Sword Coast Legends Reviews
There's a reasonably robust toolset that allows people to create their own adventures, and this helps extend the long-term value of the game if you can get a group of friends together for some play sessions. But, unfortunately, there's just not enough to Sword Coast Legends to make it the truly classic game that I wish it could be.
Sword Coast Legends fails to deliver on its promises both as a solid RPG in it's own right and as a digital Dungeon Master toolset. The limited options available to creators are unlikely to yield anything memorable and the single player story section is marred by poor pathfinding, limited scope and shoddy writing. Overall an immense disappointment.
It's a pity that the failings of this game will probably discourage any real development on future hardcore D&D CRPGs. Other than Trent Oster & Beamdog's upcoming Baldur's Gate "1.5" sequel, there isn't likely to be much in the way of good news for fans of the license.
Sword Coast Legends is a decent game with a compelling story and some rather excellent voice active. It's brought down heavily, however, by excruciatingly long load screens and the chance of hitting a game ending bug.
The campaign, predictably for a title whose main focus is its editor, remains serviceable but fails to impress.
As you come to grips with the tactical combat and progression systems, Sword Coast Legends may start to grow on you. For those who can see past its long loading times and other shortcomings, there's an RPG here well worth the price of entry. However, for casual fans of the genre looking for something upbeat, this n-Space swansong is likely to disappoint.
With boring combat and a limited custom campaign toolset, Sword Coast Legends fails to capture the spirit of a true pen and paper role-playing experience.
A straightforward cliché that feels out of place in the new wave of cRPGs.
Poor creation tools and an aversion to genuine, interesting decision-making keep Sword Coast Legends from succeeding.
I feel inclined to give this game a five out of ten, but there's something underneath Sword Coast Legends that makes me hesitate. There's potential here, even if the game is afraid to embrace it. While it would take more than a few hurdles and workarounds to make this game feel like a true finished product, if Dungeon Master mode is salvaged, I could see myself coming back to the game and enjoying myself.
The core of Sword Coast Legends has potential. The single player story is fine, but not remarkable, and the capacity for multiplayer is welcome but ultimately disappointing. The best thing about the game, seemingly, is that it's sort of like a set of tools that could be used (if you're ambitious enough) to create something very cool. The game just doesn't quite make it cool enough by itself.
In fact, in a few more months (or even years), Sword Coast Legends' creation tools might be a powerhouse. If n-Space remains steadfast and keeps working on them, this might eventually be the digital Dungeons & Dragons many were hoping for. People won't mind buying new adventures, classes, and races if they come out alongside new pen-and-paper releases! But don't blow all of your goodwill with sectioned-off content. As a Dungeon Master, I'm selfishly rooting for you. Just no more gods-damned 3x3 light grid puzzles.
That said, Sword Coast Legends works best as a co-operative multiplayer experience with a knowledgeable and patient dungeon master either in dungeon crawls, user-created modules, or the story campaign. Its overall graphics and presentation are rough around the corners, but it's an enjoyable experience if you can convince friends to join your party. But if you're a lifelong Dungeons & Dragons fan and expect Sword Coast Legends to be the classical D&D experience it claims to be, you'll need to look elsewhere. This is one skill check it does not pass.
Sword Coast Legends promised a true multiplayer RPG. If it doesn't live up to that, does it still have something to offer?
Sword Coast Legends has most of the parts but struggles to integrate them into a seamless whole. Based on the fanatically popular pen-and-paper RPG, Dungeons and Dragons, it attempts to emulate some of the classic isometric titles from the past like Baldur's Gate and the legendary Planescape: Torment. In some regards, it certainly succeeds. Unfortunately, the fact that it is set in such a rich fantasy world like the Forgotten Realms ends up hindering its success in the end.
Sword Coast Legends features a reasonably strong campaign as it advances and is great to listen to and look at, however it can be terribly linear throughout. The shallow combat system, with lack of skill variety and shallow dungeon master mode detract just a little too much and stop the game being great.
Sword Coast Legends is a decent CRPG let down by an overall lack of imagination and irritating difficulty spikes.
There's so much missed potential here that it's a bit frustrating. Game updates are coming so maybe one day...but not today.
Sword Coast Legends had the table set for it. The huddled masses had shown their willingness to gobble up isometric cRPGs with abandon. The problem is this holiday season in the consumer should probably stick to gobbling up Turkey instead.
A drab, clichéd campaign and lackluster multiplayer tools make this PC RPG pale in comparison to other recent offerings