Well into Chapter 2 now. I want to talk about the combat.
So it’s a hex, turn based combat simulator following "The Dark Eye" rules set as opposed to the standard D&D everyone knows. I like all this new RPG mythology being based on our real world. This is why I was rooting a bit for Witcher 1. Which in my opinion accomplished the world generation bit but failed as a game.
I like the combat in Blackguards.
The game is basically a series of combat encounters that is sometimes interrupted for story elements or shopping expeditions into town for new shoes.
The maps are unique and well designed.
1. Two Bridges Walk
The first encounter I want to talk about is the optional "Save the Girl" from being hanged. It is set across two bridges and you need to cross the second bridge in five turns and then also win the battle. I RAGED a lot. Five turns go very quickly, especially when the enemy AI block the first bridge. I don't like leaving missions behind, I am a completist!
First, the baddies block the first bridge by using the convenient crates lying around so there is no way a speedy char can just run past everyone. Secondly we have an archer that can easily target your team once you are behind those crates. Then there is a team of baddies blocking the second bridge.....
After about 20 failed attempts I was able to succeed. My mage casts a wide fireball on the crates and solved that problem. It opened up the path. My dwarf tank then crosses the first bridge and draws attention of the second group of baddies. His placement on the battlefield is crucial. First time I left him in the wrong position and I realised although attracting the attention of the baddies THEY WERE STILL BLOCKING THE BRIDGE! Aaarghhhhhhhh!
What I liked about this "puzzle" is that it required a TEAM EFFORT.
Fireball, tank, healing, movement, long range combat, all working together.
2. Lizard man battle - lots of RAGE
This battle was difficult because I am not very good at paying attention or at playing RPG.
The Liz folk have this contraption that heals them back to full health after each round. In a later battle with the Liz I tried smashing this contraption - I don't know if that is possible. The Liz warriors have a spellcaster in their gang that can mess you up bad. First time around my whole party was wiped out pretty quick.
This battle was not optional.
So after failing many times I paid some attention to the game and started to spend my AP on the BASIC ATTRIBUTES and HP for my tank. If you paid attention, you would know BASIC ATTRIBUTES are quite important. They affect lots of key skills such as Attack, Dodge and Parry.
I figured out, EVENTUALLY, the key to the battle with Liz is to take them out one at a time, try to concentrate your fire on one Liz and TAKE HIM OUT before the health contraption kicked in.
3. Water slippage battle
Apparently "Slipping" is a hazard built in this game. WTF. When did this sort of thing come into RPG? My party or char is supposed to save the damn world. Become UBER. Have a zillion HP, a +55 sword or bow and can cast a FIRE INFERNO FROM DEPTHS OF HELL at anything. But he might slip on a puddle of water?
I think I like it.
In this battle, again versus Lizards, I figured out I could not move my archer as she starts on the wrong side of the water. Otherwise I will lose her for a few turns. She might slip and hit her head - what a loser! The Liz folk ain't as smart and they attack my tank and slip all over. Again the same strategy, kill them one by one before healing contraption kicks in. I like the way the archers need a line of sight and you need to move them a bit to get the max chance of hitting. I like the way one of my mages always seem to fail in his spell casting, sometimes twice in a row. That's the way the dice rolls innit.
So far, the combat has not been boring but diverse. In chapter 2 you end up as a GLADIATOR and encounter some interesting battles wearing just your panties and environmental factors come more into the fray. One of the talents you can learn and improve is about spotting traps. That skill really comes into the fore in the Arena battles. What is interesting is that your enemy seem to have the same problems with slipping and traps that you do - which is good.
In combat, you can use the environment to your advantage, I have really struggled to do so. I suppose on harder difficulties this becomes more of a factor.
What I like about the combat so far is the 'roles' within your party. Tank, Melee, Ranged, Healing. Although you can cross train a bit I have somehow defaulted into having fixed roles for each of my party. I don't remember any other game of this type where I did this very naturally. I like it.
Pondering. The more I play this game the more I link it to Titan Quest, Torchlight or Diablo (which I have not played). I just wonder how "RPG" this game would be if it wasn't for the party element. The character advancement options are really extensive, but is it that advanced from Titan Quest? In Blackguards the storyline has so far been quite linear and I have not come across any meaningful decisions that affect factions or relations with others.
So far, I like this one quite a bit, another good recommendation from Codex.