Ultima 8 was my baby's first and it was a mess. Yet, SKALD's world reminded me of Pagan in many ways. Then I got my dial-up and discovered Ultima Online. There, if I wasn't scammed, I was reskilled as soon as I left the capital. Good times! Today, the game is a garish mess and one look at Shroud of the Avatar tells me that Richard Garriot has forsaken the virtues by letting some hacks convince him that selling virtual chairs for real money is the future. More than ever, we needed a tribute to the series and SKALD... isn't exactly it. But it's a tight combat-focused RPG with a vision. While it's not as obtuse or sadistic as its aspirations, there's no modern bullsh#t like fast travel, objective markers, or harems. Good. Visually it's, uh, CGA'd EGA multiplied by C64, cranked up to 11? Ultima's sight system adds a lot, not to mention the fancy lighting, vivid pixel art, and terrific drawings. Alas, all that eye candy can look messy in combat, especially at night or in dark caves when combatants pile up. SKALD needs more vivid outlines for visual clarity. But the UI is generally alright. Tooltips on click make everything comprehensive, I liked the generous inventory system and how found ingredients show you what they can be used for. Alas, the trading screen could be better. You can't see what your characters are wearing or try on the gear without exiting. Finally, I don't know how to talk music, let's just say I enjoyed the memorable chiptunes. Setting Welcome to planet WARDA. Yes, in my headcanon, everyone screams the names of geographical locations in your face. You and a band of mercenaries are tasked to find a magic girl on an island of IDRA. That part of the world shares its visual flair and miserable disposition with Pagan. The prelude ends on a shipwreck caused by a Kraken. Be ready to unveil forbidden secrets, explore darkest dungeons, ancient castles, and volcanic wastes. With communities to aid and monsters to kill. The setting is grimy yet not too self-serious. Being tonally consistent, it's a playful game that knows when to clown and when to unfold its profound and melancholic story that goes beyond the realms of generic fantasy. Bearing the seed of early Ultima games, the setting is cosmic, laced with Giger's influence and Lovecraftian motifs. You'll witness macabre events in the vein of oldschool choose-your-adventure books by Steve Jackson, only darker. You'll walk knee-deep in body horror and step on all sorts of cultic cabals, cutting your way through putrid caves and vile abominations nesting on grey beaches. This game has fed the morbid curiosity of an old Evil Dead fan well. Death is on everyone's lips, in every home. When you don't casually dissect a corpse, getting attacked by its entrails, you meet an old woman feeding chunks of her flesh to her "baby"... In such a horrific world, you're lucky to have friends. If you so choose. Writing Companions react to your choices and partake in most conversations, which fleshes them out a bit. You can appease or piss them off, but it's all flavour. No real relationships get built here, at least not based on what you say. You're here to survive the hellish islands and find a friend, not eat each other's asses. The same goes for other people. One of the victims of this design was the amount of choices you have. The ones to make are typically inconsequential. Whether you pass a skill check or not, it's no big deal. SKALD is mostly a linear dungeon crawler. It's streamlined, but it doesn't skim on laconic and evocative writing, breathing life into the world. Poetic to the brim, it creates potent intrigue and elicits emotional response. When it gives you a beautiful vista, it never fails to mention something like the stench of burning corpses. When you arrive at a peaceful place, it won't let you rest easy. There's always a dark secret beneath the surface, a strange eye under the molehill, a disturbing rhyme overheard. You just never know what lurks ahead. If it puts a character in front of you, it will highlight their mannerisms and quirks, proving that characters can be memorable without being horny or flashy. I still remember the old drunkard from the start. A side character who was written in such a heartfelt, precise way - he struck a nerve. I'm in awe of the remarkable world-building stemming from this. If the devil is in the details, then SKALD is all devil all the way. Exploration When SKALD makes you explore its multi-leveled premises and participate in tailor-made encounters, you're bound to find lots of loot, puzzles, and side quests. I always felt rewarded for my curiosity after swimming through its dark caves, discovering the secrets of a mad wizard's laboratory, dredging through the sewers of a plague-ridden city, and sailing the seas. Like Fallout, this is a boomer shounen that moves fast and never looks back. You come, solve everyone's problems, get showered in nice things and praises, steal every potato in sight - and get cracking. This high-effort approach made for a repetition-free RPG campaign. That's how SKALD has a bit of everything, yet none of it is complex. Camping is intuitive, allowing you to use the party's skills to buff, scavenge, craft, etc. But its near-constant availability makes resting a non-issue, and the food system could be fun if the ingredients were half as abundant. Although, the economy is interesting, taking longer to break than usual. From the start, it pulled me into a loop of carelessly spending my riches on artifacts and magical trinkets in one location, then not being able to afford anything in the next one. Until I found another treasury. If a game is about stuff, finding it should bring satisfaction on all levels apart from vapid hoarding. Combat Feats The progression system is intuitive. Each class has a feat tree. Invest one point into a block on the tree to get further, invest enough points into one block to get new skills, stat upgrades, or magic. Sometimes it can be something drastic like a second attack or a spell aura range increase. Nothing too fancy, but to me impactful level-ups kept being a cause for celebration. I particularly enjoyed how unbalanced top-tier spells are. Solo games don't need to be fair, only fun. All in all, I enjoyed contemplating my feats, even though it wasn't necessary. A randomly clicking blind man can make a viable build. Which leads us to the turn-based murder. You get your initiative order, spells, charges, flanks, techniques. It's about positioning and crowd control. Party members don't just die but wake up after a clash with a trauma that can be healed by resting. It allows you to fight to the last drop of blood. While it sounds great on paper, most of the fights are easy. Only a few caused me some trouble, meaning I stopped being lazy and used everyone's skills. But it wasn't boring still! To make encounters feel special, the man went through the effort to design one-off enemies and bosses like creepy mould kids, abominable ultra-rat, homunculi, demigods of the sea. Closer to the end, the game even throws you curveballs. But the system had the potential for bigger challenges. VERAMOCOR? Take SKALD as a casual CRPG or maybe an unusually sophisticated JRPG if you're an optimist. I believe it was designed this way for pacing. You move through the world rapidly, discovering something new every step of the way, admiring exceptional art and writing. And while the game is rather easy, I don't hold it against it. It's too unique to be a stick in the mud, too inspired to nitpick. More importantly, there's a lot to loot and a lot to feel. After all, Arcanum and KOTOR, hell, most RPGs of old broke like baby's bones, right? So, let's end on a high note: the dev had created his own engine for SKALD to make more games with it. Yay! Harder games, I hope. My curator [url=https://store.steampowered.com/curator/35305390-Big-Bad-Mutuh/?appid=262060]Big Bad Mutuh
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