![]() ![]() It’s a shame that cutscenes featuring key story elements come across so poorly because in normal conversations (which are all text driven) the world of Star Trail does begin to take shape. The voice acting in cutscenes is delivered sporadically and poorly when it comes, with some characters rambling on about one thing whilst the onscreen text tells another story. Poor graphics could be forgiven for a riveting script delivered by compelling voice actors, but alas, Star Trail features neither. The presentation overall is dismal, in fact. Perhaps even worse are some of the more prominent technical issues - the loading screens mid-conversation, when a menu is opened, when a door is opened or basically when anything happens at all. ![]() Played on a PS4 Pro, it looks like a game that would have been barely acceptable at the outset of the previous generation, albeit upscaled to 4K in an appalling parody of games designed specifically for modern systems. I won’t lie to you (after all, it’s my job not to) but there is a hell of a lot wrong with this game. With that damning introduction out of the way - and assuming you’re still reading - you might just have the intestinal fortitude required to tackle Star Trail after all. The subject of today’s review, Realms of Arkania: Star Trail, ignores almost all of that evolution by throwing itself back to the mid-nineties in terms of presentation, visuals and even how it fails entirely to inform the player about what is happening. These games eventually gave rise to several different kinds of RPG, including isometric affairs like Baldur’s Gate, or perhaps more directly, first-person efforts in sprawling worlds, like The Elder Scrolls series - which is no spring chicken itself. I’m talking about classics like Mike Singleton’s seminal Lords of Midnight or the later, more visually impressive, Eye of the Beholder. Among my very earliest memories of gaming are the kind of RPGs that simply couldn’t (and perhaps shouldn’t) succeed today. ![]()
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