You know, I have to confess … I really like single RPG. Here in order to completely plunge into the world through one character, with whom you will identify yourself, instead of splitting yourself a beloved adventure. Do not think that I put one thing above the other, just share preferences with you, so that you understand why I decided to try such a wonderful game as Revenant .
To call Revenant RPG this is bold, of course, but I got to it through such a request – I was looking for all sorts of Hidden Gem RPG, but not party, but to play only one character. Yes, despite the venerable age, I have no memories of the game, because she passed me. I did not see it either on sale or in a computer club that I once visited a schoolboy. Therefore, alas, my experience is devoid of nostalgic warmth.
However, after passing, I wondered – what made me reach the end? A brief answer to the question I posed – bizarre, strangeness of the game. Bizzara, if you want.
Somewhere twice for passing, I caught myself thinking of throwing a game. The first time because of the bug on a rather complex boss, and the second is due to the final chain of levels where (As it turned out) it was necessary to collect color crystals and drop some power fields to open the way to the final boss. The fact is that there are several same levels made in different colors, and in the end it turned out that when I ended up in this labyrinth, I moved to its next stage, without taking the first level crystal and not unlocking the first power field, which is why I had to go back all the way.
Therefore, when I was alone with a closed gate and realized that I had to go all the way back, I wanted to score at all, but to give up when the finish was so close.
Why didn’t I drop the game? It was probably an intriguing plot? Or fascinating gameplay? Or maybe your own stupidity?
If you put on the plot, then alas. Revenant has a problem with him, because besides the skeleton/foundation, they really did not put anything. There is Locke (Or Loki), our renegatory (that is, the dead man who was returned to life), and the task was set for him – to save the king’s daughter from the clutches of the sect, which terrorizes local. However, over time, both the king and his daughter will die. And Sardok will kill them, the same magician who returned Locke to life. For what? Why?
Alas, the sorcerer will not work out to ask questions, because Locke will kill him in the final screensaver. Well, the most amazing thing with all this is that Locke is the Lord of the Empire, which existed 10 thousand years before the current events of the game, and the princess is his reborn wife, whom he once killed in order to save her soul from the demon of Kraxs. After which Locke himself was already killed. So he would have chill in hell, but Sardoca aroused him, thereby starting the events of the game.
So, the same foundation/skeleton, in the form of part of the characters and scraps of events, is laid here. But specifically the adventure that the game offers does not catch his story, because it is simply meaningless. No one will explain why it was to arouse one person, instead of understanding the king’s army forces. More precisely, there is an attempt to explain here – soldiers cannot resist the magic of the cult … Apparently, so the cult did not capture the castle, but rests on another part of the continent, yeah.
You might think that the matter is the “chosenness” of the protagonist, but from the very beginning they make it clear that the GG is weak, and he needs to gain experience in order to be able to resist the enemies. The villainous motivation remains a mystery, although the villain himself (That is Sardok) is revealed at the very beginning of the game, when they show us that he brutally dealt with a guard from the castle simply because Sardoca is harsh. Although, it would seem, he is just an adviser to the king, and not sergeant Hartman from the "all -metal shell".
And in general, the https://lottomatcasino.co.uk/bonus/ game seems half humorous in places. What is the original voice acting of the protagonist, where Locke just yells in some places like crazy. And the scenes in the spirit of a kiss with a female of the local variation of goblins only strengthen the thoughts of the frivolity of what is happening.
Since the plot has disappeared, it turns out, the gameplay clings? Well … someone will hook, probably. Revenant is the case when the authors had an interesting idea, which did not work properly implemented. Revenant, published in 1999, compared with Diablo, which the year remained before the sequel. Revenant was announced with Diablo II in 1997, only Revenant changed names three times during this time, and the release was transferred at least once (From spring 1998 to the fall of 1999).
So, comparisons with Diablo are not quite appropriate here. In Revenant, they tried to focus on the combat system: a very rich arsenal of spells and three types of close combat attacks were offered. These three close-up attacks improved along with the hero’s level: the NPC teacher gave access to six combi attacks and three attacks at a distance. And to all this, the actual pumping of skills was added, that is, the fight by the sword shakes the skill of owning a sword, the testing of spells increases the magical skill, and even the possession of the master keys was made by a separate skill, although there are a limited amount, because the game does not generate new ones.
But we are talking about an isometric game, with one playable character. That is, it seems obvious that it is controlled, most likely, by jaming in action style, as in Diablo . In extreme cases – as a single version of the first two Baldur’s Gate, with an active pause and distribution of commands. For how else to distribute combo-studies in a similar game from the mouse and keyboard? Unless, in the style of the first “witcher”, but he will not come out soon.
Revenant goes in its own way and gives out an unusual control scheme. On the one hand, we have the opportunity to click the mouse. Moreover, the game is quite passable to jam – the main thing is to buy treatment potions and you can break into any enemy. But in this case, attacks on the left button will be selected by the game itself. If you want to choose every blow yourself, then you need to control from the keyboard. The arrows are responsible for the movement of the character, ASD – for the main strokes, and with an increase in the level, strikes will open on QWE. Accordingly, for each of these buttons will be available and combo. There is also a roll button (CTRL) on the keyboard, which does not work when the mouse moves, because for the rolling, you need to press the roll button and the direction button into which the hero will be rolled.
For those who at one time activated the sight with a mouse on Quake 2 with a separate button on the clave, or in general for the old -school “tractor drivers” who played the jet on the keyboard, there is nothing complicated in this management. If you have no idea who the “tractor drivers” are (or as they called players in the Jules on Klava in your hometown), it is likely that the management in Revenant will reject you. But the game does not force the use of such management, because in addition to the fact that you can jam enemies in a classic style, you can completely play the magician.
Being a magician in Revenant is as difficult as in many old -school role -playing games, where the sorcerer has a heavy start, almost overcoming, but in the end you just erase enemies from the face of the earth with packs. At the start of the character, the modest arsenal of spells, and even Mana itself is not restored – you need to buy potions, and there is not much money at the start either. In the end, the hero has a mountain of gold and dozens of spells in a holster, only only 4 spells and 5 items can be put on a fast access panel (for the treatment of HP, restoration of mana or all at once).
Spells must also be studied. As the plot passes, the hero finds talismans and scrolls with a combination for new spells. The scroll must be read after, in a separate menu, to combine talismans for the spell you need. If collected correctly, then the spell will already be in the hero’s memory and it will be possible to transfer it to quick access. Closer to the end of the game, magic turns out to be much more effective in close combat, which is logical, given the lack of mana regeneration. And since in the game you do not need to choose a character class, then at any time you can transfer from a full -contact battle to throw enemies with icy rays and balls of fire. If there is not enough skill for high -level magic, then it will be enough to kill a couple of dozen enemies with spells, and now you are already dingering. Well, no one forbids to combine – you can freeze enemies with the notorious ice rays, and then approach and beat in the face. Or throw buffoamed spells in front of complex battles.
Another feature of Revenant – our fighter has endurance, which ends with every blow and is spent when running. At the last levels with the maximum amount of endurance, you will have enough of it for 3-4 combo-shows, after which you need to rest. Fortunately, when walking, endurance continues to recover. This mechanic is another plus in the piggy bank of the magician, because over time it bored constantly walking during the battle, waiting for the restoration of Stamina. And a damn strange decision seems to be a waste of endurance on running, because even if Stamin is at zero, you continue to run, you can’t start a fight. It is not entirely clear how the authors were conceived by the mechanics of endurance, but it feels like a stick in the wheel of nearby. But this is not the most strange thing in the game.
The strangest is onions. The game has only one bow with one type of arrows (The number of arrows is limited), and, in fact, he needs him plot in battle with one boss, after which he just stays with the player. This onion shoots with freezing arrows, that is, repeats the functionality of one of the spells. The meaning of it is something around zero. It will not work to play the shooter at all, the bow becomes unnecessary after some time and simply ceases to break through the protection of enemies (That is, it applies 0 (zero) damage). Judging by the leadership to the game, he needed it for the multiplayer regime and for some reason faded into the main game.
Total in our hands: the original close combat system with a specific implementation, standard magic and senseless shooting for a script moment. By the way, if it weren’t for the scripts, the game would have turned out better, because from the very beginning there is an unpleasant impression when you can examine all available locations near the castle where the game begins, but the NPC in these locations appear according to the script. For example, in order to generally understand where to move from the start, you must definitely talk with several characters in the city so that a prisoner will appear in the camp of local goblins. At the same time, you can get to the Goblin camp from the start, but there will be no prisoners there. Revenant will not be able to stumble upon something unexpected or pass the game somehow differently than it is planned by the developers.
The game is also not able to boast of the variety of enemies. There are several types of mobs, which are then repainted in a different color (What costs the color variety of dragons). Enemies are filed specifically. For example, already at the start of the game we can kill the dragon, although at the beginning we were told that the hero is weak and he should first recover, but at the first hour of the game we see dragons as standard mobs, so there is no “wow effect” from the victory over such a seemingly harsh rival.
But in the game there are bosses. They are enemies with multiplied by 10 (Or even more) health. There are three of them in total: Ogra-perishability, magician and final villain. You will be remembered by the OGR-excitement, because it must be defeated unarmed, the battle reminds of a kind of pro-resting. The boss mag is also remembered, because it has some kind of unreal strip of CP, so that during the battle with it you can turn on the background of video or podcast. The final boss even seemed weaker, more precisely, he had a stronger attack, then a strip of hp as if smaller.
Mage with 100500 hp
And the final villain
For me, the battle was the most long, because right after the final blow, my character spun in a specific dance, from which I could not get out, so I had to fight again ..
I would have lost something if I decided not to recall the boss and drop the game? No. Without the very nostalgic warmth that I mentioned at the beginning, now it is not very fun to play Revenant, because in addition to the idea of a combat system with combo-studies there is no unique. Divine Divinity or Nox look at a level above.
But the game did not leave a bad impression either. Against the backdrop of the voice of the protagonist, I wildly wanted the game to not try to leave “on serious brushes” and showing wild trash and frenzy, hinged. That is, something in the spirit of The Bard’s Tale, where it is also not the coolest gameplay and for sure if it had a clicked plot about the adventure fantasy, then it would go into oblivion. But due to humor The Bard’s Tale turned out to be a phenomenon. Or now if Revenant was able to predict the story and give out the combat system of the first “witcher” before the very first “witcher”, then it would also be fine.
Instead of all this, “if yes, there were a mediocre action-RPG, which could not compete with other games of 1999, because the 99th was a wonderful year for video games ( Heroes of Might and Magic III, the first Driver, Planescape: Torment, Gran Turismo 2, System Shock 2, GTA 2, Resident Evil 3: Nemesis, Final Fantasy VIII and much, much more this year). There is an archive news of the 2000th year about RPG-IGR sales in the USA, where Revenant looks extremely sad against the background of sales Baldur’s Gate, Diablo and Fallout.
The result is indicative and fatal for the developers – the studio closed, releasing only two games. In 1996, they got the action of Total MayHem, but Revenant finished the short biography of the authors.
