You’ll uncover nefarious side-quests wherever you go, whether it’s cultists under the flower shop or a necromancer’s tomb hidden-predictably-in a graveyard. It effectively replicates the early 2000s Bioware model, where you traipse around the landscape, killing a large variety of creatures and humanoids in all the usual settings: sewers, woodlands, abandoned castles, dungeons, and so on. Its most stirring moment came when a single party member died early on, and that was mostly because I’d equipped him with my best gear and it was permanently lost.Īfter that, the game hits its stride, bouncing you between disparate areas of Luskan and the wider Sword Coast. It opens on a generic caravan defence scenario where you’re fighting rats, goblins, and a small army of mercenaries whilst having some mild nightmares about demons, just like Pillars of Eternity’s beginning, though without the panache. "During my entire playtime, I think I only had a party wipe twice, and the generous autosave meant that both times I was past the problem section within ten minutes."ĭespite that intriguing premise, the long opening sequence is far from compelling. Possessed with wanting to uncover the true reason behind your attack, you search for answers in Luskan and around the Sword Coast. By the end of the starting sequence there are just three of your guild left. Your party comes under attack from another band of mercenaries, led by a Knight of Helm, who believe your guild is composed of demon worshippers (with, as it turns out, some justification). In the story campaign, you take the part of a generated mercenary, a member of the Burning Dawn guild, who must guide a caravan to the pirate city of Luskan. But the game struggles to live up to its predecessors on both fronts. Sword Coast Legends is ostensibly a replica of the single-player storytelling of those Infinity Engine and Neverwinter Nights days, that also gives a Dungeon Master tools to create and manage a campaign just like on your dining room table. But the design choices made to ensure the multiplayer worked had somewhat compromised the single-player experience. Thirteen years ago, I was playing Neverwinter Nights, a game set in the world of Dungeons & Dragons that sought to capture the spirit of the tabletop experience. Sometimes it seems like we’re going in circles.
0 Comments
Leave a Reply. |