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RPG Codex GOTY 2022: Results & Cool Graphs

Community - posted by felipepepe on Sat 18 February 2023, 11:29:30

Tags: GOTY 2022

Here we are again, ready to see the best RPGs of 2022!

This year we went back to a Codex-only vote. Also to a 1-5 scale, because I forgot to ask to change it to 1-4 lol. In total, we had 364 voters, who rated 157 RPGs that came out last year.

For those of you who just want the TL;DR, here are the winners:

RPG CODEX'S 2022 GOTYs:
#1 - Elden Ring
#2 - Knights of the Chalice 2
#3 - King Arthur: Knight's Tale

For the full results and fancy graphs, just follow the link below.

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RPG Codex Top 55 JRPGs

Community - posted by Infinitron on Mon 17 October 2022, 22:18:43


The RPG Codex has published a number of top RPG lists and even a top non-RPG list, but it appears we never got around to organizing an official top JRPG list. Earlier this year, community member Gastrick decided to do something about that and set up a poll which ran for a month over the summer. He's already published the results in our forums, but now they have the front page stamp of approval. To no one's surprise, the Codex's favorite JRPG is eroge classic Sengoku Rance. There are plenty of other details to parse out in the list, which Gastrick has also split out by subgenre and individual series.


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RPG Codex Review: Jupiter Hell

Codex Review - posted by Infinitron on Sat 28 May 2022, 15:52:51

Tags: ChaosForge; Jupiter Hell

Roguelikes have never been a primary focus of this website, nor of our chief content officer Darth Roxor, who in fact has very little experience with the genre. As a fan of Doom, one roguelike he has played extensively is DoomRL, the venerable Doom-based roguelike by Kornel Kisielewicz. So it's no surprise that Kisielewicz's DoomRL successor Jupiter Hell was of great interest to him when it appeared on Kickstarter back in 2016. Having played it extensively even before it left Early Access last August, Roxor has now turned in his review of this title, and his verdict is uniformly positive. Here's his appraisal of the game's core combat mechanics:

At a basic level, combat is very similar to DoomRL. Everything is turn-based, you get one action a turn, and the rest of the world moves together with you. Actions take time to perform, the baseline being ‘1 second’, but some are obviously faster than others. If you have a 50% movement speed boost, you’ll be able to take two steps over the same time as it’ll take most other enemies to take one. Managing the time taken to do things is extremely important, as quickness will often allow you to avoid getting whacked.

Guns have accuracy thresholds for distance, with all having optimal and max ranges, and some having minimum range. You will take an accuracy penalty for being at a distance lower than minimum or greater than optimal, while exceeding max range will down your accuracy to zero. One thing I don’t entirely get here is the purpose of optimal/max ranges greater than 6, because 6 tiles is the limit of your view, and you can’t shoot beyond that, even with blind fire. The only exception are shotguns, which aren’t subject to accuracy, and distance only influences their damage, while spraying blindly into the fog of war can actually hurt enemies beyond the 6-tile limit. It can also be extremely effective if you manage to lay your hands on a long-range shotgun.

Where Jupiter Hell strays from its predecessor is in its inclusion of cover mechanics. Anything between you and your opponent will act as cover – this includes props, walls and other enemies. Shooting something behind cover significantly influences accuracy, which makes positioning in combat a vital factor, especially since a number of perks also have an impact on cover, either by reducing it for your targets, or increasing its effectiveness for you. Thus, hunkering down behind some walls, spinning up your chaingun and using an extra action or two to aim can help you withstand even the most unfavourable odds. Similarly, a stupid zombie grunt with a handgun can become a much bigger nuisance when behind cover.

The maps in Jupiter Hell are generally rather tight as well, with big open rooms being a rarity, so cover is something to always keep in mind as you plan your approach. Plus, even in the bigger rooms you’ll find plenty of props, such as chairs or crates, to provide cover, though these are all destructible.

But that’s not to say that (ab)using cover is the ultimate way to go. It’s obviously going to be much less useful if you’re playing a running man. And even if you’re focused on entrenchment, there’s still plenty of things that can smoke you out, particularly acid pools and poison clouds that can be thrown by various enemies. Plus, no matter how much of a living bunker you are, some attacks will still go through and keep chipping away at your health – cover may be important, but it’s still just an individual mechanic, and not god mode, and Jupiter Hell is fortunately not a cover shooter.

Another thing to keep in mind is pain. As you get damaged, you’ll accumulate pain – some enemies even have special abilities that leave you in pain just by looking at you. Pain is a percentage that reduces your accuracy, so the more you get whacked, the worse your performance becomes. In my experience, this mechanic is primarily there to punish your mistakes – if you’re standing in the open like a dumbass, or you keep shooting at a fiend that’s in your face and slashing you, your pain will ramp up, and well, it’s exactly something you deserve. As mentioned before, the marine can cleanse pain and convert it into healing with his special ability, while other classes will have to either wait it out or use a medkit to remove all pain. Oftentimes, waiting it out in the middle of a slaughterfest is not an option.

One thing that I’ve come to realise is a bit of a bummer is that pain applies only to you. The game is generally fair and symmetrical when it comes to its mechanics, but pain is an exception that can sometimes be annoying when facing enemies with high health pools. With more straight-forward builds, the best thing you can do is take cover behind a corner, keep shooting and pray that none of their attacks go through – it feels a little arbitrary, especially when you reach a ceiling where your damage won’t be getting higher, but you’ll still encounter tougher enemies, which leaves you without some additional way to mitigate the risks.

Nevertheless, playing carefully and managing the risks is an important part of Jupiter Hell, since just like most other roguelikes, it’s extremely unforgiving when it comes to dumb mistakes. I’d say that most of my runs are interrupted by a sudden bout of dying due to losing focus. You keep tapping those movement keys like stupid, you run into an armoured ravager, you get blasted with rockets and die. You can’t be bothered to take a step aside and duck behind cover – that former CRI sergeant will be more than glad to spray you with lead. Even worse if you forget about the stuff you’re carrying, and realise only after dying that you could have teleported to safety with a phase kit or run away in a smokescreen. But you were actually too much of a cheapskate to use them, so quit whining.​

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RPG Codex Review: Soulash

Codex Review - posted by Darth Roxor on Fri 13 May 2022, 18:10:12

Tags: Soulash

Another day, another Codex review of another game you may have never heard about. Or may at least know nothing about. I know I did before reading this in-depth analysis of Soulash by community member Lukaszek.

I'm not exactly an aficionado of roguelikes, so I don't even know what to put here. Instead, I'll just let the text speak for itself.

Eventually you learn the ropes and start exploring. The world is handmade and general directions stay the same during each playthrough. Based on your seed, some settlements might look a bit different or enemies in a given area will change slightly. The same settlement might be a farmer village in one run, while in another you’ll only find burned down houses and orcs there. The next time, you find the buildings intact, but all the villagers have turned into zombies.

While this can make planning a bit harder, it’s nothing truly major. You might find some weak troglodytes with decent spears in one of the caves. You return there in the next life, hoping to loot their weapons, only to find bugs instead. It will hamper your early game if you were set on using spears, but you’ll obtain decent weapons soon enough.

There is one random factor that can easily kill you if you don’t pay attention. Every piece of equipment, be it crafted or generated in the world (on enemies), can be upgraded into an artifact. That scythe-swinging peasant can poke quite a hole in your body when he spawns with a unique spear.

There is no mechanic that will make you stronger on subsequent runs. There are no unlockables, secret powers or anything of that sort. The only difference is that during character creation, the game will show the talents that a given class can learn at the appropriate levels, provided you’ve reached that level first yourself. If anything, I found that obfuscation annoying, although it can be easily fixed if you navigate to your data files. In general, the configs aren’t hidden and the game seems easy to mod.

With the world being same-ish with each run, you become stronger only by not repeating the same mistakes. Though it can be annoying if your mistake was being ambushed by an enemy with some nasty artifact. In general, you’ll learn to run into more newbie-friendly areas. There you’ll establish a base with food, water and a bed, and then proceed to clear out nearby enemies so that your beauty sleep won’t be interrupted. Those sleeping in the woods usually get ambushed.​

Artifact-wielding yokels are definitely a part of my definition of 'fun'. The article also examines the game's crafting system, world-building, general gameplay paradigms and the ecological repercussions of devouring gods responsible for certain aspects of the natural order. Read on here: RPG Codex Review: Soulash

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[Quickie No. 007] A Look at Railway Empire

Codex Review - posted by Darth Roxor on Sat 16 April 2022, 17:00:36

Tags: Gaming Minds Studios; Kalypso Media; Quickie; Railway Empire; Tacticular Cancer

Choo choo! I heard you like playing with train sets. I don't know if the same is true for community member Scruffy, but apparently his appreciation for railroading was big enough to write us a Quickie™ of Railway Empire, a lite train baron tycoon kind of game that supposedly isn't even complex enough to be called a simulation kind of game.

If you're only looking for the gist of it:



Railway Empire (from now on, R.E.) is a tycoon-type “simulation” game – in quotes, since it doesn’t actually simulate much – where you take up the role of a railroad baron tasked with connecting the East Coast of the United States with the West Coast.

For those of you who have no intention of reading the whole review: if you enjoyed Railroad Tycoon and Sid Meier’s Railroads!, or generally like railroad baron games, or have a thing for the First Transcontinental Railroad, you’re probably going to enjoy this game, for a while. If instead you’re expecting a proper simulation, down to micromanaging stuff, then you will not enjoy R.E., as it will be a bit too simplistic for you.​

I, for one, am always grateful when someone gives me the tl;dr right at the start of an article. For those of you with more patience and greater attention spans, you can read the full review here: [Quickie No. 007] A Look at Railway Empire

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RPG Codex Review: Wasteland 3

Codex Review - posted by Infinitron on Sat 12 March 2022, 22:02:09

Tags: inXile Entertainment; Wasteland 3

Wasteland 3 must be one of the more forgettable GOTYs in the annals of the Codex. Released in late 2020 after nearly four years in development, it turned out to be the closest thing we had to an all-around decent RPG in a year of niche titles and cyberpunk disappointment. But the game itself sparked remarkably little discussion. Maybe it was ignored by users who'd been burnt by inXile's previous offerings, or maybe there just wasn't all that much to say about it. Once again, we have our esteemed social media representative Roguey to thank for finally picking up the task of reviewing it. He finds Wasteland 3 to be a streamlined but generally solid title, which clearly benefited from its lengthy development and an additional year of patching. Here's an excerpt from his review:

The first difference you'll notice from Wasteland 2 is that it takes a page from Divinity: Original Sin and requires you to make or take just two rangers at the start. There's a greater focus on accessibility and the ability to immediately jump in and start playing: there are five groups of pre-made rangers, and they all come with unique background bonuses and utility items that no custom-made ranger can acquire to compensate for their non-powergamed attribute and skill allocation. In addition to this, they also have a few unique voiced banters with each other, though you'll hear them all in the early areas. Once you're past the tutorial, you can make or take two more rangers from a different and larger pool and/or fill up your roster with companions for a total of six; however, you must always have at least two rangers in the party and can have no more than four. Some purists may balk, but I was grateful I could start playing immediately and learn how I wanted to build my future characters through experiencing the game's content as opposed to making decisions for four different characters at the start with no context other than my previous experience with RPGs.

Wasteland 3's CLASSIC attribute system has also been modified from its predecessor. In Wasteland 2, the system encouraged only two kinds of builds: a useless-or-less-useful-in-combat charismatic skillmaster and a character who puts a roughly equal investment into attributes that maximize initiative, action points, and skill points. The initiative system that gave individual characters multiple combat turns in comparison to their opponents excessively rewarded high-initiative builds and excessively punished low-initiative builds; that's been replaced with the characters on each side going at once, though occasionally you may get lucky and receive a free use of action points. Action points themselves, while still important, aren't absolutely necessary to max out on every character; there are incentives to put those points elsewhere. Putting points into intelligence gives you one skill point per level of intelligence instead of modifying the number of points you get per level. Overall, viable build variety with regard to attributes has noticeably improved.

The skill system has been streamlined; the era of multiple container-unlocking skills is over. Lockpicking and Safecracking are now just Lockpicking, Handguns and Shotguns have been folded into Small Arms, Assault Rifles and Submachine Guns form Automatic Weapons, Bladed and Blunt Weapons are now Melee, Field Medic and Surgeon have been combined into First Aid (and it's no longer a requirement for reviving downed rangers), and Alarm Disarming and Perception have become Sneaky Shit. Brute Force is gone; now if you can't be bothered to invest in Lockpicking but still want to open a locked door, just attack it normally. The Smart Ass talking skill is also gone. They did add Armor Modding as a skill to complement Weapon Modding, but that's the only new one. Even with the fewer number of skills, a perfectly-optimized party won't be able to max out everything by the endgame; at least four skills won't be able to hit those final numbers (at least as far as the base game experience curve goes).

Additionally, annoyances like skill timers, chance-based skill checks, critical failures, and gun jamming are gone. I could take or leave the last two, but I don't miss the first two at all. Using a skill isn't quite instantaneous, but it's fast enough, and not having to keep clicking on an object until you succeed or critically fail is a welcome relief.

The inclusion of quirks and perks from the Director's Cut of Wasteland 2 has been carried over, and they've also added backgrounds that provide a small bonus. There are some good, great, and lousy options all around, so it's a pretty typical assortment for an RPG. With knowledge of the system, you can synergize all three to excel at a given role, so there's a decent amount of options here for the powergamers.

Inventory is now shared by the entire party and items no longer have weight, so encumbrance is no longer a factor. However, there are strength requirements to wear the strongest kinds of armor without penalty. While you can look at the inventory during combat, you can't equip anything you didn't have in your weapon and quick slots when combat started, so things aren't totally balanced in your favor.

Crafting was added in one of the patches. It saves you the trouble of having to backtrack to a store if you run out of a particular kind of consumable or ammo while out in the field as long as you meet the particular skill prerequisites. It's also used for making unique joke items that are worth a bit more than standard junk items, weapon and armor mods you absolutely want to have, and unique weapons, including final upgrades for the best weapons in the game. I'm usually not one for crafting, but I liked having it here. The presentation for weapon and armor mods could have been better though; there are roughly two dozen armor mods and fifty weapon mods and they're listed in alphabetical order instead of organized by type and rank. As a result, it's irritating to scroll through them while holding shift to look at their stats to find what you want.

[...] If "reactivity and choice" was the mantra for Wasteland 2, then Wasteland 3 adds "transparency and accessibility" as another design pillar. inXile pulled off a heavily-reactive turn-based, party-based RPG that looks and sounds slick and is largely frustration-free when it comes to starting and playing. They re-examined their systems and modified them without throwing out the baby with the bathwater, in contrast to other studios who have tried to do the same in the past. Sure, it's not the second coming of Jagged Alliance 2, and no, it's not a party-based Fallout, but it's my favorite Wasteland game. Its status as the 2020 RPG Codex Game of the Year is well-deserved.​

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RPG Codex GOTY 2021: Results & Cool Graphs

Community - posted by felipepepe on Mon 28 February 2022, 14:47:05

Tags: GOTY 2021

It's time to see what the Codex enjoyed in 2021!

This year we had 569 voters, who rated 154 releases from 2021. This is the largest numbers of games we ever had in the poll. It was a bit harder to vote, but I think it worked well to help us sort what's worth a second look outside of the obvious big releases.

Best 2021 RPGs

The competition for GOTY this year was tight, three titles stood out - Pathfinder: Wrath of the Righteous was the most popular, The Chronicles Of Myrtana: Archolos had extremely positive reviews, and ATOM RPG: Trudograd was right between them in popularity & positive reviews.

Since the voting system was made to reward quality over popularity, Archolos was the big winner. Only 20% of voters played it, but over 90% rated it positively - almost 85% of votes being 4/4! Congratulations to the team, it's an impressive result for a mod that got released just 2 months ago.

Pathfinder was second. It's a good place, but it performed a bit worse than the first game. Kingmaker was played by 54% of voters and had a 67% of positive votes back in 2018, while Wrath was played by almost exactly the same percentage (53%) but only got 54% positive votes.

On the other hand, ATOM: Trudograd kept almost exactly the same results - the original ATOM had 88% positive votes in 2017, Trudograd got 85%. The % of people who played it also only had a slight decreased from 35% to 33%.

Honestly, it's remarkable how the Codex is consistent in its interests, with sequels getting almost exactly the same play % as the first games.

Here's the Top 10:



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RPG Codex Review: Maneater - The Mutant Shark Vendetta

Codex Review - posted by Darth Roxor on Mon 7 February 2022, 17:06:53

Tags: Maneater; Tripwire Interactive

This world is much too short on RPGs where you get to become one of the mutant abominations that threaten the world instead of hunting them down.

Fortunately one such game is Maneater, the subject of our most recent review submitted by Lukaszek. If you ever felt like morphing into a monstrous shark and ravaging the land and sea alike, this game might just be for you. As the noble reviewer would put it:

Your role is to survive in a hostile environment and grow up. Since your first meal ever was human flesh, and given the tragic backstory, some revenge in the future is to be expected. To help fuel it, it turns out that the first two areas have plenty of toxic waste to go around, and even a submerged nuclear power plant. Eating weird, mutated albino fish does put weird ideas in your head.

Will you carry out your revenge? Will you lose or keep your humanity sharkanity? Sharkness? Is there a good and a bad shark in all of us, constantly whispering to our gills?

(...)

Eventually you’ll be dealing with explosives. They start with dynamite, then progress into some sort of proximity explosive devices and eventually end in torpedoes. All of those can be grabbed in your jaws, delaying the explosion a bit. This leads to my favorite playstyle of grabbing random objects and tail-catapulting them at my targets. Once you grab anything, you can toss it both underwater and in the air if you jump upward.​

Sounds like there's plenty excitement ahead, but, in the end, is it actually good or just gimmicky? For more details, read the full article here: Maneater Review - The Mutant Shark Vendetta

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Redaxium - a feature-rich RPG unlike anything else, made by a truly visionary artist

Codex Review - posted by DarkUnderlord on Mon 24 January 2022, 00:42:00

Tags: prosper; Redaxium

Do you have a good imagination? Are you able to close your eyes and see the beauty of the world? Then Redaxium, the creation of resident insane Codexer prosper, may be just the game for you!

Moonrise subjected herself to the full experience so she could write a review for the Codex:

Regardless of how the developer perceives himself, people will undoubtedly and at first glance recognize Redaxium as the work of an outsider artist. For those unfamiliar with the term, it describes artists who for one reason or another exist outside of the mainstream. They're typically self-taught. Popular examples include musician Daniel Johnston, and programmer Terry Davis. Sure, there are games that appear superficially similar, but a cursory investigation will reveal that they're tongue-in-cheek meme games. Redaxium is not one of them. Too often in these cases people are interested in the artist rather than the art, especially here on the RPG Codex where Prosper is something of a local legend. But this is a review is about a game, not the man who made it. In his own words, "We only have a story to tell because there is a game." I tasked myself to engage with, complete, and review Redaxium with a sense of seriousness. That means respecting that some things ought to remain redacted.​

Close your eyes, take a deep breathe, and find out about the feature-rich world of Redaxium.

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RPG Codex Review: Trials of Fire

Codex Review - posted by Infinitron on Sun 22 August 2021, 23:32:08

Tags: Trials of Fire; Whatboy Games

Due to the popularity of Slay the Spire, there's been a flood of deckbuilding roguelikes over the past few years. It's a genre that isn't really in this site's wheelhouse, with many a Codexer having spotted a game that seemed interesting to them only to learn to their disappointment that it features "card-based combat". We do have some users who are into these games though. Among them is the esteemed Lacrymas, who has contributed a review of a game called Trials of Fire. It's a tactical deckbuilding roguelike set in a post-apocalyptic fantasy world that was released back in April after two years in Early Access. He's a big fan of the game, praising it for its intricate mechanics and a lesser emphasis on RNG compared to other titles in the genre. Here's an excerpt from the review:

The game part consists of two connected strategic and tactical layers. As mentioned previously, you move your party on the strategic map and explore areas with a hovering question mark on top. The most important aspect to keep track of here is your food. The more your party wanders about, the more the members get exhausted and need to rest, for which you use food. There are five levels of exhaustion, each of them putting an ever-increasing number of Exhausted cards into your deck, which clog up your precious card space and are only good for recycling (more on that later). On top of that, there is a morale system which governs bonuses and maluses to armor and redraws (ditto). Your morale is dependent on how far you are straying from the main quest and whether you are traveling while tired. You cannot die of overexertion, but you can give in to despair and lose the game that way.

On your journeys, you will come across various events that give you food, currency, mystic herbs, items, and crafting materials (some events might also hurt you). I've already covered food; obsidian coins can be spent in settlements across the map to acquire anything you can think of, to hire companions, or in narrative events for specific outcomes. Mystic herbs are used for upgrading cards and healing persistent wounds (represented by harmful cards in your deck). The items give you armor (bonus health) and cards. This is a particularly genius move. It raises the value of equipment tremendously and pulls them up from the mire of being only stat sticks. There are no randomly-generated items. They are all unique and each item will give you the exact same card in every playthrough. Which items you get however is random, and not every class can equip every type. This is where the most impactful RNG lies. You can not pre-plan your builds because you don't know which items you will get.

I'd argue this is a right way to provoke "item fever". Hear that, Swen? There's a place and time for everything. You may take notes. Getting certain items can dramatically change your playstyle in unexpected ways, and this is the norm, not the exception. Items are technically classified in five tiers and are MMO color-coded for your convenience. Grey, green, blue, purple, and orange. Guess which color corresponds to which tier. Grey items are only the starting armor of the classes. You will never find them while adventuring. The higher the tier, the more cards (up to three at purple) and armor an item gives. Orange items, being legendaries, also grant you unique passive traits that are triggered in battle under certain circumstances. The most straightforward example is +2 damage on the first magical attack each turn. It gets wild after that. But wait! There's a twist. An item of a more prestigious color doesn't automatically mean it's better than the one below it, even if they give the same cards + the extra one(s). I'll explain why momentarily. Which brings me to the last strategic resource - crafting materials.

They are used to upgrade and "hone" equipment, or to permanently add a card granted by an item to a character's deck (i.e. you don't need to have it equipped anymore). Upgrading an item only improves the card(s) it gives, not armor or any traits (if legendary). Cards can only be upgraded once and each one has a unique way it improves. Sometimes it's very plain, like +1 damage or -1 willpower cost, but other times it even acquires additional effects. Honing is where it gets interesting. Remember how I said higher tier items aren't automatically better? The reason is you don't always want to fill your deck with junk cards which waste space in your hand and don't contribute to a build or tactic you are conceptualizing. The deadliest killer in this game in my opinion is having too many cards in your deck. This is where honing comes into play. Honing uses the crafting materials to remove a single card from an item. This allows you to keep cards you want and discard cards that uselessly take up space. This is not to say some cards are always garbage and unusable. I've found all cards have utility in some situations. It depends on your build and what other cards you have. There is one more thing in the strategic portion - followers. These are characters which you hire or get from quests that come along with you and provide you with passive non-combat buffs, like more health while resting or reducing the amount of crafting materials you need. There isn't much to say about these. They are a nice bonus, but nothing game-changing.

I can't get through a strategic overview without mentioning the classes. There are nine, but you start out being able to select just three (the Warrior, the Hunter, and the Elementalist) and you have to unlock the others through play. This is something I've always been fond of in roguelikes harking back to Tales of Maj'Eyal. It gives you very significant rewards for playing the game without lowering the difficulty of subsequent runs. These classes are much easier to unlock than in something like ToME however, and you are given an option to just unlock everything from the start (which I advise against). I suspect this is for players who once unlocked everything, but have long lost the save files and have no way to get them back. ToF's optional online feature doesn't track this kind of progress like ToME's does (but I digress). Each class has its own starting set of cards and special ability. The Warrior, for example, gives +2 defense to all heroes after playing a card while adjacent to an enemy. Even though this may seem abysmal, there are ways to make these abilities very powerful and the cornerstone of your build. The starting set is always very basic and mostly consists of universal cards like a melee attack or movement, but every class has some unique cards in the starting arsenal and is always given unique cards when leveling up, up to four you can choose at each level. You can opt to either replace a card you already know (cards from items don't count) or upgrade an existing one. This keeps the decks from growing exponentially and wards off power creep.

Outside of character levels in the current adventure, there's also a soul level that persists through runs. This is where the roguelite element (one element) appears. When you win or lose a run, each character individually gains soul experience which contributes to the soul level. Each soul level up to 10 grants you a unique class card which you can choose while leveling your characters in an adventure. I didn't get a card at soul level 11, so it either stops at 10 or granting cards gets more infrequent the higher level you are. As far as I can tell, this is something the developers implemented fairly recently. I was able to find forum threads in which people ask what the soul level does (during Early Access) and a developer responds with "nothing right now". Here's the kicker however. This can potentially make subsequent runs harder and not easier. I argued in the beginning that the roguelite element is a wolf in sheep's clothing and the reason is that it could oversaturate your class pool and make it harder to get the class card you want while leveling up. It's quite paradoxical and I'm not sure whether this is a con or simply neutral. For now, I'm going to say it's neutral because adapting to what RNGesus gives you is half the game. I haven't yet lost a run because I couldn't get the class card I want, but I also haven't played on a higher difficulty than hard (which is the third out of 13 difficulty levels). As a bouncing off point to talking about the battles, it's worth mentioning that some classes have mechanics and resources that others don't. Combined with the uniqueness of the classes themselves, this makes every party composition surprisingly diverse in terms of playstyle.​

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RPG Codex Review: The Dungeon of Naheulbeuk

Codex Review - posted by Infinitron on Sun 11 July 2021, 14:17:23

Tags: Artefacts Studio; The Dungeon Of Naheulbeuk: Ruins of Limis; The Dungeon Of Naheulbeuk: The Amulet Of Chaos

Artefacts Studio's The Dungeon of Naheulbeuk: The Amulet of Chaos ended up being way more popular on our forums than anybody would have expected for a niche tactical RPG with cartoony graphics and cheesy humor. But what is actually so good about it? According to staff member emiritus Grunker, it all comes down to the game's abundance of systems. None of which are particularly complex individually, but which come together in a way that elevates Naheulbeuk beyond its superficial nu-XCOM trappings. If you can stand the chicken puns, you'll learn a lot from his extremely thorough review:

The way Dungeon of Naheulbeuk is designed to play is ultimately the reason why I will end up recommending a purchase - even at its admittedly high price of 35 of the European Union's rainbow dollars. You control no fewer than 8 characters – the seven members of the core party as well as one additional party member you pick up later – in a tactical hybrid of oldschool RPG combat and modern, nu-XCOM-ish fights. In most aspects, Dungeon of Naheulbeuk is a weird amalgamation of strange niche inspirations blended into a somehow functioning whole that thrives in the constant push and pull between the oldschool and the new school. Nowhere is this as apparent as in the core combat mechanics.

Yes, the combat is nu-XCOM in the sense that it has half- and full-cover mechanics as well as the “move and hit or move twice” simplified action system. But it also places immense importance on a character's facing: your characters can face in 8 directions on the tile-based battle maps, and three different rules govern attacks from the front, from the sides and from behind. Even without factoring in the game's other positional rules, facing alone means a level of positional complexity that very few RPGs can match, and it is is all handled by an interface so intuitive that you soon forget how utterly annoying you thought constantly controlling your characters' facing would be when the game first introduced the concept.

The game’s abilities are also of the nu-XCOM variety: they are cooldown-based and most characters have a maximum of around seven at any time – more realistically 3-5. But they also cost resources like Astral Energy or Stamina and their effects are incredibly impactful. Most of them have branching upgrades in the talent tree that change their effects fairly drastically.

The attribute system is another tug-of-war between tactical modernity and oldschool RPG affinity: on the one hand, Dungeon of Naheulbeuk sports 6 different attributes which you can assign points into, and they have a massive impact on the characters' ability to deal damage or even hit their target. On the other hand, an attempt has been made to make all attributes have some use for all characters, giving you reasons to put points into all six stats for every character. This attempt is less successful, however – you will only ever put points into Intelligence on your mage, and for nearly everyone else it’s a numbers game about having just enough Agility, then just enough Constitution (if necessary), and then dumping the rest into Strength. Still, no stat is useless for anyone and only Agility is really required on some. In the same vein, some stats have unique effects for certain characters, like Charisma being the primary stat for the elf's healing power. I'm sure someone out there made it through the highest difficulty with a team going all-in on Charisma.

The core attributes lead up to a flurry of derived stats – everything from simple things like “Health”, which is just your pool of hit points, to less obvious stats like “Support”, which governs how much a character improves a party member’s ability to hit targets that they are both adjacent to.

There are more examples, but the point is that Dungeon of Naheulbeuk is a game with very modern and simple systems - but there are a lot of them, and the interplay between them gives the game's combat a very real complexity. To this mix, the game adds sufficient enemy variety that throw wrenches with different levels of ingenuity into your well laid plans, ensuring that fights do not become too alike even if they draw their paint from the same palette of colours.

Many haters of the nu-XCOM model undoubtedly stopped reading when they read about the cover system, which feels ubiquitous to so many games today. However I’ve never seen the practical gameplay results that this system has in Dungeon of Naheulbeuk. The enemy variety is great enough, and your characters’ toolbox so deep, that in some fights you literally don’t notice the existence of the cover system at all, while in some fights it is essential. Mostly, cover is a luxury you take when you can afford it, but it is not mandatory and you often ignore it. As such, the cover system ends up speaking to what Dungeon of Naheulbeuk does well: it encourages tactical diversity and each encounter dictates a different pace of play and strategy of attack.

The way the game does this is through the connectivity of its systems. For example, the reason you might want to take cover is obviously due to the shelter it grants you from ranged attacks, but the reasons you might not want to do it are plentiful. Firstly, cover is often very sparsely placed throughout the battle maps and since positioning has such a defining importance in Dungeon of Naheulbeuk, often it is not worth giving up the great placement of an ability or an aggressive formation to gain the cover bonus. Secondly, there are plenty of enemy abilities that simply don't care about cover. Thirdly, full cover blocks valuable line of sight. And fourthly, cover restricts your characters own abilities depending on their function, so it's a tradeoff. The result is that you spend time thinking about whether to take cover or not, and as we all know, that daft cunt Sid Meier said something about good games being a series of interesting choices or some such nonsense.

Now add to this knowledge that the game's basic design consists of having a lot of these subsystems that play off of each other, and you feel yourself being constantly pulled in different directions, having multiple options in each round of each fight.​

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RPG Codex Review: Vendetta - Curse of Raven's Cry

Codex Review - posted by Infinitron on Sun 4 July 2021, 14:46:06

Tags: Reality Pump Studios; Vendetta - Curse of Raven's Cry

During the dark age of popamole, a German publisher by the name of TopWare Interactive and its Poland-based in-house development studio Reality Pump Studios managed to gain some renown for producing the Two Worlds games, a series of generic fantasy Oblivion clones. With the money earned making those, TopWare set out to create a title that seemed significantly more ambitious, a pirate action-RPG called Raven's Cry. First announced in 2011, the original developer of Raven's Cry was a now-defunct Finnish studio called Octane Games, a subsidiary of mobile developer Nitro Games. Apparently things did not go well there and in 2013 development was transferred to Reality Pump, who finally released the game in a disastrously unfinished state in early 2015. Faced with a predictably negative reception, Reality Pump would rerelease the game as Vendetta - Curse of Raven's Cry in late 2015 and continued to update it throughout 2017, but the damage had been done and it seemed doomed to be forgotten. Which it was, until its recent rediscovery by the esteemed Lord_Potato, our resident expert on obscure and forgotten RPGs. Is the updated and patched Raven's Cry an underrated gem? According to Lord_Potato, the answer is a qualified yes. The game's ship management and combat systems are certainly more extensive than I expected:

Once you secure your first boat (and there are at least two ways to achieve that – one that makes you dependent on a certain faction and another that allows you to stay independent for a while longer) you can try your luck on the high seas. This is where the game truly shines: it offers true ship porn and lets you have lots of fun. You start with the most basic vessel: a schooner. It’s fast, agile, and can be crewed by a few dozen men. It allows travel between islands but has a weak hull, limited room for cargo, and only a few cannons. You will not do a lot of pirating with this one. Thankfully, when confronted by enemies at sea, the schooner can easily outrun them. However, you’ll soon want to find something larger and more dangerous. There are six types of vessels in Vendetta, ranging from small galleons and maneuverable frigates all the way to powerful man-o-wars and ships of the line. Each ship type has a number of stats: the hull and sails, speed, maneuverability, maximum crew, and cannons. These stats can be improved thanks to an upgrade tree with numerous enhancements, which are usually acquired at the expense of cargo space. Additional upgrades can be unlocked as a reward for quests for certain individuals and factions. The only limitation is that you can only have one ship. When you purchase a new one, the old one automatically gets sold (although you do get back some of the money you invested into upgrading it).

In order for a vessel to sail, it requires a crew – both regular sailors and officers. The former can be recruited in any settlement. The latter must be tracked down in various places ranging from taverns to jails. Some will join the crew for cash, others after completing certain quests. There are first officers, boatswains, gun masters, navigators, doctors, and carpenters. Officers come with numerous advantages: they can improve the aim of cannons and shorten reload times, conduct repairs without having to stop at a port, heal the wounded, or improve crew discipline which increases morale and lowers salary costs. However, some officers can also decrease your reputation or cause dissatisfaction among the crew. You can check their stats and biographies in the crew section of the menu. Officers add some character to your crew and allow for a bit of min-maxing. Your people also require food rations and salaries. The larger the crew, the more expensive each sea voyage becomes. Add to that the cost of ammunition and repairs and you get quite a serious list of expenditures.

How do you earn enough money to satisfy all these needs? There is a certain amount of gold to be claimed by completing quests and plundering ancient temples. But the only stable and reliable source of income is sea trade. You have your cargo hold, so use it! There are eleven categories of products that can be bought and sold, ranging from tobacco, rum and cannabis to ebony, sugar and silk. Each civilized island produces certain products and requires others. The rules of supply and demand will determine your trade routes throughout the Caribbean. However, keep in mind that the system is dynamic. If you sell too much rum to an island that wants it, you will flood the market and the prices will drop. Sometimes if you have full cargo of a certain product, it’s better to sell it in several colonies rather than just one in order to receive the best prices. If you try to buy too much of a certain product, its price will increase due to increased demand and lower supply. The system forces you to think and consider your options. When you have a quest objective on the other side of the map, you will most likely plan your journey so that you earn as much as possible before reaching your destination.

Of course, this is a pirate game, so you don’t have to pay for stuff: plundering ships on the high seas is also an attractive option. When sailing from one island to another, various random encounters will be offered to you – other ships or flotillas which will appear nearby – and you can choose to try your luck and engage them. Sometimes Christopher’s ship will be attacked by enemy vessels and then battle becomes inevitable, although it is possible to run away from tough fights if the wind is favourable and Raven’s vessel is fast enough. Sea battles are mandatory during certain quests (including the main quest), so it’s best to be prepared and keep a cargo hold with every possible type of ammunition.

Vendetta’s sea battles require some training and getting used to, but they’re even more enjoyable than their land-based counterparts. You maneuver your ship (taking into consideration the direction and strength of the wind), select an ammunition type and aim your cannons. By changing the angle by which the cannons are raised, you determine how far the cannonballs will fly. The game offers no visual aid to help you target enemy ships. You simply choose an angle, fire your cannons, evaluate the result and then adjust for better accuracy. Keep in mind however that ships are constantly on the move and the waves hitting them can make it more difficult to aim. Sometimes there are also weather impediments, such as a deep fog that limits visibility. This requires you to fire into the mist and look for explosions to see if the cannonballs hit.

Each ship has three HP bars – hull, sails, and crew. Accordingly, there are three types of ammo that target these bars – cannonballs which are best used against hulls (although they can destroy sails too), grapeshot which is used for killing crewmen, and chain shot which is the most effective at destroying sails. If the hull is breached, the ship simply sinks and you cannot plunder it. When sails and masts are destroyed, it is no longer able to maneuver, but may still fire when other ships pass by. If the crew is eliminated, the vessel will stop sailing and firing and basically become a ghost ship.

When nearby foes are defeated and only one enemy ship remains afloat, you may try to board it. It is a risky (an unsuccessful boarding means game over) but rewarding business. The surviving crew members will put up a fight and then the boarding mini-game begins. Surprisingly, unlike regular land and sea battles, it is turn-based. Christopher Raven does not personally board the enemy vessel but commands his men from afar. The choice is between engaging in melee combat and firing your cannons at point-blank range. After each turn the result is calculated (losses to both crews and destruction of both vessels). You then evaluate the situation and make another decision. Be careful – barraging an opponent’s hull at point blank might sink his ship, which means you won't get your hands on his precious cargo. If your foe has fewer men, a melee attack is usually the better course of action. After the enemy crew is butchered, you can decide what to plunder from the captured vessel (the size of your cargo hold is a limitation here). And when you’re done, you get to make one final decision whether to leave the ghost ship be or set it on fire.

Vendetta allows not just small sea duels but also larger clashes between several units or even flotillas from different factions. The largest battle I participated in during my playthrough pitched more than twenty vessels from England, France, and Spain against each other. Surviving such battles requires tactical thinking, careful positioning, and choosing one’s targets wisely. Positioning your ship between two enemies means trouble – your hull will be barraged from both sides with catastrophic results. You can try to use hostile ships to your advantage in a similar way by hiding from the volleys of more powerful foes behind them. All in all, Vendetta’s sea combat system can produce some very memorable and impressive fights. It may seem difficult and unnecessarily complicated at first, but once you understand and master it, you’ll have a great time pirating your way through the Caribbean.​

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RPG Codex Review: Cyberpunk 2077

Codex Review - posted by Infinitron on Tue 19 January 2021, 18:31:08

Tags: CD Projekt; Cyberpunk 2077

By the usual standards, CD Projekt's latest mega-AAA hit Cyberpunk 2077 should have been considered a huge success. It reviewed well enough on PC and managed to recoup its entire development cost via pre-orders alone. However, the game's console ports were a disaster, and in a year when we all had enough too much free time on our hands, it was enough to generate a massive negative publicity firestorm for the company, including class action lawsuits and an investigation by the Polish government. Several days ago CD Projekt published a video with CEO Marcin Iwinski apologizing for the poor state of the game, and a few days later it scored a comparatively pathetic seventh place in our all-important Codex GOTY poll. Now would be the perfect time to publish our own official review of Cyberpunk 2077, and thanks to a surprise contribution from esteemed user lukaszek, we actually managed to pull that off. It's a thorough examination of the game, including character building, combat, open world elements, quest design and itemization. Here's an excerpt from the review:

You might wow an NPC in dialogue with your tech knowledge. All it will accomplish is the NPC not coming up with the same solution in the next sentence. In most cases it doesn’t matter what you say, as the outcome will be the same. The quest design formula is usually as follows (main story quests included):
  • You speak with a fixer. It’s either a recorded video message or a long dialog. If you get a chance to speak, there’ll be many options to pick, but nothing will matter, as you’ll get your objectives anyway.
  • You follow the quest compass and there might be a locked door. If it’s locked, you might be able to unlock it. If you can’t – go jump out of the nearest window. Do it at full speed and without checking what’s behind. You will land safely on a balcony and will clearly see how to jump or climb to another open window. Sometimes it will be a ladder in the back of the building, but you get the idea.
  • There will be enemies. Kill them silently, go blasting, sneak past them – it doesn’t matter.
  • Approach the objective. There might be an optional pacifist option here, but that’s rare.
  • Escape the area.
  • Get a phone call.
Every. Single. Time.

On rare occasions the game will surprise you. Instead of following the quest marker on autopilot, there might be hidden objectives for you to unlock if you step off the marked path.

The start of the game is like Dragon Age: Origins. You get 3 origins that all forcefully converge into one path – one of the street kid. Without spoiling too much, you’ll get a choice at the end of the main storyline that mirrors each lifepath, but has nothing to do with your original choice. It’s all about flavor and some unique responses that, as I stated, usually don’t matter. The corp path is quite sad as you’re a suit for a few minutes, but the rest of the game has nothing to do with it. In that prelude, you’ll be forced to play a weakling vomiting from stress in the bathroom, while corp lines are usually about strong-handling NPCs to make them do what you want. Nomads and Street Kids can sort of continue their life. The corp origin also gets the weakest extra quest compared to the other two (although you do get the best tech pistol in the game).

Endings are not like in The Witcher where you have to live with your choices. You get a special save point, and after you end the game, you return to that save with a unique item based on the choice you’d made during the last quest. You can rinse and repeat to experience and obtain everything. A few endings are locked behind certain characters liking you, meaning completing their optional quest chains and not annoying them during dialogues. This is the only lasting consequence to your actions that I’ve found.

For example, consider blasting a powerplant during the main story – all you’ll see is a news flash during the loading screen or while waiting in an elevator. Side quests don’t get even such mentions.​

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RPG Codex GOTY 2020: Results & Cool Graphs

Community - posted by felipepepe on Sun 17 January 2021, 06:52:34

Tags: GOTY 2020

Welcome to the RPG Codex 2020 GOTY Award!

This year we had 1025 voters, who rated 76 releases from 2020. If 2019 felt like a slow year, this was even slower. But we still had some good games that will likely turn into classics as more people try them out. Since we had very few expansions & DLCs this year, I've cut the categories to just two: Best RPGs of the Year & Best PC ports/remasters.

For those of you who just want the TL;DR, here are the winners:

Game of the Year
1st - Wasteland 3
2nd - Yakuza: Like a Dragon
3rd - Troubleshooter: Abandoned Children

Best Remaster/Port
Persona 4 Golden

For the full results and fancy graphs, just follow the link below.

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RPG Codex Preview: Knights of the Chalice 2 - Augury of Chaos

Codex Preview - posted by Infinitron on Thu 10 December 2020, 19:15:51

Tags: Heroic Fantasy Games; Knights of the Chalice 2

Released in 2009 by eccentric Frenchman Pierre Begue, the original Knights of the Chalice was one of the Codex's first indie favorites. It achieved that status not merely because it was a rare turn-based RPG in an age of consolized cinematic popamole, but because it was genuinely well-designed. During most of its decade-long development, the biggest concern about Knights of the Chalice 2 was that its abstract, tabletop-like visual style lacked appeal. But surely whatever the game sacrificed in looks would be compensated with even better gameplay. Well, that's not how things turned out. Since its release in July, the inaugural Augury of Chaos module for Knights of the Chalice 2 has become notorious for its outlandishly high difficulty level and generally poor balance, issues which subsequent patches appear to have only scratched the surface of. Today our very own Darth Roxor is here to tell you all about it. As an added bonus, we also have some details about the game's module editor from the esteemed Dorateen. Here's an excerpt from the review:

The bullshit in this game’s encounter design is all-encompassing and ever-present. I already mentioned the enemy equipment. Now consider that you are always outnumbered and out-levelled, often even very significantly. Then you have the monster spawns out of nowhere, which can include cannon fodder as much as horrible abominations of terrible doom. Then there are the hundred million billion weird-ass abilities like breath weapons, death explosions, arbitrary critical hit immunities (hello, evil cultist fighters) and “spell-like abilities” that everyone packs in large numbers and which are all nothing but bullshit – bonus points if they are spells from spellbooks unavailable to a given caster class, and which just so happen to benefit the owner’s loadout and traits. Of course, there are also plenty of “surprise” encounters where you can’t even avoid the surprise because, to quote, “suddenly enemies appear all around you.”

But that is not all. One of the more insulting aspects of this game and its encounters are the enemy casters. For starters, they always know all the spells that are available at their level, so most of them act in the exact same way (unless scripted to do something specific on their first turn), and they are always ready for everything you can throw at them thanks to this. For reasons more than one, too, because they also always come pre-buffed with every single buff spell there is, even if they materialise out of nowhere. And believe me, the end-game becomes absolute nightmare fuel because of this. In the final chapter, every encounter has at least 4 supercharged mages, sometimes even more, sometimes it even keeps spawning more, all of them are pre-buffed to the point of stupidity, and if you don’t manage to somehow shut them down immediately, you just get nuked to oblivion.

What has to be said about the above is that this is not even particularly “difficult.” It's just depressing. The way all those enemy mages come pre-buffed with a mix of blur, mirror image, mind blank, foresight, good fortune, dispelling buffer, stoneskin and contingent break enchantment is depressing. The way they all know ALL the spells their class has to offer is depressing. The way they just keep spawning new ones is depressing. The way they always open up with accelerated spell into double instakill nuke cast is depressing. Their up-the-ass spell resistance is depressing. The fact they stand on freaking towers and can’t be reached by melee characters is depressing.

It’s like peeling a gigantic rotten onion. You keep stripping the layers one by one, you cry all the way through, your fingers stink, and ultimately it doesn’t do you any good. This is simply not how you make RPG encounters. Though fortunately, it has to be stressed that this madness is nearly exclusive to the endgame. Prior to chapter 4, the enemy casters are not yet high level enough to have access to all those spells, and they aren’t as numerous and omni-present in every fight.

Still, if only the nonsense were contained to the casters. Some of the fights in this game are just beyond the pale when it comes to the numbers, levels and types of enemies thrown against you, as well as the “battlefield conditions.” There’s a sequence of fights that first disables all the magical effects on your equipment. Your reward for defeating the boss in chapter 1 is getting stripped of all your stuff. The final fight has a “damage each turn” effect, which Pierre clearly wasn’t able to implement as a regular “environmental hazard,” so it’s instead a bunch of invisible fire tiles all over the place – which means you can’t use area spells like grease and quicksand and every single enemy (including mummies) is fire immune to mask this… and that’s STILL not all.

The worst thing still is that after some point, Augury of Chaos turns into a quick draw contest. Either you win initiative and can obliterate the enemy first (or at least shut down his most important characters), or you get blown up to hell. You will start noticing this around the middle of chapter 3, and the final chapter 4 has that in every single encounter, and I’m not exaggerating. If there is even a single mage who gets to act before you, he will open with a double cast of Prismatic Void (a cute mass-AoE version of Prismatic Spray, courtesy of Pierre’s unhinged homebrew experiments), and remove at least 75% of your party from the game.

Honestly, the campaign feels like Pierre thought that since everyone liked the optional final battle in KotC1 so much, every single battle here ought to be like that too. It’s a neverending slaughterfest established by a sadistic gamemaster, who would have otherwise been quickly abandoned by his players in a real life situation. If you watched the cartoon Dexter’s Laboratory, you might remember the D&D spoof episode, where Dexter keeps fudging the dice against the players and throwing increasingly impossible odds at them. Augury of Chaos gives you the same experience. Eventually, one of your sole motivations for pushing on will be this morbid curiosity what kind of sadistic punishment the deranged gamemaster prepared for you around the next corner. Because beating those ridiculously overpowered encounters often isn't even satisfying when your only reward is just more forceful violation to come, without even as much as a broken penny in return.

And the funniest thing about this? I can bet my right butt cheek that Pierre never played through the campaign in a legit way, from start to finish, to test how it plays. You can tell by the Kickstarter gameplay preview videos, where he fails to beat each and every single encounter presented. This game was simply designed in a vacuum.​

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RPG Codex Review: Krai Mira

Codex Review - posted by Infinitron on Mon 5 October 2020, 22:30:41

Tags: Krai Mira; Tall Tech Studio

Before the arrival of ATOM, there were a number of considerably less successful attempts to produce a Fallout-inspired post-apocalyptic isometric RPG by various European (particularly Eastern European) studios. One of the last of these was Krai Mira, an isometric RPG set in a post-apocalyptic Crimean peninsula from Slovakian indie developer TallTech Studio. Krai Mira was widely disregarded as "Eastern European shovelware" when it was released in 2016 and was quickly forgotten. Yet there are some among us who still remember. With the impending releases of Encased and ATOM RPG: Trudograd, the esteemed Lord_Potato, who is a connoisseur of all manner of obscure and forgotten RPGs, has decided to revisit Krai Mira and tell us whether our prejudices were justified. Here's an excerpt from his review:

The game begins with a short intro cutscene, but there is no character creation sequence as such. Our PC starts out simply standing on a beach. We can name him, distribute several points between five main stats, and invest two points into one of three available perks. The stats are strength, health, agility, perception, and "erudition", which is basically intellect and charisma combined. Throughout the game the PC will gain access to fifteen perks, which are mostly focused on stealth and melee combat. Each perk has three levels of advancement. There are no skills in the game and hence no skill checks. Stat checks in dialogue are very rare. Sometimes high erudition provides you with an additional dialogue choice or allows you to talk someone into helping you without material gratification. But that is all you will get out of making your guy a smooth talker. Upon gaining a new level you get one stat point and one perk point, which you may invest as you see fit.

Unfortunately, the system is very basic and unbalanced. There’s only one way to build your character well. On my first try, I created the character I usually play in Fallout games: an eloquent gunslinger (high perception, agility, erudition). Soon I learned that such a build is simply unfeasible in Krai Mira. Erudition provides too few opportunities to justify the stat investment. And as for perception, while the game offers a wide selection of guns, rifles, crossbows, and flamethrowers that use five different types of ammo, it provides far too few bullets. A gunslinger cannot allow himself the luxury of a weapon of choice. He has to hold on to any ammunition he can find and carry several guns in order not to be caught with an empty barrel. Unfortunately, in order to carry those guns or operate heavier weapons, he needs high strength. And in order to deal with the game’s hordes of melee enemies, he needs high agility to get more action points during his turns, so that he can shoot and then flee to safety. High health, required to wear better armor, becomes an unobtainable luxury as you'd have to spread your precious stat points too thinly. After several hours of this, I abandoned my eloquent gunslinger and restarted. Playing such a character was just too tedious and unfun.

The one and only feasible build is a melee tank, which is also reinforced by the majority of available perks. You put points into strength, health, and agility and keep on doing it until they all reach 13-15 points (which is about when the game will end). This will allow the PC to wear the best armor and carry the best melee and projectile weapons, with tons of health points and a decent damage reduction. Of course, due perception being a dump stat he can only shoot the automatic rifle at point-blank range, but at least he can do it. A point-starved gunslinger would never be able to reach the strength value of 13 needed for such a feat. The melee tank mostly fights on the front lines, which is good since the few party members you meet in the game are extremely stupid and die easily. So you need to position your PC in front of these idiots so that the enemies hit him instead.

That said, the combat actually feels pretty solid. With only one feasible build, it's a simple matter of smacking enemies with the biggest club or blade you can find. Guns sometimes offer several fire modes and bursts can hit multiple foes, but you need to conserve ammo so going in guns blazing is rarely a good tactical choice. In true Fallout tradition you can only control the PC while your party members fight on their own, governed by the AI. When human allies are present on the battlefield you ought to take care to strike the killing blow against your foes, otherwise you won't receive experience points. There is an exception to this rule, though. Enemies killed by your most loyal follower, the dog Rudi, do grant you experience.

The enemy AI is simplistic but aggressive, and may pose a challenge through sheer brutality. Hostile combatants try to swarm you with their usually superior numbers and melee fighters do their best to protect the shooters. They attack with truly suicidal determination and retreat only when left with a couple of health points and no medical supplies. Since there are no grenades, the only effective method of crowd control is through the generous use of traps. But since traps pose a serious threat to your allies as well, it's best to avoid them if you're not fighting on your own.

Apart from that, most tactics revolve around choosing when to inject stimpacks and drugs into your PC's system. And of course, selecting your targets is also important. You should always go for the shooters first, even if it exposes you to numerous melee attacks on the way. Despite the system's simplicity, dispatching enemies with a large hammer, a chainsaw, or a katana is very gratifying (and gory). Even better, all the enemies move at the same time during their turn, so you don't have to wait for long minutes as in Fallout. While there is plenty of combat, it does not waste your time, which is a good thing.

Combat difficulty changes significantly over the course of the campaign. At the beginning, it’s similar to Piranha Bytes' Gothic series. You often have to rely on allies and in their absence may be forced to flee from the battlefield, as any confrontation can prove lethal for an ill-equipped and inexperienced PC. After you’ve gained some levels and acquired better gear, your situation improves drastically and fighting even large groups of foes becomes feasible. However, during the endgame you start encountering squads of heavily armed elite soldiers, and their machine gun bursts can quickly eat through hundreds of health points. At this point in the game you have to pick your battles, mind your positioning, and use every natural barrier to protect yourself from enemy fire. This evolution, combined with an acceptable level of enemy variety, helps keep things fresh.​

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RPG Codex Review: Pathfinder Kingmaker

Codex Review - posted by Infinitron on Sun 23 August 2020, 16:21:45

Tags: Owlcat Games; Pathfinder: Kingmaker

Why did it take us so long to review Pathfinder: Kingmaker, our RPG of the year for 2018? Maybe it's because the game isn't good in a particularly interesting way - merely a well-executed visit to the not-Forgotten Realms. Or maybe it's because applying the kind of exhaustive analysis we value here to its implementation of the already familiar 3rd Edition ruleset would just be too much work for too little payoff. Whatever the case, we have recently appointed Codex staff member Roguey to thank for finally putting in the effort and filling this gap in our portfolio. Here's an excerpt from his review, including its approving conclusion:

Kingmaker has a gated open structure; you're able to explore anywhere you want in a certain region, but there are various plot gates that keep you from entering other higher level regions until another chapter unlocks them. I'm not one for high risk, high reward sequence breaking, so I don't mind. As for the main quest, it has to be followed in a step by step manner, though sometimes you'll be able to unlock a new area early if your perception is high enough. Even with these limits, choosing a direction to go in without knowing where the path will take you or what new locations will pop up really helps sell the idea that you're taming an untamed land.

Moreover, one novel aspect of the campaign is that once you've been given your barony, the NPCs come to you with their problems rather than the opposite. Sure, there are some sidequests to pick up while exploring the world, but for the most part, you'll be given the details of your quests from your throne room. A potential downside for some is that this means there is no part where you explore a big city looking for errands to run for random citizens, which is an expectation many fantasy RPG fans have; this would be inappropriate for someone of your character's station. It's eccentric enough to go around solving your people's issues personally, which some NPCs do observe with amusement.

I hope you like combat because Kingmaker has a ton of it. Too much in fact; combat areas on the critical path regularly have 10-12 encounters per map which feels like twice as much as there should be, especially since several areas contain multiple maps. In an interview conducted with us before his cognitive decline, Obsidian's Josh Sawyer said "Sometimes as a designer, when you look at a screen, and you realize like 'Wow, there's nothing there, oh I gotta put something there,' but it's okay. Or maybe that thing that you put there is like a container, or it's something to harvest, or just a little thing. The important thing is that it changes; it can't just be a fight, a screen, and a fight," which is advice Owlcat really ought to take.

Even if there are too many battles, I do like the pacing of combat difficulty for the most part, which consists of a mix of easy to medium and easy to hard battles on every map. Nearly every optional area has just a single encounter of medium or hard difficulty for its intended level, which is a welcome relief from the main quest, though the small number of maps available and the constant recycling of them will become quickly apparent. There are a few optional areas which contain something more substantial; I didn't care for the dungeon where you're locked in and have to kill skeletons over and over again until you're let out, but I loved the area where you climb a mountain to a fortress to kill a giant bird and take its egg (to deliver to an innkeeper or to keep for a one-use-only long-term buff recipe that will give you +3 to attack, damage, skill checks, and saving throws).

There are a handful of quests without combat at all, which is another welcome relief. The most memorable of these involve throwing a party for a sad companion, participating in some other-worldly debates, and competing in a series of contests at a festival. I enjoyed the comedic writing in all of them. Some areas have optional and mandatory puzzles to solve; I have a mixed opinion on these, though my favorite involved a dungeon in chapter three where you have to leave companions behind to press switches to open and close doors. There are also quite a number of well-done illustrated text adventures, which have seemingly become a standard feature in pseudo-isometric fantasy RPGs much to my approval.

When it comes to consistency, Kingmaker is a mix of fun and frustrating. I found the first two chapters a near-relentless grind with enough good parts to keep me going. While I hated the railroading in chapter three, it did ease up a bit. Chapter four was my favorite; unsurprisingly, it's also the shortest. I also loved chapter five up until the final combat area which is a grind of 18 combat encounters in a single map, with half of them tuned to make you give your all. Chapter six eases back a bit, while keeping the difficulty (Mandragora swarms are the cazadores of Kingmaker; I'll let you discover how for yourself). I'm grateful that most of the combat encounters in the final dungeon are off the critical path, so I only had to fight around ten, which may seem like a lot, but the dungeon is three maps with two world states each for a total of six with far more to kill than that. It's my understanding that Owlcat reconfigured the encounters in response to feedback, so props to them. There's even an optional bonus chapter after that depending on a decision you can make, but I didn't play it because I was completely satisfied with the ending I received thanks to my earlier actions; moreover, after 112 hours, I had more than enough, especially after glancing at the massively debuffed conditions you're expected to play under. I'll leave it to the powergamers.

[...] Flawed as it may be, Kingmaker is high enough in quality when it comes to core gameplay and content. My congratulations to Owlcat for making a rough diamond on their first try after many months of patches. While it has too many issues to be an indisputable classic, this is the game Neverwinter Nights 2 should have been, and the one Pillars of Eternity failed to be (even though PoE has better combat pacing even with all its encounters). It's too bad it goes overboard on combat to such a degree that it's the equivalent of two RPGs in one; I never want to play it again even though I'd normally want to try a different build and make different choices. Nevertheless, it's a must-play for any real-time-with-pause party-based fantasy RPG fan.​

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RPG Codex Review: Horizon's Gate

Codex Review - posted by Infinitron on Tue 21 April 2020, 01:23:13

Tags: Horizon's Gate; Rad Codex

We're all sitting at home because of the coronavirus these days and yet it seems like the only RPGs on the immediate horizon are alpha builds of various Russian games. Why not take a look at the recent past instead? Codex indie enthusiast CryptRat has written a comprehensive review of Rad Codex's ambitious seafaring SRPG Horizon's Gate, which might just be the best release of the year so far. While he's not the biggest fan of some of the game's open world sandbox elements, they're nothing that would ruin his enjoyment of its rock solid character building and tactical combat. I quote:

Combat in Horizon’s Gate is turn-based and takes place on a grid directly on the map. Characters can cast protection and enhancement spells before combat and can also initiate combat by attacking with a long range attack skill. Unlike the previous games in the series, battles begin with a formation phase where you can arrange your characters in a small area and choose the direction they’re facing.

The combat system is based on time-ticks, with a queue that takes note of the turn order and remaining recovery time for each character. During a character’s turn he can move and use an action, in any order. Not moving or performing an action will decrease the recovery time until his next turn. Recovery times are not otherwise determined by a character’s last action, and different creatures have different recovery times. There are certain skills that also require a preparation phase. They can be interrupted during this time, though simply inflicting damage won't be enough - you'll need to stun or disable the character or use an ability which cancels skills. Pushing the character will only do the trick if the skill’s effect depends on him being in his original position. Some skills also cost magic points to use.

Characters have the following stats: movement, physical and magical damage, dodge and damage reduction, proficiency scores in the various weapon types, which are added to hit chance and damage, and affinity with elements, which determines both the power of elemental attacks and the character’s resistance to those attacks. Backstabbing allows you to ignore the dodge stat. All damage values in the game are fixed.

You can inflict many of the classic RPG afflictions on your enemies - burning, poison, frost, silence, poison and disabling. An oiled character will take more damage and will automatically be burnt by any fire attack, while a wet character won't take much damage from fire but will take a lot from ice and lightning attacks. Electric attacks will spread in water puddles (likely created by a previous ice attack) dealing damage to all characters standing in them. Weapons can be charged with elemental power, and many elemental skills with various areas of effect are available, both to your party and to enemies. I found that you don't really need to care about enemies’ elemental resistance, but it's a good idea to pay attention to their resistance to afflictions.

The layout of the battlefield can play a decisive role in combat, especially when you can push enemies off cliffs using wind attacks. Shooting explosive plants from a distance can also be useful.

Encounter design is one of the game’s high points. Some of the creatures you'll encounter were already present in Alvora Tactics, while others are brand new. When you're not fighting against swarms of poisonous flies, worms which duplicate when damaged by weapons, explosive beetles, or monsters whose shells can only be damaged with hammers, then you're probably fighting against a party of characters who can use the same equipment and skills as your own. They’re quite effective at using skills, and you’ll get their equipment if you defeat them.

Enemies are able to use many different skills, are smart enough to get out of the impact zone of any currently charging skills, and will punish you for positioning your character in a way that allows them to target many characters at once. The enemy AI is unpredictable which can make for some fun battles.

You’ll get to fight against a few lone boss enemies with extremely high health and defenses. These fights may take a while depending on your damage output. Magic point restoration skills and healing consumables will prove useful.

As previously mentioned, some towns have a dojo that offers a challenging battle against a party of characters. They’re typically all trained in a single weapon type but have different classes. These battles are fun, and your reward for beating them is a powerful weapon and also the ability to increase the proficiency of your entire crew with that weapon type for a price.​

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RPG Codex Top Non-RPG PC Games RESULTS!

Community - posted by felipepepe on Sat 4 April 2020, 05:44:55


Who's ready for some sweet nostalgia?

The results for our RPG Codex's Top Non-RPG PC games voting are out! Here's a sneak peak:

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You can see the full list and a lot more info here:

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RPG Codex Review: Broken Lines

Codex Review - posted by Infinitron on Sun 15 March 2020, 17:01:50

Tags: Broken Lines; PortaPlay

The Codex front page can be a pretty weird place. Sometimes there's a game that everybody has played but nobody feels like reviewing (*cough cough* Pathfinder: Kingmaker). Other times, you might have a game that one guy played and found really interesting. Broken Lines is that kind of game - a WW2-themed tactical RPG with Frozen Synapse-style simultaneous turn-based combat, which is something I've personally been wanting to see more of for years. In his comprehensive review, the esteemed Strange Fellow finds Broken Lines to be a fun but somewhat lightweight experience. Here's an excerpt:

One perhaps controversial point that I want to make at this point has to do with the move away from simulationist design which has become fairly common in modern squad tactics, arguably heralded by the rebooted XCOM series. In a nutshell, games that do this will often treat guns, auxiliary items and physical abilities more like D&D spells than their real-life counterparts. This annoys me to no end when it's applied to games with more "realistic" backdrops, because in addition to throwing believability out the window, it also tends to hamper creative play across the board. Gone are the days of tossing a backup weapon from soldier to soldier when your front man’s gun jams in a tight spot, or rushing over to a fallen enemy to pick up the grenade he dropped – sacrificed for the commodification of tactical manoeuvres.

So where does Broken Lines fall on this scale? The answer is somewhere in the middle. Like Firaxis XCOM, grenades and healing items are not singular objects, but abilities of sorts, which are assigned to your units at the start of a mission and which have a set number of uses, replenish for each battle, and cannot be redistributed or dropped in the field. What’s more disappointing is that there is also no looting of any kind, apart from the aforementioned supply caches. Enemies will not drop their items, and you will find no stashes of weapons or auxiliaries in the maps themselves. The only way to gain new stuff is to buy it from the merchant. Your own weapons can’t be dropped or swapped mid-mission either, and all guns have unlimited ammo.

None of this gels at all with the premise of the story nor with the gameplay itself. You’re supposed to be commandeering a small group of soldiers stranded behind enemy lines, scrounging for survival, yet the resource management, which should have been a major concern, is practically non-existent. At no point will you have to think carefully about rationing supplies in the field (by which I mean actual supplies like grenades or healing items, not food), because they don’t really exist, and there are no overarching worries beyond making sure your soldiers don’t die. The best games manage to weave long-term strategic considerations into the moment-to-moment tactical decision-making; Broken Lines, despite the overall structure providing a perfect slate, doesn’t even try.

The actual combat mechanics fare a lot better in this regard, though they haven’t been spared completely. For one, bullets that miss their target will disappear into the ether when the maximum range of the weapon that fired it is reached. Then there are some downright silly abilities, like “Drunken”, which boosts courage at the expense of accuracy for a short while (to top it off, this is also completely useless).

However, there are a couple of cool systems that make up for it. First is the fact that bullets in Broken Lines are real game objects, which means that each one will travel until it hits something (or gets swallowed by the god of Balance if it travels too far), whether that something is an enemy, an ally, or a piece of scenery. This is good because it makes cover work like it should, which is by actually blocking the path of incoming fire rather than just conveying a flat reduction to enemy accuracy.

Another advantage of this is that it feeds into another cool system, which is stress. The stress mechanic is central to the combat of Broken Lines, and it works like this: in addition to HP, each soldier has a stress bar which fills up when bullets pass near them. When it reaches a threshold, the soldier will panic for a few seconds. A panicking soldier will look for an escape route, and if he finds one he’ll run for it, but most of the time he’ll just cower in place. You won’t be able to issue orders to a panicking soldier until he calms down.

Stressing out your enemies is essential to taking them down, which means that automatic weapons are going to be your new best friends. All weapons in this category fall under the "SMG" type, and in addition to the high rate of fire, they have another trick up their sleeve that make their suppressive capabilities even more powerful. Each weapon type in the game, in addition to its native properties, has a distinct special firing mode, and the special firing mode of the SMG consists simply of rattling off at full blast blanketing a specified area with heavy fire. It’s inaccurate, but guaranteed to cause any enemies within it to panic, and you can direct it at will rather than just have it target the closest enemy. This means that the primary usage of the SMG is to pin down enemies in cover and cut off any escape routes, while the rest of the squad moves in and takes them down from the flanks. This can be combined with camouflage from thick vegetation, as well as elevation bonuses, for some properly devastating manoeuvres. It's nice to see that after years of games that either ignore the potential of this mechanic or else half-ass the implementation, a game has finally been made that gets cover fire right.

So how do missions actually play out? Well, most of the time you’ll pick out a route at the beginning that takes you to the finish point, ideally via any supply caches that may be present, and then advance along it, engaging in the suppress-and-flank dance whenever you encounter groups of hostiles. That’s pretty much it.

And you know what? It’s a lot of fun. There are a few key things that make it work. First of all, there’s the fact that the onus is generally on you to advance while enemies wait for you to approach, meaning that there’s almost never an occasion to pull out the old “line up the firing squad and wait for the enemy to file into a bottleneck like lemmings” trick. The score system also helps here, since if you want to get a perfect score you can’t dawdle. This is thrown into relief during the few missions where you’re tasked with defending yourself against an enemy counterattack or ambush, at which point the game turns into a tower defence of sorts, which isn't nearly as much fun.

Moreover, battles also encourage you to stay mobile as much as possible. A lot of cover is destructible and will be decimated by machine gun volleys within a single turn, and grenades and heavier artillery, should the enemy have it, will wreck your soldiers no matter what sort of cover they're hiding behind, not to mention that enemy soldiers aren’t afraid to move to better positions if you let them.

This all combines to make battles very dynamic affairs. I’ve thought about why I’ve had more fun with this game than it feels like I should, given how basic it is. It boils down, I think, to the simple recipe of a few interlocking systems pulling in the same direction. The game wants to constantly keep you moving and moving around and behind enemies, and every facet of gameplay serves to reinforce this idea. It does this with very little variation throughout, since you'll mostly be fighting the same enemies from beginning to end, and you'll have access to all the weapon types from the get-go. And yet it works. If I might make another return to my XCOM vendetta, there’s a marked contrast here in that the tactical layer of Broken Lines seems to encourage you to explore its workings and get familiar with it, instead of covering a pedestrian foundation with an ever-increasing load of fancy toys.
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