Darksun: Shattered lands WRPG- Isometric view, Turn based battles http://images.google.com.ar/images?...&sa=X&oi=image_result_group&resnum=1&ct=title Why i review this game?: Because i think the RPG genere is one of the weakest generes around. And this is a very old RPG that did many things right, but of course a lot more wrong. modern RPGS mostly do what this game did wrong ,and wrong what this game did right. So i woudl like to entice people to try this game to see things that were done right once but were forgotten. General- what the game is about?: The game is a WRPG, you create a party of 4 characters, and you are told that for different unknown reasons you were send to jail and it seems the king settled a new law where Slaves and prisioners should fight in the arena. (I would assume you didn't read the Darksun novels wich i loved when i was younger btw). Anyway your objective is to get freedom, as simple as that. In order to do that you must find your way exploring, talking and fighting. The fighting system is based on the (now) very old D&D 2nd edition. In order to find what the game did right and wrong i'm going to disect the game in the most important parts of a game. Gameplay: There is so much to talk about , that i don't know how to do it without boring the hell out of you. I think the most important issue is that there is no global timer, yes there is triggered timers that you have "to beat", for example, there is a situation when you try to escape, where a group of soldiers is sent to caught you, and if you don't escape from that place in time they will eventually caught you and you will have to fight them. Another example is when you are in the prision, there are several reasons to explore the prision, but after certain time, you will be called to fight again in the arena. And the arena comes harder and harder, so if you don't find your way out in the prision soon enough you will eventually face too strong monsters and be killed. There are Many situations like this in the game, and i of course appreciate it. But NOT all the game is like that, and of course, i don't appreciate that. On thing i liked in this game is how many ways you have to do some things. Escaping from prision is just incredible, there are SO many ways. And "quests" Also have different ways to complete, and different results and endings give different rewards. You can technically fail at EVERY QUEST in the game, and still finish the game. Of course you will be so underleveled and underequiped and underhelped, that you will need a godlike amount of skill and luck to succeed. Another nice gameplay feature, is that what you say is very important, you have to take decisions, sometimes verbal decision, and they definiltiy have an impact on the game. I think some people here is thinking "what about the grinding, i mean, if there is no global timer..." Grinding is a small problem ,not a big one and tell you why ,is a little long but i think it's worth it. 1. Most fights have a meaning. That is, , on the sands, on a justified way that has some argument, you will find random monsters that you can avoid if you are fast with the mouse. But they represent a very small part of the fights in the game. you will probably have a max out of 10 fights of this kind in the whole game if you don't push it, and if you try to avoid them, you will be likely have no more than 3 or 4. They also don't give great amount of experience. Most of the monsters that give good experience, you fight them for a reason, they protect something or attack you for some very specific plot elements. And that's one of the pretty things on this game. I hate how on rpgs you fight meaningless over meaningless fight, or just more of the same. That definitly doesn't hapen in the game, there is a GREAT variety of enemies, and most fights are meaningfull to the plot. Not just "oh another pack of goblins in this huge fortress". I think that most RPG now a days completly broke this rule, and that's why i appreciate this part of the game so much. In a horrible event, Darksun 2:wake of the ravager, COMPLETLY forgot this concept and has in fact lots of meaningless fights,big mazes, and fortres with hordess of the same fucking boring monster that is just in the middle of the fortress. But back to our game: In the end,while grinding possible, it is a minimal problem , because most fights aren't grinding but actually worth to the plot. 2. Level cap: I think that the level cap of this game is too low, you will find too soon that you reached it, so grinding after this point will be meaningless. That means that it's not worth it to do quest? not at all, because one of the major value of quests are help that you get and powerfull items. 3. THe only monsters that pop up AGain and again are in a zone called the monster zone. If you REALLY want to grind, (wich as i said it's not very usefull anyway) you can go there and grind, but you can't accidentaly grind, because on every other place, monsteres are DEAD FOR GOOD. So why do you need the timer? Well you definitly don't need the timer as strong as other games, and that's an upside point. But it has to do with rests. You can't rest anywhere, but only on some places, and sometimes once you enter a "dungeon" you are in for good and there is no place to rest. Again a good thing, but there are some points in the game where in a fortress you have a place to rest. So you can fight, rest, fight, rest, fight, rest. And is pretty stupid when you can do that. But all in all, the timer and the grinding is better handled than most modern rpgs, and that's point up. Battle system: I think the game shines here. I think is the most fun battle system on any rpg. The reason is that it hit the exact middle point between "so simple that why thinking (99% of JRPG)" and "so complex that you need to read an encyclopedia to understand it (Temple of elemental evil, icewind dale)" The complexity of hte fighting system strikes right in what would be Warcraft 3 if you could play it turn based wich seems about right. I could talk more about the battle system but i think that the only real way to appreciate it, is to experience it.