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Eschalon: Book I
Description
Waking up in a strange place with no memory of who you are, you must undertake the difficult and arduous journey of finding out who you really are. The only clue you have is a hastily written note telling you to meet a stranger in the nearest town. Thus begins your first step into the wondrous and d...
Waking up in a strange place with no memory of who you are, you must undertake the difficult and arduous journey of finding out who you really are. The only clue you have is a hastily written note telling you to meet a stranger in the nearest town. Thus begins your first step into the wondrous and dangerous world of Eschalon: Book I.
Eschalon: Book I is a role-playing game game designed from the ground up to offer an experience not unlike the classics of the RPG genre. You'll venture through massive outdoor environments and delve deep into sprawling dungeons as you seek to uncover the mystery of who, or what, you really are.
This title was developed with the classic role-playing fans in mind. It sports an old-school feel, isometric graphics, large open-ended world, and classic cRPG gameplay mechanics, just to fit perfectly with your idea of how a computer role-playing game should be like.
Eschalon: Book I is a turn-based, single-player RPG that's carefully designed to feel like the great old school RPGs of the past such as Ultima or Might & Magic.
Choose from 24 unique skills to make the character you want and 8 base attributes that affect your character’s every action throughout the game.
A combination of randomly generated treasure and carefully hidden goodies means that no two games will play the exact same way.
Veuillez noter que le système d’exploitation Windows 10 recevra de fréquentes mises à jour du pilote et du logiciel après sa sortie; ceci pourra affecter la compatibilité de votre jeu.
Configuration recommandée :
Veuillez noter que le système d’exploitation Windows 10 recevra de fréquentes mises à jour du pilote et du logiciel après sa sortie; ceci pourra affecter la compatibilité de votre jeu.
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Un Jeu de rôles à l'ancienne où il faut prendre son temps pour progresser. Ce type de jeu peut en rebuter certains car tout est lent !
- se déplacer
- se soigner
- la durée des combats
- la progression de niveaux
Bref ! un jeu old school qui nécessite pas mal de patience, mais qui se révèle au final assez divertissant, pour peu que vous ne soyez pas frustré par les longues phases d'attente pour vous soigner, et les déplacements laborieux.
Since GoG keeps yelling at me to review games whenever I exit one, here we go:
This game is decently fun, but made the bizarre design choice of walking at a snail's pace when it frequently wants you to backtrack for quests. There is a fast travel system, but it's mainly between towns and a few specific checkpoints, with multiple screens you need to walk through to get back to an NPC that gave you a quest an hour ago. Enemies don't respawn either, which makes the slow movement speed even more puzzling.
There's also a portal spell that lets you make custom fast travel locations, but it requires heavy specialization in magic in order to set more than one or two.
On the note of magic, your mana regen caps out at 1 mana every 3 turns (so every three steps/actions/wait actions taken) with spell costs far outpacing it and the growth of your maximum mana. If it efficiently cleared out groups of enemies this wouldn't be such a big deal, but instead you need multiple casts of the same spell to take out a couple of enemies. What this means is you will frequently need to rest to refill your mana after a couple of fights, during which you can be ambushed and end up repeating the cycle.
There's multiple weapon types which seem to exist only to make you go "damn, I wish I picked swords", having nothing to really distinguish the three melee types apart beyond an early quest that can net you a sword that will be stronger than any other weapon you can find for a significant chunk of the game.
If you can tolerate 10+ minute stretches of walking, then you can probably enjoy this game. I wonder if the later entries are better about this?
Eschalon is meant to be an "old school RPG", and, I guess, it kind of is- but in all the bad ways (frustrating, unfair design decisions, unclear short-term objectives, aimlessness) rather than the good ways (memorable fictional worlds and characters, the excitement of exploration, a fair challenge).
An example of a bad design decision, that cuts right to the heart of the game, is the combat system. In D&D-based combat systems, and systems derived from them, attacks usually have a 95% to-hit chance (unless they always hit), as a result of the 20-sided die used in D&D, with 1 being a critical miss. Things affecting the hit chance are then applied to the base 95% chance, so against a particularly fast enemy, you might only have a 70% hit chance, and so on.
In Eschalon's combat, for whatever reason, the default hit chance is 50%, with the modifiers applied to that- so against a fast enemy, you might have a hit chance of 25%. As a result, combat generally consists of a long series of misses, both by the player and the enemy, and who wins comes down to who gets lucky enough to get several hits in a row. It is incredibly frustrating, and it's bizarre that the developers thought this was okay- it's bizarre that they didn't realize this was a bad idea, and it's bizarre that they didn't catch it in testing, and it's bizarre that they apparently didn't compare their ruleset to other games'.
Another bizarre decision in Eschalon is that the automap is dependent on your character's mapping skill. At low levels of the skill, you only get to see walls; on higher levels, you eventually get to see water, grass, roads, etc. The problem with this is that you have to spend valuable skill points on the mapping skill just to be able to tell where you are on a map- and even the most cruel of old RPGs either gave you the automap free or expected you to map a series of semi-discrete locations on paper, neither of which interfere with your other skills.
In all, a very bad game.
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