Reviews / previews
Five years
ago, Betrayal
at Krondor was
a hit. Its
announced
successor, Return to
Krondor, took a long
detour. Now it's finally
arrived, and we get a
chance to follow the
fortunes of Raymond E.
Feist's Midkemian
inhabitants in another
tale of adventure, deceit,
magic, and combat.
Through 11 chapters,
your party members
seek to regain a sunken
artifact, the Tear of
Ishap, in a race against
the forces of a mad,
monstrously powerful
adversary.
The visuals are easily
the most immediately
striking feature:
2,500-plus 2D attractive
backdrops deployed in
16-bit color. These
combine with
PyroTechnix's
proprietary True3D
engine for characters and objects, producing overlays that generally work well
due to a clever choice of camera angles, warm, localized lighting effects, and
subtly exaggerated perspectives. Somewhat less successful are the various
character screens-attributes, spellcasting, and inventory-with black
backgrounds, small, hard-to-read white fonts, and static 2D images.
Fortunately, the writing is effective and full of character, though the dialogue
trees are more annoyingly for show than anything else. The vocal acting is
variable, ranging from very good (Jazhara, Kendaric) to chronically hammy (the
Scribe, Gerard, etc.). Return's soundtrack significantly enhances the
atmosphere.
But in some respects, Return is surprisingly more traditional than Betrayal.
The latter supplied over a dozen elaborate but optional mini-quests with
tangible rewards and perils. Return has very few in the entire game. Betrayal
infused its casual battles, unrelated to the main plot, into a series of
underlying major events, each with its own internal logic (a high-level magic
user sent by a specific enemy to ambush your party at a farmhouse, for
instance). The casual battles in Return's first several chapters return to the
primitive days of Bard's Tale I: you knock on residences, enter, and fight. In
short, Betrayal felt like a universe. Return feels like a beautifully visualized
pencil-and-paper RPG.
Betrayal offered two interesting
subgames-within-the-game: complicated area
traps and clever word riddles on chests. Both,
alas, are missing from the current release. (No
doubt victims of the corporate view that we
gamers possess the intelligence of staple
guns.) In their place, Return provides
disarming/lock-picking and alchemy. The
former is moderately entertaining at first, with
three-part trap mechanisms that require
decent reflexes to open. The alchemy system is a uniform bore. There's no
goal to shoot for since every recipe almost always succeeds and ingredients
are usually cheap or easy to scavenge. Why weren't recipes incorporated as
quest objects?
In several other important ways, though, Return matches or surpasses its
classic ancestor. The game provides a nicely tiered, well-paced series of
combat challenges so that you aren't always facing the same antagonists
under identical conditions and battle strategies. The intuitive combat system
supplies flank-attack bonuses, initiative checks, guard and defense options, a
host of weapons, and 60 spells.
The enemy AI is-how shall I put this?-good enough to be bad. All opponents
are rated for attributes and skills like your adventurers; the dumb or
inexperienced ones simply attack whomever is closest. At higher levels, they
gang up on a single character or shoot at the mage in the back row.
Though Return doesn't retain the innovations of its predecessor, the newer
game remains good fun, with attractive visuals, a solid plot, and an excellent
combat system.-- Barry Brenesal / GamePro
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