

Although these are basic, they do break the monotony a bit. There are no real "encounters" in the game, although I've taken to using this category to award points for puzzles, which is a kind-of encounter. Some of them cast spells, including an annoying "arc bolt" that goes around corners, but there's really no way to anticipate this until they start casting.


The game doesn't bother to tell you the names of the monsters you fight, and I found the various humanoid monsters indistinguishable on visual inspection (my color-blindness might play a role here). say the unidentifiable monsters just before attempting to slaughter me.Ĥ. The interface was there for a decent NPC system, but the content wasn't. I do have to give the game some credit for different disposition options (bragging, praising, insulting) and the ability to bribe and threaten NPCs, but in the end it doesn't amount to much. Except for the 16 potential starting characters, none of them even have names. In practice, I never got them to tell me anything useful, and more than likely they'd start attacking me in the middle of the conversation, putting me at a tactical disadvantage. You can theoretically ask any NPC, including monsters, about characters, objects, and lore, or trade with him or her. One improvement over Dungeon Master is that the game has NPCs, but they're not very good. If I did have to play again, I'd play with Mr. With different character choices, you'd have different levels of difficulty and perhaps some different tactics, but essentially the same game. Leveling bestows attribute increases and an occasional new spell (the frequency of this is dependent on the class), but few choices on the part of the player. Leveling up is entirely within the class and seems to occur at odd intervals it was maddeningly slow for the first half of my gameplay and more rapid after that there is no progress meter or experience to indicate where you are in the leveling process. You don't even get the "reincarnation" option here, meaning you're stuck with the names and classes they start with. Like Dungeon Master (and I'm sorry to keep saying that, but it will happen again), you don't "create" your characters so much as simply select them.
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Shouldn't it be "THE Bloodwych ARE restored?" It's almost as if the game didn't know what "Bloodwych" was until the manual was written.Ģ.
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I gave Dungeon Master a 6 in this category, but it had the whole order/chaos thing going on plus several in-game references to the plot. (Except for a final screen that I saw at the end of a YouTube video, it doesn't even appear that the word "Bloodwych" appears in-game.) The story is, in fact, such a carbon copy of Dungeon Master-right down to the champions being possessed or guided by the spirits of the exiled mages-that it nearly crosses the line from homage to plagiarism. There is virtually no reference to the plot during the course of the game, making me wonder if the developers invented the back story after the game was developed. The "world" in this case is the city/castle of Treidhadwyl, which is essentially a featureless dungeon. Bloodwych opens with the breathtakingly original plot of an evil sorcerer having taken over the land and summoning legions of demonic minions.
