Elwro
Arcane
Tags: Depths of Peril
In fact, calling it a "review" is perhaps stretching it, as the <a href="http://www.2404.org/reviews/2772/Depths-of-Peril-Review">text itself</a> could use some stretching or just infusing with more content. The whole consists of just a few paragraphs, but hey, it's always nice to see praise for an indie title.<blockquote>Questing here is semi-random. There is a plethora of constantly generated random quests, and, unlike most games, the player can often be motivated to do these quests. For example, the steward (a quest giver) might get petrified. He’ll stay turned to stone, cutting off a supply of quests, unless the player decides to do the appropriate quest. Other quests, such as plagues and town attacks, will impress a jaded player with just how many questing possibilities other games have overlooked. Many quests are timed, as well, forcing a player to sometimes stop his current quest and, say, go off to find a cure for a poisoned non-player character (NPC) before time runs out. Yes, the NPC will get resurrected eventually, but each NPC serves a purpose in the game, so a player will often feel the loss while waiting. There’s also a main storyline of quests (along with dozens of in-game books giving background), taking the character up to level 25 or so.</blockquote>Quest with randomized elements done well? It's a rarity.
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Read the whole thing <a href="http://www.2404.org/reviews/2772/Depths-of-Peril-Review">here</a>, and be sure to grab <a href="http://www.soldak.com/Depths-of-Peril/Demo.html">the demo</a> if you haven't already.
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Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
In fact, calling it a "review" is perhaps stretching it, as the <a href="http://www.2404.org/reviews/2772/Depths-of-Peril-Review">text itself</a> could use some stretching or just infusing with more content. The whole consists of just a few paragraphs, but hey, it's always nice to see praise for an indie title.<blockquote>Questing here is semi-random. There is a plethora of constantly generated random quests, and, unlike most games, the player can often be motivated to do these quests. For example, the steward (a quest giver) might get petrified. He’ll stay turned to stone, cutting off a supply of quests, unless the player decides to do the appropriate quest. Other quests, such as plagues and town attacks, will impress a jaded player with just how many questing possibilities other games have overlooked. Many quests are timed, as well, forcing a player to sometimes stop his current quest and, say, go off to find a cure for a poisoned non-player character (NPC) before time runs out. Yes, the NPC will get resurrected eventually, but each NPC serves a purpose in the game, so a player will often feel the loss while waiting. There’s also a main storyline of quests (along with dozens of in-game books giving background), taking the character up to level 25 or so.</blockquote>Quest with randomized elements done well? It's a rarity.
<br>
<br>
Read the whole thing <a href="http://www.2404.org/reviews/2772/Depths-of-Peril-Review">here</a>, and be sure to grab <a href="http://www.soldak.com/Depths-of-Peril/Demo.html">the demo</a> if you haven't already.
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>