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A Farewell to Dragons review

Mediocre
AT A GLANCE
  • Incorporates steampunk elements
  • Lots of interesting weaponry
  • Engrossing leveling system
  • Sticks firmly to fantasy cliches
  • Hours of boar-murdering grind
  • Stupid party AI

No, wait! Dragons, come back! We didn’t mean it! Without you, any excitement inherent in this Russian roleplayer’s narrative is dispelled! Too late, they’re gone. And so is any real engagement with A Farewell to Dragons.

Based on a pulp-fantasy book and inhabited by the usual elves, dwarves and humans, a dusting of steampunk (read: there are trains) isn’t enough to rescue the world from the mysterious forests of RPG super-cliche. Your party, recruited through tasks and conversations, adhere so rigidly to the templates handed down by their predecessors that to deviate from the expected formula is in-game suicide.

Sticking to the main plot without hours of boar-murdering grind leaves your characters woefully underpowered. They’re made weaker still by their combat tactics, as taught by a crack team of morons: your primary healer, a dainty little mage, will charge into hand-to-hand combat, inevitably dropping half a health bar in the process. The inclusion of a pause button makes most scrapes winnable, but rarely fun, as you attempt to wrangle the mouse round your team of idiots.

Loot drops are regular and peppered with interesting weaponry, and the leveling system offers a three-pronged approach that allows control over your party’s strengths – were they not always having their faces chewed off by wolves.

With another dragon-singed RPG looming large this winter, it’s hard to see anyone who’ll be keen enough to say that final goodbye to our scaly chums; you’d have to be seriously upset with them to dedicate serious time to the unspectacular A Farewell to Dragons.

Jan 13, 2010

More Info

Release date: Nov 11 2009 - PC (US)
Oct 30 2009 - PC (UK)
Available Platforms: PC
Genre: Role Playing
Published by: 1C
Developed by: KranX Productions

5 comments

  • strangederby - March 22, 2011 11:21 a.m.

    aion7  : "Russian game development peaked at Tetris. To be fair, one could argue that human achievement peaked at Tetris." Cough - S.T.A.L.K.E.R.
  • boyverygood011 - January 27, 2010 3:59 p.m.

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  • aion7 - January 15, 2010 7:02 a.m.

    Russian game development peaked at Tetris. To be fair, one could argue that human achievement peaked at Tetris.
  • kaiben - January 14, 2010 9:06 p.m.

    russians, apparently.
  • Frexerik - January 14, 2010 6:20 p.m.

    who makes these games??? :/

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