78 – Serpent in the Staglands, Take 2

It turns out it was not actually a pair of wolves who showed up to eat my characters the moment they walked outside–it was, more embarrassingly, a pair of foxes; and even more embarrassingly, I found it out while I met them for the second time and got eaten again.

(This time I’m putting the blame on the game–like Dark Souls, it doesn’t seem to pause when you open your inventory and so my party was getting quietly mauled while I read some scrolls.)

Third time’s the charm: With a slightly better idea of how the system works, I rolled another party, met up with the foxes, and killed them, losing only one party member and getting 6 whole XP.

Down the road, my game pauses: I’ve learned about the autopause settings and have it set for whenever an enemy is in sight, and at the edge of the screen is a single dog. I can totally take a dog. Combat is Baldur’s Gate-style real-time-with-pause, so slightly empowered by reading the manual again, I queue up some spells and set my melee fighters to take care of business, and unpause the game…

…at which point a literal dozen dogs appear from just off of screen and rip us all apart.

Now that it’s the weekend, I’m going to spend a good chunk of time trying to actually get into the system and figure the game out–it’s not that it’s so convoluted that it’s impossible to navigate menus or anything like that, but it’s very much its own beast. While the UI may be slightly too complex in certain spots, it’s not unmanageable. Probably the biggest thing of the game is navigating the spells and skills: From what I can gather, spells are more focused on buff/debuff kind of things rather than the one fireball spell, and I get the sense that the buffs and debuffs are actually useful provided you can figure out how they hit up against each other. There is a moment waiting in the wings, I can tell–a moment that’s gonna have everything click, and I’m looking forward to that very much. This game is a very particular vintage–it’s explicitly not intended for kids, so to speak–and I am so glad that we’re in this weird CRPG renaissance. It’s like the late 90s all over again!

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