I am, admittedly, pretty hard to please when it comes to RPGs in general. It is my favorite genre and I feel most games fail to meet the balance of a. ) choice and consequence; b.) quality narrative; and, c.) meaningful interactivity that I defined earlier RPGs. Playing such games, ideally, should be like experiencing a compelling saga from the perspective of an involved character with the freedom to express yourself and realize your own ambitions within the context of that story. To put it another way, they should be virtual novels with interactivity and player agency.
This is none of those things, nor does it attempt any of those things. That, it and of itself, would be fine and would hardly warrant a review. Most RPGs exist bereft of lineage. Personalizing a character with stats and tactical flexibility seem to be sufficient for most people and who am I to argue with the indiscriminating consumer base keeping the genre alive? This, however, goes beyond misguided into essentially flawed through poor design choice and a complete lack of appreciation for the mechanics and game play of the core game upon which this module is predicated.
Highly restrictive with poor prose and sparse content, it was not even interesting enough to be frustrating. I was almost relieved when, maybe ten minutes into the game, I breached the second zone of the game and found myself trapped in an area with one building which I could not enter and zone exit I could not use. . . And yes, the game literally gives you notifications invalidating your choices so one cannot even fail without the game's express permission.
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