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The gate swung open.
Revolted by the thick scent of excrement in the chamber, Locklear hastened to the ladder affixed on the far wall and ascended its filth-slick rungs. Behind him, Gorath and Owyn reluctantly did likewise, gaffing on the noxious vapors in the shaft. “This is nothing,” Locklear grunted, shoving upwards against a grating. “All the windows in the palace are open right now. You ought to smell it in the winter.”
Darkness surrounded them as they slithered out of the privy, their only impressions of the chamber provided by the faint flicker of distant firelight. Ten yards before them the hall joined with an elaborate colonnade stretching in either direction. “Somehow I hadn’t pictured my first visit to Krondor like this,” Owyn sighed, falling blindly into step behind Gorath and the Seigneur.
Betrayal at Krondor surprised me. I expected an RPG typical of the era (it was developed in 1993 by Dynamix), complete with clunky combat and minimal story. I knew it was based on the Riftwar series of novels by Raymond E. Feist, but I expected that to be little more than a marketing tie-in. Instead, it’s an early crossbreed between games and literature.
His curiosity sufficiently piqued, Owyn popped open the half-gallon cask and inhaled deeply. Immediately his senses reeled as the heady cinnamon-like aroma assaulted him. Keshian Ale!
Krondor inundates the player with text at every opportunity (the quotes in this article come straight from the game). Whenever possible, it serves up paragraphs of it, stewed in its own fantasy world. The developers knew that they could only say so much at a time, so every sentence is full of seasoning and flavor. Nothing is wasted.
Voice acting is nice, but it reduces scenes to simple dialogue. As anyone who’s experienced Planescape: Torment can attest, the power of text is its ability to deliver so much more than speech. Every item has a paragraph detailing not just the object, but also the characters themselves, picking them up, turning them over, and telling stories about them. Everything is given far more nuance than even an advanced 3D engine ever could.
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Betrayal at Krondor is the single best RPG ever made.
That’s one I never got to experience, although I think I played something similar on the C-64. Man, some of those games were astounding in their ability to transport you. They incorporated the most amazing CPU ever made – the player’s imagination. What would I give for a new Might and Magic or Wizardry that were worthy of the name? I’d drink ale that tasted like grues had been bathing in it!
GOG.com has both BoK and its sequel for $5.99. That’s a lot of classic game for your buck…
You got one thing wrong: Feist did NOT write the plot of BaK or pretty much any of it. It’s a common misconception, but he was writing one of his books at the time and had the role of creative consultant at most. Gave his blessings, that sort of thing. Thank goodness. He never could’ve pulled off with the characters what Neal Hallford did.
“After a few hours, you wish you could turn those bulky paragraphs into simple messages such as “lockpick failed” that are easier to parse.”
I dunno, is there much difference between clicking past a text with a longer message as opposed to a shorter one?
You’re the first I’ve seen to be unimpressed with BaK’s combat. Everyone I know thinks the fights are pretty challenging and strategy-heavy. Also, what do you mean by the inventory not being magic-heavy? You can get lots of spells, but generally speaking you need to move about and explore to find them. The spells make the fights much more complex, as well.
Good review nonetheless, even if you did get a crucial fact wrong. (It rubs me the wrong way to keep seeing Neal Hallford being denied his credit for writing this masterpiece, that’s all.)
Betrayal at Krondor will likely remain the best game I will ever have played, and it’s not just nostalgia. The game is as playable now as it was when it came out. Well, if you’re not too spoiled by modern-era graphics and gameplay hand-holding, I guess.
It remains to me the best-written RPG to date because of how watertight the story is, how all the little details hold up together and make sense when you think about them. And, of course, the vivid characterisation of the main characters. Just lovely.
Thank Hekateras, it’s important that Hallford get’s his due!
My issues with BaK are entirely systemic. Repetitive tasks, like lockpicking, or even entering combat, are blanketed with largely the same text. It’s certainly easier than watching Gabriel Knight slowly bend down to pick something up because I clicked the wrong pixel, but it does make you appreciate modern advancements. Today, most repetitive feedback has an accompanied sound effect that quickly conveys the same information without breaking the flow. Game-pausing dialog boxes are avoided, let alone ones with huge blocks of text. Yet, that’s BoK’s charm…
Likewise, the inventory is very “low-loot”. You don’t find many weapons with different magical enchantments; flames, ice, etc. That means that weapons are mostly either better or worse and don’t feature too many trade offs. Frankly, its a bit refreshing to be free of the loot monster for a while…
After all this years, I still can say it is the best RPG ever made. Nothing similar out there.
Utawarerumono, Planescape Torment, are also pretty good in this genre.
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