Finished Albion. Very weirdo game in ways more than one.
The most fascinating part of it is probably how it stands with its legs apart in old and nuskool rpg design philosophies. On the one hand, it has dungeon crawling blobbery with all that entails, and on the other it has a lot of storyfaggotry. But both the aspects hardly feel finished, in fact I suspect the way Albion finally ended up is a far cry from its original vision. Stats that do nothing, mechanics listed in the manual that don't at all work like that in the game, big empty spaces of land, annoying cargo cult features, etc.
Still, I thought it was a cool game overall, if uneven or even downright confused. The beginning is very strong, and the first continent is alien enough to rival Morrowind in that aspect. And then you end up among space celts, wait what. Then there's a cool big continent with a complex and time-specific intrigue, which may have been the game's peak point. Then you meet the illuminati... and finally turn a space ship into a gigantic tree.
I liked the dungeons quite a bit though. A few of them may have been just a tad too long for their own good (druid HQ, kenget kamulos HQ), but they were true gauntlets that felt exciting to break through, and finishing them always felt like a relief after so much effort. Except the FUCKING equipment makers' lab, whoever designed that piece of shit should be sodomised with a rebar.
The backstory for the human presence on the alien world was also pretty weirdo, but in a good way. The people who made this game definitely had a lot of creativity, lots of things about it are very original.
The most fascinating part of it is probably how it stands with its legs apart in old and nuskool rpg design philosophies. On the one hand, it has dungeon crawling blobbery with all that entails, and on the other it has a lot of storyfaggotry. But both the aspects hardly feel finished, in fact I suspect the way Albion finally ended up is a far cry from its original vision. Stats that do nothing, mechanics listed in the manual that don't at all work like that in the game, big empty spaces of land, annoying cargo cult features, etc.
Still, I thought it was a cool game overall, if uneven or even downright confused. The beginning is very strong, and the first continent is alien enough to rival Morrowind in that aspect. And then you end up among space celts, wait what. Then there's a cool big continent with a complex and time-specific intrigue, which may have been the game's peak point. Then you meet the illuminati... and finally turn a space ship into a gigantic tree.
I liked the dungeons quite a bit though. A few of them may have been just a tad too long for their own good (druid HQ, kenget kamulos HQ), but they were true gauntlets that felt exciting to break through, and finishing them always felt like a relief after so much effort. Except the FUCKING equipment makers' lab, whoever designed that piece of shit should be sodomised with a rebar.
The backstory for the human presence on the alien world was also pretty weirdo, but in a good way. The people who made this game definitely had a lot of creativity, lots of things about it are very original.