In brief: a unique narrative focused game, that takes you on the journey from errant youth returned, to necromancer in chief. Just how far you go, is up to you. This game knows what it sets out to do and it does it really, really well. I was really unsure about this game at first. Partly because it is set in our world during the early 18th Century and it contains undead, magic, a fictional kingdom and modern sensibilities. If you care about those things, it can be a hurdle to overcome. But if you do, you'll find a game that gives you an experience no other could. We play the titular Necromancer, a son (or daughter) returned home after the unexpected and suspicious death of your father. So begins a quest to uncover the truth of his death. It is this narrative and the people you meet along the way and the choices you make, that really shine in this title. Especially in terms of the journey from just another citizen of Marns to being a powerful necromantic sorcerer whose goals and ambitions you decide (within the constraints of the narrative, mind you.) Under the hood, the game is mechanically sound, though not particularly innovative. I find this doesn't detract from the positives on offer. The turn based combat system is serviceable. It won't change your world but it gets the job done. Combat can be challenging early on, but once you have a large enough group, you can cope with most situations. Character creation is fairly standard, where you set your starting stats. Some choices you make throughout the game, can change those stats (mostly downwards!) but there is an opportunity in mid game to redistribute some stats if you like. Character customisation is limited, with three "archetypes" if you will. A handful of portrait options (you can upload your own though) You can pick your name and that is about it. When it comes to equipment, this is quite basic too. You won't be deciding which piece of equipment to wear or what outfit boosts your stats. That isn't what this game is about. You might swap out some piece of jewellery that boosts your mana, but that is about it. The inventory is a thing. It's not too restrictive, though a little clunky and you can carry around most of the vital stuff the game needs of you through out the game. If you pick up everything that isn't nailed down, you'll run out of space but if you're judicious you won't have to worry much. In terms of crafting, well that is kind of a thing. Having to gather ingredients for rituals constitutes significant milestones in the games progress. You unlock rituals as the game progresses and how you get the ingredients you need might be as simple as picking some flowers in the fields beyond the city walls. Or it might require making a deal with a shady character or stealing it from the local church, or even harvesting it from the body of some poor unfortunate whose time came too soon. These rituals can range from raising undead minions to learning ways to heal said minions and are more often than not, useful in some fashion. They also contribute to the ethos and feeling of being a legit necromancer engaged in secret and dark arts. Many of these need to be performed in secret and if you are caught, well you better be ready to face the judge. Refreshingly, you don't have run out of the things you craft. I made a brew that allows me to heal zombies. I only ever needed to brew it once. After that, it stayed in my inventory. I really liked this. You don't really craft weapons or items beyond this, but the crafting system is unique in that is doesn't have you collecting ashtrays and doormats forever to keep crafting arrows for your troops or what have you. Crafting, whilst not a central feature, feels more meaningful for this. Crafting, if that is what we can call it, isn't a feature to tick a box, it is part of the narrative, the story of your necromancer. The UI is also serviceable. Camera movement is what you would expect of this kind of game, figuring out how to combine items in the inventory can be a challenge at first. It's possible at times to click out of active conversations and not be able to get back into the same conversation. Things like that. Small issues in an otherwise passable UI that gets the job done. Where this game shines is in taking you on a very visceral journey. You start off making small choices with minimal consequences. You make small sacrifices and at first they impact yourself more than anyone else. But then your choices start to have wider consequences. Your friends start to be drawn in. Relatives and co-workers. Suddenly you have to decide between getting that important information or accessing that ability or the lives of those around you. It's a gradual thing and really has a lot of impact. The shift in tone of your character is distinct. My own soldier Van Elstrik was quite warm and friendly, got a job at the docks and was "one of the guys" I would go drinking with my childhood friends, trading stories and encouraging Diedrik, childhood friend to pluck up the courage to court a girl we had both known as children. Over time and as a consequence of my choices, my Van Elstrik, had too little time and too much to do, to engage with these characters. When he did, he was removed, detached and distracted. This is largely conveyed via text, but it done really well. It's is believable and has impact. Towards the end game, my Van Elstrik no longer spared a thought for his lover, nor for his friends. He thought only of revenge and the power he would wield to achieve it and beyond. It was really well written and felt very organic. Criticisms of the narrative are that sometimes it could be easy to miss important details by not speaking with a given character during this chapter or that. Sometimes events were taking place and I didn't really know why. Some of this I suspect is because there are three different jobs or "roles" you can fulfil in game and these determine the circles you move in and the chapter specific busy work you engage in. I suspect you need three playthroughs to see everything and for the entire narrative to make sense. Over all, the game is unique and full of character. The dev has clearly focused primarily on the games strength, the narrative. They have ensured that the mechanics that support that narrative are well polished and functional but those mechanics are there to service the plot, rather than the other way around and I think the dev has focused on the right things in taking this approach. Could the dev have done anything differently? Definitely, but the careful balance of the game might not have been realised and the whole experience would have fallen flat. Instead, this game knows what it sets out to do and it does it really, really well. Becoming a lich never felt so good or so convincing.
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