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Krondor: The Betrayal (The Riftwar Legacy): Book 1

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NPC and character art is based on photographs. Environments are a mix of captured images and hand-drawn. In combat and puzzle screens, all characters are animated, except for movement - characters do not appear to move their legs while walking. The game models illuminate to a certain extent: in the overworld, day and night are modeled, and in underground locations, the player needs to use a torch or a light spell to illuminate their surroundings.

The rendering engine is extremely dated. It’s some kind of a poorly executed software rasterizer; your vision is limited to looking straight ahead; 3d surfaces, which are very rare, are simplistic enough to fit in the game’s ’93 predecessor, and most decals in the gameworld such as trees and signs are very low-detail 2d sprites. Altogether, the game is just plain ugly. Also, in an ironic 180 from Krondor, where the field of view was weirdly stretched so that it seemed like you were turning 720 degrees just to make a complete revolution, Antara shows you far too much in the small display box, making a complete turn take about half as long as it seems like it should. Nirvi, Niko; Ossi Mäntylahti (May 1993). "Betrayal at Krondor". Pelit (in Finnish). Sanoma Magazines. ISSN 1235-1199. Archived from the original on 2007-12-15 . Retrieved 2007-01-03. staff (March 23, 2005). "CGW's Hall of Fame". 1UP. Archived from the original on May 22, 2011 . Retrieved March 2, 2010.

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When I was in high school I played the game "Betrayal at Krondor" and I was fascinated by its rich setting and engaging plot. We keren terug in de tijd naar de tijd van net na de Riftwaroorlog. We zien een aantal oude bekenden terug, maken kennis met nieuwe helden. Betrayal at Krondor was named 1993's best role-playing game and overall "Game of the Year" by Computer Games Strategy Plus. [11] In June 1994 Betrayal at Krondor won Computer Gaming World 's Role-Playing Game of the Year award. The editors wrote that it "is the quintessential example of how a computer game should be built from a fantasy novel", stating that they thought it took the most creative risks while readers liked "its play value and non-linear story". [12] The magazine ranked Krondor #43 on their list of the 150 best games of all time in the magazine's November 1996 Anniversary Edition. [13] The magazine added the game to its Hall of Fame in 2001, saying that Krondor was the "first role-playing game to offer a 3D environment and...one of the first games to use digitized images effectively in the context of a role-playing game." [14] In 1994, PC Gamer US named Betrayal at Krondor as the 31st best computer game ever. The editors hailed it as "a pivotal title in the evolution of role-playing games", praising its "interactive plot and characters that stir the emotions of the player." [15] The magazine later included it on its 1997 "The Best 50 Games of All-Time" list. [16] In 1998, PC Gamer US declared it the 44th-best computer game ever released, and the editors called it "a classic that will last through the ages." [17] See also [ edit ]

The character system is unique. The main character attributes are health, stamina, speed, and strength. Speed determines how many combat grid squares the character can move. Strength influences the amount of damage the character inflicts in mêlée combat. Spell-casting, swinging one's weapon, and combat damage first use up stamina. Once stamina is depleted, health is used and as it decreases, the character's skills (such as weapon accuracy), speed, and strength are negatively affected.

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The storyline of the game isn’t too striking when it begins. A country boy named Aren dreams of adventure, a longboat from a sinking ship happens by where he’s fishing followed by a horrible beast which he destroys, he discovers he has magical powers, etc. etc. etc. We’ve heard it all before. But the game begins to gain depth as it goes along; although many of its facets are stereotypes (the unfairly discriminated beast-people, the much-loved evil organization called the ‘Shepherds’ that keeps them at bay, the mad wizard/scientist who inadvertently killed his wife and is the father of the lead female), they’re well presented enough to not bore the player too much between the more original parts, which, I might note, are actually quite well done. Dit boek heb ik voor de tweede keer gelezen. Het is zoals bijna alle boeken van Feist de 5 sterren meer dan waard. Wederom is het spannend heeft het veel afwisseling en vaart. Het leest dus makkelijk weg. Wat ik de laatste keer heb gemist is dat deze serie eerst n spelvorm was waarna Feist er een boekenserie van heeft geschreven. It is to Feist’s credit that Midkemia is interesting enough that some will want to plow through BaK to the end. It’s really just a blend of Tolkien, Dungeons and Dragons, and a bunch of other fantasy and science fiction conventions, although I suppose it’s fairly cohesive and believable as these things go. It opens up so much more scope for the universe to go into, with new characters and old favourites too.

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