top notch, both on the map and during the tactical battles. Although there needs to be an obvious way to undo an action in case of a misclick (or to make sure misclicks are unlikely to happen). The storybook style when going between nodes and engaging with different events is pretty charming and good and the amount of reading is not over the top, so a good pace can be kept while playing. Music and sounds are pretty decent too.
The game is already in a really good state and doesn't feel like an early access. It can be played from start to finish and seems virtually all features are already fully implemented. Although maybe some new features will be added before v1.0 of the game. In either case, it's already a good quality rogue-like with tactical combat and a healthy amount of replay value.
For a more in-depth review, check here: https://saveorquit.com/2021/05/29/preview-the-hand-of-merlin-2/
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281 Std. insgesamt
Verfasst: 26.05.21 20:39
Mechanics are just complex enough and very thematic. Performance is amazing.
Various ways of unlocking characters make each attempt interesting.
The systems are layered in such a way that really hits the nail on the head considering the genre.
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112 Std. insgesamt
Verfasst: 21.05.21 14:29
The gameplay is trivial and tedious.
Maybe its because it was released way, way too early (even for early access) -- but the problems seem to stem from the fact that all the mechanics are are uninspired. Makes the game feel like a knockoff.
I may give it another go after it releases (in what I imagine is gonna be at least a few years). Right now this has nothing to offer.
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117 Std. insgesamt
Verfasst: 21.05.21 09:37
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526 Std. insgesamt
Verfasst: 20.05.21 06:45
We're in 2021. What is any developer, at this point, releasing this kind of game, which has many small icons, detailed movement paths, and obstructions, doing releasing a game where you cannot scroll the camera?
I cannot even begin to explain how many times I meant to click on a character, but missed the spot by millimeters, and ended up moving the already selected character. Damned annoying.
Lack of budget or what I don't know, but this single thing really detracts from what is otherwise a decent game.
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694 Std. insgesamt
Verfasst: 19.05.21 21:11
Challenging turn based combat with an interesting story at a reasonable price? This game gets a recommendation from me.
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1084 Std. insgesamt
Verfasst: 17.05.21 09:24
Review by Gaming Masterpieces - The greatest games of all time on Steam. |
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The saga of King Arthur and his Knights of the Round Table exists in countless variations. Camelot, the Holy Grail, Excalibur, or the forbidden love for Guinevere are mostly fixed starters in the tale. A cosmic horror from another dimension that wants to devour the whole world with hideous creatures that could have originated in the twisted convolutions of H.P. Lovecraft's brain, however, rather not. But that's exactly what this is about. A roguelike with tactical, turn-based combat at its core, and a story that's a mix of King Arthur and sci-fi horror. If you want a more classic story, look at Neocore's King Arthur: Knight's Tale, a quite good but still rather unfinished reinterpretation of the Legend of Arthur.
King Arthur is dead, and the world is under attack by abominations from another dimension. Cracks are opening all over the world from which abominations are pouring into the world and destroying the people and the land. The land is in ruins, Albion is ruled by a decrepit king, and people are still fighting each other even during this difficult hour. Merlin is weakened and does not walk the world, he can only show us the way and give us clues through whispers. The story tells of an infinite number of parallel worlds (each new run is in a new world), all on the brink of the abyss while Merlin tries to save each of them - and is therefore a little worn out. We play three as-yet-unknown heroes who receive a mission from Merlin to go to Camelot, pick up the Holy Grail, and bring it to Jerusalem to save the world and banish the abominations. To achieve this, we must travel through four countries - Albion, France, Spain and finally the Holy Land.
The core mechanics of the game are the turn-based tactical battles. These are held together by a kind of choose-your-own-adventure game mechanic. We move forward on a map from waypoint to waypoint (we can't go back) and very often have the choice between different paths, where on the map only the corner points we can expect (city or other special place, monsters from another dimension or not, possible resources) are known in advance, while the actual event is randomly generated. The story is told in a book, and we keep making choices that have different consequences. At many points, chance decides how our decision affects the story. However, this is presented very transparently, because at such points we have to draw a random card, but we can see the contents of the available cards beforehand. For example, we want to pull a horse out of the mud and we are presented with two cards (and then turned over and shuffled) - one card brings success, while the horse sinks into the mud if we pull the other card. In this way, much more complex events are played with multiple cards. The texts in the book are well written (and not voiced), still, players who don't like to read should think twice about purchasing the game.
At each waypoint on the map, a random event awaits us, where we choose our actions in multiple choice and are presented with the result. All of this is in text form - with the exception of the battles. Soon we are involved in the first turn-based battle, be it against bandits, tax collectors, deserters or gruesome (and combat-strong) abominations from another dimension. We see the environment in an isometric view, and can have any of our three heroes - in any order - move, attack, or use other abilities while we still have plot points available. Spells cost mana, obstacles serve as cover from projectiles. In general, it is not very advantageous to stand with your back to the enemy. However, it is possible to move away from an enemy without getting hit in the back.
I enjoyed the environments during the battles. They are quite varied. Unlike similar games, where the battles always take place on the same maps, here the battles really take place in the environment that was previously described in the story. So we fight in different countries in inns, on mountain paths, a meadow, or in a warehouse....
Each character has armor points. These first absorb battle damage and regenerate after each battle. If a character runs out of armor points, their health suffers the next time they are hit. Some special attacks also bypass armor and immediately reduce health. Health points unfortunately do not replenish automatically between fights, only a healer can help here. Healers are available in most towns, but they are expensive. You can undo your last move, but only if no side effects were triggered in the process, so you should press the mouse button wisely. If one of the three heroes dies, he is dead. At least until the next run. You should therefore avoid this as much as possible, because with only two heroes the game becomes quite a bit more difficult. Unfortunately, no other heroes join us on our journey (with one small exception towards the end), at least I didn't find any. It's a pity, this way the heroes have more to eat, but in the fights a fourth or fifth comrade-in-arms would be quite useful. The enemies become more numerous the closer you get to Jerusalem.
Our hero group has four resources: gold, food, mana and their renown. When our group's renown is high enough, each of our heroes can learn a new skill (from three randomly selected) in the character overview screen. Each hero can master a total of four abilities, further reputation can then be invested in improving these abilities. In addition, our characters gain more health points. In the character overview you can also see weapon and armor upgrades, which can be improved five times each at a blacksmith - if you have too much gold with you. In addition, one relic (all of which have different positive effects) can be equipped per character, and you can also view your heroes' character stats. Not overly detailed, but ok.
When you encounter enemies from the other dimension, information about them is automatically entered into your travel journal and can be read by you at any time. Quite handy. However, the book is empty again with each new run. Well, since there are only seven different abominations, the monster part in the book would otherwise be complete pretty quickly. With the sometimes received essences (shards of Merlin's power) you can unlock up to four relatively powerful spells in the protector cube - permanently, also for further runs. In the towns, we can use our gold to call on the services of a healer, which is usually urgently needed. For the remaining gold we can improve our equipment at the blacksmith, buy food or relics. You can also sell food or relics, though I wouldn't recommend turning the Holy Grail into gold. Believe me, I tried it and didn't enjoy all that gold for long.
The scope is not extremely high - we have three major maps to traverse. If we choose the fastest way, that's about 12 events per map, only a few of which also lead to battles. The fourth and last map (the Holy Land) is much smaller. The maps become continuously more challenging (more and stronger enemies, more expensive food). There are only seven different types of monsters from the parallel dimension in the whole game, plus some human enemies. Two difficulty levels provide a challenge for both beginners and experienced players. Saving the game is possible, but this also exits the game. Saving and continuing on the next day is possible, but reloading the game after an unfortunate event is not.
Conclusion:
Roguelike with challenging turn-based battles and many (multiple-choice) decisions. If you like a bit of reading and especially enjoy tactical turn-based combat, this might be for you.
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1337 Std. insgesamt
Verfasst: 12.05.21 13:49
☐ Great
☑ Good
☐ Average
☐ Poor
☐ Terrible
Game play is similar to Banner Saga in that characters can be equipped with a single relic and that there is no backtracking while traversing the maps.
Characters gain power through equipment (weapon and armor) and skills earned from level ups. They start with 2 skills and can get up to 4 total. Earned skills are picked from a randomized pool, making each playthrough different. After level 3, earned skills can be improved with new effects.
Due to how your characters gain skills, there's a level of RNG that dictates how strong your party composition is. Unfortunately, you can get unlucky and get a party with no skill synergy, making combat a little boring.
There's also Merlin, a guardian, who can help out in combat through limited use spells. You start with one spell and unlock more as you progress. There's also another guardian than can be unlocked.
Story
☐ GoT S1-S5
☐ Good
☑ Average
☐ Bad
☐ GoT S6-S8
Decent enough story for a roguelite. It has elements of Arthurian legend which is nice. The ending text changes depending on which major events were generated in a given playthrough and how you handled those events.
Difficulty
☐ Darksouls
☐ Hard
☐ Average
☑ Easy
☐ The Sims
Combat feels fairly balanced, but TBS veterans, especially those who can manage Trials of Fire cataclysm may find it a little too easy. Currently, only easy and normal difficulty settings are available. Hopefully harder difficulties get introduced in the full release.
Graphics
☐ Masterpiece
☑ Good
☐ Average
☐ Bad
☐ Potato
Overall looks pretty good. Maybe the tone could be more gritty given the premise.
Audio
☐ Amazing
☑ Good
☐ Decent
☐ Bad
☐ Terrible
In-game music fits the story. There are some missing dialog audio during map cut scenes, but that's Early Access for you.
Game Time
☐ Long
☑ Average
☐ Short
A playthrough from start to finish lasts around 4 hours on average, which is fine for a roguelite.
Price
☑ Worth the price
☐ Wait for sale
Considering there's already a full game here despite the Early Access label, the current price is well worth it.
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38 Std. insgesamt
Verfasst: 11.05.21 21:49
Moving your warrior into melee range of an archer does nothing he can shoot you at point blank he can move with no attacks of opportunity it doesn't matter so every fight played out the same, some very simple hp management and just a pure numbers game. You can take cover but it doesn't really matter since you can't impede enemy movement characters just move where they need to be to make optimal attacks. The AI also seemed to attack randomly which makes the combat even more bland.
Does it get better? Maybe not sure, but the whole archers being able to attack from melee with no penalty of any kind paints a picture of how the rest of the game will play out, for me it's a pass for now.
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373 Std. insgesamt
Verfasst: 11.05.21 17:00
Graphics - 9/10 - Really simple yet well laid out visuals. The map is effective in helping you plan your routes to the cities in which the end battles take place. Combat wise all the animations are fluid and the spells look visually impressive. Its the small details that matter here though. You encounter a wolves den that has been taken over by abominations and the battlefield highlights this with the fallen animals and the visualisations a battle has taken place.
Story - 10/10 You progress to Jerusalem at the 4th a final city. On the way you travel though nodes which offer unique story lines which are always random. You can stumble upon bandits, feed animals and be rewarded or even decide the fate of two damsel lovers. Just little journeys along the way that keep the game interesting and gives a real sense of adventure. Final battle even on eays is a challenge and you have to have a game plan to survive. No two playthroughs are the same.
Audio - 9/10 Enemies shriek when slain, Spells sound powerful and the abominations give a real sense of dread to what the poor villagers must have felt before being slain. Music picks up in big battles and maintains a good amount of variation.
Gameplay - 10/10 Really well balanced characters make it a game where you can truly control your characters. It isn't convoluted in the sense battles can take hours but you really have to define your play style and it offers a wide variety in abilities and gear variations to do so. Replaying with stronger guardian nodes adds a ton of spells to really level the playing field and look visually impressive.
Overall 10/10 - This is the most fun I've had in a rpg this year. Its a wild 3-4 hour experience with a ton of replay ability. It truely felt like I was in a Fighting Fantasy book at times and thoroughly recommend people check this out.
My YT full play though is below:
Part 1
https://www.youtube.com/watch?v=8wg8z4df2zI
Part 2
https://www.youtube.com/watch?v=jMWnzYgUUgA
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Release:14.06.2023
Genre:
Rollenspiel
Entwickler:
Room-C Games
Vertrieb:
Versus Evil
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel