King Arthur: The Role-playing Wargame Review
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Even more interesting is a quest structure that runs alongside the battle events. Quest locations are marked on the main map with glowing scrolls. If you visit one with a knight, you take on a story mission told by interactive dialogue sequences. Quests play out like one of those old Choose Your Adventure books, with you answering questions, choosing between sneaking and fighting, and so on. Most quests are exhaustive and span a dozen or more questions that take you through a whole adventure. Some recount new stories about dealings with your rivals to the throne, while others delve into key tales of the Arthurian mythos, such as finding the Lady in the Lake. All are enthralling, and the final results always have an impact on the game in an important way. Actions are tracked on a wheel of morality that shows how you've been behaving as both a ruler and a religious leader. If you stand up for a friend, you gain a point or two toward righteousness; but if you betray him, you drop a point or two toward being a tyrant. The same goes for old-faith paganism and Christianity. If you spend too much time helping the druids, you gain points with the pagans; if you commit to making a Christian province, you earn points with churchgoing folk. All of this influences how you are seen by others and changes how you go through the game because pagan tyrants have different options from nice guys who are keen on Jesus.
Even though King Arthur: The Role-playing Wargame can hook you for a great many hours in its present state, you can't escape the notion that the game could use a pretty comprehensive patch. This is a great concept but only a good execution, which leaves the end result sort of dissatisfying even while you find it hard to stop playing. Let's hope that NeoCore Games keeps at it until the game is brought to its full potential.