Crooked Bee
(no longer) a wide-wandering bee
Tags: Arnold Hendrick; Darklands; Microprose
You know that last year we did a retrospective interview on Darklands, open-world RPG designed by Arnold Hendrick and released by Microprose by 1992. If that didn't convince you to give the game a try, perhaps this review by Darth Roxor might. Have a snippet:
Read the full article: RPG Codex Retrospective Review: Darklands
You know that last year we did a retrospective interview on Darklands, open-world RPG designed by Arnold Hendrick and released by Microprose by 1992. If that didn't convince you to give the game a try, perhaps this review by Darth Roxor might. Have a snippet:
Good ol’ Darklands. In the Academagia review I did for the Codex, I wrote that I wished it had just been a gigantic text adventure. I have reconsidered that opinion a bit since then, because while that might be an improvement for a game like Academagia, I believe that kind of thing would make Darklands a much less “full” experience. While rather awful mechanically, the combat engine still serves its purpose; improving and not removing it would be the best course of action.
Everything else, however, stays the same. Microprose gave us an absolute classic that should be checked out by every self-respecting RPG enthusiast out there, especially those who favour simulation above all else. It also makes an excellent treat for those who have a big love for history. Not to mention that the game is simply a gift that keeps on giving because just about everything in it is procedurally generated, so no two playthroughs are the same, and you’re bound to stumble upon something new each time you press “create a new world”.
Everything else, however, stays the same. Microprose gave us an absolute classic that should be checked out by every self-respecting RPG enthusiast out there, especially those who favour simulation above all else. It also makes an excellent treat for those who have a big love for history. Not to mention that the game is simply a gift that keeps on giving because just about everything in it is procedurally generated, so no two playthroughs are the same, and you’re bound to stumble upon something new each time you press “create a new world”.
Read the full article: RPG Codex Retrospective Review: Darklands