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I seem to have an affinity for a certain type of game - made in
Europe (often Eastern Europe), small company, low budget, one of
their first games and so on. I am constantly stumbling across them
and playing them - despite the fact that they are seldom very good.
I attribute this to my love of first person shooters and role-playing
games on the PC, and also my voracity of plowing through games combined
with the relative paucity of new releases in those genres. There
is good and bad news to this seeming addiction of mine - the bad
news is that I am often paying too much for short and mediocre games
with almost no replay value. The good news is that many of these
games have an interesting nugget at their core - some gameplay element
or twist that makes them compelling and ultimately worth playing,
even if they still aren't very good when viewed critically.
That
is - for good or bad - pretty much my synopsis for The Chosen: Well
of Souls.
The
game tells the story of how Marcus Dominus Ingens discovered the
secret to immortality at the turn of the Nineteenth Century and
began eliminating other high level alchemists in order to keep this
power his own - and to feed into the development of even stronger
powers. He can harness the power of the souls of these alchemists
by trapping them in soul wells, which also allows him to unleash
massive armies of demons, werewolves, zombies, vampires and more
- all for the purpose of gathering more power to himself, because
with each new soul he gathers, he becomes more powerful, while the
Chosen One becomes weaker. There is a prophecy of a Chosen One who
can stop this - and in a surprising move you are not that
chosen one! Instead you play as an elite warrior who must free the
alchemists' souls by destroying the soul wells, complete other tasks
to help thwart Ingens' plans and save the Chosen One to restore
the stolen tablet and the balance of power before Ingens takes over
the world.
The
setting is an interesting variation on the typical fantasy themes
- while you will go to towers, cast spells, visit dungeons and explore
castles, there is much more to the game than just that. As the story
suggests, the setting is the Nineteenth Century, but beyond that
it is a vision of the Nineteenth Century in Eastern Europe and North
Africa and other areas that is desolate and eerie. There is technology
present - pistols and shotguns are used alongside the bow and staff
- but this is an age of torches, candles and hulking mechanical
devices. The graphics are very nicely detailed 3D environments that
feature moving trees that react as you walk through them, as well
as many destructible environments. Night, day and shadow effects
are very nicely implemented too and the matching sound and visuals
as you or an enemy come through the trees are a wonderful surprise.
The spell effects are spectacular too - when I first cast a fireball
and it exploded with a force that shook the game both sonically
and visually, I knew I had found my favorite spell. Other spells
are equally impressive - freezing enemies, causing waves of destruction
to propel out from you and so on; it all looks great and sounds
every bit as good.
You
chose between three character types - Frater the Monk, Elena the
Demon Huntress (equally adept with bow or gun) or Khan the Warrior.
These are pretty much the same as the typical fighter / mage / archer
archetypes, with the exception that ranged weaponry includes guns
as well as bows. Characters gain experience by completing quests
and (mainly) by killing loads of beasties. At each new level you
gain five development points and a skill point. The development
points allow you to increase character attributes and the skill
points are spent developing your character's skill tree. Character
development paths are surprisingly limited - there are only four
primary governing statistics: strength, dexterity, intelligence
and vitality. These impact damage, health, mana, accuracy and the
other usual things you need to make it through the game. They also
impact your ability to wield certain weapons and use certain skills
and spells. The skill trees are nearly identical for all three characters,
but since you only get a point per level (plus occasional bonus
points) you will never have enough to develop a true generalist
or change the path you take initially. The result is that the skill
tree doesn't feel satisfying for any of the classes - and I found
this especially true for the mage. Rather than increasing your magical
skills in certain areas through the skill tree, you buy (or find)
spell books and use the skill tree to reduce enemy resistance to
certain classes of spells.
The
gameplay is viewed from an isometric perspective as is typical in
a Diablo-clone action RPG. You look down on your hero as he moves
through the world, clicking to move him to new locations and using
the WASD keys to control camera. Camera control in these games can
be a major problem, so it is a big positive that things work so
smoothly here. You can rotate and zoom the view quickly so you can
always see your hero and the graphical performance means that making
these changes never slows things down. The controls in general are
very well laid out and completely flexible - you never feel that
you're battling the controls. One thing that will irritate some
is that looking at your inventory or character screen doesn't pause
the game. This really isn't a problem since the spacebar pauses
the game and then you can use the inventory or other screens at
your leisure, but it would make more sense if brining up the inventory
paused the game as well.
The
interface works well throughout but there are some elements that
fall a bit short of current offerings. The health and mana are indicated
in each corner, as is typical with these games, and the number of
your health and mana potions is superimposed on the appropriate
gauge. I wish that the inventory had sorting options, especially
since it is very possible to be 'full' and simply rearrange a few
things and make plenty of room. You are also not shown the impact
of changing equipment - you have to know what your current weapon
is doing for you and make a decision based on that. So far I have
had almost exclusively good things to say - admit it, you're just
waiting for the other shoe to drop. I knew you were - and here it
comes.
The
Chosen is lots of fun - so it's too bad the game is laden with problems
that get in the way of that fun. The story is very clichéd, but
honestly this wouldn't be so bothersome if the writers hadn't gone
out of their way to shove it in your face every time you talk to
someone. The dialogs that accompany every NPC chat is stilted and
boring to read - if you choose to read them at all. I found myself
skimming for details by the time I had closed my first soul well.
But they are better than the voiced dialogue, for which there is
no description I can summon other than just plain awful. The first
time I heard the hero I thought someone was doing a bad impersonation
of Peter Lorre. Here you have already destroyed hundreds of monsters
and proven to the people of the countryside that you are a one person
wrecking-crew - but you might have been asking for more gruel, the
way your character sounds. It is true that they the cut scenes come
that often, but I dreaded them anyway.
I
normally complain about RPGs that have insufficient 'gold sinks',
making you too rich for your own good early on in the game, but
the opposite is true here - I played as Frater and found myself
selling junk constantly and bashing every crate for the measly gold
provided so I could get the next level spell book. The game provides
an 'item creation cauldron' that you would think should take care
of that - allowing you to invest in a skill as opposed to spending
cash to buy items all the time. Unfortunately, creating items also
costs tons of cash. To put this in perspective, buying a first level
spell book costs 1500 and the average gold drop from a monster or
chest yields about 20. Worse yet, there is about a 20% chance that
an enemy will drop anything and perhaps 10% chance that a crate
or barrel will contain anything. It never gets better, so you will
enter an area, kill some enemies and grab items until your inventory
is full and then teleport back to sell stuff off and then return
and repeat. Oh, and since your weapons and armor deteriorate and
you can never learn a repair or identify skill, you constantly have
to pay to repair and identify items - and too often the investment
doesn't pay off at resale.
There
is plenty to criticize about The Chosen: Well of Souls, but I want
to reinforce that it's important to look at it as a budget release.
Taking that perspective as a basis for your assumptions will put
you into the correct mindset - limited game, fun gameplay, nothing
revolutionary. And I find that this game succeeds along those lines
in pretty much the same way as last year's Space
Hack (not surprising since it is based on the same engine).
The core gameplay is a blast - loads of monsters to kill, fun and
effective spells and weapons, and you can see your effectiveness
increasing as you increase in level. Because the core game is fun,
I could handle the problems and frustrations, and if you look at
The Chosen as a very linear game filled with some nice, mindless
hack 'n' slash fun then this will almost certainly be the case for
you too.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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