- An RPG/Strategy Game hybrid from Daedalic Entertainment.
INTRO
A Role-Playing Game is classically a mixture of adventure, exploration, character building, combat, and possibly (though not necessarily) also story. Blackguards has exactly zero of the first two. There is absolutely no exploration or adventure here. This is a game of combat with character building and story. In other words, it is a series of combat maps with persistent characters - much more akin to something like Elven Legacy or Final Fantasy Tactics than classic or even modern RPGs. It doesn't go all of the way there, but it certainly does ride the line.
This
is not a rated category in Blackguards because the game has no
exploration or sense of adventure. None. Zero. Your experience with
exploring the world of Blackguards consists of clicking on an icon on
the world map representing a settlement and loading up a marketplace
view, said view having a few icons to click on that load up the various
types of stores or that occasionally (a different icon) offer quests.
And that's it.
There is no travel, per se. One clicks
on an icon on the overhead map, and a line is drawn between settlements
representing movement. The process takes a couple of seconds, at most.
And that is your sense of travel.
The various
settlements are highly detailed, but all of that detail exists on static
backgrounds. (They take way too long to load for static backgrounds,
though, which does make me wonder what is going on under the hood.) In
almost all cases, what that static background depicts is the
settlement's marketplace - which, in and of itself, also cuts heavily at
the sense of exploration and adventure. There is little to no sense of
place offered in any of these settlements. With the choice to depict the
marketplace view rather than a backdrop shot of the settlement, one
sees essentially the same scene wherever one goes - seen one
marketplace, seen them all.
The backdrop pictures could have offered a great sense of place simply by utilizing a nice exterior shot. Indeed, this being a fantasy world, and one where there is a large variety of locales and size of settlements, exterior views could have added a great deal of wonder and adventure to the player's sense of the world. As it is, though, settlements are just a series of the same four stores with minor hints at the diversity that the world has to offer from a few extra flourishes added to some of the marketplaces.
This
sense of sameness is not helped by the game's voice acting. The
adventure of Blackguards takes place across several different countries
that supposedly have differing customs and languages. However, the game
is fully voice acted, and the voice actors of the minor characters speak
with the same accent, for the most part. So, there is no sense of place
offered in the characters of the world, either.
Nor is there a sense of place in the equipment offered in the stores, which is largely the same everywhere, with only minor variations from one location to the next. Occasionally - very occasionally - there is localized dress, but for the most part, the only difference between stores in different locations is how many of the same items are on offer (10 healing potions or 2).
Generally speaking, one's interaction with the
world is on the level of an mmo. There are stores to click on and buy
stuff, and there is the occasional quest giver that is met once or
twice, says his generic spiel to send you off on your generic quest, and
one never sees them again after. Leaving the game with no sense of
underlying world or personality.
There is no sense of
the people, the world, or of adventure here. And since that aspect of
the RPG is important to a lot of RPG players, the choice by Daedelic to
remove all of it is a rough one. It cuts out a fair portion of the
potential customer base, and leaves the game's popularity and sales
solely in the hands of those who love story or combat.
STORY ●○○○ (poor)
There are several parts to a game's story. There's the overall concept, the character personalities, the dialogue, and the core writing. While the core writing is the main thing that players interact with, all of it combines together to form the overall story and one's impression of that story.
The overall concept of Blackguards is generic
Chosen One gets chosen for unknown reasons to save the world. It's a
bland and generic concept, but there's nothing inherently bad about it.
One can take a generic concept and sprinkle originality upon it to make
an exciting concept. Operative word being can. With Blackguards, the one conceit to originality is that the characters are "blackguards".
Except
they're not. The main character is, in actuality, falsely accused of a
crime he/she didn't commit. And he now roams the badlands, an outlaw
hunting outlaws...a RENEGADE.
Some of your cohorts
have committed crimes. But other than a few - very rare - jokes, this
never really comes into play. The only character who is actually a
criminal during the game is quickly killed off. The rest of the
characters are more in the "gang of rogues and misfits" territory. And
the things that that band of rogues and misfits are called upon to do
during the game are the usual generic RPG quests. Find the lost "ring",
rescue the damsel in distress, kill these bandits and then those bandits
and the bandits over there, etc. There's no underhanded or even unique
things to do here. It's all the usual goody-two-shoes messenger work.
With
only that unused conceit to count towards originality, there is nothing
original in the Blackguards storyline. It is, unfortunately, the usual
generic, bland template upon which to hang an RPG. But it actually gets
worse than that, because the various enemies and situations are also
generic, and the core development is a jumbled mess, leading to no
driving reason to progress through the story. (Stressing here that there
is no driving reason to progress through the story, not the game.)
As
stated earlier, most of the characters in the game are only met once or
twice, and they typically are simply quest givers with no real function
in either the story or the game world, a la mmo style. These
individuals hand out generic quests and generic rewards, and that is the
extent of the interaction with them. They have no place or function in
the world except as quest/reward givers.
And the elite antagonists, the so-called villains of the story, are no more well developed. Most are also only met once or twice, if even that. All too many are given only an intro to make them seem a big-bad, and that's the entire lead-up to meeting them. There are a couple of guys who are meant to be leading villains, but they never actually do anything. Their interactions with the world and the party are so minimal that they never become hated villains. They're largely just a named bad guy instead of generic bad guy. That's the entire connection to them - they have a name. Thus they become just like named bad guys in - again - generic mmo style, despite some half-hearted attempts to make them seem more.
There's a core of a good story lying within
Blackguards. Evil villains, saving the world, high adventure. But none
of it ever gets used. Instead, the overall story sits in the background
while the characters get captured - again - and drug around doing random
combats against generic foes that have no personal stake in the overall
story. The number of times that the party actually fights people who
are involved in the threat to the world before reaching the final
chapter is depressingly low. Instead, in a world threatened with
destruction, it's mostly bandits, gladiators, various animals, and
independent undead that the party meets.
The
characters of the main party have some personality; however, that
personality tends to be two-dimensional. Their personalities are
well-written. But there is little there to most of them, and those
personalities do not drive the story. The only driving force in the
story is the Chosen One main character. The other members of the party
simply offer some localized color here and there. And unfortunately, the
best personality is killed off early and replaced by someone as bland
as the Chosen One main character, who is one of the usual bland Chosen
One archtypes, though the Lazy Chosen One hasn't often been used in
games, to be sure, The remaining personalities are well-written, but
bland. Which, as you may have noticed, is a common theme in Blackguards.
Meanwhile, the core writing is unfocused. The events
of the story unfold with little sense of order, logic, or pacing. For
instance, the game starts with the Chosen One captured by the
authorities and falsely accused of murder, then making a daring escape.
All well and good. Exciting so far, But soon after making their escape,
the Chosen One and his/her allies are captured by slavers and taken
along a long side-trip as gladiators. So a captured plot leading to
another captured plot. Not a good decision there.
But
not only that, there's a sidequest tied to those that sees you getting
captured again and fighting more gladiator battles right after. So you
can end up getting captured, which leads to getting captured, which
leads to getting captured. And then you get captured again not long
after. It's so ridiculous, it almost becomes farce. (Not to mention, the
whole gladiator sequence of chapter two is already so silly as to
almost be farce in and of itself.)
What's more, none of the time spend as gladiators furthers the overall plot, the development of the characters, or the development of the world. It is exactly what it says it is - a long series of gladiatorial combats. In fact, at one point 9 combats in a row (though a chance to rest after sets of 3 was later patched in at audience recommendation). And it takes up 1/6th of the game.
And after all that, you
eventually end up going on a long series of sub-quests with no relation
to one another in order to find the macguffin you're searching for,
having multitudes of senseless combats along the way. Until at long
last, a story combat arrives. It's all a jumble of seemingly random
events that are randomly strung together, which would far better serve a
road-trip adventure than a save-the-world-from-dire-evil adventure. And
the entire reasoning of all of those random events randomly strung
together is hung solely on the hat of the main character being the
Chosen One.
Essentially, nothing in the story happens at the cause of either the protagonists or the antagonists. None of them actually do anything until the very end. There's just a random series of events, such as being captured by slavers for 1/6th of the game, that happen one right after the other with little rhyme or reason. It all happens because the main character is the Chosen One, and for no other reason at all.
In effect, the story becomes just a series of filler excuses to have another fight (or usually a series of fights). Now, filler stories can work quite well. But they work at their best when told in a minimalist fashion - like many level-based strategy games use. As in a few paragraphs to tell what happened after the last battle and to introduce the goals of the next battle. But in Blackguards, there is entirely too much story for it to be minimalist. Thus, the player spends an inordinate amount of time following along with a series of jumbled and bland events, watching multiple cutscenes that attempt to string it all together, and largely fails in that attempt.
Which brings up one of the major points that are often brought up about games like Blackguards - "It's not about the story; it's about the combat. If you're paying attention to the story, you're playing it wrong". And while it is true that the centerpiece of Blackguards is combat, one also spends a lot (a lot) of time watching cutscenes following along the story. If the story isn't actually a major part of the game, then it shouldn't occupy a major part of the time of the game. If it does occupy a large portion of gametime, then it is a major part of the game. End of story.
Thus, the story is a major part of Blackguards. But much of the Blackguards's story is bland. From the overall concept, to the personalities, to the enemies, to the world - it's all flat and generic. And in the final two chapters, it's also rushed and dumb. And chapter three seems a bit rushed, in hindsight, as well. That seems to be the theme of Blackguards - an excellent setup in chapter one, followed by a increasingly rushed content through the remaining four chapter that heavily stress the cracks in the story and gameplay, which wasn't settled upon a solid foundation or ever really fully thought through.
RESOURCE MANAGEMENT ●○○○ (poor)
At
first, the resource management of Blackguards seems like it will be an
exciting and detailed system. But like so much else in the game, none of
what is met in that first impression is ever fully realized.
Armor
is broken up into body locations, and different armor parts can be
placed in each location, with a bonus to armor encumbrance efficiency
granted if the same type of armor is placed in each location. So, if a
chain suit set is place on legs, arms, chest, and head, the character
can use that suit with less of an armor penalty from encumbrance. A
great deal could have been done with such a system. But in practice,
there is never any reason not to place the same armor type in every
slot, since there isn't much variety of suits of armor and what there is
almost always is available in full-suit form. There's no reason to
miss-match if one doesn't ever have a single armor piece that one wants
to don despite it not being a full suit.
In fact, other than those (many) times when the game takes all of your stuff away from you ,your mages will be wearing the same armor-set for almost the entire game. Once you get your stuff back from whatever, it's re-don the same old robes or shirt and hat from the beginning of the game.
Warriors,
on the other hand, have a few upgrades along the way. Stress - a few.
But instead of going to one of the many armor stores and upgrading armor
as you go along, it's more along the lines of - when you reach a
certain part in the story, you find an armor upgrade, and you
immediately put it on one of your warriors because there's no reason not
to as it is superior to what you have in every single way. But you only
ever put it on one warrior as you will only ever find one suit of that
non-magical armor. At some point, you will find a different suit of
non-magical armor, and then put that on your other warrior. And one day
near the end, maybe you'll even find plate mail.
There
are more weapon upgrades than there are armor upgrades, and there are
even a number of magical weapons, though not many. Once again, though,
other than those times when everything is taken away from you, you're
not really choosing which weapons to use, as there is always a clearly
superior one. Characters have to raise their skills in each weapon type
in order to use them effectively, so each character will tend to use
only certain types of weapons, but within that type, there is always a
clearly superior one. So, if a character specialized in sword, there is
no debate as to which sword the character will choose to wield, as there
is always one sword that is superior in all categories, and thus there
is no reason not to wield it.
The game also includes
expendable resources, such as potions, arrows, traps, and rations. And
at first, once again, this seems like it it is going to be an important
and detailed aspect of the game. But none of it is ever really used.
The most glaring of these is rations. The sole use of rations is to
allow the group to camp out on the world map. Yet, since there are no
wandering monsters and no risk or real time involved in traveling, there
is no reason not to simply click on a settlement and rest at its inn
rather than lug around heavy rations units (other than the obscurely
long loading times for the settlements).
Rations or
inns, they heal the party completely, and there are only a few points
where even time is a factor, so there is no reason not to take a few
clicks and heal to full after every single battle. So the more usual RPG
resources of hp and mana are not even a factor here. The only time when
rations ever actually come into play is during the rare "dungeon". In
these dungeons, a series of battles are strung together on a small,
mostly linear grid. The party can tackle the grid points at their own
pace, and can rest after each battle - if they brought enough rations.
And this is the moment when the game is at its best, having the player
manage rations and potions, fighting battles without a chance to
restock. These dungeons are few and far between, however, and too many
of them also allow retreating back to the world map and a store, making
the resource management for those dungeons non-existent.
Ammunition
is plentiful and cheap, and potions and traps quickly become of minimal
use. At the beginning of the game, potions and traps can be utilized to
great effect in the battles, giving the party a much-needed edge in
tough fights on the Hard difficulty setting. But all too soon, nothing
stands up for long enough to make any of the useable resources
necessary. Taking the time to lay down a trap simply slows down the
unstoppable juggernaut that is the party. Traps and potions just become
another item to sell to get more (unneeded) cash, except for those rare
instances when the mages need a mana infusion or an even rarer situation
when a warrior needs a health infusion and there's no mage available to
heal them.
There is a lot of meat here. The
consumables system is highly detailed, with a lot to offer a game that
put pressure on those resources. But there is never any pressure. None
of the resources matter. The only one that is regularly bought are
arrows, for those rare times when there aren't bundles of them found on
the enemy, or when - much more often - all of your equipment has been
taken from you.
As with so much else in
Blackguards, resource management is a highly detailed system that a lot
could be done with, but that never comes to fruition. Soon after it's
introduction, it becomes left by the wayside. Yet another instance of
everything seeming great and going somewhere in chapter one, only to
soon dissolve into disuse and ill-thought-through consequences.
COMBAT ●●○○ (average)
This is widely reported as being the heart of Blackguards. Except it isn't. It is its saving grace, but the heart of Blackguards actually lies elsewhere. The combat starts out highly enjoyable, and would receive an excellent grade if it maintained the quality it has in chapter one and iterated upon it in the later chapters. But instead, the game fades out, with good (instead of excellent) combat in chapter two, drifting to okay combat in a fair portion of chapter three, and collapsing in chapter three into becoming rote routine through the rest of three and all of chapters four and five. What drags it down is, in part, what turns out to be only a small number of ideas for antagonist combat styles, but is largely due to the heavily imbalanced character development system.
For all of the famed glory of the
Blackguards combat system, there actually isn't much to it. The party is
made up of five members, and they usually fight from 6-7 enemies,
occasionally more, sometimes less. The battles take place on a hex-grid,
and they take place in turns based on individual character speed and an
initiative roll.
More than a few times, there are interactable elements on the battlemap, such as levers, traps, doors, etc which can be used to great advantage during the battle. And at first, that seems like it is going to add a great deal of variety to the combat. However, during the battles where there are interactable elements, generally those elements either must be interacted with to complete the combat, or they are so powerful that there is no reason not to interact with them. Those battles become, in essence, puzzle maps, with the player having to figure out how to trip the interactable in as efficient a way as possible, rather than how to fight the battle in the best way possible. And unfortunately, the game kind of plays its entire hand in chapter one here. You won't see anything new in this area in the rest of the game. One only sees variations of the same few interactables and interactable ideas introduced in chapter one. Worse, there is the very ill-thought-through "stealth" sections, which are really just movement puzzles, since there is no actual stealth in the game.
Still, those interactables do remain a nice change of pace, even if they remain underdeveloped. And its a change of pace that is woefully needed, since there isn't actually a lot of variety in the combat.
Unfortunately, the enemies are underdeveloped. There is not a great deal of enemy variety. There are a
large number of enemy portraits to fight. But there are not a wide
variety of methods of attack. Most enemies are melee grunts who attack
using the same pattern and a single attack, whether they are mindless
zombies, animal-level-intelligence scorpions, or (supposedly)
intelligent bandits. There is no teamwork, and there are no special
abilities beyond poison and power attack. A few combats have enemies
with ranged ability, which they use in a largely random fashion, instead
of a focused aggressive one. And a rare few have spellcasters, which
use their spells in a largely ineffective fashion. Combats against
opponents with special abilities beyond that are really rare.
And
that's it. Making the combat of Blackguards for the most part a slog
through simplistic melee mooks who lack intelligence or coordination.
On
the other hand, it is good for the party that enemies remain stupid and
unfocused, as the party are always outnumbered and usually fighting on
empty square battlemaps, and thus a focused effort would likely easily
overwhelm the party. As it is, the enemy AI strikes largely randomly,
effective (such as it is) only by its superior numbers.
Likewise,
the enemy do not have all of the special abilities that the party do.
Again, this is a must for the survivability of the party. Technically,
in the Dark Eye RPG that Blackguards takes place in, the enemy should
have access to all of the abilities that the party does. But if the
enemy were given full access to all of those abilities, then the party
would just fall over when facing them. Much as the enemy does with the
party during the latter parts of the game. The power feats that are
available are just so intensely powerful, and there is so little defense
against them, that having any of those abilities is essentially an
I-WIN button.
And there are a lot of I-WIN buttons in Blackguards.
The
character sheet is essentially divided up into Attributes, Skills,
Abilities, Feats, and Spells. The names may be different, but that's
what they are. The Skills are all combat skills, such as Two-Handed
Sword or Polearms. Abilities generally provide interesting but minimally
useful information, such as how many hit points the enemy have.
Attributes provide bonuses to all of the other areas and - most
important of all - are prerequisites for the Feats. Spells work exactly
like skills, with a need to have a high spell-level in order to have a
chance to effectively use a spell without missing/failing.
But
the core of it all is Feats. The Feats tree is what the warriors use in
combat to dish out damage, and everything else is just in support of
those Feats. The thing of it is, though, the power gain from Feats is
huge, and the Feat tree is fairly shallow. And it's a completely open
system, allowing characters to buy whatever they want with their
experience points. Which, all together, means character can gain immense
amounts of power really quickly.
Specifically,
the feat tree is largely a series of combat attack lines devoted to a
particular fighting style. So, there's one line for two-handed weapons,
one for spears, one for dual-weaponing, one for archery, etc. Then
there's a few defensive trees, and one fighting-master tree. But most
trees have exactly zero branches and are exactly three items deep (not
much of a tree, true). Plus, most are essentially Power Attack. As in,
first rank is Power Attack, second rank is Improved Power Attack, and
third Rank is Super Improved Power Attack.
Each rank
in a Power Attack line is technically a new attack type, but in
practice, there is no reason to use a weaker Power Attack once a
stronger is attained. So, once a character has Power Attack, they never
make a regular attack again. And once they have Improved Power Attack,
they almost never use Power Attack. And once they have Super Power
Attack, they never do anything else - because it's super. The
only actual negative for using a higher-grade Power Attack is a negative
to hit. But the negative has so little gameplay effect, and the power
gain is so huge, that it is not a real choice. You always attack with
the higher-grade Power Attack.
So, in actual game
effect, each new rank in Power Attack becomes an improved attack. And
all the warriors then do in combat is run around hitting the attack
button. It's now Super Improved Power Attack, but it's still Attack to
all intents and purposes.
The power gain is just too
huge to do otherwise. Damage output ramps up from 10 to 15 to 20 to 50
(with over 90 on a critical) with each power upgrade. There is just no
reason to NOT attempt to do 50 points of damage instead of 10. While the
chance to hit when a character first gains Super Improved Power Attack
is low, it does not outweigh the damage output. Plus, in the early days,
the mages can put a few experience points in the elemental attack
spell, which has a high chance of knockdown, and there is a 100% chance
to hit an opponent on the ground no matter the attack. That's automatic
hit with Super Improved Power Attack!
And later in the game, the characters can ramp up their chance to hit so much that every attack they can make has largely the same chance to hit, leaving not even the slim old reason of a weaker chance to hit for choosing to make any other type of attack than Super Improved Power Attack.
On top of that, the mages gain access to haste at
about the same time the warriors gain access to Super Improved Power
Attack. So, the warriors abruptly jump from doing 20 points of damage a
round to regularly doing 100, and sometimes 180 (on a double critical).
It's an utterly ridiculous jump in power. Especially since only a
handful of enemies can survive even one 90-point damage attack, much
less 2.
Once the party has Super Improved Power Attack and haste, they can use just those two abilities to conquer 99% of the rest of the combats in the game. And half of the remaining 1% demand only the use of a couple of heals or an elemental knockdown on top of the above strategy.
The game does limit one's access a
bit to the Super Improved Power Attacks by making those attacks only
available at certain trainers. But the party can gain access to those
trainers fairly early in the game. And after that, it's game over. The
remaining 4 chapters (of 5) are a cakewalk. 1 chapter of tactical
battles and 4 chapters of cakewalk does not a balanced game make.
Which
leads to the main issue with the combat - the gameplay is badly
balanced. It's simply a fact that open character development systems are
really difficult to balance, far more so than class-based systems, and
Blackguards is not even remotely in the balanced ballpark. There are
some aspects of the character sheet that are hugely beneficial (Super
Improved Power Attack), some that are only of minor benefit (Read Enemy
hp), and some that are of no benefit at all (fireball). Thus, the difficulty of the game lies almost entirely in the character sheet.
And
that means nothing you do on the battlefield matters. Not after chapter
one. Tactical gameplay is thrown out the window, and the game becomes a
game of character building strategy. Battles are won and lost by wise
choices on the character sheet, not through brilliant tactics in the
field. Which means the vaunted tactical combat of Blackguards gets lost
in a haze of character builds and spreadsheeting.
CHARACTER BUILDING ●○○○ (poor)
This
is the actual core of the game. And that is almost entirely because of
the rapid power curve on a shallow character development tree that is
the core of Blackguards.
Different players
will have hugely different experiences with Blackguards. Somebody who
knows RPGs and who carefully reads all of the ability descriptions will
have super characters about the end of chapter one, and the rest of the
game will be boring. Such people would have to intentionally dumb down
their character development in order to maintain some level of challenge
across the bulk of the game.
Players on the other side of the spectrum, those who place points in fireball for
instance, will swiftly find themselves on the opposite side of the
power curve, their characters far weaker than the enemies who are
suddenly using Power Attack on their characters and thus killing them,
since the fireball-throwing party has no ability to Power Attack back and the enemy outnumber the party - always. That, and because fireball is
nearly useless. It's the goto attack spell in most RPGs, but here it is
weak and most enemies have resistance to fire, making it even weaker.
Because
the game system is so unbalanced, the game developers couldn't
realistically balance the enemies to an expected power curve for the
party. There is no expected power curve. At any given point after
chapter one, the party's fighters might regularly be doing 10 points of
damage, or they might regularly be doing 50. And it's impossible to
pitch enemies to the challenge level of the party when the divergence in
power levels of different players is over 5x. After all, stick a tough
enemy with 80hp in a fight with several cohorts, and the team doing 10
points of damage will struggle to get the 8 hits necessary to take him
down while being attacked by the cohorts, while the tough team will kill
him in one blow that does 90 points of damage, and then the attacker
who killed the leader will turn and slaughter one of the dead leader's
cohorts with their hasted second attack.
So instead of balancing the game on equal terms, the game developers had to keep the enemy weak, dumb, numerous, and 'suped up with resistances and magic in order to maintain a roughly even progression of skill level for the player. The enemy couldn't be given the actual abilities of the game system, as then they would slaughter the party. Instead, they have to become damage sponges. Which makes fireball even weaker than it would otherwise be (weak damage attack on enemies with resistance to fire and bloated hp)
The enemy can't even use Super Improved Power Attack against the party, since a 90-point attack on the party would instantly kill a party member too, and the enemy already outnumber the party. Were those things to be mixed with the ability to case haste (which they also can't do), then the party could be wiped in one round. That's wiped with just normally abilities that the party can regularly use against them. So, the enemy has to be dumbed down to make the system as it is even function.
This leads to gameplay that, while enjoyable
in chapter one, becomes only enjoyable to power mongers after. Skilled
RPGers will eventually become bored with endlessly rote battles of
clicking on the same rote powers, while newcomers will find themselves
so far behind the difficulty curve that they can't catch up, and it's
restart the game from the beginning or give up. The initial enjoyment
the game engenders in chapter one thus soon evaporates for all
concerned, save for power mongers and the rare few who chance to remain
in the narrow sweet spot that the game that the games power curve has to
offer.
There isn't much variety on offer for
character design, either. There are essentially two classes -
fighter/mage and fighter. And since the system is open, a player can
take whatever they want, Mixed with the fact there is so much xp awards
simply thrown at the party that the player can max everything they want
by the end of chapter 4, and I mean everything, and then will
have a full chapter's worth of xp to spend on stuff they don't want,
and, well, there isn't much reason to replay the game for a different
combat experience, since the character will have maxed skills in
everything you wanted to try out already. On top of that, most feats are
simply variations of Power Attack, all skills are weapon skills and
there is no variety to the actual function of weapons, and most of the
spells are of little use.
Essentially, there are only two differing playthroughs here. One can go through the game as a spellcaster, and then can go through as a non-spellcaster if the player want to see what physical power ranks their character could achieve if they don't spend some of their points on spells. All mages are fighter/mages, so a mage can also max out any of the fighting skills, and there is plenty of xp to do so, but they probably won't max anywhere near as much as a pure fighter would, since they are likely to spend a fair amount of xp on spells, even though most of the spells are useless. After all, when one is mage, one at least wants to see what the spells all do.
With such an open character
building system as Blackguards uses, in order to make a balanced
difficulty curve, the xp gains have to be so low that the player is
forced to think about what aspects to develop, or the power curve has to
be smooth enough to maintain an even challenge for the bulk of players.
The trouble with Blackguards is the power gain is so steep, swift, and
abrupt that the gameplay cannot be balanced for most of the audience. No
matter where the enemies' power curve was developed for, most of the
audience is going to be either bored or overwhelmed. The system is just
too unbalanced to have any other end.
After all, with a
one-second jump to damage output of 20 to 100, the enemies from one
dungeon to the next would have to suddenly have 5x the hp in order to
stand up for an equal number of blows. But in an open character system,
the developers never know at which point the players are going to make
the buy that takes their characters from 20 to 100. So, they don't know
where to put the dungeon with the sudden 5x increase in power.
And
so, character building largely ends up being broken. Not out of any
inherent weakness of the abilities, but because the overall system fails
to support the players' needs in helping them to meet the challenges of
the game at an enjoyable difficulty level. The only people the game
does support are the power mongers who simple enjoy laying waste to
enemies with their superior character builds, and then those few who
happen to chance to keep their party's power level meshed within the
power curve of the enemies.
And in the end, this is what breaks the combat. What starts out as intense tactical battles can't be maintained because the enemy lack the variety and power to actually challenge the party in different or direct ways. They can only have their stats pumped in various ways, but staying well below the difficulty that is achievable by the party so that people who make some mistakes in spending xp can still succeed. Because the power level of the party ramps up so quickly and easily, most enemies just end up falling over. And when you finally meet what should be a super-challenging creature that you think - aha, finally a tough fight again. No, it falls over in two rounds, just like everything else. All because the damage output of your characters ramps up from 15 to 50 by taking two Feats.
The character sheet is the heart of
Blackguards. Since the potential power gain is so huge for some
abilities, the experience that the players will have of the game lies on
the character sheet. When and how they gain those abilities determines
not only how difficult the game will be for them to complete, but how
much enjoyment they will have with the bulk of the game. And that, in
the end, is what drags the combat down from being excellent, to being
mediocre, and finally into boring, rote busywork.
INTERFACE ●●○○ (average)
The
graphics for the game are nice, overall. Nice, but not good. The
locations are heavily detailed, but largely sterile. Locations have the
overall look of an average 3d build that was made into a still. There's
a lot of detail, in that there are a lot of items and textures, but
everything has the usual 3d generic look. There are very few unique
details at any of the locations that help them to stand out.
Characters
are also largely 3d sterile, with no emotion on their faces and little
animation to anything they say or do. The main characters are all
well-voiced, on the other hand (unlike the npcs), and some of their
dialogue is rich, so they do have character. But overall, their
personality comes from their static appearance and voice, not from their
actions or animations.
Combat is in 2.5d, and it
largely functions well. Spells and abilities are easy enough to access,
even if the interface wheel is clunkier than it needs to be with
additional tasks that are non-situational. The wheel remains the same no
matter what, while a dynamic wheel with only the actual options that
could be used depending on what was being clicked and who was doing the
clicking would be far quicker.
Moving characters across the grid is largely simple and self-explanatory. However, there are times when the camera angle and the limited access to the grid mixed with what appears to be some poor programming makes it difficult to access one particular hex to select it. When that one hex is the hex you need to move a character to, this can become highly frustrating. Movement involves highlighting and requires a confirmation click, so there rarely are any mis-clicks caused by this issue, but it remains angering when it takes five minutes to pan the camera into a position that exposes one clickable corner of the needed hex that actually allows you to click on it instead of simply appearing like you should be able to click it.
Menus
and saves are functional. Character sheets are clunkier than they need
to be, but not so much that it detracts from the experience.
Descriptions of items and actions are often difficult to read due to
poor formatting, and sometimes important information is left out,
causing important aspects of the game to remain forever unexplained. A
veteran RPGer will have no issues, and will simply power through these
areas, but newcomers will have a terrible time figuring out what's going
on.
Music is nice, but forgettable. Not much style or personality. There are different melodies for each in-world country, but the differences aren't really stark enough to provide setting detail. There also isn't much variety of music within each country, so the melodies will tend to get repetitive after a while. As with much else about Blackguards, the music does its job, but is otherwise bland and underdeveloped.
ENJOYMENT
In the end, I have to thumbs-down the game. It is fairly enjoyable, for a while, but the enjoyment does not last through most of the game. The weaknesses of the game soon overwhelm its few good points, dragging the entire experience down into mediocrity.
In a world
with few RPGs, though, Blackguards is better than most of the RPGs
currently on the market. So, for RPG fans, this is still a thumbs-up.
RPGs can be far better than this, but one wouldn't know it from what's
currently available. Bland and underwhelming beats poor and non-existent
any day of the week.
In the wider world of games,
though, Blackguards is far too mediocre and unbalanced to be
recommended. There's simply nothing here to attract those who are not
wholly devoted to RPGs, and not that much to attract even RPGer who
aren't wholly devoted to stat-building on character sheets, since the
game outside of the character sheet is lackluster at best, while the
character sheet is complex, diverse, and even artful in its design.
The
Final Verdict is in between two points on the spectrum, and I usually
would round down. But the afterglow of that initial first impression
during chapter one lasted long enough for me to finish the game. The
memories of those good moments cause me to average up here instead of
averaging down. It's a close choice, though. I almost went the other
way.
FINAL VERDICT ●●○○ (average)
* this review was made after completing The Dark Eye - Blackguards on Hard difficulty on the PC
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