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 Kult gets a happy from RPGDot

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,054
Location
Behind you.
Tags: Kult: Heretic Kingdoms

<A href="http://www.rpgdot.com/">RPGDot</a> has posted <a href="http://www.rpgdot.com/index.php?hsaction=10053&ID=1063">their review</a> of <A href="http://www.kult.3dpeople.de/">Kult: Heretic Kindgoms</a>. It's overall positive with complaints about passive attunements and the like, but it scores a <b>79%</b>. Here's a bit on the attunements:
<br>
<br>
<blockquote>There's a key strategic twist: many Attunements have a condition that must be met for the Attunement to work, such as "No Armour", "Melee" or an elemental alignment. In the case of elemental alignments, the character must be using a weapon of the correct alignment. For example, Fleet of Foot increases movement speed and is an air Attunement - it will only work in combination with an air weapon such as a Militia Air Bow. On the other hand, changing to a different weapon - say, a fire-aligned Shaman's Staff - will deactivate Fleet of Foot but any fire Attunements will instantly switch on. This opens up a gamut of possibilities: players may choose to specialise in one type of Attunement or combine different alignments, which can be accessed by switching weapons.</blockquote>
<br>
<br>
Which would confuse the hell out of me, and force me to just deal with one element.
<br>
<br>
Thanks, <b>Dhruin</b>!
<br>
 

Otaku_Hanzo

Erudite
Joined
Oct 19, 2003
Messages
3,463
Location
The state of insanity.
But see, Saint, that's the beauty of attunements. They sound confusing and daunting, but they really aren't. Once you get into the game and start using them, it all becomes clear. Sure there's a bit of a learning curve for some of the more extensive uses, but by the time it comes to needing that knowledge, you've pretty much got it down pat.

And I think 79% is a fair score. That's about what I would give it. :)
 

Whipporowill

Erudite
Joined
May 18, 2003
Messages
2,961
Location
59°19'03"N 018°02'15"E
I guess my score would land somewhere above ~70%ish. Game was very promising for a first, hope it sells well enough for the guys to make a sequel or a brand new game with a little bigger budget. A developer to watch for the future, absolutly.
 

Reklar

Liturgist
Joined
Jun 22, 2004
Messages
395
Location
Port Orchard, WA, USA
The idea behind attunements is a nice change from the standard fare and the graphics appear quite good, but it really needs to be more than a hack'n'slash to attract my attention. I guess my time for gaming has become so scarce that I don't want to spend 20-100 hours playing whack-a-mole unless it's a first-person shooter. Still, I wish the developer well and hope that they come up with an even better game in the future.

-Reklar
(a Fallout/RPG fan)
 

Limorkil

Liturgist
Joined
Jan 19, 2004
Messages
304
Most action RPGs are totally unoriginal with zero story, so its great to read of one with an original story, meaningful quests and different game mechanics. But that's just a bonus because I'd buy it anyway just to hear Tom Baker.
 

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