Do you dare to enter the dangerous world of 1400s Mythic Germany and fight back against Satan and his followers?
Do you dare to learn what those 4-character abbreviations stand for because we didn't have enough room on the screen to actually type out the full name of each skill?
Do you dare to enter the DARKLANDS???
(It took me like 3 goddarn hours just to create my party while writing down what my reasoning is. I'm exhausted. Will post it someday.)
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Wouldn't you know it I was just checking out some old scans of Computer Gaming World and was reading Scorpia's (pretty even-handed) review of it. Starts on page 52: https://www.cgwmuseum.org/galleries/issues/cgw_101.pdf
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Scorpia is a queen but she's wrong on this one. I totally agree with everything that Johnny Wilson wrote. She's being a little too spergy and trying to fit the game into her preconceptions of what a "CRPG" has to be when Darklands was doing something way beyond that. Her bitching that her characters saved the world but lost some strength points in the process especially shows that was not really engaging with the material except as numbers. One time my dad saw me playing this and he pointed that if you changed the art and text, it could just as easily be simulating running a laundromat. Which is true. If you have no interest in trying to get into the mindset of a person in 1400s Germany, the bare mechanics of the game are not that interesting. If you want a game with great mechanics and don't care about story, play Troubleshooter. If you're not a sperg play Darklands.
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