The scale of the locations manages to be especially impressive. Shadowlands makes use of the Unity engine, the same middleware responsible for stunners like Shadowgun and Dead Trigger, and the difference shows immediately. Combat is fast and fun, with a dodge roll and jump ability, but can also be a bit simple, particularly if you rely heavily on melee combat. You can use stealth, swordsmanship, or ranged attacks, and a balanced character will likely rely on all three at different times. The action-based combat emphasizes diverse approaches to character development over juggling spells and buffs. Like most players, I haven’t played the original Ravensword, but it’s clear that this series leans more toward the Elder Scrolls formula compared to the more MMO-like combat of Aralon. The story is told through dialog, without much in the way of cut scenes, but it does feature a good deal more voice acting than Crescent Moon’s past games. You have to search for answers as to why you survived, but also what kind of force managed to wipe out everyone around you. Set some generations later, it tells the story of a soldier who managed to survive an event that wiped out both sides of an entire battlefield. Now, like stepping through a time machine, we’re offered Ravensword: Shadowlands, Crescent Moon’s latest open-world RPG, and it feels like a giant leap.Īlthough the comparisons to Aralon are going to be immediately obvious, Shadowlands follows an earlier Ravensword title that hasn’t yet graced Google’s OS. When Aralon’s long-overdue Android port arrived less than two months ago ago, I said it was by far the most robust RPG on the platform, despite its dated graphics and rough edges.
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