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Krondor's graphics are more realistic, gritty, and unfortunately for us today, pretty ugly. It's an effective reminder that not all Western games were difficult or gritty.īetrayal At Krondor is, in some ways, a mirror image of Lands Of Lore. The most frustrating relic of older design in the game is that it's possible to trap yourself in dungeons with puzzles that won't allow you to escape, making multiple saves a necessary consideration. It is fairly linear story-wise, but its dungeons are much bigger and more complex than those modern gamers might be used to, and its puzzles are a more important component of its difficulty. That simple interface and the charming graphics go a long ways towards keeping it playable. This model can still be seen today, in part, through the related Elder Scrolls series.Įven though it's almost two decades old, Lands Of Lore is still extremely accessible to modern gamers (I say this having played it for the first time last year and becoming happily engrossed). Mechanically, Lands Of Lore is descended from Dungeon Master, with a first-person perspective, phased combat, and intuitive controls. It's also simple to play, using a combination real-time/turn-based combat system and simple inventory. With bright-colored graphics and some simple, catchy earworms for background music, Lands Of Lore offers a Western mirror to the cheerful anime-styled Japanese games of the era. It's also narrated by Patrick Stewart at the height of his geek appeal, indicative of the game's commitment to pushing the aesthetic boundaries of gaming in a similar fashion to the biggest JRPGs, especially the cinematic Final Fantasy VI. Its story-based nature is apparent from the beginning, where a film-style intro shows a rider slowly approaching a castle. Most of the traits which can be applied to Japanese-style RPGs are on display here, just with a western twist. Lands Of Lore is more stylistically interesting of the two games. While they each contain traits commonly ascribed to Western RPGs, in many ways they're closer to a Final Fantasy or Phantasy Star than they are to the complex class systems of Wizardry or pure open world of Ultima. Both tend to be simple, with customization existing primarily via equipment, and some skill improvement according to use, as in Skyrim. Both games generally use pre-built characters, who rotated in and out of the party according to the story's needs more than the player's.
#BETRAYAL AT KRONDOR INVENTORY SYSTEM PC#
Two 1993 PC classics, Betrayal At Krondor and Lands Of Lore, demonstrate just how wrong the stereotypes were.
#BETRAYAL AT KRONDOR INVENTORY SYSTEM SERIES#
What's more, RPGs of either origin were at the pinnacle of game design, especially in terms of narrative, with series like Ultima and Final Fantasy leading the way on two different fronts. The technical improvements of the early part of the decade made the aesthetic differences between the two sides more apparent. There were always accessibility differences, with some people sticking with their computers, others with consoles. This division was at its height in the 1990s. The graphics of Japanese RPGs tend to be more anime-based, and the storytelling form for JRPGs tends to be slower-paced and gives the player fewer options, but those are only trends, not rules. Oh, there are differences, primarily aesthetic ones. In JRPGs, your characters are given to you, in WRPGS you create your characters. JRPGs have bright, cartoonish graphics and catchy music, WRPGs have realistic graphics and darker music. JRPGs are action-based, fast, and simple, whereas WRPGs are strategic, slow, and complex.
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JRPGs are story-based, WRPGs are system-based. "Oh, East is East and West is West, and never the twain shall meet," - Rudyard KiplingĬonventional wisdom holds that role-playing games are easily divided into two categories: Japanese and Western, or, before the technical lines got blurred a decade ago, console and computer games. This is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. MHRA 'BAK - Betrayal at Krondor', All Acronyms, 22 June 2022, Bluebook All Acronyms, BAK - Betrayal at Krondor (Jun.
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BAK - Betrayal at Krondor, All Acronyms, viewed June 22, 2022, MLA All Acronyms. Retrieved June 22, 2022, from Chicago All Acronyms. Please use the following to spread the word:ĪPA All Acronyms.