You can see that the game doesn't really care for whatever system it chooses it liberally puts together some familiar elements of the genre to create something unique - but the uniqueness is achieved with its general design philosophy rather than with any developed and coherent gameplay concept.Įver since Ultima started to focus more on the plot, and Japanese RPGs began raising their heads with their cinematic treatment of the material that was largely absent in the West, RPG designers have been preoccupied with the problem of balance between exploration and scripting.
It also takes cues from the Underworld series with its implementation of real 3D and from older RPGs with its old-fashioned tactical turn-based combat. It is a clear adherent of the late Ultima design school, in many ways similar to the monumental Serpent Isle, which was released around the same time. It is not one of those games that overwhelm the player with sheer numbers and possibilities. It is a far cry not only from the mystically mathematical Wizardry, but even from the trigger-happy Might and Magic. Talent truly triumphs over everything else: even though it may seem at times that Betrayal at Krondor lacks some of the genre-related know-how of the established franchises, it conquers the hearts of the players with its wonderful personality and an intangible sixth sense for true role-playing that transcends the most meticulous and cleverly constructed gameplay mechanics of other games.īetrayal at Krondor is not a "hardcore" role-playing game. It is therefore particularly astonishing that a company with no experience in the genre managed to created one of its most fondly remembered representatives. To my knowledge, this is the only RPG they have ever made. One of the most important ones is Betrayal at Krondor.īetrayal at Krondor was developed by Dynamix. The revolution of Ultima Underworld, the crystallization of Wizardry and Might and Magic, the future foundation of Elder Scrolls and King's Field, the peak of German RPG design at Thalion and Attic - all these great games, and many others, were released during those supposedly "dark" times. Even though many people would only go as far back in their memory trips as the "RPG Renaissance" heralded in the second half of the decade by games like Diablo and Fallout, it is important to remember that the so-called "Middle Ages" - the years following the decline of Gold Box and gradual disintegration of Ultima - were blessed by some of the best and most interesting RPGs in history. The GoodThe last ten years of the 20th century were, in my opinion, the Golden Age of video games - and role-playing ones in particular. 'This is what immersion is all about', I muttered with grim satisfaction SummaryA gasp escaped my lips as I reluctantly quit the game. 15 out of 15 people found this review helpful write a review of this game