So enough of the story, to plain text:
With great expectations and some gloomy forebodings, I've been waiting for Drakensang. Unfortunately, the latter have more true! I am an old DSA Hase (Pen and Paper and Nordlandtrilogie that are still in my top 5 and I have at least been played through 15x) and have to say some things in Drakensang please me not.
But first the positives:
+ The DSA universe already comes out well when one is able to recognize it. Some celebrities occur, even if this accumulation is perhaps applied a bit too thick. The graphical implementation is very well done, though not top level, but good, at least when it comes to external representations. Aventurian life, phrases, names and situations created mostly a DSA feeling.
+ The side quests are mostly nice designed, even if there are significant outliers downwards. If one should bring a dwarf a beard-Toupee for example, that's very funny.
+ Your own property, which is obtained is a nice idea and keeps some nice gimmicks ready. Also here hold all companions on which one has not there, which is nice clear (just weird that they constantly muttering the same sayings right).
+ Heroes who are not in the group, the same experience as the earning assets (but is now rather standard!)
+ The production of potions, bows and guns is well managed and provides one or the other stimulus (instructions find, capture ingredients).
+ The high levels of skills is despite everything quite ok, although eventually all everything can.
+ Many smart ideas, quirky NPCs, witty conversations and strange figures.
Negative I have to evaluate:
-The Lack of quasi character creation. It is of secondary importance to me whether my hero has a black goatee and green eyes or a bald head and rotten teeth. While that is always a nice gimmick but not necessary. At least the portrait of my chars but I would have gladly picked out! Much worse, however, is the lack of elaboration of the values of the hero, which is not great to do well in the so-called. Expert Mode. While this is also to a large extent to the slightly simpler geratenen new DSA rules, but still: This has always been a lot of fun in the other parts and also on paper!
-The Characters that you meet throughout the game and can take, remain completely sterile and without its own character, they do not develop (except gradually moderate), no contacts among themselves and leave only from time to time a monosyllabic comment. In addition, you can in regularity (one per level) to find a new companion, as you can bet your bottom dollar on it that looks very artificial.
-The Class of my character and his / her family have no influence on the game! No matter is different, whether I play Elf or Dwarf ... The kills replayability completely! But generally speaking, nothing has any influence on the game. One can people rob the pockets when they realize it they say only "Hach you little rascal, do not do that again!" and one must not retry it, chests may be easily cracked and emptied directly under the eyes of the owner, without bothering someone and if I run naked or in plate armor through the city, no one is interested.
-The Management of the Group is to say the least strange. The weak characters run into the melee when they are attacked, unless one employs them explicitly stated. Many character turns prefer minutes in circles when an ogre beside him beat up his companions, as strike.
-There Are too many fights that are too stereotypical and monotonous. First room: 10 rats. Second room: 10 rats. Third room: 5 rats and 3 Wolf rats. Fourth room: 5 Wolf rats and two Risenamöben etc ... I had sometime 4 melee in the group that I just let decompose by themselves the enemies while I drank a cup of coffee. But there were also no incentive to play with the other heroes, as simply were sometimes too weak!
-The Balancing: Some battles are ridiculously easy, others are far too heavy. The best example: The bodyguard of Endgegeners is tougher than the actual BigBoss! Or Ratzenvieh, because you have only four levels rise before you can do the thing. Why do you get the quest not easy later? Instead, you walk for hours through any caves, only to discover at the end that you can not create the final boss of this area!
-The Story: It is not bad, even if you're looking for unforeseen twists and turns in vain. But it is single-track linear unchangeable as you want to call it. That's when an RPG really an absolute no-go! Ever: I can only take in so far as a player on the game influence that I decide with my performance on the mouse and keyboard, if my group survived the next fight or not! The wars of influence. Also in the dialogues I can almost never choose really different variants. Very rarely one can even apply a talent in dialogue, but usually leads the conversation always the same output. NoGo! The only choice you have is time, for which two trading companies you want to work, but since it is not known beforehand and who and who is good evil!
-The Setting: In all of the figures in each case the first set is set to music, then you have to read for yourself! So what is that? Either complete the setting dialogs or just only for the main characters. That's a really big minus because that looks very strange if the addressee always stops after a set and only around waving in the air.
-The Music: only is an ever same shallow Dudelei that could compete with any elevator. It'll please me not having a equal footing with the old parts of DSA, since the soundtrack I can still listen to me separately in CD player and revel in the hot atmosphere of these Games.
-Laufen Laufen: One runs through the area so much that one is crazy there! Always the same way, over and over again! And if you use the high-speed card Ferdoker property you end up always at the entrance of each district and must by fully dachshunds again if you want the other side. Why was not built at least rudimentary quick travel feature here ??? That would have improved a lot (Note for the future: PLEASE PLEASE !!!)!
-Wegfindung And movement: Should the number of legwork that needs to be done, would the heroes are allowed to run a little faster, at least then, or a race function, when then stamina is consumed or otherwise! Only this through-the-area-zuckeln annoying so infinite! On top of that you rise above no matter how small obstacle on the ground let alone jump. There is a small gravel road or on the floor, then you have to walk around it, not over it. This creates additional paths and ensures "hanging parts"
-use Of skills: some need permanent (herbalism, zoology, locks open) almost no other (Streetwise, beguile, crawl). Too bad. It is also strange that one (assuming you have 2-300 increase points left) can do with a warrior within a few clicks an expert in magic customer or pickpocketing. This makes Although variable, but it frayed the Charakterindividualität.
-Überall Stand around chests and barrels that can be plundered, both in the city as well as in forests or abandoned ruins and caves in which for years was not human. The atmosphere is absolutely killing, there goes only to procurement of stuff and money, and by sale of nuts, rags and mousetraps, the one that is particularly fond of is there, and beer that is especially often found everywhere.
-Zeitfresser: Every time you auschlachtet an animal to get, for example, tendon or teeth, makes the game a sample and takes about 5 seconds. The same healing of wounds or poison and crack the locks and stealing. If the locks sample fails, one has first "shaky hands" what a penalty contributes (also 5 seconds), that means you stand for 5 seconds. Rum and waits until you can try it again. That can not be true! These actions can lead respectively to 1000 times in the game! Everyone can expect, what kind of a waste of time itself !!!
-The Whole building: Once one is already out on rails by the action (I sometimes felt like in Super Mario or so where you will be placed in a level that is by jumping to the end, followed by the intermediate bosses and then the next Level, which is just a little more difficult than the one before!), you can not even even choose any destination to which you like to hinwill next. For the areas in the game except for Ferdok and another later city opens immmer only (you can or have to go) and then closed (you can not go). Just that was a tremendous strength of the first two parts of Nordlandtrilogie because you could always pick and choose where you wanted to go out, explore, drop it into the unknown, discover new dungeons, meet characters, not knowing what you will meet along the way ! Thus, each game is played the same, ergo no replayability motivation. One might suspect that this is the manufacturers are quite right, because the game is so bought anyway and who does not play old game more, play (and buy) a new one! But maybe that's thought to evil ...
-Schade Also that you may no longer draw with the classic self-designed six-hero group through the area. But that's a general trend and bothers me about other games too, though here just special!
-Man Has all along felt that the game was not finished really, when it came to market. And one wonders what playtesters are actually paid for affirmative by waving or constructive criticism?
-There Is no day / night cycle. It is either day or night in an area. Even weather changes not there.
Instability: The game is often crashed with me, although it was otherwise very liquid. Above all, it said goodbye with fondness middle when saving or in a dialog ... For hair scuffling!
Conclusion:
After the beginning actually found the game quite well, it took off very rapidly. By always the same operations, it became increasingly boring and sometimes even irritated strong when you have to do, for example, hundreds of small weak opponents, representing all no problem, but you have to get through first time, and that lasts !!!
The DSA system is indeed reasonably implemented in my eyes when it comes to rules. But as for the actual content of an RPG, Drakensang has failed! Clearly. There is no role that you could play, since the own Char remains completely anonymous. In the end it really annoyed only. I almost put it away, but I wanted to see the end, which, unfortunately, was completely disappointing then! Especially as the last field suddenly appeared opponents who could kill a hero with two flashes ... and all traps and enemy crowds that were completely harmless, although actually, but the last few meters of the game still sooooo far in by their sheer mass, the have drawn length! Annoying! And only the annoying wait for the customer or plant-lockpicking sample! Hundreds of times. I eventually collected no more Pfalnzen because it took too long and was too annoying ...
All in all, I can play really only recommend people who are either DSA Full nerds and forgive everything as long as it looks only to Aventurien and sounds and the notice that the color of Umbracors eyes is programmed exactly as they the rulebook stands, or people who do not expect from a RPG, and be satisfied with a little storyumrankter slaughter and legwork.
I was hoping in particular to a DSA-game that I could play ten times again, without that it would dull. Unfortunately, this is has changed, I'm going to sell it quickly, as long as it is still worth something, and it ordered me the XP version of Nordlandtrilogie!