Remember those enemies I mentioned, the ones waiting politely behind their glowing barriers? It's a feature common to games with strategic maps, and I admire developer 1C Entertainment for using it in a more grounded setting, even at the risk of undermining the sacred immersion. ![]() ![]() However, if you approach it from another angle-as an ambitious reworking of the core King's Bounty concept-there's more to be hopeful about. From what I've seen of the game, I think it will suffer when compared to modern open world RPGs, for which a 'living, breathing world' is of paramount importance.
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