
How a game handles when the lights are off is what really makes it, y’kno’wha’m’sayin’ playa’? As any of my bruthas in the Tabletop Crew know, D&D’s got game, foo’. As it turns out, a mishmash of the soundtracks from Fable, Shadow of the Colossus, Kessen II, and Brahms’s Hungarian Dances works much better.Ī game doesn’t live on its aesthetics alone, however, as any true gamin’ thug knows.
REDDIT KESSEN II PSP
Not surprisingly, I muted my PSP and put my own music on. The same four chunks of music haunts you through the whole game. What’s worse is that there aren’t many different pieces of music. You’ll spend an hour considering the best choices for a battle while hearing the thirty-second loop of battle music over and over. The other thing you’ll notice quickly is that the music, while quite good, is extremely short. The entire world is painted in dull colors, basic textures, and with a curious lack of detail. Raid a long-dead king’s crypt, and you’ll find stone corridors with the occasional boringly textured sarcophagus. Visit an elven city, and you’ll find a forest with wooden platforms a few dozen feet in the air attached to the trees, just like every other generic elven city. Things look exactly as you would expect them to, as though the game were modeled after just about every generic fantasy novel, game, and movie.


Unfortunately, while the visual style of the books works well for pen-and-paper play, handing players and storytellers tools for imagination, it comes across as dull and incomplete in a video game. Many of the game’s visuals are designed to look like they were stripped straight from the handbook’s pages. If you’ve ever picked up a Player’s Handbook for Dungeons and Dragons (3rd edition and onward), you will recognize the style. The first impression the game makes is with its artwork.
