![]() ![]() GraphicsĪs good as the rest of the game is, it is a shame that the graphics still look pretty much the same as those from Krondor. Each of the characters you play has a distinct personality and history, and they interact with each other as well as the non-player characters you meet, making the game seem just that much more real. Overall, Antara is a very good RPG - the storytelling is well done and provides an immersive trip to another world. This system was one of the best features of Krondor, and Antara has kept it virtually unmodified. You fight with a wide range of weapons, from crossbows and swords to magic spells. When the fighting starts, the combatants are placed on a grid of hexagons and you control the movement and actions of each of your characters individually. The combat system is an updated version of the turn-based system used in Betrayal at Krondor. The other major portion of the game is combat - everywhere you go there is someone (or something) that wants to stop you. ![]() You can right-click on anything in the game to get a description of the object or control, which makes it much easier to examine items and map locations. The best improvement is the addition of an instant help system. The interface will be very familiar to all Krondor fans, and the few minor changes that have been made improve gameplay without removing anything that made the original so much fun to play. Feist's Riftwar books, but it does use an enhanced version of the same game engine. It is not a proper sequel, though, as it is not set in the world of Raymond E. Gameplayīetrayal in Antara is billed by Sierra as a follow-up to the 1993 hit Betrayal at Krondor. Joined by Kaelyn, a tough hunter who decides to accompany them after they rescue her from bandits, Aren and William must find a way to restore peace to Antara. On the way, they soon discover that the world is quickly going to ruin-disease is ravishing the land, raiders and pirates are attacking travelers, and war is about to break out. Aren's life has suddenly taken an exciting turn-in gratitude for saving his life, William vows to take Aren back to Panizo with him so he can be taught to control his new-found powers by the court mage.
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