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Krondor: The Betrayal (The Riftwar Legacy): Book 1

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Riftwar μπορούμε να τα χωρίσουμε σε δύο κατηγορίες. Στην πρώτη ανήκουν αυτά τα βιβλία που είναι μέρος των επικών σειρών που αναφέρονται στα μεγάλα πολεμικά γεγονότα που επηρέασαν τις τύχες του κόσμου. Αυτά έχουν περισσότερο αναλυτική γραφή, πιο αργή πλοκή και γενικότερα είναι πιο φιλόδοξα. Στη δεύτερη κατηγορία, όπου ανήκει αυτό το βιβλίο, είναι οι μικρότερες αυτοτελείς ιστορίες, που είναι αρκετά μικρότερης κλίμακας, πιο απλά, έχουν αρκετά γρήγορη πλοκή και συνήθως βασίζονται περισσότερο στη δράση και στην αλληλεπίδραση των χαρακτήρων. Τα βιβλία της πρώτης κατηγορίας μου έχουν κάνει ιδιαίτερα δυνατή εντύπωση, με κάποια από αυτά να έχουν μία θέση στα αγαπημένα μου. Τα βιβλία της δεύτερης κατηγορίας είναι σίγουρα ενδιαφέροντα, περιπετειώδη και σίγουρα ο αναγνώστης διασκεδάζει διαβάζοντας τα, προσωπικά, όμως, θέλω και κάτι παραπάνω. The only good character is Gorath but he alone could not save this book. The rest of the characters feel like NPCs - so one-dimensional and void of personality. It was hard to remember and understand the motivations for the actions of the various villains, which made following the plot even harder. I could understand the constant moving from place to place but I never saw the bigger picture. There was no tension in the story - even when some of the heroes were besieged and facing impossible odds, I never felt any despair for them. Maybe because the writing was so flat.

I did feel great sorrow at certain parts, no spoilers here, but i wished certain things could have been different. I grew to care about the characters and their well being very much. Gameplay [ edit ] The main interface of Betrayal at Krondor. The party is travelling east along a road. I am not disappointed. At all. I really loved the progression and the wealth of new-and-old worldbuilding. The drill-down. :) And it really can't go wrong when we dive into so many cool new elements. When I was in high school I played the game "Betrayal at Krondor" and I was fascinated by its rich setting and engaging plot. Each chapter's main plot usually takes place completely within one or two regions of the game world. However, the player is given enormous freedom to explore the world however they wish, allowing for ample opportunity to perform sub-quests and develop characters' skills, acquire money, etc. Only certain locations are accessible in each chapter, though the player is free to explore anywhere within those boundaries as well as take their time performing quests. While traveling, the party camps in the wilderness to rest and recover lost Health/Stamina.It was interesting to see a narrative pattern where instead of the try-fail cycle, you have a try-succeed try-succeed cycle – obviously because it's adapted from a game format but arguably, not so well because in book format it doesn’t make for a great read. But it was interesting for a while to see a book written like this just because it’s so different and goes against age old writing advice for creating conflict in a narrative. Although neither the dialog nor narrative were written by Feist himself, the game is considered canon, having been novelized as Krondor: The Betrayal five years later. Events in the game were also written into the Riftwar novels. That sentence gets worse the more I think about it. I'm guessing Feist is setting them up for romance in the next book or so. The active characters are all male with female characters releagated to support roles and cameos. Feist loves variations of the phrase "x such as y" (note to self: when reading the next book, log every instance.) So many of the character interactions are either with a smile, a grin, or for one character, an evil smile. That's about it. Gameplay occurs mainly from a first-person perspective while traveling in the overworld, dungeons, and caves, but switches to a third-person view during combat. The user interface is mouse-driven, with keyboard hotkeys for most actions. NPC and character art is based on photographs. Environments are a mix of captured images and hand-drawn. In combat and puzzle screens, all characters are animated, except for movement - characters do not appear to move their legs while walking. The game models illuminate to a certain extent: in the overworld, day and night are modeled, and in underground locations, the player needs to use a torch or a light spell to illuminate their surroundings.

Antara strived for realism. Your characters got hungry and tired. This was a good feature but poorly implemented. The first time I played the game my characters starved to death before I could get them to the first location. The game’s fairly stable; crashes are not unseen, but I’ve never had it do anything worse than a clean crash to desktop, and that’s pretty rare. Years later, urged by nostalgia, I decided to read "Krondor: The Betrayal", which had been gathering dust on my bookshelf for years. I thought, having forgotten the plot of the game almost entirely, I would be able to experience the same excitement that I once had with the game. I was wrong. Plot is advanced through literary cutscenes. Each chapter begins and ends with a cutscene, consisting of text, dialogue, and animations. The player meets various NPCs during their travels. Dialogue is text-based and some NPCs have their own pictures as well. Conversation is tree-based: in some cases, the player can choose between various dialogue keywords. This is used to get information, training, and items, sometimes for a price.

About This Game

Antara tried to combine several interesting features into one game, unfortuantely the result was uneven gameplay. RPG system and player character development [ edit ] Character sheet. Two skills - melee and crossbow accuracy - are emphasized, as indicated by the red pommels of the swords. Bauman, Steve (November 2000). "A Decade of Gaming; Award Winners of 1993". Computer Games Magazine (120): 58. The storyline of the game isn’t too striking when it begins. A country boy named Aren dreams of adventure, a longboat from a sinking ship happens by where he’s fishing followed by a horrible beast which he destroys, he discovers he has magical powers, etc. etc. etc. We’ve heard it all before. But the game begins to gain depth as it goes along; although many of its facets are stereotypes (the unfairly discriminated beast-people, the much-loved evil organization called the ‘Shepherds’ that keeps them at bay, the mad wizard/scientist who inadvertently killed his wife and is the father of the lead female), they’re well presented enough to not bore the player too much between the more original parts, which, I might note, are actually quite well done. I did sort of enjoy this because I went in with very low expectations. I’ve read a lot of Feist’s work in the past and I’ve only highly rated one or two of about 15 books of his that I have read. Most of his books are solid but nothing really special.

The RiftWar is done. But a fearsome army of trolls and renegade humans, emboldened by the drug of destruction, has risen in strength from the ashes of defeat. There is one, however, who defies the call to battle....Dit boek heb ik voor de tweede keer gelezen. Het is zoals bijna alle boeken van Feist de 5 sterren meer dan waard. Wederom is het spannend heeft het veel afwisseling en vaart. Het leest dus makkelijk weg. Wat ik de laatste keer heb gemist is dat deze serie eerst n spelvorm was waarna Feist er een boekenserie van heeft geschreven. The combat interface is also used to solve magical traps. Traps involve various kinds of hazards, such as fireball blasters and laser crystals, and the player either has to disable them using the objects provided or otherwise navigate through the trap and reach the top of the combat field. Based on Raymond E. Feist's Riftwar saga (and co-written by Feist himself), Betrayal at Krondor is a medieval fantasy-themed role-playing game set in the Riftwar universe.

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