When Return to Krondor was announced in
1996, I eagerly awaited its release. Betrayal at
Krondor was one of my all-time favorite games, and
Raymond Feist would soon become one of my favorite
authors. Years went by and Sierra ultimately got the
license to create Return to Krondor from the original
developers. Sierra's abilities to design superb games
have been wavering a little bit in the past year or so,
but they've produced many of the stellar releases of
1998. (Half-life, Return to Krondor, Quest for Glory V,
and Caesar III)
For those of you who didn't play
Betrayal at Krondor (how dare you not play
that classic!), the game takes place in the world of
Midkemia. One year after Betrayal at Krondor,
the game is centered on one of the larger and
definitely most historic cities in the land, Krondor.
The story centers around a mercenary pirate made
virtually immortal through dark magics, who is
searching for an artifact of the gods. He will stop at
nothing to retrieve this item for his dark purposes. It
is up to you, as the party of adventurers, to stop him.
Betrayal of Krondor fans will be pleased to know that
James, a.k.a. Jimmy the Hand, once again returns as
a key member of your five-man party. Joining him is
the new court mage Jazhara, Pug's son and guard of
Krondor, William, Kendaric the senior journeyman of
the Wreckers Guild, and Solon, Warrior-Priest of
Ishap.
Your characters will advance their skills like
a traditional style RPG. The more experience you
gain, the more you can distribute points to each of
your skills. The combat is very similar to BaK &
BiA, but the combat boards aren't separate from
the rest of the game. There is no way to escape or
retreat from battles, but if you die, it lets you retry the
combat. I lost a few times, but there was never a
battle I couldn't win. I'd end up losing characters, but
the skirmishes were far from impossible (with the
exception of the one battle that you can't win). The
trap and treasure system has changed since Betrayal.
No more Morhedral riddle boxes (although I loved
those) and the trap disarming and lock picking are
both different now. When you start the game, you
have two options for traps, rolling the dice and reflex.
Dice is the usual chance way, based on your skill in
disarming traps. Reflex is a very interesting idea since
you get to control the attempt with your mouse. You
also have to determine what type of equipment to use
in order to disarm each trap. The game even record
successful attempts to your log for each trap type
so you can look up what you used last time.
The world of Midkemia has been brought
back to life in Return to Krondor, the first in a series
that could possibly go on to be an epic saga. Rich
and vivid were the first two words that came to mind
when I was able to muster words at all. The world
created here not only immortalizes Feist's Krondor
with stunning visuals, but also breaths life into a
world that was created in imagination. I found myself
just wandering around the city for quite some time
when I first started playing. The attention to detail is
outstanding and the environments created by RtK are
occupied with depth and astonishing detail.
RtK is filled with in game movie sequences,
a small amount of cutscenes, and a reasonably large
world. It uses an extremely viable software engine
named True3D. True3D is outstanding, easily rivaling
the other option, the Direct3D engine. I played the
entire game with the True3D engine and it ran quite
smoothly. I would advise, since I've read a few posts
on Sierra's website, that those of you who have less
then P200's, will want to be playing this in Direct3D.
The effects are not the best I've ever seen, but
nonetheless, fire and magic are beautifully done.
Sticking true to audio that enriches the
environment, RtK uses fitting CD audio. The voice
acting is properly done, although I didn't care too
much for the actor that did Bear's voice. The
environmental sound effects made the artificial world
seem very authentic. Combat sounds are probably
the weakest audio in the game, but they still sounded
good, there just were a limited number of sounds.
Positional audio was also nicely done, although they
are more for aesthetics then clues. The sound in
Krondor does exactly what it's supposed to do,
create a true world for the senses.
The game takes a third person view,
somewhat similar to what the combat scenes looked
like in the original. With this view, it means there is a
lot of point and clicking. Some things I found
particularly annoying were drawn from this view
mode. There was one scene in the game where you
would get stuck and the camera wouldn't shift to a
new screen. I wasn't able to ever determine if it's a
problem with the game or intentional (there's nothing
important where the "glitch" happens, so that makes
me think it's intentional, but the way it looks makes it
look like a bug). There's no way to change movement
speed and that sort of bothered me. As nice as it
looks, I really don't like the time it takes to walk
across one screen after I've already been there ten
times. Assessing unknown inventory was another
slight nuisance I experienced. It also takes too many
clicks to identify items, I suggested that there should
have been shortcut keys to the keyboard.
This isn't a true sequel to BaK in the sense
of the style of the game. It breaks far away from the
original vast world and creates more of a tight focus
on one goal. There are a handful of side missions
along with minor quests to fulfill tasks required for
plot progression. The game is also a bit simpler then
BaK was. It plays out a lot like a good book though.
Even though you get to do a lot of interacting, it's still
very linear. There are ten chapters to RtK. Each
chapter has its own goal, some chapters are
extremely short while others are quite detailed and
involved with various plots. Alchemy changed in RtK
as well. You need to carry around quite a bit of
equipment in order to make potions. I found this sort
of inconvenient since it loaded up my characters. I
also didn't have a lot of use for making potions since
plenty are found throughout the game. There are
forty spells to master, but I found myself using a core
of about five or six spells at most. RtK also doesn't let
you prep your weapons for combat like BaK did. This
makes using poison and other blade enhancements a
little inconvenient since it takes a combat turn to
apply it.
Return to Krondor was obviously made to
be the first in a series of games as this is called Book
One and leaves you wondering who the mage Sidi is
with in a final cutscene. It definitely comes off like a
book, leaving you semi-satisfied, hungrily craving the
sequel. I haven't seen anything from Sierra about a
sequel yet, but I am hoping to see some signs by
second quarter next year. RtK should take the
average gamer 25-35 hours of playtime. I'm not sure if
that's quite enough to give the RPG sustaining
power. You become so wrapped up in the game, that
you may blow off eight hours at one time. After all,
once you beat it, there's little else to do other then
put it on the shelf to collect dust. I guess I'm still used
to games like Might and Magic and Bard's Tale which
took me weeks upon weeks (I played Bard's Tale II for
two years and still have not completed it). The original
BaK took a good part of my summer to finish.
I read a few message forum posts on
Sierra's homepage when I experienced a problem with
RtK. There have been a few minor glitches with the
game, but a patch was just recently put out that fixed
many of these problems. RtK apparently also had
some problems with Voodoo Banshee cards that
caused the game to crash (I was a victim so I had to
finish the game on my TNT).
I may have beaten RtK, but I am still
amazed by the gripping world it created. I've gone
back to various parts in the game to find there were
little things I missed. This is definitely a game well
worth playing for anyone that likes a good fantasy
story. It is a little too linear compared to BaK, and
thus it's not quite as much of a classic as BaK was.
Sierra has come through with Return to Krondor and
made one of the best RPG's of the year. It's without a
doubt the best interactive story of the year and will
keep RPG fans engrossed until they've beaten it.
Return to Krondor makes my list of top ten games for
1998.
Highs: Engrossing story, superb audio, and rich
visuals.
Lows: a little too linear, minor annoyances, a tad
too short and a slight bit too easy.
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19/20
15/15
27/30
18/20
Story: 5/5
10/10