Turn-Based Tactics RPG + A Taste of Arcanum?! – Guild Saga Vanished Worlds Demo – #02

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Divinity: Original Sin
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Review
Duration: 1:20:57
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Guild Saga Vanished Worlds is an Indie, Isometric, Turn Based Tactics RPG with a strong Divinity: Original Sin influence, + Arcanum: Of Steamworks and Magick Obscura vibes! Wow!
I didn’t expect that!

A Divinity: Original Sin like?
Sort of
Like in Divinity: Original Sin, there is a strong focus on reactive terrain and effects interacting with character abilities, like green slime on the ground that can poison you, but fire effects can burn it away, igniting the grass, which damages and ignites creatures walking over it, making the magic feel a part of the world, and not just a fancy way of reducing a hp total.

Guild Saga Vanished Worlds also is very much an RPG with a strong focus on building your own character right at the start, with many meaningful choices to make, much like Divinity: Original Sin, though here, you are building 1 character, not 2.
Both games also use an AP system for their combat, which grants more granularity, compared to every, or most actions, costing the same standard action.

Guild Saga Vanished Worlds is also a very pretty game, a feature Divinity: Original Sin shares as well, so if that is something that interests you; it is another mark in its favor.

An RPG Focused CRPG!
Awesome!
Too often, you see RPGs where the RPG appears to take a backseat to the everything else, whether that is the graphics, or worse, when the available character options are sharply curtailed in the name of “accessibility”, which far too often results in a game that readily puts the interest of those looking for a real, meaty RPG right out; thankfully that is not the case here!

In Guild Saga Vanished Worlds, I spent over 30 minutes in the character creator the first time I touched the game: there are so many meaningful choices: that’s a sign of a good RPG!

I get a real Arcanum: Of Steamworks and Magick Obscura vibe from the character background options; 10 very meaningful picks; some that give a big boost like Pyromancer, Cleric or Warlock, but come with big downsides; exciting!
10 inclinations as well, which determine how you see the world and your goals; sort of like alignment in D&D, but more focused; fun!
You get 3 Primary points at the start, and cannot go negative:
Strength: physical damage + melee skills
Dex: physical damage and ranged skills
Int: magic and elemental skills
You get 1 Secondary skill at the start as well:
Initiative: likelihood of going first
Con: Max hp
Memory: number of skills that can be equipped
You get 2 Combat points at the start:
Swordsmanship: Accuracy, damage, and evasion while using a 1 handed sword
Wizardry: Accuracy, damage, and evasion with wand or staff
Dual Wielding: Accuracy, damage, and evasion with twin weapons
Ranged: Accuracy, damage, and evasion with bows
You get 3 School points to spend on the magic schools, rogue, warrior, engineer, or hunter skills
Each school seems to have 5 abilities, and you can select 3 at the start.

There are also 11 meaningful talents to choose, like Elusive: grants +20 accuracy, but -20crit, Fleetfooted: 20% faster and can avoid dex based traps; or Medium: lets you talk to spirits; fun!
You can choose 1.
So many options!
If you like RPGs with real character choice, you’re very likely to like Guild Saga Vanished Worlds: I do.

Note: This is an Early look at Guild Saga Vanished Worlds so any bugs or other oddness is not representative of the final product.
Still, Guild Saga Vanished Worlds is a fun Indie, Isometric, Turn-Based Tactics RPG with a strong Divinity: Original Sin influence, + Arcanum: Of Steamworks and Magick Obscura vibes! Wow!
Guild Saga Vanished Worlds is easily well worth a wishlist and a watch.
Watch?

https://store.steampowered.com/app/2184350/Guild_Saga_Vanished_Worlds/
#GuildSaga #RPG #Isometric




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