A couple days after this review, the devs fixed nearly every complaint I had. I'll leave this up, but note that the game is 100% worth buying now. Tainted Grail: The Fall of Avalon does a LOT right, and unfortunately an almost equal amount wrong. I'm going to make some general comparisons to help new players better understand what they are getting into, and it will be broken down into "Good", "Mediocre", and "Bad". The Good: This game really captures the atmosphere like few games manage to do, and it lets you know right away how the game will be. It is dark and brutal with a dash of humor thrown in, and heavily leans into elements like body horror, betrayal, and morally ambiguous choices. As you'll see in many quests, every action has a reaction. You help one person out, another suffers for it, and it keeps you guessing if you did the right thing. The worldbuilding of Act 1 and Act 2 is outstanding, absolutely packed with lore and points of interests at every turn. For the first 2/3 of the game, you might even be overwhelmed with the amount of places to explore and go (though you'll learn really quick not to venture too far out too early). The combat is also another great thing this game really nails; If you are melee or archer based. I'll get more into magic later, because it isn't that magic isn't viable. Your swings of a sword or axe feel weighty, and watching an enemy go flying from a rag-doll because you hit them with a 2 meter long greatsword is amusing even after 30 hours. As for bows, this game does something VERY few other medieval/Arthurian games do; there are different types of bows. Want a fast-to-draw and light hitting bow that you can rip off arrows with on the move? FoA has you there. Want a massive longbow that you need to sit still to use, but will pin an enemy's corpse to the wall with it's power? Yup, also in the game. Want just a normal bow that works like good 'ole Skyrim? You're boring, but that is also in the game. The combat itself is indeed very similar to a skyrim/soulslike hybrid, but doesn't really fit in either. You can dodge and parry, enemies HURT, you must manage your stamina, but it is very easy to become a powerhouse ripping through the countryside in first (or third) person. Adding to the great feel of combat is the variety of weapons: oh my god there are so many. There is a set of armor and a weapon for any playstyle or build, and the game hands them out like candy for exploring and doing quests *in the first two acts*. Speaking of the first two acts, FoA does a very good job at keeping quests fresh and interesting for that portion of the game. You wont often find yourself simply fetching items and bringing them back; you'll actually go out and interact with the world and it's inhabitants. The Mediocre: Magic. Don't get me wrong, there is an absolutely insane amount of spells in the game, with many of them being quite strong, and others being hilarious. Unfortunately, the magic is held back by the same thing that makes melee feel so great: impact. Many of the spells are what I could only best describe as "Moira suck", for those of you who have played Overwatch, or generic projectiles. Then there are summons. Summons are... something. When I originally started the game, the summons would not attack anything outside of your line-of-sight, nor would they attack anything over 10 feet from them whilst making zero effort to move. Fortunately summons have been fixed in that regard, but they are still... special. They will hit you with their swings or projectiles if you get in the way, they refuse to traverse any form of vertical terrain (anything over a 6 inch drop is a no-go), and they love to get in your way. Normally hitting your own summons wouldn't matter, you can just summon another, right? Well unfortunately, if you hit your summon first while trying to attack an enemy, which will happen a LOT because they dogpile, the hit doesn't register on the enemy. That 2 meter sword I was talking about? Sorry, you clipped a friendly summon to your right, so now you cannot hit the enemy standing chest-to-chest with you. Summons ARE good as bait though, and can be quite tanky with the correct builds. Crafting is another lackluster, but not bad, aspect of this game. Get recipe, get ore, get little rock, enhance or build. That is about all there is to it, and the selection of items you can make from scratch is quite limited, as all of the best gear is gotten from bosses or quests. Another "this could be better but isn't bad" is the leveling system and gear requirements. FoA LOVES to throw gear at you with wild stat requirements that force you to constantly be building towards being able to use a new cool weapon, only to get an even stronger weapon by the time you finally reach the requirements for the first one. For example, there is a sword in the starting area of the game, right outside your first "town", that requires you to have around 12 levels perfectly allocated to wield it. Unfortunately, by the time you are level 12, you're more than likely pushing act 2 with an entirely different build. The level system is a slog and really railroads you down a single specialization. You can absolutely try and do a jack-of-all-trades, just do not be surprised when you can't use 80% of endgame items. As for music, it is a good albeit VERY limited soundtrack. Within the first 2 hours, you have heard every orchestral, and it gets mind-numbingly repetitive. I found myself seeking out combat to get away from the ambient music of exploration frequently. Finally for this part: Enemy Variety. If you break it down to a per-species or monster basis, there are not very many types of enemies in the game. Sure, there are 15 types of bandits, but they are still bandits, and it results in this game suffering from a similar plight to Skyrim in the realm of enemy variance. The bosses are cool though! The Bad: Act 3. I'm not going to go into detail or post spoilers, but Act 3 feels like an entirely different dev team made it. NPCs vanish, quest markers bug out and also vanish, key NPCs lack voiceovers, every quest is fetch and return, and the environment is incredibly annoying to traverse. From both my experience and others I have spoken to who have played this game, you are LESS likely to completely finish the multi-part quests (not gonna spoil it) than you are to experience a quest-breaking bug and have to skip it entirely. Or, if you are me, do 8 hours of the quest for it to break in the final part. Speaking of quests! Quest Rewards in the latter part of Act 2 and all of Act 3 are bad to say the least. Sometimes you wont even get a reward, sometimes you'll get a rock and some arrows, and other times you get a cool endgame item. Obviously the former two are much more common, which is why this falls under "the bad". Another segue, arrows! Arrows are all that is sold by blacksmiths in Act 3. Seriously, that is it. No weapons, often times no crafting components, just arrows. It's made all the more annoying by the fact that where are 5+ merchants in Act 3, and they ALL have barren stock. Next up is the story, and this one is my second biggest irritant. Up until the end of Act 2, the story is fantastic, fun, mysterious, and dark. Once you enter Act 3, there is no longer a story. That's right. It's gone. Instead, the devs give you the fetch quest to end all fetch quests, ending with a final boss fight. Finally, the thing I hated the absolute most in the game: The enemies of the final dungeon in the 3rd area. I won't state what they are, only that they are a spongey and slow slog to fight. They aren't particularly deadly at this point in the game, just ridiculously tanky and INSANELY loud. Like, gives a loud verbal feedback on EVERY HIT against them loud. Fights with these enemies drown out the music as you sit there for 5 minutes wailing on them, and in return they deafeningly yell over, and over, and over, and over.
Expand the review