Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review Depths of Peril reviewed by 2404.org

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
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.
<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>
 

Grey

Novice
Joined
Nov 24, 2007
Messages
26
Location
My new programming hole, Fortitude Valley - Queens
I've just grabbed this game, played for a few hours during the wee hours of the morning. It's certainly an interesting idea, and the entire world is randomized each game. As for the quests, they get very repetitive -very- quickly. "kill # mob231" -> "rescue spawned NPC 32" -> "pickup random item 438" -> "kill uberMob 213" -> rince and repeat.

The background stories are interesting, and there's a lot (apparently some 30-40 short stories) though actually -getting- them is a little on the annoying side, as they drop in book form like any other item (randomly).

I must say, I do like the idea of the competition. Having to work against your rival adventurers makes for some frustration, and some gleeful moments. It's a great feeling beating your competition to the quests, and the rewards.

Unlikely i'll continue playing this one. Not much to hold my interest now that I've 'done everything' (in theory - and there's little hint that there will be more later :P).

Anyway, that's my 2cents in case anyone cares :roll: I'd recommend it to anyone after some mindless grinding with a twist.

- Grey
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom