What Black Guards can:
- Black Guards is an RPG with an emphasis on turn-based battles. Hexagon maps of reassuring symmetry and stingy counted Movement Points to remember suspicious of classics such as Disciples and Heroes of Might and Magic - especially from an isometric perspective. In fact, it tries hard to exude old-school flair that likely targets with as much tactical depth to a manageable buyership in combination.
- And lo and behold: even the character development is built on experience. My Magus selected eight attributes, 20 talents, 24 spells à four effect types and 39 special skills. Help DSA knowledge. RPG veterans will soon realize that the basics of the genre is a prerequisite. Say that specializations work wonders and the cow on the tail is fat. Also in armory and wardrobe you arrived better after careful study of all the numbers. There is also a wine cellar full of poisons and potions with different values and durations of action. As far as Black Guards is quite RPG.
- From the outset, shows the difficulty of the skirmish where the Angroscho has the curls. Meet attacks with dependent probability invisible traps thwart any plan and move important items on the field priorities. Of the countless spells to mention. Dwarves are in themselves hardly unbearable contemporaries, rock skillfully packaged on Axxeleratus and hammered but can battles alone. Not infrequently decide buffs and debuffs on victory and renewed store while a spectacular mass destruction spells accidentally tearing holes in the ranks. Chill strategy and tactics are set few limits. It also means, to exhaust this to be tricky layers Lord.
- Story and text to speech voice. Together they provide so much atmosphere that you love to win party members (yes, even the dwarf) and tensioned lurking on the progress of the action.
What Black Guards can not:
- Black Guards is not a role-playing game by DSA regulations. Who held the published in the summer of last year edition of the fate blade comes to rules for careless, this time will have both eyes squint. Magic were sometimes interpreted artistically. Ever Black Guards will not be a whole RPG. At least 80 percent of the attention of charge to turn-based battles. Fashionable variety, peregrinations and communication skills are most wilted salad. An example: Magi wear a meaningless standard robe that there is not even for sale. Not one finds the parts, the caster runs in a mix of leather jerkin and caftan through United Emirate Mengbilla. Individualization is' no. According sharp should be the main attraction, to lose a good 50 hours of gameplay, which together afloat, not whim.
- Graphical tricks stay out. The optics all sufficient for combat action. Just jump in the cities and cutscenes deficits eye. Again, it is obvious wohinein development time flowed. Unfortunately, that detract from the overall impression.
- Black Guards is not for rookies in the genre. Who slack concerning his own party, perhaps notices only in key battles that the root of failure goes much deeper. Fight two of the fifth act is such a check. And with each failure, the question arises whether it is up to the equipment, the spec or the procedure in slugfest itself. For the due analysis, it takes patience and experimentation.
In short, Black Guards is a playground for lovers turn-based tactics. But the consistently high level of difficulty is also a solo entertainer. Who can be satisfied with, is lined retort sidequests passed through the demanding main plot. Attention to detail off relevant to the struggles figures are rare. Even the meager character generation indicates the direction in which it comes. More than three stars will not therefore. Fans of the game mechanics are allowed to like where orient that I have awarded the game.