No one has rated this review as helpful yet
Recommended
0.0 hrs last two weeks / 211.0 hrs on record (37.2 hrs at review time)
Posted: 15 Dec, 2020 @ 6:24pm

Early Access Review
I liked this game, it was a very refreshingly deep DnD RPG game and I definitely thought the combat system was well-ported. I think the voice acting is good and I thought the character animations were interesting enough that I didn't think it was like 4 idle animations and a miss-synced speech system. I like the story but I have a gripe below.

I like how some things are simplified: It straight up tells you the damage you're going to do when hovering over items in the inventory (though it seems they forgot/didn't bother to implement an actual weight system. Dice rolls (even though I think it's a system that needs improvement) just tell you what number you need to hit instead of making you do the math on the base stat, DC, etc.

The combat is good. I don't really have any problems with it, but I think resting and camping are too "easy" to use and that should be reworked.

My issues: I'm a little taken aback at just how much content you can /miss/ with the wrong ability scores. It feels like if you don't have a 16 in WIS or CHA your character is HOSED. Also dice rolls for skill checks with a D20 feel kind of... stupid? in a game where quickloading and quicksaving is a thing. That should be reworked, alongside the whole Camp system. I apparently missed two whole characters... just... because I rolled poorly? It feels crappy knowing I just missed out on stuff because of RNG. I'd prefer a skill check system that relies on the player meeting minimum stats, though I recognize it probably won't happen, because this is a "DnD game" and it has to have "real DnD mechanics". I also don't like how you can't switch to characters with better stats in a conversation, you basically commit a character to doing all the conversation checks when you click on the NPC.

I get replayability for different characters but it took 25 hours on the first chapter. I don't have that kind of time. It would also suck basically metagaming the conversations with the "correct" character so the skill checks are easier.

Sidenote: DEVS. IF YOU ARE GOING TO INCLUDE A STORY ELEMENT EARLY ON THAT SAYS "YOU'RE SCREWED IF YOU DON'T SOLVE THIS PROBLEM RIGHT NOW AND HURRY HURRY HURRY" AND THEN KEEP THE DnD MECHANICS FOR LONG RESTS FOR HEALING AND SPELL SLOT RECOVERY, THAT'S A PROBLEM. You can fix this by throwing in something early from a party member about how the "hurry" aspect doesn't seem to be affecting the player or party- like, BEFORE the first village.
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