GB Feature: Avernum V Review
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The first thing you're bound to notice is the addition of "battle disciplines", a new combat element exclusive to fighter classes. These can be used to invoke short-lasting buffs, enhance single attacks, temporarily lower an opponent's defenses, and more. It's a solid idea, but unfortunately they feel a bit unpolished. There's no real sense of progression in battle disciplines, as you never have to learn them (they're added automatically as you add to your weapon skill) and you don't pick between skills but instead are presented with a fairly linear progression that lacks a significant tactical element. At the end of the game, you'll always be using (the best one) rather than having a variety of choices to make as magic users do.
As is usual for Avernum sequels, the feel of the game changed a bit from the last one. Avernum 4 almost had a post-apocalyptic feel in the way towns were wrecked and humans were despairing. Avernum 5 has a distinct frontier feel to it, as you explore new regions in which humans are trying all sorts of methods and philosophies just to survive and attempt to get along. There's a delightful sense of futility to all their efforts, as once you pass out of the old colonies into frontier land, none of the places you pass through could be described as (thriving).