
All the processing power that PCs offer coupled with all the lack of meaningful character development that many "console-RPG" games offer. Imagine Planescape: Torment mixed with Final Fantasy VII and you'll get the idea. Though I would've appreciated some meaningful dialogue options to choose from, I would've been equally happy if the developers simply omitted the dialogue options altogether and had every NPC simply run through their scripted lines accordingly, in a bunch of dialogue cut-scenes, so to speak.īut really what Revenant delivers is a sort of CRPG-meets-console-game experience.
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The reason for this is because it rarely ever mattered what dialogue options I chose I simply had to click one option and then the next to get the full story. The dialogue itself is not exactly a waste of time, as it does work well enough to move the story forward and shed vital information, but the fact that there are time-wasting options for selecting different paths of dialogue is what frustrated me the most. Through gritted teeth I tell you that the dialogue options in this game are a waste of time. I mean, if you're going to have multiple dialogue options in a game, shouldn't there be some character-based motivations serving to make you selective in your choices? Revenant could definitely have taken a lesson from Baldur's Gate here. I kept waiting for there to be a dialogue option that mattered. Which speaks indirectly to the single greatest flaw of this game: the dialogue system. I found myself marveling over how sore my finger-muscles were from mashing the buttons during the larger fight sequences, and that's when I started to wonder why I cared more about winning battles than developing my character. But it's like pulling away from McDonald's and discovering you've gotten an extra burger instead of the McNuggets you were hoping for: they messed up your order. Which, in and of itself, is not a bad thing. Within the first few minutes of play, after about when the priest in the first sequence dropkicks you and then puts you in some sort of figure-four, it becomes readily apparent that the RPG-intentions behind Revenant have dissolved into a sort of Kung Fu-meets-swords-and-sorcery action-adventure game. Sure, a gamepad is a step further away from the pen-and-paper and text-based roots of the CRPG, but one step forward in terms of progress is usually going to be a step away from tradition anyway.Īt any rate, as I mentioned, the overall quality of Revenant suffers seemingly from the theory behind what it means to use a gamepad. It's simply another (more convenient, laid-back) way of inputting information. I never saw why such seminal CRPGs as Baldur's Gate and Planescape Torment couldn't allow the use of a gamepad for controlling what takes place onscreen. I know many intelligent people who use gamepads.

I hate to think you have to sacrifice the overall quality of the game (which, unfortunately, Revenant does) just because you allow players to control the characters with a gamepad.


Of the new super-duper funky-dunky gamepad-based action interface I'm a huge fan. Locke D'Averam, your hero, veritably yells his lines. The voice-actors, for instance, really act. On the contrary, the game goes all out in many areas. Which is not to say it's a middle-of-the-road, run-of-the-mill production.

My overall impression is indefinite - I think this will be the case with many people who play Revenant. I'm about to go to press, so to speak, and I'm still vacillating between my feelings about this game.
