It looks so unprofessional and ugly, especially when the PC port had a border and a more detailed map. But not only is the map massive (taking up over 1/6ths of your screen), it has no borders around it. When playing, you can toggle another map that shows the immediate area on your heads-up display. Moral Warnings: Violence and blood supernatural enemies such as zombies and ghouls magic usage stealing, and breaking and entering Weak Points: Buggy limited voice acting obtrusive user interface and menu navigation fluctuating difficulty Strong Points: True open world you get to ride a pterodactyl So every time you want to see the map (which is very often) you have to press R2 five times to reach the map. It doesn’t save on what menu you were last on, nor does the selection loop around. Also, the submenus such as the map is always at the end of the menu while the inventory is the first. Your health and energy only appear when being hit or attacked, the menu is accessed by square for some reason and is a side-scrolling menu that goes through the items one by one. So, the console ports changed it and also made it worse. It’s strange because the PC port of the mobile game has a nice, although standard UI and menu navigation. The user interface and menu navigation is terrible. Unfortunately, Ravensword’s problems start to appear shortly after starting up. You can keep track of what main and sidequests you have accepted, but you’ll have to pay attention to what NPCs say and the names of areas if you want to progress. Ravensword’s quest progression has nothing like a quest marker. Does this mean you’ll have success in every area? Of course not! Does this mean you may find weapons and armor that are far stronger than the part of the main quest you’re on? Of course it does! That’s the risk and the choice to make, so the true freedom on how to approach the game Is praiseworthy. Right from the beginning, you can go to any area in the game, except for a couple of very specific plot-relevant areas. It isn’t “open world” in the sense that you have some select areas that you can access from the beginning with invisible walls or NPCs blocking your path preventing you from going to certain areas when you’re not supposed to. What Ravensword does well is that the game is truly open world. There's even a first and third-person view that you can toggle while playing. You have your typical customization with a dozen or so selections for the face features, and you have the typical starting hometown called Aven where you can buy supplies. It’s a pretty simple narrative to get the ball rolling. The general story of Ravensword: Shadowlands is that after surviving a war, the protagonist has to find the three Ravenstones so he can summon the Ravensword to defeat evil. A lot of people described it as “Skyrim in your pocket.” That’s fine and dandy, but when you port over the “pocket Skyrim experience” to consoles, it has to be able to hold up to the competition. Back in 2013, an action role-playing game by developers Crescent Moon Games released a product called Ravensword: Shadowlands. I tend to be a bit dismissive of mobile games as my ignorant self mostly doesn’t see mobile devices as a viable gaming platform, despite many critically acclaimed and highly-grossing games originating on the platform. Published By: Crescent Moon Games Ratalaika Games S.L.Īvailable: Android, Linux, macOS, Ouya, PlayStation 4, Switch, Windows, Xbox One
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