Eschalon: Book I Review
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Unlike many games today, the world is not linear. For example, in Neverwinter 2, locations showed only when you learned about them in some way, and so travel was very restricted. Eschalon is more like Oblivion, where you can start walking in any direction, without waiting for someone to tell you about an area.
Going some places too soon, however, can get you killed. Unlike Oblivion, monsters do not scale to your level. So it's entirely possible for you to wander into an area you're not strong enough to handle yet.
One thing not seen much in games lately is the puzzle. Eschalon does have some puzzles strewn through the dungeons, though none are particularly difficult, and most have clues nearby. Still, a nice touch.
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Probably the most old-school feature is that the game is completely turn-based. Your character can stand there while you take a shower, walk the dog, watch a movie, and nothing will happen. No time passes until you take an action. Thus combat fits seamlessly into the whole. There is no separate combat mode, no action points, no frantic button-mashing.
Where Eschalon differs from the classics is in the view, which is third-person rather than first, and the ability to move and attack in any direction, instead of in 90-degree increments.
I can add that the graphics are better, too, although they won't be giving, say, the Bioshock developers any sleepless nights. Still, while not (cutting edge), they are adequate, especially considering this is an independent product.