Crooked Bee
(no longer) a wide-wandering bee
Tags: Blackguards; Daedalic Entertainment
Daedalic Entertainment's Blackguards took us by surprise. Who would have expected a German adventure game studio to make a great tactical RPG, of all things? And yet, as you may recall, our early preview of the game was, nitpicking aside, positively glowing. It's taken us long enough since that preview and the game's official release in January, but we are now ready to present our final verdict on Daedalic's RPG debut, penned again by Darth Roxor and felipepepe. Have a snippet on encounter design and then be sure to read the full review:
Read the article in full: RPG Codex Review: Blackguards
Daedalic Entertainment's Blackguards took us by surprise. Who would have expected a German adventure game studio to make a great tactical RPG, of all things? And yet, as you may recall, our early preview of the game was, nitpicking aside, positively glowing. It's taken us long enough since that preview and the game's official release in January, but we are now ready to present our final verdict on Daedalic's RPG debut, penned again by Darth Roxor and felipepepe. Have a snippet on encounter design and then be sure to read the full review:
Darth Roxor: Fighting. There’s a lot of it. In fact, it is pretty clear to me that if you don’t like combat-centric RPGs, you will not like Blackguards. However, if you do like RPG combat, this game presents a very rare treat that is fairly unique within the spectrum of the cRPG genre, and I can say that with a straight face. It achieves that thanks to a few factors, the primary one being its excellent encounter design.
You see, Blackguards seems to have a different design philosophy behind it compared to other RPGs. When you think about “difficulty” in other games in the genre, the first thing that comes to mind is usually those shitty solutions used by incompetent developers, like enemies with ridiculously bloated HP that kill you in one hit. Others will just keep the one-hit-kill part. More competent ones will come up with superior enemy AI and varied combat encounters. Daedalic obviously went for the last solution, but even then, their approach is still considerably different from other tacticool games you might have played, since it supplements mixed groups of enemies possessing different strengths and weaknesses with complex environmental interaction, that makes many of the game's fights feel a lot like puzzles. You will often be outnumbered and outgunned, against enemies armed with things like poisoned weaponry and traps, but you'll be able to offset that with careful tactical consideration and tool management. [...]
Felipepepe: I said it in the preview, and I’ll repeat it here: Daedalic’s vast experience in adventure games can be fully felt in the way they approach encounter design. Baldur’s Gate 2 is often praised for its vast bestiary and great encounter design. I dare say that Blackguards has equally great encounter design, although from a different “school”.
Since every encounter happens in a unique arena specifically designed for it, the developers had the freedom to play with various things. There are holes that spawn enemies, time limits, movable and destructible objects, healing orbs, falling chandeliers, mechanical blades, flying dragons, falling stalactites, rotating fire traps, swamp gas, giant tentacles, mind-controlling plants, draw bridges, collapsing passageways, a giant cage on a crane… there is not a single RPG out there that offers so many interesting things to do during combat. Honestly, Blackguards is a lesson in encounter design that every RPG player AND developer should experience, to see what a creative team can do when thinking outside of the genre's standard templates. Daedalic even had the guts to make skeletons properly immune to arrows and swords, as they should be.
You see, Blackguards seems to have a different design philosophy behind it compared to other RPGs. When you think about “difficulty” in other games in the genre, the first thing that comes to mind is usually those shitty solutions used by incompetent developers, like enemies with ridiculously bloated HP that kill you in one hit. Others will just keep the one-hit-kill part. More competent ones will come up with superior enemy AI and varied combat encounters. Daedalic obviously went for the last solution, but even then, their approach is still considerably different from other tacticool games you might have played, since it supplements mixed groups of enemies possessing different strengths and weaknesses with complex environmental interaction, that makes many of the game's fights feel a lot like puzzles. You will often be outnumbered and outgunned, against enemies armed with things like poisoned weaponry and traps, but you'll be able to offset that with careful tactical consideration and tool management. [...]
Felipepepe: I said it in the preview, and I’ll repeat it here: Daedalic’s vast experience in adventure games can be fully felt in the way they approach encounter design. Baldur’s Gate 2 is often praised for its vast bestiary and great encounter design. I dare say that Blackguards has equally great encounter design, although from a different “school”.
Since every encounter happens in a unique arena specifically designed for it, the developers had the freedom to play with various things. There are holes that spawn enemies, time limits, movable and destructible objects, healing orbs, falling chandeliers, mechanical blades, flying dragons, falling stalactites, rotating fire traps, swamp gas, giant tentacles, mind-controlling plants, draw bridges, collapsing passageways, a giant cage on a crane… there is not a single RPG out there that offers so many interesting things to do during combat. Honestly, Blackguards is a lesson in encounter design that every RPG player AND developer should experience, to see what a creative team can do when thinking outside of the genre's standard templates. Daedalic even had the guts to make skeletons properly immune to arrows and swords, as they should be.
Read the article in full: RPG Codex Review: Blackguards