Review: Series 1: Destiny Beckons
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Some are an uncanny challenge to perceive in this manner, and some are ridiculously simple (Zelda renditions, for instance), but still others I simply cannot seem to relate to anything but a decent feat of imagination on the part of the designer.
Series 1: Destiny Beckons
This veritable paragon of RM3 designing has one of those obvious influences, but rest assured anything that takes its cues from Morrowind cannot find failure a simplistic task, especially when combined with the sheer effort and determination that has crafted this gem from the relatively small (and perhaps stagnant) ranks of RM3 games. Though, naturally, as I am not Perversion himself, I cannot say for positive whether this influence is definitive, but for those who have enjoyed Bethesda's masterpiece, let me outline Series 1's story and a few featuresfeatures (noteworthy features, to be sure) and we'll let you judge for yourself:
Taken from her mother at the tender age of 5, in times of barbaric strife and warring troubles with foul beasts, and placed in the royal prison for no reason disclosed to either her or her mother, Valencia is thus brought into the intrigues of the world she lives in (Arethema). For years she is merely held, but suddenly she is taken into training, and brought before the King, whom informs her of her supposed destiny in the place of saving the kingdom from sure destruction. After a bit of hassling you are brought to avail the king's desires, and set off, still with next to no knowledge of your place in the world, your course, or your fate.
You soon encounter two companions to gallivant across the plains with, whom are likewise disposed (for reasons they may or may not disclose, depending on your course of action) to aiding the kingdom.
Very soon into all of this, however, the story isn't the only curiosity, as you encounter a Fighter's Guild, and a Mage's Guild, for you to choose to join one of, and then commence in steadily more difficult tasks from city to city, gaining rank, and respect as you go.
The story is boasted as 15-20 hours, and it is, I imagine, possible to do both more and less than, depending on your dedication to the numerous treats Perversion has nestled tenderly (like Easter Eggs? Yes, maybe like Easter Eggs) throughout his game. Well, I'll try and stop simply summarizing the game now and getting to the evaluation itself. Shall we then,
Not perfect, on perversion's part, but given the great deal of morsels for the gamer to become immersed in, it's a fairly opaque assortment of errors, and the size of the game is the Presentation's saving grace.I would enjoy, dare I say it, more in some prospects throughout the presentation. Not much, just more candid conversations (as it is next to almost all other games in its mildly robotronic speech), a little more efforts on the maps, etc. And, again, this isn't major by any means, just what kept the game's presentation from a perfect score (which I'm hard pressed to ever give).
Ahem. To list some enticements, and some reasons for this area's perfect score, please observe: A modest 17 endings, a good-evil alignment system, A legendary series of weapons for either path, a nice day/night awareness in his events and proceedings, an attaining icons and items to aid in the (numerous) puzzles and quests that is rewarding and thorough, a simple and enthralling combination of main quest, petty intrigues, and player's whim. A miniscule fraction has been conveyed to you, so that we can preserve the games integrity when you rush off to play it.Moving on.
Very nice attention to grammar. Myself being a 'grammar nazi' found this grand, with very few mistakes, and, considering all he's done with the game, I found nothing that wasn't in working order.I'm not really sure what happened, but I'm fairly certain I was supposed to receive something a couple of times, and didn't, though who can say with my memory, and they were minor in any case.
After you've put an hour, or before that even, it gets undeniably close to warranting the term 'captivating'. It's one of those unique homegrown treats that you really play with the dedication of a factory pumped one, and you have no shortage of things to do, or things to see, or search for. A joy to play, to be sure.Now, I think on all the games I've played so far for RM3 I could mention one thing, and will not fail to do so this time either. Battling. It is painfully obvious that just setting your battle meter on 'Low' shall not suffice, and that you must construct your game, by my logic, in a fashion that is more central around what happens when you get to somewhere, and not just what happens when you get there. This is a personal pet peeve, and also a flaw, but it's still not worthy of major docking, do to the willpower Perversion has exerted in making his epic an affably epic affair.
I found myself wanting in ways to better describe the game, as I try and give the reader an in-depth understand of the game's ins and outs ussually, but I suppose it is true that being overly thorough on a truly self-sufficient piece of work can only take away from the experience, and that to draw on too many examples could take away from the gamer's enjoyment, so I shall let the game, and the score, speak for itself, instead of meandering through a recapitulation of monotony, as it truly does have a wonderful voice when you let it speak.
Series 1: Destiny Beckons
This veritable paragon of RM3 designing has one of those obvious influences, but rest assured anything that takes its cues from Morrowind cannot find failure a simplistic task, especially when combined with the sheer effort and determination that has crafted this gem from the relatively small (and perhaps stagnant) ranks of RM3 games. Though, naturally, as I am not Perversion himself, I cannot say for positive whether this influence is definitive, but for those who have enjoyed Bethesda's masterpiece, let me outline Series 1's story and a few featuresfeatures (noteworthy features, to be sure) and we'll let you judge for yourself:
Taken from her mother at the tender age of 5, in times of barbaric strife and warring troubles with foul beasts, and placed in the royal prison for no reason disclosed to either her or her mother, Valencia is thus brought into the intrigues of the world she lives in (Arethema). For years she is merely held, but suddenly she is taken into training, and brought before the King, whom informs her of her supposed destiny in the place of saving the kingdom from sure destruction. After a bit of hassling you are brought to avail the king's desires, and set off, still with next to no knowledge of your place in the world, your course, or your fate.
You soon encounter two companions to gallivant across the plains with, whom are likewise disposed (for reasons they may or may not disclose, depending on your course of action) to aiding the kingdom.
Very soon into all of this, however, the story isn't the only curiosity, as you encounter a Fighter's Guild, and a Mage's Guild, for you to choose to join one of, and then commence in steadily more difficult tasks from city to city, gaining rank, and respect as you go.
The story is boasted as 15-20 hours, and it is, I imagine, possible to do both more and less than, depending on your dedication to the numerous treats Perversion has nestled tenderly (like Easter Eggs? Yes, maybe like Easter Eggs) throughout his game. Well, I'll try and stop simply summarizing the game now and getting to the evaluation itself. Shall we then,
Not perfect, on perversion's part, but given the great deal of morsels for the gamer to become immersed in, it's a fairly opaque assortment of errors, and the size of the game is the Presentation's saving grace.I would enjoy, dare I say it, more in some prospects throughout the presentation. Not much, just more candid conversations (as it is next to almost all other games in its mildly robotronic speech), a little more efforts on the maps, etc. And, again, this isn't major by any means, just what kept the game's presentation from a perfect score (which I'm hard pressed to ever give).
Ahem. To list some enticements, and some reasons for this area's perfect score, please observe: A modest 17 endings, a good-evil alignment system, A legendary series of weapons for either path, a nice day/night awareness in his events and proceedings, an attaining icons and items to aid in the (numerous) puzzles and quests that is rewarding and thorough, a simple and enthralling combination of main quest, petty intrigues, and player's whim. A miniscule fraction has been conveyed to you, so that we can preserve the games integrity when you rush off to play it.Moving on.
Very nice attention to grammar. Myself being a 'grammar nazi' found this grand, with very few mistakes, and, considering all he's done with the game, I found nothing that wasn't in working order.I'm not really sure what happened, but I'm fairly certain I was supposed to receive something a couple of times, and didn't, though who can say with my memory, and they were minor in any case.
After you've put an hour, or before that even, it gets undeniably close to warranting the term 'captivating'. It's one of those unique homegrown treats that you really play with the dedication of a factory pumped one, and you have no shortage of things to do, or things to see, or search for. A joy to play, to be sure.Now, I think on all the games I've played so far for RM3 I could mention one thing, and will not fail to do so this time either. Battling. It is painfully obvious that just setting your battle meter on 'Low' shall not suffice, and that you must construct your game, by my logic, in a fashion that is more central around what happens when you get to somewhere, and not just what happens when you get there. This is a personal pet peeve, and also a flaw, but it's still not worthy of major docking, do to the willpower Perversion has exerted in making his epic an affably epic affair.
I found myself wanting in ways to better describe the game, as I try and give the reader an in-depth understand of the game's ins and outs ussually, but I suppose it is true that being overly thorough on a truly self-sufficient piece of work can only take away from the experience, and that to draw on too many examples could take away from the gamer's enjoyment, so I shall let the game, and the score, speak for itself, instead of meandering through a recapitulation of monotony, as it truly does have a wonderful voice when you let it speak.
- tags:
- destiny-beckons