It's the little things that take an
average game to that next level. A game may have a great concept
or an intriguing story but if the execution is lacking, all of that
potential amounts to nothing. Sadly, this is the case for
Necromancer by
Deadmanintheocean. The game has a lot going for it. The
story is not your average noble-knight-saves-the-world kind that we
have seen time and time again. It also has a unique leveling
system that allows for some truly specialized character creation.
Unfortunately, the game is lacking the polish it takes to make these
features truly shine.
As I said, this is not your typical fantasy RPG story. I mean,
there is a castle and there is a plot to overthrow the king and take
over the world but the characters are unique and the setup is
original. Put it this way: the main character is not on a quest
to collect some element-based crystals in order to defeat the Ultimate
Evil. At least not in this demo. I don't know where future
releases will take the story but for now it is fairly
original. The graphics are nice and the music really helps
to set the mood, too.
The leveling system in the game is probably its strongest
feature. Throughout the course of the adventure, you find orbs
scattered around the game world. These orbs can be used to
purchase stat points which can then be used to customize your party
members in any manner that you see fit. This amount of freedom is
truly fantastic and reminds me a lot of the leveling systems that we
see in games such as Oblivion and Mass Effect. It allows the
player to mould the characters in a manner that is conducive to their
particular playing style. Of course, this would be far more
useful if the battles in this game weren't so mind numbingly boring.
This brings us to the things that hold this game back. The
battles are a huge problem. I have never before played a game
where the battles were this slow. Adding to the tedium is the
fact that all of the enemies have way too many HP. The player
learns some new skills and attacks but there is never a need to use
them in battle because the normal attacks do just as much (if not more)
damage. So what you end up with are some highly-customized heroes
all performing their basic attacks. This seems to defeat the
purpose of having such a great leveling system.
The menus are sometimes set up in a strange manner, too. The
first time I traded my orbs in, I thought I only had one option to
spend them on. So instead of buying permanent stat increases, I
bought temporary HP bumps. It wasn't until the second time that I
played through the game that I realized there was another menu that
could only be accessed by quitting out of the first menu. This is
a very odd setup, especially when neither menu is even close to being
full. Why not just put all of the available options on one menu?
The dialogue could also use some cleaning up. It isn't the worst
I've seen, but it isn't the best either. The characters didn't
really have much... well, character. Towards the end of the demo,
it was fairly obvious that the author rushed through some of the text
boxes. Actually, towards the end, some of the NPCs didn't have
any dialogue at all. I also have to mention the interrogation
mini game. I can appreciate the author trying to insert a
light-hearted easter egg into the game but this was just lame.
Honestly.
Overall, this game has a lot of potential. With a little time and
effort, this could be a very enjoyable gaming experience. The
battles desperately need to be tweaked so that they go faster and that
they take advantage of the fantastic leveling system. It's a good
start and hopefully Deadmanintheocean will stick with this game long
enough for us to see a couple updates.