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are almost equally simplistic and
unimaginative as are the special effects and featureless environments.
The characters are a little too small and the difficult camera system
doesn’t help - the entire game is experienced from an elevated angle
behind Jarik’s head, which cuts out your view of what’s up ahead and
limits your vision to a circle of ground. You can pan the camera around
but it only helps to change direction.
Although worst
things have been forgiven in the face of alluring game play and control
our next stop is Stiffandboringville. The game consists of many small
and large boring tasks. Finding lost items, killing monsters and helping
various people. It becomes so tedious you wonder why your wasting your
time. Moving your character around the huge environment is also more
than a chore – he moves really slowly and there is no speed variation
button.

The combat
system could be regarded as innovative but it turns out to be a
convoluted, laborious version of what we’re used to. You move around
the game world on foot – there’s no difference between the world map
and the villages you encounter. While the battles are turn-based,
they’re never random and the setting doesn’t change when you enter
battle, it takes place right where you encounter the enemy. Enemies walk
around so you can see and avoid them but sometimes you’ll get sucked
into a battle with an enemy that is more than half a screen away. At
first you’ll be mauled by them so quickly you won’t know what’s
going on – you have to wait for an energy bar to refill in order to
strike but the enemy’s bar seems to refill two to three times faster.
You find yourself simply hitting the attack button and replenishing your
energy.
Later in the
game more skill becomes involved as you acquire new party-members and
proficiency points which help to level up your character but the battle
system stays mediocre at best. Throw in a cheaply devised, clunky
inventory system and it’s hard to feel that the game is truly
complete. The music is actually a strong point with semi-Celtic,
medieval sounding tunes pulsing through out the game. The sound effects
do their job but it’s nothing to write home about.

In the end I
would say LoAD suffers from a serious lack of creative thought and/or
revision. I could see where they were going I just don’t want to be
where they went. With so many great RPG’s out there and fifty times
that amount of great RPG ideas never explored it perplexes me that this
game was ever released. Deep down inside there are nice little nuggets
of enjoyment to be found in this game but with so much else to play why
spend the time mining for them.
- Doug Flowe
(March 30, 2002)
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