Posted on: September 5, 2024

DankRafft
Bestätigter BesitzerSpiele: Rezensionen: 4
Kurzweilig und unterhaltsam
Macht Spaß.
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Black Geysers Geschichte und Dialoge behandelt Themen, die womöglich nicht für alle Altersklassen geeignet sind und enthält derbe Sprache, Gewalt, Nutzung von Alkohol und Drogen und spricht von sexuellen Handlungen. Im Spiel gibt es visuelle Darstellungen der Nutzung von Alkohol und Drogen (in Form magischer Tränke), sowie von Gewalt und Blut.
Black Geysers Geschichte und Dialoge behandelt Themen, die womöglich nicht für alle Altersklassen geeignet sind und enthält derbe Sprache, Gewalt, Nutzung von Alkohol und Drogen und spricht von sexuellen Handlungen. Im Spiel gibt es visuelle Darstellungen der Nutzung von Alkohol und Drogen (in Form magischer Tränke), sowie von Gewalt und Blut.
Berechnung der Spiellänge durch HowLongToBeat
Posted on: September 5, 2024

DankRafft
Bestätigter BesitzerSpiele: Rezensionen: 4
Kurzweilig und unterhaltsam
Macht Spaß.
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Posted on: January 8, 2025

cymanon
Bestätigter BesitzerSpiele: 90 Rezensionen: 1
uninteresting and frustrating
Let me start by saying that "BG successor" is truly thrown lightly these days. This is definitely not a BG successor nor close to it. I've just finished the game and only because I'm stubborn like that. To be frank, I was bored nearly the entire time. The game failed to make me interested in the main story or that of any of the characters- including companions. One of the biggest sins of Black Geyser is loading time- it made me play a mobile game on the side, just so I wouldn't get bored out of my mind. I honestly reduced travelling and switching locations to a minimum just so I didn't have to wait for the damn game to load again, that's how annoying it was. There's also barely any role playing in this supposedly role playing game. You can easily be a saint, because it costs you nothing, but except for the world greed level, the reputation system seems to have no repercussions. Am I known after going back and forth so many times and helping literally every person with a name? Nope. And the relationships with companions? A few shallow conversations, some very basic quests, a possibility of "romance" (that part made me laugh, a whole romance done in one conversation) and that's it. Easily forgettable. Should I care about them? I haven't been given any reason to. Should I care for the world at least? There's some interesting lore, sure, but presented in a way I mostly don't care for. "Show, don't tell", right? Well, not here. The way I see it, if a game fails to engage me emotionally, it's not a good game. Other reviewers mentioned other flaws and they're all true (esp. top review by user desale), but I described what was the worst aspects for me personally. I liked crafting powders though, they're pretty. I had to make physical notes because the system isn't very good, but I didn't mind that, at least I cared about something :) Also- some locations are very pretty, I mean the maps, like forests or meadows. Character design though...
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Posted on: September 3, 2025

argonauty
Bestätigter BesitzerSpiele: 444 Rezensionen: 5
More than a tribute to Infinity games
If you like games like Pillars of Eternity 1, Baldurs Gate 1/2, the "good old ISO infinity engine games", BGCoD comes close. The world-building is amazingly deep and interesting, and the main quest is very well-written, along the lines of: a little hero goes out into the big wide world (and saves it—or not). The role-playing mechanics (apart from character creation and dialogue) are very detailed, sometimes too detailed, as crafting and party bonuses (synergies) have only a minimal impact on gameplay. The spell system should also be rethought and condensed for the planned sequel. There have been many free patches since its release, most recently even introducing fortress management. The German translation is very good. The upcoming DLC "Tales of the Moon Cult" (ETA Q4-2025) explores the Moon Cult, which already appeared in the main game... I'm already waiting... Here's my star rating: Story: 5/5 RPG Mechanics: 4/5 Graphics: 3/5 Sound: 4/5 Performance: 3/5 (partially due to the Unity Engine)
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Edited on: November 15, 2025
Posted on: November 15, 2025

Vermithrius
Bestätigter BesitzerSpiele: 816 Rezensionen: 5
Mid-Range RPG
To be honest, I've played better and worse, earning it a mid-range rating. However, I am about 25 hrs in and I'm started to get fidgety. Pros: -Terrain is nicely rendered enough for a Unity game -Character portraits look well enough (except in a few cases) -Decent skill system even if some of it never really factors in well -Music is pretty good -Amusing comments from party members at times when you click on them -Helpful Discord community Cons: -The story is dialed-in, I've seen many of the elements before and I know what's coming -When bringing up your character for inventory, they look pretty well, vapid -The voice acting really has a strange range -Seems like the bulk of the game's size is devoted to the looks / sounds because I've not had enough quests -The engine is ... painful. I have a pretty damn good machine and to wait as long as I do for areas to load brings me back to the early 2000s (i9 14900, 5090, SSDs, Gobs of RAM) -It's very easy to make party structure mistakes and get rolled in certain situations -The expansion serves as a stark reminder of the main story -Deus Ex Machina NPC is too obvious There's a lot more I could say, some might be good and some might be bad, but I'd say for potential buyers keep the following in mind when deciding. 1. Your own mileage will vary. 2. Read the other reviews before deciding. 3. Read reviews elsewhere besides here.
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Posted on: November 24, 2025

Hawke_404
Bestätigter BesitzerSpiele: 387 Rezensionen: 47
Enjoyable if generic
Black Geyser: Couriers of Darkness is a party-based CRPG with RTwP combat in a fantasy setting. While the writing is uneven and the combat is simple (not based on an existing system), there is enough roleplay, QoL features, and some interesting gameplay systems to make the experience enjoyable. There is also delightfully little bloat allowing for a completionist playthrough of a reasonable length of 30-40 hours. As mentioned, the system was developed specifically for the game. There are several vastly different classes, races, weapon types, and abilities. The number of the latter is low for non-casting classes, though most classes have various non-combat abilities, such picking or forcing locks, unique to them. It is also possible to multiclass and create a full custom party. The locations are of a reasonable size, large enough to enjoy exploration without feeling overwhelmed. Considering that there are no quest markers, the map markers are quite helpful, though the fact that not all quest items are present before the related quest is started is frustrating. Another consequence of the absence of quest markers is that if a quest item was missed, it is time-consuming to backtrack and check everything. A small but welcome thing is an actual free-form Journal. There is also a day-night cycle which mostly determines the availability of merchants. The companions are largely helpful (their skills are automatically used for checks) and unobtrusive, with some of their quest lines running throughout the game, though there was too little character development for most of them. While they express themselves more often during the main quest, they do not have a strong connection to it. However, some choices can lead to them leaving the party permanently. It should be noted that there are party-wide experience and perks based on 2 separate meters of Coherence and Diversity, the higher the meter, the more perks are active. Still, considering that the companions who are not in the active party do not gain experience, one might prefer to keep the same party for the most of the game. The variable quality of writing, in terms of lore, plot, and specific dialogues, is very noticeable and jarring. Some of the options, however, are quite amusing and might lead to interesting outcomes. Many main and side quests have several possible ways to resolve them, including declining on the spot and most NPCs are possible to kill. However, in some cases the roleplay is restricted and the game blocks progression if certain story-critical NPCs are killed prematurely (infinite guards are spawned at the party's exact location). It is not the most elegant solution and placing explicitly antagonistic NPCs in front of the player and expecting them to survive is puzzling. Regarding children NPCs, they are not possible to attack, but the ones related to quests do not encourage stabbing them in the face, so one might not notice this discrepancy. An amusing detail of the story is that most companions are explicitly bisexual as well as the one romanceable NPC (who is non-violently working on uncursing magical trees), while there are no other openly queen NPCs. Therefore, one can conclude that the story is dedicated to the strength, resilience, and the power of the chosen family of the LGBTQ+ community and cisgender heterosexuals are either incompetent or malicious. Speaking of the blood relatives, the only ones present are either distant, generally violent, or plainly trying to murder the PC, which might sound familiar to many. Admittedly, it is a rather generous reading of a generic (if occasionally self-aware) fantasy story. Considering that the nobility are largely written as unempathetic, unwise, and occasionally racist individuals, while the companions come mostly (except 2) from various lower-class backgrounds, it is safe to assume that there is some commentary on the income inequalities and generational wealth, even if the PC themselves can benefit from it. To continue with the LGBTQ+ representation, while the gender in the character creator is called "Sex" and limited to 2 options, leaving out intersex and non-binary persons, it is possible to create genderqueer characters, as the voice and portrait options are not restricted and it is possible to import custom portraits. There is also an odd dissonance between the absence of sexism in gameplay but presence in writing - the non-male characters do not have any penalties and are represented among the occasional adventuring parties met along the way, however, the NPCs (e.g. Instructor Abh at Deron-Guld) explicitly use "men" and "mankind" when talking about their people. One NPC uses the more appropriate "mortalkind" when talking about the local population. As the world or at least the kingdom where the story takes place is struggling with the curse of greed, there is a Greed system. There are 2 separate bars - one for the party and can go in both directions and one for the world and it can only go up as the story progresses (on a "Good" playthrough the main impact is the rising prices). The most noticeable flaw is that the direct way to increase the Greed level is via accepting quest rewards, but slaughtering and looting non-hostile NPCs does not anyhow affect it. There are also Reputation and the Idolised/Vilified axes. I assume that they affect something, but I've seen only 2 clear examples. Another generally well-implemented if basic system is the stronghold. There are several possible strongholds which availability is based on the PC's class, with the related questlines focusing on the class defining features (e.g. clearing a ridiculously large dungeon for the fighter-like classes and solving a puzzle for the arcane casters). The stronghold allows to keep all companions in one area and to invite various traders for easier access to their stock. The itemisation is generally decent - there is enough powerful equipment for diverse builds, the loot is plentiful but not overwhelming, the items mostly make sense (wolves do not drop spears). To clarify, it is strongly recommended to obtain a bag of holding as soon as possible. There is a minor issue with pacing - the first 3 chapters have very short critical path quests and a lot of optional content, while the later ones have mostly the critical path and stronghold (technically optional as well) quests. The final 4-level deep dungeon reminded me how much I appreciate Ukaizo. In terms of graphics and visual style, the game looks very generic but serviceable. The most positive aspect is the loading screens - they are unique and drawn in single-colour shades, providing the first-person view for the locations. The pencil-like images of items look quite good as well. There is partial voice-acting. The controls are fully rebindable, there are difficulty options and several auto- and quick-saves (unfortunately, shared between the characters) and a high or unlimited number of manual saves, while the files themselves are of reasonable size (from 50KB to 1MB). It is also possible to highlight all interactive items on the screen and there are several triggers for auto-pause. The in-game manual is generally helpful and it is possible to see the tooltips for specific terms. Additionally, it is possible to mass-loot corpses, though not containers. While there is an ability to teleport to the quest giver after completing their quest and it is possible to fast travel almost from any point, thus cutting on the loading times. As for stability and performance, while the game did not try to monopolise my storage space (37GB), which is welcome, the saving and loading times increased as the story progressed and there were FPS drops, which I was able to resolve by restarting the game. The one side quest-related defect I reported via the in-game tool was resolved very quickly, so while there are issues, the developers do read the reports.
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