Tales of Maj’Eyal is a roguelike RPG, featuring tactical turn-based combat and advanced character building. Play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.
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ΠΡΟΣΦΑΤΕΣ:
Πολύ θετικές (53 κριτικές) - 90% από τις 53 κριτικές των χρηστών στις τελευταίες 30 ημέρες είναι θετικές.
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Ημερομηνία κυκλοφορίας: 31 Δεκ 2012

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Αγορά Tales of Maj'Eyal

Αγορά Tales of Maj'Eyal 4-Pack

Πακέτα που περιέχουν αυτό το παιχνίδι

Αγορά Tales of Maj'Eyal Volumes I - III

Συμπεριλαμβάνει 3 αντικείμενα: Tales of Maj'Eyal, Tales of Maj'Eyal - Ashes of Urh'Rok, Tales of Maj'Eyal - Embers of Rage

 

Πρόσφατες ενημερώσεις Προβολή όλων (36)

10 Μαρτίου

Embers of Rage 1.0.3 is released!

My minions,

Here comes a small update to Embers of Rage!

Changelog:

  • Reduce cooldown on Boiling Shot
  • Reduce resists on Molten Iron Blood
  • Buff Condensate damage
  • Nerf Cloak Tessellation a bit
  • Ban Saw Wheels from NPCs
  • Change Pain Enhancement System requirement to 600 damage instead of 1500
  • Raise Steam cost on To the Arms
  • Nerf Ablative Armor
  • Buff Payload
  • Nerf all buff salve durations to be equal to material level
  • Buff Spike Attachment
  • Nerf Reinforced Armor
  • Buff Voltaic Sentry
  • Reduce Raze damage and limit to 15 procs/turn
  • Updated the description of the gunner-training, gunslinging, and bullets mastery trees.
  • Clarified gunslinging talent category descriptions.
  • Sawwheel now builds up charges as you move (up to 5), the end damage will be lowered if charges are less than 5
  • All Shell talents correctly only take one target
  • Added a proper tile for explosive shell and flare shell tinkers
  • Mindwave correctly checks for confusion resistance
  • NPCs can not learn crafting talents (and thus grant the player Eurekas!)
  • Added a few missing doll images for whitehooves
  • Adventurers *really* start with a steam generator now
 

Have fun in Eyal!

7 σχόλια Περισσότερα

10 Μαρτίου

Tales of Maj'Eyal 1.4.6 aka "Of the Twilight The Darkness" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.6 ! See http://te4.org/

Enjoy and have fun in Eyal!

Release highlights:
  • A few bugfixes
 
Expanded changelist:
  • Fixed Adrenaline Surge
  • Fixed Shattering Blow description/damage
  • Make sure a temporary effect can not be removed before it finishes being setup (fixes a rare perma confusion bug)
  • Fixed talents breaking on events not correctly working in some edge cases (this should fix Embers of Rage steam drain bug)
 

Have fun!

4 σχόλια Περισσότερα

Κριτικές

“If you didn’t download TOME immediately then please do so now, unless you’re at work, in which case it’s acceptable to wait until your lunch break. Take your lunch break immediately.”
Rock Paper Shotgun

“Tales of Maj’Eyal (TOME) seems to be a roguelike that refuses to have the shortcomings that are taken for granted in the genre.”
Dorkadia

“Even within a single class, there’s a lot of depth and tactical nuance to discover.”
Indiestatik

Σχετικά με αυτό το παιχνίδι

Tales of Maj’Eyal is a roguelike RPG, featuring tactical turn-based combat and advanced character building. Play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.
With a modern graphical and customisable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, online stats and character sheets, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century.

Key features:
  • Focus on randomly generated tactical battles
  • Rich set of very unique classes
  • Unlocks & achievements progression
  • Rich world with its own history which slowly reveal during the game
  • No consumables, no grinding
  • Turn based: think before you act!
  • Simple, easy to use interface
  • Easy modding support with Workshop integration

Buyers will get all the extra features that normal donators get. You can test for free on te4.org

Απαιτήσεις συστήματος

Windows
Mac OS X
SteamOS + Linux
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: Windows XP
    • Μνήμη: 512 MB RAM
    • Γραφικά: Any OpenGL capable
    • Αποθήκευση: 512 MB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: Windows XP
    • Μνήμη: 1 GB RAM
    • Γραφικά: OpenGL 2+
    • Αποθήκευση: 512 MB διαθέσιμος χώρος
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: OSX 10.9
    • Μνήμη: 512 MB RAM
    • Γραφικά: Any OpenGL capable
    • Αποθήκευση: 512 MB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: OSX 10.9
    • Μνήμη: 1 GB RAM
    • Γραφικά: OpenGL 2+
    • Αποθήκευση: 512 MB διαθέσιμος χώρος
    ΕΛΑΧΙΣΤΕΣ:
    • Μνήμη: 512 MB RAM
    • Γραφικά: Any OpenGL capable
    • Αποθήκευση: 512 MB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • Μνήμη: 1 GB RAM
    • Γραφικά: OpenGL 2+
    • Αποθήκευση: 512 MB διαθέσιμος χώρος
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Πρόσφατα αναρτημένες
Hen
( 45.8 ώρες στο μητρώο )
Αναρτήθηκε: 24 Μαΐου
unbelievably good roguelike, great depth, super varied classes and mad replay value. just do it, it's worth 10x the price.
Erasariel
( 74.9 ώρες στο μητρώο )
Αναρτήθηκε: 24 Μαΐου
(Don't be fooled with my playtime on record - I've started playing this game regularly six years ago and must have invested at least 300 hours in it.)

When we look at roguelikes nowadays, we think of a couple things - text or pixel graphics, large pool of character customization, similar design but different feel every playthrough, massive replayability. Tales of Maj'Eyal (ToME) simply offers the best roguelike experience one could get: deep, nuanced gameplay that is not only highly customizable and replayable but also accessible to even someone who's new to the genre.

One of the greatest hurdles that roguelike games have in appealing to the mainstream is the massive complexity that can be seen in some roguelikes. ToME, in fact, is a testament to this - featuring the most number of unique classes that I've ever seen in a game, all of which have differing playstyles and specializations, ranging from the ever-reliable warrior to shield-bearing mages manipulating earth magic to combat alchemists controlling massive golems. In most roguelikes, this complexity is rarely explained - and some would attest to finding out what X item is for as a part of the roguelike charm. What makes ToME remarkable, though, is making this complexity as accessible as possible. The tooltips for each skill, talent, or item not only gives concise, pertinent information that is easily understandable but even features some lore or description - which, in combination with in-game lore fleshes out a massive and detailed world.

The graphics also are very pleasing. They obviously are not as polished or as pretty like the Endless series (Dungeon of the Endless etc), but the individual NPC/PC tiles have a tabletop RPG feel and further help flesh the world out with great visuals. The sound shines through in this game - the background music for each zone fits the zone's theme well without distracting the player.

Replayability is also one of the major criteria that roguelikes are measured with. ToME is, in all seriousness, the absolute best value game - there are so many race and class combinations you can try, and within one class there are several ways of playing. A great non-spoiler example of this would be the Rogue, which can focus on hit-and-run stealth tactics, using debilitating poisons and tricks to bring down enemies to their knees, or using a variety of traps to contain and damage foes. One of the absolute best examples of this would be (spoiler) the melee/ranged hybrid Temporal Warden class, which simply has so many options and gameplay styles: Bounce around the map, doing damage and teleporting out of sight all in the blink of an eye (Threaded Combat); Summon entities to fight with you (Temporal Hounds); Bend space and time to prevent damage to you and stop enemies in their tracks (Stasis); or even focus your attacks on one enemy as you seal their fate (Fate Weaving). There's simply so many things you can try that even with a non-procedural map and game flow there is still almost limitless replayability to the game - if you can beat it, that is!

I've played roguelikes for a long while - coming from classics like Angband, to modern games that stretch the limits of the genre such as Dungeon of the Endless and Cataclysm: Dark Days Ahead, and to modern reimaginings and improvements on the genre - where games like Elona and ToME fall. While most modern roguelikes stretch the definition and innovate the genre in so many ways, ToME sticks close to the genre's roots and provides a high quality, high value gameplay experience. Thus, Tales of Maj'Eyal stands tall as the absolute best that the roguelike genre can offer.
Lano
( 8.0 ώρες στο μητρώο )
Αναρτήθηκε: 23 Μαΐου
Looks ok, is super bad.
CAT_Rubio
( 19.6 ώρες στο μητρώο )
Αναρτήθηκε: 20 Μαΐου
first, it is a great game!!!
but why the heck whenever i create a new game, it just says LAU ERROR and jumps back to the main menu. i all ready report this problem a mouth ago, but no feedback.
can someone helps me? :(
ubershuckle
( 65.0 ώρες στο μητρώο )
Αναρτήθηκε: 18 Μαΐου
Magnificent game. Permadeath gives you that classic arcade feel. Very in depth, reminescent of DnD. Also very challenging yet thoroughly satisfying.

10/10 Would and will die again.
Orma
( 3.4 ώρες στο μητρώο )
Αναρτήθηκε: 17 Μαΐου
doesn't run on win10
Boom
( 24.1 ώρες στο μητρώο )
Αναρτήθηκε: 15 Μαΐου
+Deep Engaging Combat
+Interesting Classes
+Plenty of unlockables
+Deep RPG mechanics (Very stat heavy compared to other roguelikes)
+True Roguelike
=
Best Roguelike I've ever played
Zagłada
( 83.6 ώρες στο μητρώο )
Αναρτήθηκε: 15 Μαΐου
I played for some time now and story is always the same. I play slowly creating my OP character. I am going through every dungeon and place and feel like a god defeating everything so easily. And then suddenly I am going to the next level or deeper under ground and I am finding couple rares in one place and I have no chance to run. My god - this game is so annoying...

10/10
WalmartManager7
( 378.2 ώρες στο μητρώο )
Αναρτήθηκε: 13 Μαΐου
I have had steam for a very long time and I've enjoyed many a game in my day. However, I have yet to play a game compelling enough to make me want to take the time to write a review; until now.

Tales of Maj'Eyal is a rare kind of game. On the surface, it doesn't look like much, but there is so much depth and complexity to this game, its simple appearance doesn't do it any justice (not that there is anything wrong with the appearance). I say this is rare because I feel that most games do the opposite; they may have amazing visuals, but often fall short when it comes to depth and complexity. Visuals don't hold my interest very long if the game doesn't have much else to offer. What it lacks in visuals, it makes up for in mechanics.

This game is a rogue-like RPG, but it changes a few things up. For one, there is no need to eat. Some may argue that this detracts from the rogue-like experience, and normally I would probably agree, but I feel that this game is more focused on the tactical combat aspect as opposed to the survival aspect, and I commend it in that regard. Another difference is the lack of potions. Instead of potions, which require farming to replenish, this game uses something called inscriptions, in the form of runes or infusions. These inscriptions fill the same role as potions, but they operate on a cooldown instead of being limited-use, effectively eliminating any need for farming potions, which is a fantastic idea, in my opinion.

The game is difficullt. You will die, a lot. At the time of writing this review, I have 376.8 hours under my belt and I have only beaten the game once, but I don't plan on giving up any time soon. One thing that makes the unforgiving nature of the game more bearable are the persistent unlocks. When you first boot up the game, you will have a relatively limited selection of birth options, in the form of races and classes. As you play, you unlock more birth options permanently, in addition to unlocking new game modes and even skill trees. There is a ton of replayability here.

The developers of this game are consistently polishing the game and considering feedback from the community. A cool feature of this game is an in-game chat room where you can ask for tips, discuss strategies, and talk directly to developers. It's a great feature and is probably the closest thing to multiplayer we will see in a game like this. You can tell that the developers poured their blood, sweat, and tears into this game to make something exceptional. And they have succeeded.

This game is nearly perfect in my eyes. It is an exemplary rogue-like, and although it does some things a little differently, it does them extremely well. It has come such a long way and gets better every day. Do not hesitate if you are on the fence. Send me a personal message and I will convince you. This game is worth every penny and the developers deserve support for the great work that they do.

10/10 Would get clobbered into troll soup again.

TLDR; Buy this game.
Sgt. Red
( 55.1 ώρες στο μητρώο )
Αναρτήθηκε: 13 Μαΐου
I cannot say enough good things about ToME: the enemies are wildly varied, it plays like a love letter to the early 90's Indie RPG's, the difficulty is obscene, items, classes, mods, bosses, elite's, in game chat, and a completely free to play version at http://te4.org/

Once you sink in ~50 hours in the FTP version, come to Steam and throw the dev $7 to encourage him to keep going. A damn shame this game isn't more popular.
swartzRunner
( 87.6 ώρες στο μητρώο )
Αναρτήθηκε: 7 Μαΐου
Amazing game! Great RPG and rogue-lite game. I'm not the greatest yet but this game is great.

Things I like
-Difficulty (even on adventure with multiple lives i still fail and I love the challenge)
-Turn based movement (I love this kind of strategy game, I used to play Battle for Wesnoth and this is very similar)
-Characters (there are so many different races and classes to choose and so many different play styles)
- Just overall a lot of fun and a good time waster.

9/10 would die again, restart, die again, restart, die again, and restart
Sparkatus
( 106.9 ώρες στο μητρώο )
Αναρτήθηκε: 6 Μαΐου
Castle of the Winds on steroids!

10/10
Shado
( 19.8 ώρες στο μητρώο )
Αναρτήθηκε: 5 Μαΐου
This rougelike keeps destroying me, yet I keep coming back for more. It might take an hour or so of playing to really understand what's going on and how the game works, but once you figure it out the game really opens up.

Pros:
- Many races and classes to choose from, allows for quite a few styles of play
- Combat greatly rewards the use of tactics
- Turn-based, so you can take as long as you need to to strategize

Cons:
- Campaign mode is quite long, can easily play a character for 6 hours then have them die, which is heart-breaking
- Loot doesn't seem to matter much for magic-based characters. Also not much incentive to buy anything as a mage either.
- Although dungeons have random layouts, the campaign mode is pretty much the same every time. This can make the beginning of the game tedious once you've done it several times and it doesn't really change

Neutral:
- Graphics. I personally like the graphics in the game, but some might find them dated

All in all I would recommend this to anyone who enjoys difficult, turn-based rpg's. If for some reason you hate grinding or repetition, you ay have problems with this game.
Seb Toombs
( 104.1 ώρες στο μητρώο )
Αναρτήθηκε: 4 Μαΐου
cons ... Not great Graphics
... not Many Animations
... Hard to stop playing (Just one more go please, on more dungeon then bed)

Pros
... Runs on a potatoe
... Very Deep complex game play
... A superb real, major Rogue
... like a turn based diablo (only with much deeper gameplay, tactics and skills)
... nearly hundred hours and haven't beaten it on normal
... no one cares about graphic when a game is THIS GOOD
... Tons of replay, tons of skills, loot, lore, classes, races and over 1500 achievements!
... Very dedicated developer - please support him!

.... 99/100 DONT EVEN WAIT FOR A SALE ITS AWSOME!
Layarion
( 6.7 ώρες στο μητρώο )
Αναρτήθηκε: 4 Μαΐου
I've tried to play this game, but it's really complicated. Which frankly I'm in no mood to break out the manual to learn how to play, and it looks like ♥♥♥♥. Even for 2D

If your a D&D nut, you'll probly love it. If your not crazy about D&D I suggest you pass.
Tourfaint
( 146.0 ώρες στο μητρώο )
Αναρτήθηκε: 4 Μαΐου
One of the best rougelikes I've had the pleasure to play, the sheer amount of stuff that this game offers is mindboggling, I recommend this to anyone who likes real rougelikes, and even to people new to the genre, because there are difficulty options that make the game worth playing for min-maxing veterans and unexperienced newcomers alike
gatherer818
( 23.3 ώρες στο μητρώο )
Αναρτήθηκε: 4 Μαΐου
This is the roguelike I've been looking for ever since I played Nethack for the first time...
shadow_of_apollo
( 15.3 ώρες στο μητρώο )
Αναρτήθηκε: 3 Μαΐου
It's a classic D&D sort of game. If you're in to turn based rouges with a lot or reading you'll probably like it
bleh ~ Mr. China
( 16.8 ώρες στο μητρώο )
Αναρτήθηκε: 3 Μαΐου
I am a die hard fan of the original ADOM (Ancient Domains of Mystery), the ORIGINAL roguelike as well as a player of another lesser known ASCII roguelike game as well as several others. Tales of Maj'Eyal or TOME is clone of ADOM. The keybinding are the same, classes are the same and fans of the original will find many more similarities. If I didn't enjoying play or rather enjoying dying in the original game, I probably would enjoy this game more.

My general thoughts about the game (trying to keep it balanced)
I enjoyed the different classes. Making decisions to improve my character. You always feel like you are improving. However your characters skills may improve, overall the game felt incredibly stale and boring. Who cares about the items? the weapons? the books? This is what I turn my attention to next: looting system and gameplay.

In TOME, I pick up a few weapons to kill a few more enemies more quickly as I mindlessly and easily kill them. I really didn't get any satisfaction from looting. This is because TOME is just sooo much easier than the original as well as TOME doesn't give you the chance to just pick up a weapon and try it. In ADOM, you can dig at the walls, getting some rocks (if your axepick doesn't break) where you can use to throw at the invading enemies. This is totally eliminated in TOME. You need a talent to even use a bow or sling? Come on! This meant for my playthrough I just had many millions of mindless, predictably leveled and simple enemies to grind my way through. Great for fans of WOW who love the grind and level up your character, but boring for everyone else. In ADOM, you are just one slime mold, hard armoured enemy, or river from losing your cherished weapon. In TOME, who cares? Your weapon will never get damaged. In ADOM, if you pick up a special wand of teleportation with 2 charges, it could easy save your life in a tough pinch. Without that special item, you could easily die. If you carefully zap that wand when you have no other escape, it could save your life if your luck is with you. If luck is against you, you could still die and unlike TOME with almost infinite resaves (roguelike my ♥♥♥!) there is no teleporting back in the game once you died. If you used that wand too early, you might not have it later when you REALLY need it. Even a decision like using a wand was just sooo much more important in ADOM. In TOME, who cares? You quickly get the tp spell on a 9 turn cooldown. In comparison, many games I didn't even run into the wand even once. So when you got the loot in ADOM, it really meant something. In TOME, looting was just a tedious chore.

Let me explain more about the difference between TOME (the clone) and the original by way of a story. In ADOM, I remember being excited about finding every single item. Often high powered stuff would drop that was far above your level. If you got that loot, you were pretty much golden (until it rusted, broke, was stolen by a thief, obliterated by spells, or burned up). Then when your prized weapon invariably was destroyed, you realized that you only had 7 rocks and two loaves of bread before starvation or death. Then after defeating a kobold, you realize that he dropped a book containing powerful magic. You hear something being killed in the level, so you open a door, lock it and begin to read the book. You feel more hunger and as the hunger continues to get stronger, you finish the book, and learn the magic. You then remember that you carefully dropped some food and some extra weapons on some stairs a few levels above. As you use your new powerful magic to destroy the enemies coming for you, you begin to feel more and more hungry (first see yellow notification for hunger, then an orange notification). As I'm describing this, I slipping a bit into the character of the game. The graphics were non-existent, just letter characters for each enemy but the many choices you could make in the game made you feel like you were in the game. Getting back to the story, as our intrepid hero continues slowly towards the stairs, and the notifications continue to flash more dire, you realize that your hero is not going to make it. You look in your inventory. You notice a seed and a kobold corpse. You quickly eat the seed. You take one more step, staving off death for one more step. You are only a few steps from death. You look in the inventory and now you see a rotting kobold corpse. You realize that you are dead. You eat the kobold corpse, become paralyzed and stunned. After unsuccessfully trying to move, you suddenly die in two turns, still close to the stairs and the weapon and food drop. After heroically surviving the loss of your prized possession, your hero dies from starvation so close to his goal. This is what I loved about ADOM, getting really high level loot, getting attacked by surprising high level enemies, almost dying, surviving before finally dying.

I have lost many many characters in ADOM. It was really interesting trying to discover the code for the game. I tried my best, but like Sid Meier's Pirates, the game was next to impossible to finish. TOME has many elements that I loved about the original. Discovering the Infinite Dungeon, Troll's Cave, Gladiator Tournament all felt cool to me once again. I still really enjoy the premise behind TOME. I think I'll probably eventually end up playing more of this game. Maybe if I can create some overpowered raccoons/companions to follow me around, I'll feel like less of a letdown. I had a lot of happy memories playing ADOM. Throwing massive stones throw doorways to break the doors down into very much needed wood that I could use to make arrows was a lot of fun. Even creating loyal zombies to follow me around as a necromancer was a lot of fun. Fighting powerful enemies that could stun you, blind you, or do many dastardly things to you was a lot of fun. If I can dramatically ramp up the difficulty, TOME might do it for me.

I only don't recommend it because as a die hard fan, I feel they could have done so much more.

Πιο χρήσιμες κριτικές  ΣΤΙΣ 30 ΠΡΟΗΓΟΥΜΕΝΕΣ ΗΜΕΡΕΣ
12 από 13 άτομα (92%) βρήκαν αυτή την κριτική χρήσιμη
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Προτείνεται
104.1 ώρες στο μητρώο
Αναρτήθηκε: 4 Μαΐου
cons ... Not great Graphics
... not Many Animations
... Hard to stop playing (Just one more go please, on more dungeon then bed)

Pros
... Runs on a potatoe
... Very Deep complex game play
... A superb real, major Rogue
... like a turn based diablo (only with much deeper gameplay, tactics and skills)
... nearly hundred hours and haven't beaten it on normal
... no one cares about graphic when a game is THIS GOOD
... Tons of replay, tons of skills, loot, lore, classes, races and over 1500 achievements!
... Very dedicated developer - please support him!

.... 99/100 DONT EVEN WAIT FOR A SALE ITS AWSOME!
Ήταν αυτή η κριτική χρήσιμη; Ναι Όχι Αστεία
6 από 7 άτομα (86%) βρήκαν αυτή την κριτική χρήσιμη
1 άτομο βρήκε αυτή την κριτική αστεία
Προτείνεται
378.2 ώρες στο μητρώο
Αναρτήθηκε: 13 Μαΐου
I have had steam for a very long time and I've enjoyed many a game in my day. However, I have yet to play a game compelling enough to make me want to take the time to write a review; until now.

Tales of Maj'Eyal is a rare kind of game. On the surface, it doesn't look like much, but there is so much depth and complexity to this game, its simple appearance doesn't do it any justice (not that there is anything wrong with the appearance). I say this is rare because I feel that most games do the opposite; they may have amazing visuals, but often fall short when it comes to depth and complexity. Visuals don't hold my interest very long if the game doesn't have much else to offer. What it lacks in visuals, it makes up for in mechanics.

This game is a rogue-like RPG, but it changes a few things up. For one, there is no need to eat. Some may argue that this detracts from the rogue-like experience, and normally I would probably agree, but I feel that this game is more focused on the tactical combat aspect as opposed to the survival aspect, and I commend it in that regard. Another difference is the lack of potions. Instead of potions, which require farming to replenish, this game uses something called inscriptions, in the form of runes or infusions. These inscriptions fill the same role as potions, but they operate on a cooldown instead of being limited-use, effectively eliminating any need for farming potions, which is a fantastic idea, in my opinion.

The game is difficullt. You will die, a lot. At the time of writing this review, I have 376.8 hours under my belt and I have only beaten the game once, but I don't plan on giving up any time soon. One thing that makes the unforgiving nature of the game more bearable are the persistent unlocks. When you first boot up the game, you will have a relatively limited selection of birth options, in the form of races and classes. As you play, you unlock more birth options permanently, in addition to unlocking new game modes and even skill trees. There is a ton of replayability here.

The developers of this game are consistently polishing the game and considering feedback from the community. A cool feature of this game is an in-game chat room where you can ask for tips, discuss strategies, and talk directly to developers. It's a great feature and is probably the closest thing to multiplayer we will see in a game like this. You can tell that the developers poured their blood, sweat, and tears into this game to make something exceptional. And they have succeeded.

This game is nearly perfect in my eyes. It is an exemplary rogue-like, and although it does some things a little differently, it does them extremely well. It has come such a long way and gets better every day. Do not hesitate if you are on the fence. Send me a personal message and I will convince you. This game is worth every penny and the developers deserve support for the great work that they do.

10/10 Would get clobbered into troll soup again.

TLDR; Buy this game.
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146.0 ώρες στο μητρώο
Αναρτήθηκε: 4 Μαΐου
One of the best rougelikes I've had the pleasure to play, the sheer amount of stuff that this game offers is mindboggling, I recommend this to anyone who likes real rougelikes, and even to people new to the genre, because there are difficulty options that make the game worth playing for min-maxing veterans and unexperienced newcomers alike
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48.4 ώρες στο μητρώο
Αναρτήθηκε: 26 Απριλίου
ToME might not be a graphics wonder or a story-driven epic - though, don't get me wrong, it does come with a ton of interesting and often funny lore to discover. What it is instead is a classical steep-learning-curve, hard-to-master roguelike with some surprisingly deep, well thought out game mechanics.

If you're looking for a challenge or even simply an ARPG with an incredible replay value - randomly generated zones, huge number of interesting races and classes with their unique gameplay, 3 gameplay modes between the campaign, the arena and the infinite dungeon - you're looking in the right place. You can even choose your own flavor away from difficulty setting by deciding not to play a roguelike at all but instead venture into exploration mode and simply discover the world of Eyal with lives to spare. Oh, and let me mention the wonderful, always spot-on soundtrack too. You'll know what I mean when entering the arena.

Now, as far as flaws go.. ToME comes with surprisingly little (and even less that some addon, readily available in the workshop, can't fix for you). There's the odd balance or fumbling with the UI issue and 'graphic that could have been this tad better' but these minor troubles do tend to pale in comparison to the overall expirience and the number of for-your-convenience features the game brings, some of which - like the 'auto use when' function that for example automatically starts up your sustained abilities under specified conditions - I would have wished for in AA genre titles.

Overall ToME is an incredible achievement not only but especially by an indie developer and I would highly urge every genre fan to give it a spin. Just beware: it might suck you in and it probably won't let go again any time soon. ;)
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223.0 ώρες στο μητρώο
Αναρτήθηκε: 1 Μαΐου
I got this game after having played Rogue Legacy, and had little rogue-like experience at the time. I got this game, and loved it. Still love it. It took me a whole 150 hours to beat the main campaign, largely due to my inability to adapt to the playstyle, and then beat the Embers of Rage DLC at 200 hours. It's a great game, and I would recommend it to anyone who likes old fashioned bare-bones RPGs.
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Αναρτήθηκε: 2 Μαΐου
Best roguelike I've played in a long, long time. The graphics are what you'd expect a graphic roguelike to have, the classes and races are overflowing, and there are multiple styles of gameplay, so it's perfect for roguelike newcomers.

I can see myself sinking a lot of free time into this game from here on out.
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Αναρτήθηκε: 2 Μαΐου
Tales of Maj'Eyal is an unending world of exploration (and torture) in which YOU control the pace.

If you are a Rogue-like and RPG fan then you should buy this, really, buy this NOW. IT IS AMAZING.
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19.8 ώρες στο μητρώο
Αναρτήθηκε: 5 Μαΐου
This rougelike keeps destroying me, yet I keep coming back for more. It might take an hour or so of playing to really understand what's going on and how the game works, but once you figure it out the game really opens up.

Pros:
- Many races and classes to choose from, allows for quite a few styles of play
- Combat greatly rewards the use of tactics
- Turn-based, so you can take as long as you need to to strategize

Cons:
- Campaign mode is quite long, can easily play a character for 6 hours then have them die, which is heart-breaking
- Loot doesn't seem to matter much for magic-based characters. Also not much incentive to buy anything as a mage either.
- Although dungeons have random layouts, the campaign mode is pretty much the same every time. This can make the beginning of the game tedious once you've done it several times and it doesn't really change

Neutral:
- Graphics. I personally like the graphics in the game, but some might find them dated

All in all I would recommend this to anyone who enjoys difficult, turn-based rpg's. If for some reason you hate grinding or repetition, you ay have problems with this game.
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55.1 ώρες στο μητρώο
Αναρτήθηκε: 13 Μαΐου
I cannot say enough good things about ToME: the enemies are wildly varied, it plays like a love letter to the early 90's Indie RPG's, the difficulty is obscene, items, classes, mods, bosses, elite's, in game chat, and a completely free to play version at http://te4.org/

Once you sink in ~50 hours in the FTP version, come to Steam and throw the dev $7 to encourage him to keep going. A damn shame this game isn't more popular.
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83.6 ώρες στο μητρώο
Αναρτήθηκε: 15 Μαΐου
I played for some time now and story is always the same. I play slowly creating my OP character. I am going through every dungeon and place and feel like a god defeating everything so easily. And then suddenly I am going to the next level or deeper under ground and I am finding couple rares in one place and I have no chance to run. My god - this game is so annoying...

10/10
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225.1 ώρες στο μητρώο
Αναρτήθηκε: 15 Μαρτίου
Ahh, Tales Of Maj'Eyal. What is there to say about it? Well--

-Odyessy was hit for 50 nature, 50 temporal, 30 fire-

-Killed-

Ow.

Tales Of Maj'Eyal

~Spoiler Free Review!~
--------NOTE---------

This review is based off the majority of my play with mods. For around 90% of my hours on the game, I have spent it with mods. I shall list what mods I used at the bottom of the review, but none are extreme enough to change any of the core concepts of the game. The mods I've used made information easier to understand.

Oooh boy. I absolutely love this game. I really, really do. If I had to pick a single game to bring with me into, say, Space, this game would be my pick, hands down.

Community
You know what's strange for a Rouge-lite game? Having encouragement to directly talk with the community. Yeah, strange, isn't it? Whenever you're in the game, and you're online...you're connected to the community with a button-press away. There's a window on your screen (that isn't intrusive) where people's achievements within the game and conversations are. You can link items and monsters you find to show off to others the items you've found, or to ask for strategies on creatures you've never faced before. I do reccomend a mod called "Die In Obscurity" so you don't see how every single person dies. It can overflow the chat at times. Afraid of spoilers from the community? No problem! The moment someone types something that's considered spoilerly, they will be sent to ToME Spoiler Chat. It's an automatic system, so you won't even see a glance of spoilers. I've NEVER had a issue with the community, and have had quite a few conversations with the dev himself, Darkgod. The moderators are absolutely awesome as well! Good on all of you!

So, yes, this is indeed a positive for the game. I encourage you, as well, to take part in the community!


Combat
I'll talk about the story in a bit, but I believe this is to be the BIGGEST draw to the game. The combat.

You see, Tales Of Maj'Eyal is complex. This, sadly, can be a heavy drawback for those who would rather actually enjoy it. In every single turn (every single move you make) has a LOT of things considered, from the speed of projectiles flying at you, to how spells affect the enviorment are re-checked to apply their affect again, and how everyone runs around. This is perhaps one of the only turn-based RPGs I know that has a heavy emphasis on mobilty. You CANNOT, I REPEAT, CANNOT run around without a plan. You. Will. DIE. Doesn't matter if you have badass armor and defense-increasing skills on. You cannot block everything or tank everything. Even TANKS in this game have to consider mobility, and know when it's time to run and reposition themselves. The only class that can remotely do this is Bulwark, which I feel is "THE" class everyone should play first. They have a rediculous amount of defense, but it won't get you too far in the game alone. Learning the game takes time, and many deaths.

On the bright side, this complex combat is actually very satisfying once you understand how it works. There's SO MANY WAYS TO END YOUR FOES. From DEVOURING THEM to YELLING AT THEM TO DEATH. The amount of classes is purely absurd, and to this day I've STILL not tried them all. On top of that, you have Races. Humans, Elves...There's many more, and each has sub-species within it. The reason why I won't say who they are, is because it's considered spoilers. Sorry. Although, I will say there's only a few races that have classes usable only by them, you can mix and match pretty much anything. There's a lot of depth in a single class, and with so many, there's a lot to learn here. On top of that, the loot is satisfying to obtain. I've even carried some things I couldn't use because it just sounded so badass. I ain't giving my Corpsebow to a mere shopkeeper!

Also, the difficulty settings are very varied. You have two different kinds that come into play when you play the game. Difficulty, and the Style of the Difficulty.

{Easy}

{Normal}

{Nightmare}

---and so on--- Those difficulties change how hard the game is. How strong foe's talents are, the level of the zones, and so on. The higher the difficulty, the more EXP you earn. There are three difficulties locked when you start the game.

And the Styles:

{Exploration} Infinite lives. You are beyond death! The difficulty I say you should NEVER play, it ruins the experience. But if you don't like having a bad time, I won't judge you. There are a lot of gorgeous sights to see in the game.

{Adventure} You gain lives on select level-ups. Simple, not overpowered, but not the core experience.

{Rougelike} "You ARE your character." You only have one life. The moment you die, your character is immediately deleted. :gameover: However! You can still find ways to revive yourself in game, such as a rare-as-it-can-get vial. THIS is the Style of difficulty I always play on. It's my preference.



Appearance

It's visuals....are alright. It's your typical fantasy style, but it's not too distracting for me, actually. It's the enviorment I'm in, so I roll with it. It's great for what it is, there's a LOT of variety here! You'll be in space, heaven and hell, wintery landscapes, swamps, and volcanoes! Personally, I like it. But I can see how people might be "turned off" by it. Honestly, there's not a lot to say. One of the few games I say imagination works in it's favor!



Sound
It serves it's duty. Spells sound like spells, fists sound like fists, steel sounds like steel. There's no glaring issue with the sound, but nor is there anything that stands out as supreme. The soundtrack? Well...The music in the game is the same, it serves what it's meant to do. I honestly have muted the music for a long time now, and have other things in the background, like the news or music. It's one of THOSE kinds of games, despite it's complexity, where you can focus on other things while playing it. It IS turn based, as well.

On that note, like how I feel with Sanctuary RPG, once I've played long enough, I'm "in tune" with the game, reading information at only a glance, making actions with speed and care. Even when I set the game down for a few weeks, I was very easilly able to get back into this state.


Story

The story of Maj'Eyal is a fantasy, what would you expect? If you can suspend disbelief, you will find so much to read and learn about the word. Well written poems, stories, and last words of daring adventurers before you. There are several campaigns, but the one with the most amount of story is, well, "Tales Of Maj'Eyal". There is also the Arena and the Infinite Dungeon. Personally, the Arena isn't very fun to me, but I absolutely LOVE the Infinite Dungeon. You and the endless dungeon crawling experience that this game offers, with nothing in your way beyond blood thirsty monsters and glorious loot. It feels alive.


Conclusion
All in all, there's not too many RPGs like this. Where it manages to be...a community driven single player game. It's definately unique in that regard. With such a cheap RPG, why not buy it? Well, the initial ramp of difficulty (and throughout the game, regardless of skill) requires stategy over going wild with a sword, so this isn't the kind of game you can sit down with if you have little time. It respects your time, however, and the community is very helpful, VERY alive...The sound and appearance will not satisfy everyone, but it serves what it lives for. Things sound exactly like they would. I don't think giving it a "Score" would satisfy myself with the review, so I'll simply give the answer of "I highly reccomend this." To ALL RPG fans!



Mods that I use and reccomend.
(gahh there is no more room on the review so here have a pastebin with the last tidbit)

http://pastebin.com/m2genWSA
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1,372.1 ώρες στο μητρώο
Αναρτήθηκε: 4 Μαρτίου
I fell in love with this game when my otherwise normal, default human Sun Paladin character (yes, all holy and loaded with light powers) had acquired an item called 'Taintblight' that not only turned him undead, but also allowed him to retch caustic vomit. This puke was so mighty that it not only healed him and removed status effects, but also damaged opponenets and cleansed their buffs, all in a large radius around my knight. Combined with my power to project a path of sunshine that took no time to traverse, I'd skate into a room full of baddies, glowing all holy light, spew vomit, and then finish everything off with a direct invocation of the sun that's more like a quasar igniting at the edge of a blackhole.

Did I mention that my random lamp item that made me undead was called 'Taintblight'?

This collision of three entirely different abilities and a crazy and evocative random name generator is only one example of dozens such synergies and strange stories that I have experienced in playing Tales of Maj'Eyal.

Of course much of that imagery came from my own willingness to fill in the blanks because Tales of Maj'Eyal is a roguelike run by one guy (as far as I can tell), who has packed in a tremendous amount of lore, options and imagination. The graphics are like sprites from a nineties turned-based game that would run on a 486. The sounds aren't really any better. The muscial score is acceptable, but since the whole affair runs at my leisure, I listen to absolutely anything else while playing.

But the value in this game isn't in its looks, but in all the options, variations and odd enemies it offers.

While the game can be played like a true roguelike (one life and you're done), there are several difficulty and re-spawn options that help make the game more accessible to players looking for different challenge (and frustration) levels. There are also several unlockable races and classes whose progress is tracked across multiple playthroughs. By opening up more options, the game stays fresh the longer you play.

Of course, having so many class and race combinations leads to wild imbalances in capability. Some combinations simply become mathematically better, overall. However, the game throws so many different kinds of enemies and effects that attack, weaken and kill your character in so many ways that almost any character will expose an Achilles Heel at some point in a playthrough.

The game has incredible difficulty spikes, so playing true roguelike is recommened only for those with tremendous intestinal fortitude. I recall losing a rogue-like character 20 hours into the game due to missing a debuff icon that I didn't recognize, laid on me by an unusual random boss that was blocked by one of the over-sized two-block larger enemies. Of course, since it's turn based I could have taken a beat and re-examined the fifteen different effects, good and bad, that were on my character at that moment, so the mistake is ultimately mine.

That said, I didn't play again for a few days.

This does bring up a complaint about the game's lack of documentation. There are a ton of systems packed in, entire mechanics that might only be encountered on playing a particular character class. These often behave differently from every other resource in the game. Am I expending this resource straight away or do I have to build it up? Does this resource have a conflict or synergy with my armor choices or my other talents?

All these esoteric, imaginative and rule breaking powers interact in ways that aren't always clear. After logging over a thousand hours in this game, over three years, I still don't know what a few of the stats mean.

While most of the dungeons are procedurally generated, some smaller zones are always the same and the overland map only varies based off a handful of bonus zones that require prerequisites to appear. This sameness of the larger world and the horrifically imbalanced and hazardous random patrols make travel between dungeons tedious. But this is a relatively small criticism since the overland travel isn't a large portion of gameplay.

If roguelikes are your bag, this one offers both a sense of progression from overall play by doling out new classes and races with unlocks, as well as a wide variety of enemies and all sorts of crazy loot. The difficulty spikes can be tremendous, so that the higher difficulties really demand use of the game's clairvoyance and/or movement powers to survive. This game seeded and fostered my imagination and provided all sorts of unusual combinations of gear, talents and events to keep my thoroughly entertained. Though I don't tend to play for long stretches any more (except with new DLC), I keep coming back for twenty or thirty minutes of play on whatever experiment of race and class that appeals to me at the time.

I can't think of any other game (except an MMO), that has had me coming back again and again for more than a couple months, let alone three years.
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Αναρτήθηκε: 8 Μαρτίου
For all of you recursive min maxers out there, this game offers plenty of complexity to keep you busy for a long time. This is especially true once you unlock the adventurer class after your first win. The possibilities for talent combinations are immense, and they grow as the developer adds new stuff.

Feeling a bit timid? That is OK. While ToME is an authentic and challenging roguelike experience, the user community is there to back you up. The answers to most of your questions are just a short chat message away. There is no AAA PvE title out there with more to offer in Tactical variety than ToME. Don't be fooled by the archaic appearance. ToME is well worth the asking price.
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90.3 ώρες στο μητρώο
Αναρτήθηκε: 17 Απριλίου
>Be me, only 85 Hours in.
>Game be legit hard.
>Some stuff happens sometimes where you have absolutely no chance.
>One time you expect to die, and survive.
>FeelsGoodMan.jpg
>Finally unlocked a new class / race.
>HappyDance.webm
>Die seconds later.
>#NotEvenMad. (Slightly mad, had good run going, but was relatively successful this time)
>10/10 would recommend
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40.3 ώρες στο μητρώο
Αναρτήθηκε: 10 Απριλίου
fantastic roguelike that's very accessable to people who enjoy rpgs or other similar games.

Pros:
Randomly generated and new things to discover every time
Tons of lore
Very good amount of options for difficulty and permadeath.
Lots of classes, decent amount of races
Lots of skills
Simple but interesting combat
Overworld, dungeon and town locations
Several different game modes you can unlock
Awesome graphics, a bit retro but still pretty easy to read

Cons
Difficult (if you're not into that)
Some dungeons can be very busy looking
Free online, but the steam version supports devs and comes with quite a few nice extras.
Some random dungeons can seem more or less the same as others

TL;DR A great roguelike for people who like roguelikes rpgs or dungeon crawlers, with a great UI and tiles, lots of character options, achievements and interesting combat
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37.6 ώρες στο μητρώο
Αναρτήθηκε: 16 Απριλίου
A dungeon crawler rpg roguelike. I think its awesome.
Its accessable and easy to get into. numerous races and classes to play as, and you will unlock more of both as you play, even with just the base game!
Even workshop classes you can download, havent tried any of those though.

So all your dungeons are randomly generated each playthrough, but the over world stays the same im pretty sure. Each race starts in a different place and with a different backstory depending on your race and class. The main story quests stay about the same but its nice that you can tackle them in anyway you want, I still havent been able to beat the game.

One of my favorite things about TOME is the different campaigns, the base game has 3, The main one and two unlockable ones. One is a gladiator arena campaign and if you beat it with a character that character will be the last boss for the next character! very cool.

Another thing I find sets TOME apart from other roguelikes is the selectable difficulties, they not only have easy,normal, hard type selections but also there is exploration,adventure,roguelike choices where roguelike gives your character only 1 life (unless you can find magical items that add to it) to live through the quest, Adventure gives you a 'free' life after certain level milestones, so when you die with an extra life you get to choose if you want to respawn where you died or outside the area. And exploration gives you unlimited lives.

There is a lot to loot here too, all types of weapons and rarities.

All in all id recommend this game to anyone looking for a good rpg or roguelike,
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Most of the other reviews already cover how great this game is. Its quick and easy to get into, but as deep as you could want once you get going. Multiple class/race combos with very different playstyles. Loads of unlocks. Limitless crawling. One of those games you can buy for a few bucks and play forever. Highly addictive for roguelike fans, one of the best in my opinion!

10/10
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Αναρτήθηκε: 18 Απριλίου
Wow, this game is just awesome. Don't let the graphics on the store page movies deter you from buying this game like it did me! I thankfully, gave it a shot one day while bored of the same old games and haven't been able to stop playing it since... if your are any kind of rpg fan, you have to try this game! Every class (that I have unlocked so far) feels and plays different than the next. I just can't give this game enough praise!
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181.6 ώρες στο μητρώο
Αναρτήθηκε: 19 Απριλίου
At first glance, this game doesn't seem like much. But this game is truly amazing. Here are a few reasons why:

- The storyline is revealed slowly over time, making you constantly want to go further. You can tell they put effort into the tiniest of side stories, as even they are filled with emotion and humour.

- There are a ton of classes and races wich you can customise they way you want to play them. Everytime you play with something new you get ideas of how to play the other classes and it makes you curious to try out new things.

- Gameplay is fun. You can choose to rush through areas, cleaning them quickly and moving on. Or you can really take your time and consider the most strategic way of approaching a battle.

It should be said that there is a lot of reading to be done in this game. I highly recommend that you read everything you get your hands on, as that is what gives the game depth and humour. I love this game and highly recommend it.
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