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graphics showcase.
The graphics are good and clean, but they are not stunning by any
means. The gameplay, on the
other hand, might go down as some of the best in this generation.
At least some of the appeal comes from the ability to take to the
air on the back of main character Rynn’s trusty dragon companion Arokh.
It is easy to waste a tremendous amount of time simply gliding
and diving through the air. The
controls are perfect, the world is vast, the draw distance is solid, and
the whole concept is just incredibly cool.

Even
without the dragon flight sim aspects, Drakan’s gameplay is more than
solid. Rynn has access to
plenty of spells and even more weapons.
Changes in armor and weaponry are reproduced visually on the
character model. Rynn grows
in stats and abilities as the game progresses giving the game a light
RPG feel without ever dragging the player down into micromanagement
Hell. All these abilities
are put to the test during combat with a vast and creatively designed
cast of creatures.
The
difficulty level does not get too hard, but it definitely provides a
challenge. This challenge
is stymied, however, by one of the most controversial aspects of any
adventure game, the save system. Drakan
uses a save-anywhere system, just like most gamers prefer, and while I
agree that it is annoying in games to be forced to start an entire level
over when I have died near the end, I still feel save-anywhere systems
completely undermine the difficulty of any game.
It is simply too easy to save after every little challenge and
quickly work through all of the levels.
A better option here would have been to scatter a solid amount of
save points throughout the levels.
This would have eliminated the need to restart at the beginning
and stiffened the difficulty considerably.
Finding
places to put those save points would be easy since the game features a
linear mission structure. You
can do most of the missions in any order, but you must do nearly all of
the missions to advance. Surreal
has added a large number of side quests, something missing from the PC
original, and they help provide a less linear feel and actually provide
some solid emotion if the player is paying attention to the story.
Other
than the save system (which I’m not inclined to deduct many points for
because I know it is a plus to a lot of gamers), there is little to
complain about with Drakan. The
hacking and slashing can become repetitive certainly, but I have played
very few combat heavy adventure games where this was not the case.
Approaching twenty hours of gameplay, the value of the game is
very high, and, in the end, the game simply feels like such a labor of
love that it is hard not to like it.
The attention to detail, the story, the action, the
graphics—everything about the game is solid and well thought out.
Anyone who likes fantasy adventure games is likely to be happy
with their purchase.
-
Tolen Dante
(March
10, 2002)
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