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Eschalon: Book I

w bibliotece

3.8/5

( 92 Recenzji )

3.8

92 Recenzji

English
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Eschalon: Book I
Opis
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...
Gatunek:
Opinie użytkowników

3.8/5

( 92 Recenzji )

3.8

92 Recenzji

{{ review.content.title }}
Szczegóły produktu
2006, Basilisk Games, ...
Wymagania systemowe
Windows XP / Vista / 7 / 8 / 10, 1.8 GHz, 512 MB RAM, 3D graphics card with 512 MB of RAM or more, c...
Czas gry
18 hGłówna linia fabularna
23 h Główna linia fabularna + dodatkowe zadania
30.5 h Kolekcjoner
23 h Wszystkie style
Opis
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.

© 2013 Basilisk Games

Dodatkowa zawartość
awatary instrukcja tapeta
Wymagania systemowe
Minimalne wymagania systemowe:

The game is 32-bit only and will not work on macOS 10.15 and up.

The game is 32-bit only and will not work on macOS 10.15 and up.

Dlaczego warto kupować na GOG.COM?
BEZ DRM. Aktywacja ani połączenie internetowe nie są wymagane do gry.
Bezpieczeństwo zakupów i zadowolenie. Wsparcie 24/7 i pełen zwrot środków do 30 dni.
Czas gry
18 hGłówna linia fabularna
23 h Główna linia fabularna + dodatkowe zadania
30.5 h Kolekcjoner
23 h Wszystkie style
Szczegóły gry
Gatunek:
Działa na:
Windows (7, 8, 10, 11), Linux (Ubuntu 16.04, Ubuntu 18.04)
Premiera:
{{'2006-11-17T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Rozmiar pliku:
105 MB
Linki:


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English
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Opinie użytkowników

Posted on: March 16, 2025

Eschalon: Book 1

Excellent old school RPG. Would be great if it had ability to work with higher resolutions, but fun regardless.


Czy to było pomocne?

Posted on: July 27, 2025

Sluggish pace

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?


Czy to było pomocne?

Posted on: August 8, 2025

Ruthie Wright

Gry: 330 Opinie: 8

Old School Fantasy RPG

This is hard! In the best possible way. This is the type of games that I grew up on. LOVE it! Be prepared to die spectacularly and often!


Czy to było pomocne?

Posted on: July 3, 2013

googoogjoob

Gry: 617 Opinie: 24

Bad, in inexplicable ways

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.


Czy to było pomocne?

Posted on: August 11, 2019

Quite enjoyable,but there are annoyances

While not something to write home about, as they say, Eschalon I is a pretty nice game that was, for the most part, quite enjoyable. Despite its limitations, the most obvious being that speed can only be doubled or halved, I’m somewhat fond of this type of turn-based gameplay, there was enough to explore and do, and despite the relatively simple graphics and, for lack of a better term, structure, it was more immersive than it might seem at first glance, at least while exploring the wilderness. The music likely helps with that too. Unfortunately, character attributes are rolled, which is awfully frustrating, and then I have to point out the annoying skill system, requiring the player to read a guide first, in order to know which skills have trainers and/or books available before putting any points into them, and which may be increased by equipment before putting too many, so the limited skill points won’t be wasted. Other issues directly affecting the gameplay would be the fact that maximum regeneration is limited to one point per turn, which doesn’t seem right, and I’d say also the way movement is handled. As for lesser annoyances, I’d list the fact that selecting spells to cast can get rather tedious once you have many and the limited container space, with only eight items per container, requiring storing items in multiple places, though at least you can do so close to places you can quick travel to. I could also mention that locks and traps are a matter of reloading until you get the right roll, but that’s all right.


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