The Storm Guard: Darkness is Coming is an interesting mixture of many
ideas brought together in a single game, yet combining many good ideas
is not always a good idea itself.
I find myself conflicted, since
I want to like this game, but I am considering to refund it while I
still can. Nobody will see the screenshots and go in expecting good
graphics, but I will say that the graphics and animations are actually
quite decent. Though the screenshots featured put them in a good light,
in game you will find that most models are less pleasing to look at
close. That said, they aren't why I was considering refunding.
The
reason for that is that for everything this game does, there are other
games who do it better. Nothing here is very bad bad, but nothing is
exemplary or exceptionally good either. During most of my time playing
this, I thought back to other games who did as this does but arguably
better. Sure, none of those games combine all the features offered in
The Storm Guard, but they focus on making those few that they do offer
great.
There is a village and narrator, Darkest Dungeon style. But
less interesting to listen to, and the village appears less complex and
with some interface quirks that are not very intuitive.
The combat
itself is interesting, but ultimately it just doesn't offer that much
depth past 'Put the guy with a shield up front'. Maybe this will change
further into the game, maybe not. I can't say I'll make it that far when
it takes more than an hour to gain a single level on a hero, and with
them potentially dying I would certainly hate to have to re-train them.
Another
thing you will quickly notice seems to be directly from Darkest Dungeon
as well is the dungeon map system, except it simplifies it even
further. Move from encounter tile to encounter tile, eat food along the
way. Dungeons are simply encounters connected together through minimal
narration- Like a DnD game ran by a newbie DM, rather than actual
dungeons and a world full of story it feels like a string of random
encounters, followed by a semi-random boss fight that often may as well
be a regular random encounter.
As a whole, and in individual
parts, it just doesn't have the complexity to justify the overal
average-ness of the game. It's certainly not bad, but I feel very much
like there just isn't anything for me to do aside from positioning.
Deciding what hero goes onto a mission didn't feel very important, and
then there is no inventory for me to bother with either, nor complex
armour or weapon management. The interface is slightly clumsy, that's
not really an issue- You can learn the quirks. But one of the big things
in a tactical combat game is that you need to see, at a glance, what's
going on. You can't do that as there does not appear to be much of any
indication that for example your hero's movement points are reduced
until you get to his turn and find that he can't move as far. All the
combats appear very similar, with no significant changes outside of
scenery. Outside of combat the repetitiveness doesn't fare much better.
All missions appear to be of the 'move to tile and kill stuff' variety,
even if their description and reason for killing these things are
different.
In conclusion, I had expected a somewhat quirky turn
based tactical combat game, one with interesting maps and a lot of
interesting combat scenarios. In the end, I didn't get any of that.
While I can see the potential, The Storm Guard is most alike a string of
fights generated by a random encounter generator, with some narration
about why this is happening and sometimes a choice which encounter you
want to fight.
Perhaps if it goes on a sale it's worth it, but there is no way I can recommend this for 20 euro.
I think I just convinced myself to refund it.
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