![]() Meeting an NPC in the corridors of Phantasie. Every few rooms, the player has to make some kind of decision or take some kind of risk-a few of them involving NPCs and approaching actual role-playing. But Phantasie might be the only game to provide this approach in hand-crafted dungeons, rather than randomly-generated ones, with logical layouts to the dungeons, evocative room descriptions, and exploration punctuated by frequent special encounters. Slowly revealing an auto-map had been done before, of course, all the way back to Beneath Apple Manor (1978) and prominently in several roguelikes. The first is the game's approach to dungeon exploration. As I review my experiences with the first and third games in the series, a few original mechani cs jump out.
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