Posted on: December 29, 2019

T-Rexvs.Skenderbeg
Verified ownerGames: 32 Reviews: 6
A 40-hour long 20-hour game
The good stuff is basically the same as in all previous Spiders games so I'll just focus on the bad even though I enjoyed the game overall. The backtracking in this game is absolutely atrocious, and I suspect it's done on purpose to inflate game's length since around 20 % of the time you'll have an instant travel dialogue option as part of the quest suggesting that the developers know very well how tedious all the backtracking is. A single quest had me go see person A, go to the archives, go see person B, return to person A, then the next quest following it had me go to person A, go to the archives, go see person B, see person C, return to person A. If it wasn't for all the running back and forth, the quest would have taken 10 minutes, but like this it took over half an hour. The whole camp area concept also just needlessly breaks the flow of the game in order to inflate it. Crafting and fast travel should just be possible whenever you're not in combat. And the combat itself would actually be interesting if you didn't have to fight the same enemies whenever you're passing by the same street at night for the 100th time. Now for my biggest gripe - the game absolutely bottlenecks you into being nice to the natives 90% of the time. When you hear about a colonial-themed rpg, you naturally suppose you get to pick your specific flavor of colonialism at least to the point of whether you'll be nice or a dick towards the natives (plus this game is just terrible with the noble savage stereotyping, the natives are just living utopian, harmonious lives until whi... ahem, Continental people come to ruin it all for them just because). It would at least be nice to have a companion who's a complete dick to the natives, but you don't even get that. Each companion comes from a different faction, and some of these factions are at war yet they all get along just fine and it's possible to be on great terms with all of them?
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