![]() Realizing that they should keep their journey as secretive as possible, Locklear persuades Owyn to go to Krondor with them. Just then, an assassin breaks into the camp, but is quickly disposed of by Gorath (despite the chains that bound him). We learn that Locklear is in charge of bringing a prisoner named Gorath to Krondor. Owyn, a young magician, tends to the wounds of a high-ranking Kingdom official called Locklear. The first of these sequences will introduce three of the game's heroes. Krondor is divided into nine chapters, each beginning and ending with a story sequence. No, to understand the appeal of Betrayal at Krondor, we must examine it as a whole, not a sum of its parts. Its plot, while intriguing and well-paced, is quite simplistic and uninventive the battles are fun, but rarely strategic or exciting and, being released in 1993, immersive or stunning or detailed are not the most accurate adjectives one can use to describe its technical merits. This may be surprising, if one breaks Krondor's elements down one by one. While I am not familiar enough with the book series to judge whether it does it justice, I can say without reluctance Betrayal at Krondor feels exactly like playing out an epic fantasy, its enthralling adventure drawing you in with a fashion usually reserved for the greatest novels. Krondor is not just an adaption or a side-story it has its own place in the Riftwar saga, and many of the books' main characters figure in prominently. Feist's Riftwar book series takes place - in fact, Feist himself was involved in the game's development. But perhaps that's not so bizarre after all, Betrayal at Krondor is set in Midkemia, the same land where Raymond E. Stating that it seeks to feel like ''reading a good adventure novel'' doesn't quite help its case. It's quite strange, then, for Sierra's Betrayal at Krondor to bill itself as an ''interactive story'' in its manual. Perhaps I generalize, but undoubtedly PC RPGs value non-linearity and sprawling paths over the scripted plots that seek to tell one focused story. The PC side will most likely then turn around and point at the endless customization and choices that every player of computer RPGs must face, then haughtily dismiss their cousins on the console as pathetic imitations of the real thing. It seems to be a law of the universe that this argument must pop up in ever console vs. One of the worst things one can say about console RPGs in general is that they are not games, but ''interactive novels''. Perhaps I generalize, but undoubtedly PC R." ![]() "One of the worst things one can say about console RPGs in general is that they are not games, but ''interactive novels''.
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