Reviews

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Young Souls Review – Two Teammates Talk Tough Twins

It seems like every new game that comes out requires more hyphenated descriptors than the last one. Today’s impressively long list of adjectives comes courtesy of Young Souls, a co-op side-scrolling beat-em-up dungeon-crawler RPG developed by 1P2P and published by…

icarus survival sandbox review

ICARUS Review — Mission-Driven Sandbox Survival

ICARUS, an ambitious new survival sandbox title from RocketWerkz and its game-runner Dean Hall (of DayZ fame) was released last December after 2 years of development and a marathon of 8 Beta Testing weekends, spread over 4 months. After that…

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Infernax Review – Demonically Delightful NEStalgia

Since Valentine’s day is a made-up, materialistic holiday, it seems a particularly appropriate day to tell you about something else you should buy that involves lots of red, hearts, and is totally made up — Infernax, from Berzerk Studio. These…

Expeditions: Rome Review

Introduction

Expeditions: Rome is the latest entry in the Expeditions series of historical RPGs that started with Expeditions: Conquistador back in 2013 and was then followed by Expeditions: Viking in 2017. It also looks to be the last Expeditions game developed by Logic Artists, the series creators, as the team has now been disbanded, with the rights to the IP going to THQ Nordic, who may decide to do something with it in the future.

For now, though, we can take Rome out for a spin and decide whether or not it can be considered a worthy conclusion to the original trilogy.

When in Rome

If you're not familiar with the Expeditions series, it's fairly unique in that it combines historical settings with stories of adventure tailored to fit into an RPG where you lead a squad of conquistadors, a Viking raiding party, and now a Roman army, through some hostile and usually unexplored land.

In general, I loved Conquistador and liked Viking. Coincidentally, this mirrors my general feelings towards those two settings. But when it comes to Rome the country, I'm really not the biggest fan of it, and as a result, right from the start, I knew that a game set in and around those parts would have to live or die based on its own merits without any influence from anything even remotely resembling rose-tinted glasses.

And let me tell you, while initially, the game's insistence on interspersing its dialogues with Latin words was really grating, after a while, it kind of grew on me. In the end, I found Rome's story quite intriguing, its characters fun to be around, and its setting not that bad, actually. And now that I've beaten the game, I consider it to be my favorite Expeditions title to date.

Plus, even though you'll be playing as a Roman general, your journey of conquest and exploration will take you to all sorts of cool places. You'll fight rebellious pirates with Caesar, the man not the salad, conquer Egypt for Cleopatra, and be perpetually confused by the crazy Gauls and their even crazier druids. And between these three military campaigns, you'll be able to visit Rome as a citizen or maybe even a conqueror.

Taking place around the 1st century BC, the game starts with a couple of scheming brothers making a play for the Roman senate. To achieve their goals, they need to get rid of your father who can ruin their whole operation. This sets in action a chain of events where you get sent away to spend some time with an old family friend currently leading a military campaign against some Greek pirates, who aren't really pirates and more like rebels with a huge army, but that's politics for you.

When things predictably go wrong, through a combination of luck and nepotism, you're put in charge of a legion of your own, with the idea that a decorated general would have considerably more pull back home.

The plot only thickens from there. In fact, during the home stretch, it becomes so thick, you'll be hard-pressed to figure out what's going on, why certain characters act the way they do, and why, with the main villain constantly within your grasp, you can't just end him and tell everyone the Gauls did it, and instead have to invade Rome to finally get your revenge. But hey, at least once everything is said and done, you get an option to marry Cleopatra and retire as the king of Egypt in anticipation of being reincarnated as a cat. And how many games let you do something like that.

Now, seeing how my knowledge of Roman society mostly comes from Life of Brian and those old Asterix cartoons, I can't tell you just how historically accurate the game is. I mean the setting itself, not the cat reincarnation part. You do meet a bunch of historical figures. And some of the events are clearly inspired by things that actually happened. Still, I don't think the developers were very meticulous with their research here, seeing how on several occasions you refer to a decisive victory as decimating your foes, and even I know that this is a beginner-level mistake when it comes to the way Romans did things.

Do as the Romans Do

In practical terms, once the intro is over, you'll be left with a party of story companions and a legion of soldiers under your command. You'll be placed on an expansive overworld map separated into a number of regions where you initially own nothing, but will eventually own everything.

Wherever your legion goes, it's going to erect a camp that will act as your main base of operations. It will be your duty to upgrade this camp by using the resources your legion claims after conquering regions, and in return, you'll get access to various facilities you'll use to upgrade your gear, research new stratagems for your legion, heal your wounded soldiers, and hire new officers.


You'll need the latter to lead your soldiers into battle represented by this kind-of-sort-of card game, with the abovementioned stratagems acting as the cards you'll have at your disposal. You will also be able to equip and level up your officers and later use them as companions for the special pacification missions, or just in general. This will result in a party roster of around 20 characters, with regular encounters limiting your party to 6 members.

Now, if the above sounds more like a strategy game than an RPG, don't worry, this whole legion business mostly exists to provide your adventure with a sense of scale and an opportunity to navigate yourself into random encounters and events that will usually make your life harder in some way, but occasionally allow you to unlock some new perk for your character or discover a new crafting recipe.

In fact, this is one of my bigger gripes with the game. Back in Conquistador, you had to carefully manage your resources, and overall, it felt like you were exploring a wild and untamed land where at any point you were a reckless detour away from starvation.

Viking moved away from this system in favor of a Baldur's Gate-style overworld map where you just clicked on locations to go there. And now Rome sits somewhere in the middle where you have theoretically dwindling supplies, but it's all been simplified to the point where you would have to actively try to lose if for some reason you want to run out of resources or get defeated in a legion battle.

The real meat of the game then is you and your party following your army and personally dealing with various high-priority problems that range from bloody power struggles to some recreational tomb raiding. Those parts play as a more traditional RPG where you interact with NPCs, complete quests, and make oftentimes far-reaching choices. Most quests, even the optional ones, will have multiple, sometimes not obvious, solutions and mutually-exclusive rewards, suggesting a certain degree of replayability. Just going by some recent patch notes mentioning things I didn't even know were possible, there's way more branching in this game than what my single playthrough suggested.

It also helps that the game's writing is pretty good. It's atmospheric without being too wordy, the big overall story is intriguing and makes sense up until the final acts, side-quests tend to be fairly robust. It's good, basically.

Your story companions are both useful in combat and aren't excessively annoying, which is a fairly rare thing these days. They all come with their own personal stories that gradually unfold as the game progresses. And while you can regularly check back with them while making camp, they tend not to overburden you with their life stories all at once, and instead save their big story developments for when you return to Rome.

In fact, the bulk of the game's dialogues and companion interactions come in the form of these ambient conversations, Mass Effect-style. Basically, you'll be running around your camp or some town and you'll overhear various civilians, legionaries, or your companions gossiping or discussing some recent developments. Those conversations tend to be fairly amusing and provide the game with a lived-in feeling.

Which is a good thing, because outside of those, the game's locations tend to really lack interactivity. It seems like three games in, Logic Artists still haven't been able to figure out how to craft good social hubs, or what makes looting fun.

You see, Conquistador was one big map and most of the stuff you picked up were resources you really needed to survive. Viking then, with its new area-based structure, turned the game into a looting simulator by packing an ungodly number of boxes into each of its areas. Rome tries to fix this by replacing countless boxes with around 1-3 lootable objects per area, but it doesn't address the fact that at the end of the day, you're just scanning the map for highlighted objects and then waiting for your guys to get there, which can take a while, especially when ladders are involved. It's a waste of time that could just as easily have been replaced with a loot screen you got upon exiting an area.

On rare occasions, some box will be guarded and trying to loot it will lead to a battle. But those are the exceptions to the usual rule. The same can be said about NPCs. Outside of those ambient dialogues, you usually can only talk to a couple of NPCs per area, which makes those areas feel quite barren. And it's a great shame because they tend to look quite nice from an architectural and aesthetic standpoint. It would've been fun to actually explore them instead of just waiting while your characters jog between points of interest.


With this being the case, it's then a mystery why the game insists on throwing you into the thick of inaction so often, especially when it has a perfectly good overworld map to work with. Right now, in order to manage your camp, you need to click on it, sit through a, thankfully brief, loading screen, assign your new orders, resupply, pick up your new stratagems, then leave the camp and sit through another loading screen. You really should've been able to do all of this through some menu.

And, one final thing to mention here, just like in the previous Expeditions game, while overall this is a very much historical affair with no magic or monsters, there are some minor supernatural elements here. But they always leave plenty of room for a scientific interpretation if that's your thing.

Divide and Conquer

So, while the previous sections describe a pretty good game that could still use some work, now we're getting to the main reason why I enjoyed Rome as much as I did. The game's combat.

At its core, it's still a squad and turn-based affair with roots firmly planted in both Conquistador and Viking where during your turn you can move your characters in whichever order you see fit, but with the benefit of experience, Rome iterates on those ideas to create something truly spectacular.

First of all, very few battles simply task you with eliminating your enemies. Most of the time, you'll have some specific objective to win an encounter, like defeating an enemy leader, saving some hostages, burning enemy supplies, surviving an ambush, or even stealing some artifact.

These objectives result in very dynamic battles where you have to actually do things and utilize strategic thinking, as opposed to just hiding behind a piece of cover and waiting for the enemy to come to you. Paired with a great level design where maps tend to have multiple approach paths, varying levels of elevation, and numerous interactable items like destructible barricades and javelin stockpiles (that the AI doesn't hesitate to use against you), this creates some very enjoyable encounters.

And then, every once in a while, you get to participate in a siege that's like this grand set-piece battle where you'll be commanding your entire party, frequently joined by AI allies, in a multi-stage endurance battle where conserving health and resources is an added concern. You'll have to split your team into several squads, each with its own set of objectives, and once those are done, you'll usually get a chance to regroup and keep pressing your advantage in a battle with dozens of participants aided by some catapult fire.

Now, you might be wondering how such massive battles don't turn into an absolute slog. Rome solves this issue by giving us an animation speed slider that makes everything move at a brisk pace, but without turning the whole thing into some clown fiesta where character models are just zooming all over the place. It also makes it so the AI moves in batches whenever possible, and even you don't have to wait for your characters to finish moving before issuing new commands.

In recent years, I've been using Blackguards as the gold standard when assessing how good a game's encounter design is, and I have to say that Rome is definitely on that level. And while not an expansive RPG with countless side-quests, Rome does have plenty of interesting quests, some limited exploration, and the whole legion system, which all come together to offer a well-rounded experience that will take you in the vicinity of 50-60 hours to complete.

As a Roman, you'll have access to four classes of soldiers - a man with a shield, a scout, an archer, and a support/pikeman hybrid. And while most of the enemies you'll be facing will follow the same pattern, the later chapters will have you cross swords with shamans, berserkers, and other barbarian classes that shake things up. Though unless I missed something, unlike Conquistador, you won't be able to recruit any of those for your squad.

Each class will have access to three unique skill trees. These aren't particularly extensive, but still offer enough build variety to have at least two members of each class in your party specializing in completely different things. And while initially, some classes seem significantly stronger than others, after some skill point investment, both archers and scouts find their own niche and become absolute beasts if you use them right.

Apart from character skills, weapons in this game don't have auto attacks and instead come with a selection of active skills. As a result, you can have weapons with identical stats but different skills available to them, leaving a lot of room for experimentation when it comes to your loadout.

Now, the unfortunate part here is that you can't just say you want a sword with skills A, B, and C, and just get it. These are rolled randomly whenever you loot a weapon, or when you craft it. So if you really want a particular selection of skills, you'll need to craft a lot of swords.

As someone who doesn't like crafting in games, I wasn't particularly thrilled by this prospect, but at least the crafting system in this game is intuitive and not too annoying. And once you have the gear you like, you can keep upgrading it instead of crafting new stuff every few missions.


On top of your class skills and weapon skills, you'll also be able to pack two tactical items per character, with an extra tactical slot for the stuff you pick up during a mission. These items range from javelins and throwing knives to inspiring banners and stat-raising booze. Tactical items tend to have limited charges that you can only restore by visiting your camp, but in return, they don't cost any action points and can turn the tide of many a battle.

And just in general, the game's combat, while seemingly straightforward, has plenty of complexity under the hood with multiple skills synergizing with each other, flanking, attacks of opportunity, shields completely deflecting arrows but not when they're on fire or shot from this particular unique bow, and so on.

None of it feels overwhelming, but once you figure it all out, results in some very satisfying moments where you go on a rampage completely obliterating the enemy squad in a single turn.

That is not to say that the game is easy. It has four difficulty presets with optional permadeath and ironman modes. I was playing on Hard, which is the second to last difficulty, and the game didn't feel too challenging, but wasn't a complete cakewalk, especially early on. Still, if you know what you're doing and are looking for a challenge, you should probably go for the hardest difficulty straight away.

Technical Information

Unlike the previous Expeditions games, Rome uses the Unreal Engine, which results in a greater visual fidelity paired with overall better performance. And the best part is, once the game is running at a satisfying level, it will do so regardless of whether you're in some desert oasis with two shacks and three NPCs, or in a massive city block with a lot of stuff going on all at once.

On top of that, while Viking launched in a fairly poor state and was plagued with various issues, apart from a couple of minor visual glitches and scripting errors, I've not encountered a single game-breaking bug or crash during my playthrough.

The game is fairly quick to save and load, and while it has multiple rotating quick and autosave slots, there's currently no way to adjust their amount, which can result in way too many save files after a while. It's a minor annoyance, but an annoyance nonetheless.

In general, the game has a few of those, like the fact you can't resize the UI, the camera's insistence on resetting to some default position after you were able to tilt it just right, or some fairly obscure mechanics like legion experience that tends to go up and down seemingly for no reason whatsoever.

The game is fully voice-acted. And while usually I don't really like this feature, here, a certain feline priestess aside, all the voices fit their characters really well. Plus, seeing how lately games with limited voice acting have been confusing bloated writing with good writing, having every word cost money may be a good thing.

Finally, while overall Rome looks much better than its predecessors, the one area where this isn't the case are the game's character portraits. It's honestly baffling how we could go from Conquistador, which had fantastic character art, to Rome, where the portraits are so bland and mechanical, it feels like an AI drew them. Beyond just that, those portraits are presented to you as these flat cardboard cutouts usually indicative of visual novels, which makes the whole thing look way cheaper than it actually is.

And beyond even that, the artists here seem to have given up halfway through, and as a result, some characters don't even have portraits, and instead glare at you as some ominous dark silhouette. And those portraits that do exist oftentimes don't exactly correspond with the game. Like there's this smith character who you can praise for his big bushy beard. Only the character's portrait doesn't have a beard and instead presents us with a guy sporting at best a 5 o'clock shadow.

Conclusion

Some minor gripes aside, if you liked both Conquistador and Viking, you should get Expeditions: Rome right this very moment. If you liked Conquistador but not Viking, you should probably still get it, as there's way more Conquistador DNA in Rome than there is in Viking. If you liked Viking but not Conquistador, you'll be pleased to hear that Rome continues to advance the big picture formula of the series, while proving that streamlining doesn't need to be a four-letter word.

And if you've not played any of them, you really should remedy that, because as far as I'm concerned, Expeditions is the single best original RPG series of recent years, and it's a great shame that we won't be getting any more of it, at least not from the same people.

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Sifu Review – Kung Fu(n) for Everyone

Full disclosure: I didn’t play Absolver. So if you’re looking for me to compare Sifu to Sloclap’s previous title, I can’t help you. What I can tell you is, I had a blast with this one. Melee combat has always…

Sands of Salzaar Review

Introduction

Developed by Han-Squirrel Studio, Sands of Salzaar can be described as an open-world sandbox RPG similar in many ways to the Mount & Blade series. However, with its visual novel-style character cutouts and the general anime aesthetic, it's easy to mistake it for just another JRPG.

But the thing is, this isn't a JRPG. If I were an evil man aiming to bring more confusion into the world, I would classify this game as a CRPG, as in a Chinese RPG. And this fact is what originally made me interested in this project when it was just entering early access.

You see, prior to Sands of Salzaar, I've never played a Chinese game. Mostly because they tend to be in Chinese. As a result, I welcomed the opportunity to do so, now that there was a game that both had an English translation and some mechanics that appealed to me.

And seeing how the early access phase is now over and the game is officially released, you can find my thoughts on it below.

Journey to the West

Going into the game, I didn't know what to expect. All I knew about gaming in China was that they liked Heroes of Might and Magic and WarCraft III over there, which was encouraging. But also, that they really liked mobile games, and that was a bit worrying.

So, let me begin by assuring you that Sands of Salzaar is nothing like a mobile game. In fact, if my goal was to write the shortest review for this title, I'd proclaim it the reverse Anachronox and call it a day.

You see, Anachronox combined some very much Western characters and aesthetic with a JRPG core. Sands of Salzaar then flips this around and offers us this fusion of a game that looks like a JRPG but has its roots firmly in Western gameplay sensibilities.

In fact, many of the game's elements feel directly inspired by various Western properties. You have the Path of Exile-style talent tree. Might and Magic's skill trainers scattered around the world. And then, of course, there's the whole Mount & Blade-style open-world gameplay, and the general quest structure you'd expect from a computer RPG.

On top of that, the game in general can at times feel like a love letter to Western media where every once in a while, you get some cheeky line like, "We need to go back. Back to the future." And while those could just be a quirk of the translation, having played through the game, I really do feel that that stuff was there right from the start.

So, how does it all actually work?

Well, the basic premise is that you're a "traveler" in a vaguely-Arabic world ravaged by constant conflict and cataclysms. And right as the game starts, the Ifrit, humanity's ancient foe long thought to be banished, are starting to reappear. Naturally, you take it upon yourself to figure out how and why that's happening.

From there, the story will take many twists and turns typical for a JRPG where stakes get progressively higher until all of existence is in danger, time travel and alternate realities are seen as something quaint, and pretty much everyone you meet is a god or demon of some description.

To be honest, I'm not quite sure how to properly critique a story like this. Sure, I liked the game's setting, and some of the side quests I thought were pretty neat. But once omnipotent children start popping out of interdimensional voids and grabbing people's hearts Kali Ma style, and after you express your displeasure with such behavior they turn into giant spiders, I'm out. But seeing how JRPGs as a genre are still going strong to this day, there must be people who enjoy that sort of stuff.


And on a technical level, while the game's translation is perfectly understandable, it's far from perfect. But once you consider that this is an indie project without a huge budget, and Chinese is a tricky language, to put it mildly, it's hard to complain about clumsy or awkward sentences.

Romance of the Five Factions

With the game's story being what it is, let's take a look at the actual gameplay. The best way to describe it would be isometric (both when it comes to exploration and battles) Mount & Blade.

You have a vast open-world populated by five major factions, each with its own unit upgrade tree. These factions have major settlements and smaller outposts that produce resources, send out villagers and caravans, and generally do their own thing. The factions oftentimes decide to expand their territory at their neighbors' expense by sending out armies led by heroes. These heroes can switch sides, go independent, or even join you as companions with a unique personality and skill tree. Oftentimes, they also have some unique personal quest.

Speaking of quests. Unlike Mount & Blade that fully leans into the whole sandbox thing, Sands of Salzaar combines it with a more traditional RPG approach where on top of procedurally generated quests you mostly use to make some quick cash or improve your relations with various characters or factions, you also have the big main quest, your unique class quest, companion quests, and various side stories you can discover while exploring.

This basically means that there's plenty for you to do here. On top of quests, you can engage in trading. Or you can join a faction and help them expand their territory. Or you can create your own kingdom and take over the world. You can also become a proper adventurer going around the map clearing dungeons and collecting resources. You can even engage in some romance or become an amateur pugilist.

Unfortunately, many of the game's systems can feel really undercooked and inconsistent. The quest log is the perfect example of this. Some quests give you a clear indicator of where you need to go. Others show you a general area of where your goal is. And others still just give you some vague directions without marking your goal in any way. And without some sort of in-game encyclopedia where you can look people and locations up, it can be a real pain to find where you're supposed to be going.

While looking something up about the game, I believe I saw a developer post somewhere saying the core team consisted of just three people here. And if that's the case, I guess it can explain this general lack of polish and the fact that while a game has a lot of systems, many of them are not nearly as deep as I would've liked.

But if there ever was a game where "mods will fix it" was an applicable statement, this is it. I'm not usually one to use mods, especially not during a first playthrough, but here, I got a couple of them really early. And it was easy too. Once you launch the game, you can enter the mod manager connected to Steam's Workshop and start downloading mods in just a couple of clicks.

The unfortunate part is that most of the mods are in Chinese at this point. Still, some of them are in English, and for some, it doesn't matter, like the mods that remove the whole equipment durability thing from the game.

You see, repairing your gear is expensive in this game. Prohibitively so. To the point where if you want to use decent gear, you won't have enough resources left to upgrade all your units. This means that if you do want to have a functional army, you'll need to either use whatever gear you find then throw it away after it's broken, or run around the map raiding abandoned camps in search of repair tools. Alternatively, you can use a mod and not deal with that stuff. And even so, you won't exactly be rolling in the resources you'll need to upgrade your troops.


Speaking of which. Each of the game's factions has a unique upgrade tree for their units that come in squads of up to about ten soldiers. But then, you also have a number of minor factions that act as bandits. If you keep fighting those bandits, they'll recognize your strength and will try to get away when encountering you. If you keep hunting them down, they'll become stronger. But if at some point you reach the point where they want to run away, and instead of forcing a fight you let them go, they'll eventually trust you enough to let you recruit their unique troops. And on top of that, there's also a great number of neutral troops with their own advancement opportunities.

So, let's talk about what you'll be doing with all those units. If you know your Mount & Blade, I'm guessing you're very familiar with the idea of putting your archers on some hill, protecting them with a shield wall, and using your cavalry to flank the enemy.

Well, that's not exactly how things work here. After a battle starts, you only get a second or two to get your bearings before your disorganized horde of units clashes with the enemy, and trying to effectively control all this becomes all but impossible. Usually, games tend to have animations that are too slow. Sands of Salzaar has the opposite problem. Everything just happens way too fast. And with up to several hundreds of units on the screen at once, it can get so busy with all the effects, you'll have trouble determining what's going on or where your character even is.

In fact, when putting the game's title through a translator, instead of Sands of Salzaar, we get The Horde and the Scimitar. And that really is an apt title, I feel.

Apart from regular army battles, the game also has dungeons where you can only use your companions, and sieges. The latter task you with capturing and holding a number of strategic points on the map.

And because things can get really chaotic, the game lets you automate unit AI, allowing you to only focus on your main character. And that turns the game's combat system into something more akin to a Diablo-like action-RPG.

How does that work? Well, the game has a number of playable classes, each with its own unique skill tree. For my main playthrough, I played as a Shaman. I could summon wolves and bears and even had the ability to send a stampede of beasts after my foes. I could also transform into a bear, and after completing my class quest, a dragon.

That was a pretty strong kit. But then some other classes can supplement their starting skills by learning magic from special trainers. And pretty much everyone can use the rare skill tomes that allow you to learn "neutral" skills.

You can further customize your character through the talent tree that allows you to become a better merchant, leader, or diplomat. Some of the talents are quite useful, while others can be a bit on the underwhelming side. I'll be honest though, I'm not 100% sure what gives you new talent points, but I think you get them by completing quests and tackling various challenges.

I wasn't a huge fan of the fact that while originally you have plenty of options, eventually you'll be able to unlock most of your skills and talents, and that just doesn't seem all that fun to me. I like to make choices when developing a character, not merely become stronger. The same goes for attributes that exist, but just go up on their own as you gain levels, and as such, they're not really worth mentioning.

On the other hand, weapons and armor are pretty important. I was really surprised when at one point I couldn't defeat an enemy before swapping my scimitar for a spear. And as it turned out, both you and your units have different armor types that determine how well certain weapons work against them. It's nice to have that in the game.


If you decide to pick the game up, you'll soon discover these so-called Legacy points. Which brings us to the whole replayability angle. Before starting your adventure, on top of picking your class, you'll be able to choose some bonuses that range from extra companions and resources to unique skills and increased difficulty options that essentially act as a New Game+ mode.

From what I gathered, the game also has a number of secret endings, so if you enjoy your time with Sands of Salzaar, you'll be able to pour a lot of it into the game. And while all of that is nice, I'm not really sure how such a level of replayability works in a sandbox game where a campaign can take quite a while, and just focusing on the main quests with some sprinkling of side stuff can result in a playthrough of around 20 hours.

Technical Information

For a game with a big map and a lot going on at the same time, it's a bit surprising that Sands of Salzaar is using the Unity Engine. What's even more surprising is that for the most part, it works really well. You get some stuttering when something big is happening, but everything mostly works and doesn't use a lot of resources. The game even has a built-in frame limiter that's on by default, which is something every Unity game needs, but not all of them have.

While the game's music is really nice, when it comes to visuals, it actually has three distinct visual styles. The main one you see when moving your units across the map is fairly simplistic, but possesses a certain level of stylized charm. Then, you have the rare story introductions that usually show what the characters are supposed to look like. And once those introductions are over, you're left with the whole visual novel anime thing. Which really makes it apparent that the developers can produce good art, they're just deliberately choosing to go with the anime aesthetic for their characters. I don't get it. But once again, some people seem to like it.

In fact, for an isometric game, the character creation screen, and I'm talking the actual character model here, is surprisingly robust. So if you enjoy creating anime characters, you'll have a lot to work with here.

And while the game worked perfectly fine and never crashed on me, some minor issues I had with it include the fact that you can't just skip dialogue, you can only speed it up, manually, and that there's no dedicated pause button. If you want to pause the action, you can open your inventory, your map, your quest log, just about anything, except actually just pause things.

The game also has a multiplayer option, but it's limited to skirmish-style battles at this point.

One last thing to mention here is that while the game's UI generally became much better in the full release, certain things somehow got worse. For example, previously you could easily see which move set a weapon had, and now you mostly just have to guess, which is especially relevant for swords that come in three different types. Also, it's now much harder to see how all the damage and armor types interact. And, for some reason, mousing over attributes no longer tells you what they do.

Conclusion

While certainly rough around the edges, Sands of Salzaar has something to offer to just about anyone. If you're looking for a sandbox world, some light kingdom management, a computer RPG, or a JRPG, Sands of Salzaar has it all. And considering we don't get a lot of Chinese games in these parts and the game's fairly reasonable price, I say you should give it a go even if you find certain aspects of it somewhat disagreeable.

Because at the very least, the game doesn't hold your hand, neither does it follow some established template, and so it can offer you the very rare these days feeling of actually learning how a game works, and the satisfaction of "beating" it.

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Chorus Review – Gameplay and Narrative in Harmony

This review contains minor spoilers for the first act of Chorus. I’ve been trying to recapture the magic I felt playing Tie-Fighter as a kid for almost 20 years now. I played with my childhood best friend Sam in his…

Disciples: Liberation Review

Introduction

Developed by Frima Studio and published by Kalypso Media, Disciples: Liberation is the latest entry in the Disciples series that up until this point existed to answer a simple question - what would happen if you took the over-the-top gothic grandeur of Warhammer, turned it up to eleven and mashed it together with Heroes of Might and Magic?

Liberation then is different in that it's more reminiscent of the King's Bounty series where you control a single hero that goes around the map collecting quests, items and resources, and fighting an ungodly amount of turn-based battles.

And with the recent King's Bounty II going in a more cinematic direction, you might be wondering if perhaps Liberation could become the proper successor to King's Bounty: The Legend and its sequels. If that's the case, or if you're just curious about Liberation, you can find our thoughts on this particular title below.

Remember Bethrezen? He's Back. In Pog Form!

What with the genre shift and the game sporting a subtitle instead of a number, you may be forgiven if you confuse Liberation for a soft reboot of some description. But this is not the case here. The game is a direct continuation of Disciples III, with plenty of connections to the earlier entries in the series.

And while this is certainly a bold move in this age of endless remakes, it's not necessarily a good thing. Soon after launching the game, you'll realize that its tone and style are nothing like the earlier Disciples games where even elves looked like they started their day by bench-pressing tree trunks.

Instead of this epic tale that kind of looks like a Rembrandt painting, you have what's essentially a young adult story about two mercenary assassins whose primary concerns seem to be getting their hands on some booze and coming up with the perfect zany one-liner.

After a bit of just that, we get introduced to the bigger picture where the game's four races (Demons, Undead, Humans, and Elves) are sick of getting involved in their respective deities' squabbles, and so they now want to go all Nietzsche and kill their gods or otherwise break free from their control. And our protagonist Avyanna, being the product of a union between an angel and a demon that happened back in Disciples III, is uniquely positioned to facilitate this global liberation.

Which isn't that bad of a story, considering the series' lore. It's just that the game's irreverent tone and its never-ending barrage of quips all but ensure that none of that stuff lands, and any semblance of tension gets immediately diffused by some timely exchange about the virtues of demonic ale.

And while I was far from a fan of Liberation's story, things weren't all bad in that area. I was actually surprised by how many choices you get to make, and the way they send ripples through the game.

Liberation is essentially separated into three acts, and each of those has 4-5 expansive areas associated with it. You get to choose the order in which to tackle these areas, and as a result, the developments in the earlier areas will change some interactions in the later ones. Furthermore, a good few of your decisions in the earlier acts will determine the encounters you get later on. And that's not even mentioning how the areas themselves saddle you with plenty of choices and more than a fair share of opportunities to double-cross your employers or play both sides.


I'll be the first to admit that the game managed to surprise me with some of its twists, like that time you're hired to help a farmer who's being robbed by the rebels and taxed by the church. If you decide to do the guy a solid and kill all his enemies, he ends up dead because, for all their racketeering, the church was also providing him with protection. And many hours of gameplay later, you'll meet the guy's cow who'll ask you to kill him and feed him to her (since this is a modern game that tries to be funny, I'm afraid humorous cannibals are a must). But if he's already dead, he turns into a zombie and the cow refuses to eat him. And this is just one minor quest chain in one of the areas.

All of this decision-making isn't just for show. The game's four races each have a reputation meter. If you raise it, the units belonging to those races become stronger when fighting under your banner, you get access to new skills, and the ability to construct new buildings back in Yllian, a city of angels that acts as your home base.

Most of the game's quests will allow you to increase or decrease your reputation with the races, and more often than not, pleasing one race makes at least one other mad at you. During your first playthrough, you'll probably be able to max out relations with one of the races, and that's it. However, after you beat the game, you'll unlock what's essentially a New Game+ mode that sends you back in time and tasks you with maxing out relations with everyone with the help of some new dialogue options. Doing so is supposed to unlock some secret boss fight and ending.

Speaking of dialogues, the game has that thing where the options you get to click express the general idea of what your character is about to say, but at least it has the decency to clearly mark the attitude of each line. You get friendly replies, angry replies, inspiring replies, romantic replies. So many romantic replies.

You know how RPGs tend to have romances and some people love them while others can't stand them? Well, Liberation is on a completely different level in this department. Sure, you can have a romance with one of your companions (you get two for each of the game's races, plus your starting childhood friend). But pretty much everywhere you go, you get opportunities for casual hookups that the game delights in describing to you.

But the funny thing is, as much as I usually want to have nothing to do with RPG romances, here that stuff tips over into the "so bad it's good" territory, where I couldn't wait to see what weird sexual encounter the game will throw at me next.

Do You Guys Not Have Phones?

Apart from being more promiscuous than Hugh Hefner in his prime, Avyanna has a character sheet with four primary attributes - Strength, Dexterity, Constitution, Intelligence. These increase her damage, health, critical chance, resistances. The usual. Unfortunately, the attributes are borderline cosmetic, as you can't manually increase them. They just go up on their own as you gain levels.

You can also raise your stats by equipping armor, but doing so will put you face to face with the game's itemization system. And that's very much a gazing into the abyss type situation.


You see, Avyanna can wear armor (helmets, breastplates, pants, and boots), weapons, and these so-called Emotion Shards that offer unique combat-related bonuses. Her companions get access to weapons and Emotion Shards. And regular units can only equip the shards. And here's a quick quiz for you. Given the above, which type of item do you think is the most common drop in the game?

If you said Emotion Shards, congratulations, you have more faith in the world than it deserves. The shards are a relatively rare drop. Then come the weapons. And most of the drops you'll be getting, which happens after just about every fight and when opening chests during exploration, will reward you with a color-coded armor piece. You'll be drowning in armor no one but Avyanna can wear, and pretty much all of it will be worthless.

Early on, you'll occasionally get some item that's significantly better than what you're wearing, but once you start discovering Legendary gear with special, sometimes party-wide, properties, you'll have no reason to even look at the regular stuff you find.

And sure, some of the regular items can have better stats than your Legendary gear, but here's the kicker. Raising your stats grants such negligible bonuses, you'll be hard-pressed to even notice them.

When I just started the game, I found a set of gear just sitting in my inventory that was about ten times better than anything I could find in the game at that point. I was a bit confused but figured I missed some explanation and put all that overpowered stuff on.

Then I discovered that the game's combat was ridiculously easy. I looked things up, and it turned out that my review copy was the Deluxe Edition that comes with a set of strong starting gear, five extra skill points, and a bunch of free resources. To be honest, I thought the age of pay to win DLCs was over, and the idea that that's where that gear came from hadn't even occurred to me. But upon realizing this, I unequipped all that stuff and started using the regular green garbage I was finding during my travels. And then I proceeded to not notice any discernible difference in my combat performance. Sure, I may have been doing slightly less damage, but everything died way before that became relevant. And even though the developers have already promised to expand the game's difficulty options, when I played it, Liberation had pretty much zero challenge.

Thankfully, the game's skill system actually has a purpose. You have three meaty skill trees, one specializing in melee combat, one that's all about magic, and the third has a bit of both plus a bunch of army-related improvements. The trees are reminiscent of the early World of Warcraft talent trees where you had minor increases leading into big juicy abilities. The twist here are the powerful threshold bonuses you unlock upon investing a certain number of points into a particular tree, and the fact that certain skills only become available if you have good standing with the game's factions.

The game also has classes. You start as a basic Mercenary but after a few story events are promoted to a Warlord, Hexblade, Seeress, or a Witch. Later on, you'll be able to improve your class and unlock some new abilities, and at any point you can completely respec and try a different build.

The trap here is playing anything other than a full spellcaster. The game has four extensive magic schools, with some spells being so overpowered, they one-shot just about any level-appropriate encounter. And you might think you don't need this in an easy game, but you really do.

Before we get to why, allow me to explain how Liberation's combat works. While the game is structured in a similar way to King's Bounty, in the signature Disciples fashion, instead of replenishable troops, you recruit individual units separated into four tiers. Each of the game's factions has three unit-producing buildings you can erect back in Yllian, with each building housing 4-5 unit types.


This allows you to experiment with your party composition a great deal, especially when you also consider the fact that apart from the regular troops you can have up to two companions with you on the battlefield, and three units in the backline that don't directly participate in battles but can still help out a lot with their support abilities.

The game has a pretty interesting take on the 2AP system, where you have three different types of action points. You can spend your blue AP to move, the red ones to attack, and the rare gold kind can do both. More advanced units tend to favor the gold AP, while the early ones can usually only attack once per turn.

But, as opposed to the earlier Disciples games, early units don't evolve as they gain experience here. They just become stronger with each level, which creates a situation where even the lowly tier-1 units can have thousands of HP and pose a theoretical threat in the late game. They'll just be very boring about doing so.

The game's act structure comes into play here, making it so you only get access to the stronger units as you advance through the story, and the enemies you face mostly follow the same pattern. And seeing how there are only faction units in Liberation and no unique neutral ones, it won't take long for you to get sick of fighting zombies and cultists while only using zombies and cultists of your own.

Companions are a great help here, as they obliterate just about everything in the early game. They become more fragile around the second act, but by then you're able to hire some decent units. And once you reach the late game, you unlock spells that just win battles for you.

And you'll love them because of the game's biggest flaw. My earlier issues with Liberation can easily be overlooked or just be seen as funny or silly moments, but this one is completely unacceptable in a game where you'll be doing a lot of fighting.

The animations in Liberation are extremely, excruciatingly slow. The game has a slider doubling their speed, but that doesn't help much, because the problem isn't the animations themselves but all the waiting you'll be doing. The game can only play one animation at a time, and between each of them is a delay. Not an issue when we're talking a single battle. But over time these delays add up, souring the entire experience.

At the same time, the game's underlying combat system is actually pretty solid. Clever positioning can turn the tide of many a battle. Just about any unit has access to status effects that can synergize in interesting ways like your snipers always critically hitting slowed targets, or a certain summoning spell requiring a number of enemies to be frozen to work. You can even find special named units that have much better stats than their regular counterparts, incentivizing exploration.

But seeing how the game lacks any challenge, you don't really get to flex your tactical muscles and utilize the full potential of the combat system. Nor would you want to, because, with all the animation delays, you'll just want things to be over as soon as possible.

And that's even when you consider the fact that you can instantly win most optional fights by using the "Conquer" button. I was using that button at every opportunity, and even so, my playthrough took me about 40 hours. And if you want to see that secret ending, you'll easily double that.

If you think I'm mentioning my playthrough length purely to set your expectations, you are mistaken. The game's areas, apart from offering you quests, dungeons, loot, and enemies to fight, also have mines you can capture. And you might be wondering, with the game not being turn-based during exploration, how do mines work?

They work in real-time. After you capture a mine, it starts working for you, gradually filling a reservoir back in Yllian. At certain intervals, that reservoir fills up, inviting you to drop what you're doing, go back to base and claim your resources. I honestly have no idea how a mechanic like this could end up in a PC game.

But hey, at least you can always instantly teleport back home by pressing T. But only when you're outside. Because not having to run back all the way through a cleared dungeon would just be too convenient.


Basically, the game has some really neat ideas, but it's like the developers gave up on them halfway through and fell back on what they knew, which is console and mobile games, leaving us with a game that works but doesn't necessarily make a lot of sense.

Nothing exemplifies this better than the leadership stat. Every 5 levels you get 5 leadership points allowing you to recruit a bigger or more advanced army. Only the game's four tiers of units cost 10, 20, 30, and 40 leadership respectively. Meaning that increase of 5 leadership does literally nothing and can not benefit you in any way whatsoever. It's just there to give you another number that keeps going up on its own.

Technical Information

On the technical side of things, the game was clearly designed with a controller in mind. As a result, navigating its many menus is way more annoying than it needs to be. The biggest offender is having to hold the mouse button. When you do it to upgrade your buildings, it's no big deal as you don't do that very often. But should you ever decide to organize your inventory, which means disassembling the countless useless armor pieces you've accumulated, you'll have to individually select every one of those, then hold the button for a few seconds and watch a quick little disassembling animation. After a while, you just give up and accept your new life as a hoarder.

Other than that, when accessing the menus, you have to first go through a close-up animation of your character screen for some reason, and that gets annoying fast. And to cap it all off, you can open your map by pressing M, but to close it you have to press Escape. It's just a million little things all coming together to make your experience marginally less enjoyable.

At least the game runs pretty well (except for one particular endgame fight). Plus, I didn't encounter any major bugs other than the game's logic glitching out occasionally and forgetting my earlier choices. There also was a skill I thought didn't work right, but I can't be entirely sure on that one.

Apart from having nothing to do with the original Disciples style, the game's visuals are quite pretty, especially when it comes to landscapes. Its unit models on the other hand vary a great deal, where some of them look pretty good, while others wouldn't seem out of place in Heroes of Might and Magic IV.

The game has limited voice-acting, but there's still a lot of it. I wouldn't have minded if it was more limited. Basically, let's just say if this was a game about a college lacrosse team, then its voice acting wouldn't seem out of place. But when those soft-spoken voices are coming from demons and cultists, it's pretty much impossible to take them seriously.

And don't even get me started on combat barks. I'm actually not joking when I say that at some point I started choosing my party composition based on a combination of how annoying a unit's voice was and the length of its attack animations.

There's also a multiplayer mode where you can assemble a squad and fight a friend or some stranger on the Internet (I waited for a few minutes but couldn't find a game that way). But if you remember Disciples as the series with great skirmish maps and hot-seat capabilities, this installment is not it.

Conclusion

Disciples: Liberation has a framework of good ideas buried under a pile of questionable design decisions. It would need a lot of adjustments and rebalancing to be satisfying on a mechanical level, and even then, we'll be left with a tonal inconsistency with the rest of the series.

Get this game only if you'd like to know what happened to the world of Disciples after it became a parody of itself, or if you're really desperate for a game in the vein of The Legend branch of the King's Bounty series.