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Tags: InXile Entertainment; The Bard's Tale IV: Barrows Deep
As you probably know, The Bard's Tale IV had an absolutely disastrous launch. It's safe to say that the game is a flop. Ambushed right out of the gate by performance issues on one side and angry grognards on the other, it never even had a chance. The sad thing is that most of the people who actually bothered to play it past the first few hours seem to have found it fun. Not exactly good, mind you, but fun. Esteemed Codex contributor felipepepe, who is a frequent connoisseur of the unusual, found the game to be so interesting in its idiosyncrasy that he felt compelled to write a review. His conclusion? The Bard's Tale IV could have been a good-for-what-it-is casual gem, if only it wasn't so bloated with filler content. I quote:
Bard's Tale IV only has about 6 enemy archetypes: Humanoids, Goblins, skeletons, ogres, liches and those weird one-eyed things. Of course, you have several classes of humanoids, goblins and undead, some with bows, others with shields, etc. And the ogres are reskinned to be demons or even a dwarven golem.
They also look very good (except the human faces) and have very elaborate animations, kneeling down when poisoned, struggling when teleported and so on. Of course more variety is always good, but this would be a decent bestiary for a short game.
But Bard's Tale IV doesn't want to be short. And it has no qualms about making you fight 20 groups of cultists, berserks or undead in a row if that means making the game longer.
This isn't me bitching about enemies looking the same. The problem here is that they fight the same. And so do you!
The enemies also don't do anything to demand a change of tactics either, as they always fight the same way. The underlying system is good, but it's underused and fails to offer diverse challenges. Once you learn to fight berserkers that counter your attacks, every single battle against them plays the same. See a wizard? He'll just summon goblins in the first turn and then keep using Mangar's Mind Jab. The weird one-eyed thing? It will just charge its beam attack every. single. time.
There are some very unique encounters, like a hidden stone golem that has massive armor, a plant boss that regenerates every turn, or several waves of reviving skeletons, and these will make you stop to think, maybe even retry with different skills. They show the potential the system holds, and it is indeed a good system. But I'm talking about maybe eight fights in my 30 hours playing. Once again, the problem is not the system per se, it's the "quantity over quality" mindset that's operating it.
Sadly, this also affects the dungeons and puzzles.
In a sense, the dungeons of Bard's Tale IV are closer to Legend of Grimrock than Bard's Tale I-III. Enemies are visible on the screen, they don't respawn (except for the end-game [fuck whoever approved that]) and every area is filled with puzzles and secrets.
Sadly, level design-wise, they are much closer to Skyrim's dungeons. That's because they are all mostly linear, moving you from set piece to set piece. The only true maze is a single underground area based on Skara Brae from Bard's Tale I. Other than that, all dungeons force you through a fixed path, offering at best a large area with three inter-connected puzzles, that must all be completed to advance.
Yet, I had fun with some of the dungeons. The best ones, such as Mangar's Tower, set a nice pacing between unique puzzles, fight a few harder battles and uncovering some hidden secret. That dungeon even knows how to use empty spaces, such as a long and ominous walk towards a dark altar, walking across a gorgeous scenery while eerie music plays.
I understand that this has nothing to do with what Bard's Tale I-III did but, again, I'm judging it for its actual content, not its Kickstarter promises. This is a casual, mass market game, something much closer to an RPG version of Portal or The Witness.
Now, personally, I think that the best puzzles in RPGs are the ones that make use of the lore, NPCs and/or environment. NPCs in this game are terrible and just stand in place giving quests, but Bard's Tale IV has some nice puzzles based on searching your surroundings or understanding a riddle hidden in a story. They are easily the best puzzles in the game.
In fact, Bard's Tale IV made me do something that few RPGs in the past 20 years did: take notes.
One puzzle, for example, has you inside a small garrison, reading notes from the soldiers and officers about what kind of beverages they are allowed to drink, and then using that information to unlock a secret passage by the storage room. None of these puzzles are hard (save for two very obscure ones based on crows), but they work well with the first-person view, atmospheric ambiance and shiny graphics to immerse you in this world.
Sadly, that kind of puzzle is vastly outnumbered by a far less exciting type: purely mechanical puzzles, like pushing blocks, gear puzzles, pipe puzzles and the "fairy puzzles", which are about using signposts to guide a fairy. These puzzles are completely disconnected from the world. You reach them, solve them in a vacuum, and then move on.
Read the full article: RPG Codex Review: The Bard's Tale IV
As you probably know, The Bard's Tale IV had an absolutely disastrous launch. It's safe to say that the game is a flop. Ambushed right out of the gate by performance issues on one side and angry grognards on the other, it never even had a chance. The sad thing is that most of the people who actually bothered to play it past the first few hours seem to have found it fun. Not exactly good, mind you, but fun. Esteemed Codex contributor felipepepe, who is a frequent connoisseur of the unusual, found the game to be so interesting in its idiosyncrasy that he felt compelled to write a review. His conclusion? The Bard's Tale IV could have been a good-for-what-it-is casual gem, if only it wasn't so bloated with filler content. I quote:
Bard's Tale IV only has about 6 enemy archetypes: Humanoids, Goblins, skeletons, ogres, liches and those weird one-eyed things. Of course, you have several classes of humanoids, goblins and undead, some with bows, others with shields, etc. And the ogres are reskinned to be demons or even a dwarven golem.
They also look very good (except the human faces) and have very elaborate animations, kneeling down when poisoned, struggling when teleported and so on. Of course more variety is always good, but this would be a decent bestiary for a short game.
But Bard's Tale IV doesn't want to be short. And it has no qualms about making you fight 20 groups of cultists, berserks or undead in a row if that means making the game longer.
This isn't me bitching about enemies looking the same. The problem here is that they fight the same. And so do you!
The enemies also don't do anything to demand a change of tactics either, as they always fight the same way. The underlying system is good, but it's underused and fails to offer diverse challenges. Once you learn to fight berserkers that counter your attacks, every single battle against them plays the same. See a wizard? He'll just summon goblins in the first turn and then keep using Mangar's Mind Jab. The weird one-eyed thing? It will just charge its beam attack every. single. time.
There are some very unique encounters, like a hidden stone golem that has massive armor, a plant boss that regenerates every turn, or several waves of reviving skeletons, and these will make you stop to think, maybe even retry with different skills. They show the potential the system holds, and it is indeed a good system. But I'm talking about maybe eight fights in my 30 hours playing. Once again, the problem is not the system per se, it's the "quantity over quality" mindset that's operating it.
Sadly, this also affects the dungeons and puzzles.
In a sense, the dungeons of Bard's Tale IV are closer to Legend of Grimrock than Bard's Tale I-III. Enemies are visible on the screen, they don't respawn (except for the end-game [fuck whoever approved that]) and every area is filled with puzzles and secrets.
Sadly, level design-wise, they are much closer to Skyrim's dungeons. That's because they are all mostly linear, moving you from set piece to set piece. The only true maze is a single underground area based on Skara Brae from Bard's Tale I. Other than that, all dungeons force you through a fixed path, offering at best a large area with three inter-connected puzzles, that must all be completed to advance.
Yet, I had fun with some of the dungeons. The best ones, such as Mangar's Tower, set a nice pacing between unique puzzles, fight a few harder battles and uncovering some hidden secret. That dungeon even knows how to use empty spaces, such as a long and ominous walk towards a dark altar, walking across a gorgeous scenery while eerie music plays.
I understand that this has nothing to do with what Bard's Tale I-III did but, again, I'm judging it for its actual content, not its Kickstarter promises. This is a casual, mass market game, something much closer to an RPG version of Portal or The Witness.
Now, personally, I think that the best puzzles in RPGs are the ones that make use of the lore, NPCs and/or environment. NPCs in this game are terrible and just stand in place giving quests, but Bard's Tale IV has some nice puzzles based on searching your surroundings or understanding a riddle hidden in a story. They are easily the best puzzles in the game.
In fact, Bard's Tale IV made me do something that few RPGs in the past 20 years did: take notes.
One puzzle, for example, has you inside a small garrison, reading notes from the soldiers and officers about what kind of beverages they are allowed to drink, and then using that information to unlock a secret passage by the storage room. None of these puzzles are hard (save for two very obscure ones based on crows), but they work well with the first-person view, atmospheric ambiance and shiny graphics to immerse you in this world.
Sadly, that kind of puzzle is vastly outnumbered by a far less exciting type: purely mechanical puzzles, like pushing blocks, gear puzzles, pipe puzzles and the "fairy puzzles", which are about using signposts to guide a fairy. These puzzles are completely disconnected from the world. You reach them, solve them in a vacuum, and then move on.
Read the full article: RPG Codex Review: The Bard's Tale IV