(Updated on 03/07/05
||Role Playing Only
|Number of scenarios:
A Warrior's Tale
Fate is a Cruel Mistress
After a year of not-so-constant( Because school =( ) work i finally release this.
Note this, since the feedback i recieved was practically nonexistant, there could be some bugs here. Please, if you see any, tell me, please.
The Story...well, it develops during the game and telling something now would spoil it.sorry.
Though you may know that your main character will start a journey whene he will realize that there is something more behind willpower, ambition, mankind and life.
For the grammar. Well i know a lot of you hate poor grammar, that bad grammar is like a fierce kick in the nuts for some others.Well, please, ignore that! I cant do anything better with my english.
This game May lack balance. the enemies can be very tough or very Hard, still is winnable. Still i could not prove that since my playtesting is not enough, because i know the best tactic to win. Lack of playtesting? no, i begged for it twice.
I hope you enjoy this campaign as i enjoyied making it.
Special thanks to:
Exar, WildCard, Berserker Jerker,Lord_Fadawah.
Note: i hope the HTML works
|Author||Reviews ( All | Comments Only | Reviews Only )|
A warriors tale v1 by Reich is a wonderful rpg campaign. When I started playing AWTv1 I kinda was at a loss for words. So I pulled out the big guns of my reviewing artilary to get a fairly full and fair review. So let's begin, the story begins on a mountain, an angel of sorts is running and talking about some stuff.Soon after the prolog's done you move onto the main scenario of the campaign Then you meet the main character Serge. He's sent to do a job for his master and when he returns something terrible has happened. That's all I'm gonna say for an intro just for a basic idea.
There was many, many, many trigger problems in this Campaign. Not so much in the prolog and epilog. The main scenario had many game stopping trigger backfires. All in one area. The dream sequence was the worst spot for troubles. These backfired triggers stopped me from ever fully finishing the scenario. So i used I r winner so i could finish up this campaign. There was some nice choices though that were incorporated early on. Also I met the merchant a second time in his hiding spot. Reich did warn about the lack of playtesting which i am going to factor into this score and also the fact that i wasn't able to play through the whole campaign fully.
This is one area I didn't get to experience to it's fullest potential because of the flaw in the dream. So I rated it on what i did see. I found what i played to be very well balanced. I died a couple times but they were mostly mistakes on my behalf.
The creativity in this campaign was unbelievable. I was sad when the dream backfired because i was curious to see more of the creative aspects that were incorporated. The prolog was a creativity that i couldn't comprehend. I knew that there was something that wasn't clicking for me but i felt the theme of spitits and angels. I Also really enjoyed the bomb sequence where all he had to do was touch the wall and it would calapse.The idea of meditation was also quite an interesting concept. And quite possibly the greatest piece that i experienced of creativity was the dream. Even with all it's flaws it was still quite interesting to watch and play! Also the epilog gave me the feeling of "Playing with powers uncomprehendable".
The map was very well built for the most part. There was only a couple spots that were lacking. Where the weather changes to winter could be more gradual instead of grass/cutoff/snow. Also the winter scenery itself was all pine forest with very little other eyecandy. Also some cliffs were "broken" and didn't look too good. The mines was really well built too. Never seen anything quite like it.
Reich warned in his instructons of his spelling so I'm going to take off very little for all the spelling mistakes. The story was really quite compelling and was filled with meaning. The story for me, was wierd in a sence. You could tell that reich's english is good, but not really strong. The instructions were inescapably clear. I wasn't lost very often so it made for a fairly enjoyable campaign.
Really a very good campaign. I'd suggest anyone to download it. Also reich i'd suggest taking a good look at the Campaign and going through it with a fine tooth comb. This campaign has alot of potential to be really good. You have a firm base to work with so keep up the good work.
[Edited on 03/12/05 @ 02:04 PM]
A Warrior’s Tale is a work of rare distinction. In fact, I might even go so far as to say that it is a flawed masterpiece. Flawed, because there are quite a lot of bugs and other playability issues which should be addressed. In general I would say that I am relatively hard to please, but in this case I wanted to rate everything as 5, although I couldn’t due to the various problems. However, whilst I think it likely that you will be left scratching your head in confusion at least at some point while playing this, it must be said that it is possible to finish it. The campaign consists of a lengthy playable RPG-style scenario sandwiched between two short cut-scenes.
It’s a lot of fun this one. There’s a lot of interest and plenty to see and do. There is an epic story, a remarkable map, colourful characters to be encountered, fighting, exploring, and, as if that weren’t enough, how many other scenarios allude to Stephen Hawking’s theory of parallel universes? There is an ultra-cool title sequence with some typically well-chosen music. It is all a product of a fertile imagination, it has a feel all of its own. I shall now detail the bugs and other playability issues. I am conscious that this is a lengthy section but I would stress that even with all these problems, this is much more fun than many other scenarios. There are several places where you can reach parts of the map ahead of time, which is undesirable, and which can affect subsequent triggers. (For example, there are two routes from the starting point to the yellow town; it is possible to reach the fortune-teller although there is a message that you can’t; it is possible to get into the central red fortress between some mountains.) A key point at the beginning where you choose your character/weapon is not referred to at all, it would be better to explain this and perhaps point out pros and cons of each. If you move Serge too far towards Obel before the first dream sequence, then afterwards you will not regain control of him and you will have to start again. Objectives do not always appear – after 25 they stop (does the game have a limit?), although it is possible to work out what you have to do. I was able to buy upgrades from the eagle warriors when I did not have enough gold. The house for rent in Termina is not marked. After the battle with Anemon, Bandits change diplomatic status to ally, but player 1 stays enemy, and this affects a number of future battles, including that against the Wizard Guardian. If you lose the battle against Wedge, nothing happens and the game is not lost, but it should be. Lastly, you start the game with an additional halberdier in the yellow town – is this correct or a mistake? As I said, it is still possible to finish the whole game despite these problems, but I would urge the author to address them. I realise he had problems with playtesters but having put so much work into this, it would be a pity not to go that extra yard and do proper justice to all that work.
Whilst much of this is not particularly difficult, there are a few battles which are difficult to win and which require skill, strategy, use of spells/techniques and a bit of luck. I had to replay a couple of battles several times, perhaps because I did not fully understand all the spells and techniques, but I managed to win in the end. I played on hard and standard but I could not discern any difference. Although I feel that the game provides enough of a challenge to make victory very rewarding, I would suggest that the author incorporate some sort of differentiation between difficulty levels, as the stiffer challenges may deter some from continuing.
This scenario bubbles over with creativity, it comes at you from every angle and it is simply not fair that the scale only goes up up to 5. It’s definitely worthy of a 6 or 7. Firstly, there is excellent use of music and sounds. There are several piece of theme music for different stages of the game, which avoids repetition, and I have already mentioned the title sequence. Other examples are the meditation mats, the dream sequences, the ninja section, numerous instances of interesting map-copied buildings, a generally rich and varied map design, the mechanism for opening the Gates of Talos, and the rock giant (even if the battle with it is a tad dull). The business with the spells, summons and techniques is also creative, as are some of the things that people you meet say (they don’t all just say ‘hello’ or ‘go away’ or ‘I’m a farmer’). And that’s without even mentioning the plot…
MAP DESIGN (5)
The map is large and varied and full of detail. There is a nicely organic feel to the design, as if the author has splashed his design down, with due care and attention but without overly fussing about whether a tree is slightly out of alignment or if one terrain jars with an adjacent terrain. In a few spots, this has come across as slapdash – e.g. cliffs with straight lines – but the overall impression is really rather atmospheric. I thought the design of Termina was supreme, it had an ‘ad hoc’ feel to it, as if it were a town which had grown up slowly, houses being added here and there, perched on cliffs or squeezed under mountains.
It starts as a conventional tale of revenge, but the storyline takes on a much more epic tone as the game progresses, covering themes such as fate, destiny, time, and free will. I must confess that it is hard to follow at times and only after a second playing did I feel I had more or less understood it all. Full marks anyway for such an interesting story. The beleaguered author has got his defence in first by pointing out that English is not his first language. I take pity, as the design is otherwise so good. Although there are many spelling and grammatical mistakes, it is possible to get through it all. However, I did have problems with some aspects of the game and I did not fully grasp the details of the spells and techniques. I was not entirely sure of what would happen when I wanted to use one of them, and I was also not entirely sure of how to complete the ninja bit, although this may be down to my obtuseness. The author does provide lengthy instructions and hints, although there is no victory message which is a pity.
To repeat myself, I heartily recommend this campaign. I would also urge the author to resolve the various bugs and other issues, as only then will the true potential of this work be realised.