This is the culmination of my work, my first scenario. It is not the best, I admit, and most of it could be improved greatly but my interest in this particular project is gone. I am working on a more enjoyable scenario even as you read this. Anyway...
||Role Playing Strategy
Ksrugi is sorta proud to present Vendetta of Alexis, a ROID design team production.
Alexis and his brother David were hunting wild boar in the forest when bandits attacked and murdered his brother. Alexis, saddened, swore revenge as he buried the corpse. He now heads for the city of Haliburton so that he may gather the force needed to finish off the bandits for good.
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This scenario was a great find, and I enjoyed it a lot. You play as Alexis, a man who has lost his brother to bandits who now plague the land. You goal is to have your revenge and kill the bandit leader. The scenario is your basic role play, where you run around and talk to people, complete quests for money and spend it on upgrades, talk to a lot of strange characters, and defeat the bad guys. It didn't take itself too seriously, and made me laugh at many points.
There were few bugs - a couple of minor ones were the 'cookies' quest in the yellow town - I didn't even do anything and he gave me the gold when I got there; several other 'click on building' upgrades were bought even before you had heard what you were buying, they should only be switched on once the deal has been explained.
As I reached the end there were a couple more things I noticed - the cyan scout by the bandits camp had the tag in his speech and it was white (I think it has to be doesn't it?) and the bandit leader seemed to be named Attila the Hun. After playing slowly through the level the ending seemed very abrupt, and the game ended the moment I achieved victory.
Well, as we know, role playing games are not as 'hardcore' as most other genres, with things like upgrading and healing usually meaning we can over-level or just heal more often if we are having trouble. I found the scenario a bit easy - you can of course die if you lose your hero, and this did happen a few times, but there wasn't any aspect of the level I found particularly challenging, even though this didn't affect my overall enjoyment that much.
A lot of small creative touches woven in with quality work and much use of existing role-play tricks. I liked all the little touches like the designing jokes to the bit where you lose if you cheat (which though I have heard of, this was the first I had seen of such an anti-cheating measure - the way you didn't use an AI and rather drew the players eye to the scene using the minimap was great. The latrines were simple but amazing, a great map design element that I had never dreamed of.
Map Design: 4
The map design was superb, with nice cities, plenty of eye candy, and lovely terrain. The one thing you've overlooked is that the path to the west (where it is very blank and the anti cheating thing is) is actually completely accessible, and I would gamble that there are many different spots where you can get through.
The story seemed simple at first, but I quickly realized the scenario was loaded with side quests and dialogues - nearly every unit will talk to you. The story also seemed to be twisting a little towards the end, with a deeper conspiracy behind the simple plot. The story leaves the possibility for a sequel with some unanswered questions, which was probably the original intention, but that of course will not be the case as Ksrugi has pointed out.
I see you've done some reviews for other people but have not received one yourself; finally your scenario gets a review it well deserves.
Good work on completing the project, Ksrugi, and well done to the team at ROID.
Excellent game. Thanks.