Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Friday, May 6, 2016

Tom Clancy's The Division


By: Robert Murphy

In the wake of an unknown viral outbreak, New York City has become a desolate wasteland filled with roaming gangs, murderous psychopaths and an all around lack of the basic necessities people need in order to survive. Unbeknownst to the rest of the world however there is a secret organization of individuals who are the last line of defense in the event of such a catastrophe. These average looking men and women are the agents of The Division and they are here to put New York City back together again.


As I said before, danger is lurking around every back alleyway and down every manhole cover on the once "peaceful" streets of NYC. After a brief character customization and introduction into the pandemic that started this whole mess, players are given free rein over the city and help those in need. And boy, are there a lot of people who are in dire need of your help. People wander the streets seeking shelter and aid against the batches of criminals who escaped during the outbreak and the madmen trying to "cleanse" those who may still be infected. The sheer size of everything though is exceptional, NYC feels as grand as it would in real life as you wander the streets and begin to construct a base of operations where people can come for help and you can begin unraveling the mystery behind what happened here. 

The derelict environment doesn't do much more for the main story however. The missions for The Division are top notch in my book and play out like you would expect from a MMORPG. There are the basic missions which amount to fetching this or that and then the heavier missions that go through various locations and increasingly difficult to handle enemies. Sitting down and tackling the games main story missions feels like you're headed off in to battle with you and your friends all assuming different roles. The content itself is okay, there is a standard story that doesn't really wow but rather it feels par for the course for a game like this. The real catch though is the fact that the story isn't completed and will be revealed later as the game expands forward with more missions and gameplay. 


As for player classes, there are three variants to choose from once you begin to level up your character that reflect upon the three types of main missions players will be going on. Once you find your base of operations there are essentials that need to be gathered in order to rebuild what was taken for the city. These essentials boil down to Medical, Tech and Security wings that make up the various areas of your base. As you complete main story missions it will give players points to upgrade these various portions of your base and in turn it unlocks players character tress to follow. The toys and gadgets for each class are fun to try out, Tech having some enjoyable explosives, Medical a looking you to emit healing shock-waves and Security allowing you to create shield walls for your friends. Each class does well to benefit either single player or online play well and can be switched up with relative ease if you would like to try out something different on the fly. 


Speaking of online play, one of the best and the most challenging thing The Division has going for it. Playing missions with your friends or anyone else in the game is quite simple, the various safe points to find around the city are like meeting points for fellow agents. Once you step in to one there could be any number of players reequipping themselves for their next fight and you in turn can join them on this journey. Then, of course, you have the simple method of sending a request to your friends but there is something rather nice about this meeting area that made the experience feel rather engaging. It was like going out to a bar and meeting someone new. The aspect of the game that often ruins this warm sentiment of coming together to meet new people is the addition of the Dark Zone.

Smack dab in the middle of NYC lies this area known as the Dark Zone and it promises many things such as new challenging missions and some legendary loot. The challenge in going into this area for a new adventure is the area is entirely PVP where players can move in droves to take down unsuspecting players. This is often the case too, I cannot account how many times I entered the zone to try my hand at getting some new items and seeing how I stack up, only to be sent packing with my tail between my legs. The Zone is a challenge and there in lies it's fun but at the same time the risk doesn't always outweigh the reward. When you usually die in the game you lose some EXP and maybe a item or two but in the Dark Zone you could lose a whole lot before you earn something good. It's definitely a place for serious level 30 players and above, but as the game has develop a little already to try and compensate for it, I feel the Dark Zone could be a potentially great addition to The Division.


Like most games that play to the vein of online action or an MMORPG format there needs to be plenty of groundwork laid for future updates and missions while having a good amount of intrigue in it's initial release to keep players interested. I believe The Division has this going for it. The many different mission modes to choose from, the Dark Zone PVP area, the feeling of accomplishment that goes into building your base up and just the all around enjoyable gameplay itself had me hooked from the moment I sat down to play the game. Combat is easy to pick up on and the story, while not extremely enthralling, is still a blast to go through by yourself or with a group of friends. The Division takes everything that the Tom Clancy games have done over the years and brought it to the modern age of online play and it feels great.


Good:

- Addictive gameplay from the missions to gun play

- Immersive environment, apocalyptic NYC is beautiful if not scary 

- Seamless multiplayer enjoyment for your friends and potential ones

- Fun progression system that can easily be switched up


Bad:

- Dark Zone is a challenge with not a lot of reward to it

- The main story of a huge viral outbreak is okay it just doesn't excite


Scully Rating: 8.7 out of 10

Monday, May 12, 2014

Child of Light


By: Robert Murphy
  
It’s rare that I would pick up a RPG for myself, I don’t have any hatred for them but it’s just never been my game type but with Child of Light I was very pleased that I gave it a try again. This charming game unfolds much like a child’s story book when you were younger and has the beautiful illustrations to match it as you travel through villages and forests in the land of Lemuria. The story follows a young girl named Aurora who awakes in this magical land when she lies down to rest one night and has no idea how it happened. You must set out and explore this land in order to find your way back home, fighting dark and powerful forces, solving puzzles and bringing back light to the land and hopefully finding a way home once again.


Every single aspect to Child of Light features the hand drawn and water color style art work and it’s simply fantastic, it makes the fairy tale style of story that much more enjoyable as you play the game. Disney has nothing on this story as poor and innocent Aurora is trapped in this land with no idea how she got there or how to get out and return to her loving family. Characters you meet and see are just as charming and brilliantly put together as the world and it is like nothing I have ever played through before, it’s almost whimsical and it goes without saying that the design work is nothing short of amazing. The dialogue though may give some of you a bit of an eye rolling notion and not because it’s a bit childish but rather the fact that there is a rhyme or forced cutesy style to and while I understand why it was there the charm of it ran dry with me around chapter 6 of the story.


Now what I often found with the RPG’s that I’ve played is that they are filled with so many different systems and game elements that just bog everything down but with Child of Light things are immensely simple. The combat system boils down to the normal turn base style of play we’ve all seen before but with a little bit of a twist and ability to get the jump on enemies with surprise attacks. You have a little flying partner, a blue firefly named Igniculus, but don’t worry he’s not going to be a pest like another little blue partner who will remain nameless. He allows you to stun your enemies with light he emits and from there you can go around your enemies and move on or attack them from behind, this giving you the early cast against them. When you enter combat you’ll see at the bottom of the screen a progression bar with icons of your characters and your enemies and it will indicate who will attack next. If you get the jump on your enemies or if they somehow get the jump on you they’ll appear further forward on the bar but Igniculus can help again with this by shining his light on them and slowing their progression. You yourself can interrupt your enemies’ attacks by casting first and sending them back down the progression board and vise verse for your enemies too. Bottom line though, Igniculus is the man, he is perhaps one of the best companions I’ve used in a game in a long time, oh and did I mention he can heal you during battle.


Another stellar aspect to Child of Light is just how free you’re in such a linear type of game where you mostly progress from side to side like a classic side scrolling game but this time it’s so much more interesting. Aurora gains the ability to fly almost immediately in the game and it’s a very freeing experience and well placed to have here in a linear style of game. Throughout the land there are hidden chests and collectables to find here or there and while you think diving through different areas for a chest or item would get old it just doesn’t. Among the items you will find are various Oculi which are gem like items that can be used to enhance your characters with a number of abilities and can even be crafted into more powerful Oculi in the crafting menu. This was a nice little perk to the game I found and it was very easy to pick up, you can use these gems on your armor, your abilities and your weapon and each offers an added bonus to obliterate enemies you will fight along your journey.


Child of Light gives off such an amazingly charming feel to it from the very beginning all the way to the end and it just feels like it could be put right to paper and sold as a kid’s book. The art and design work that went into the game just looks painstakingly done by an artist and it is all breathtakingly good and can barely be put into words by how much I loved it. Plus once I was granted the ability to fly I couldn’t help but soar all over the place, going down caves and forests looking for every little thing I could get my hands on which was great fun. You can almost get lost and forget about the entire story while you’re flying every which way but that makes things even better, you don’t feel forced at any point in the game and can just enjoy everything Child of Light has to offer.


Good:

- The indescribable hand drawn art work and style

- An easy to use system thats very balanced

- Oculi crafting is fun to tool around with and experiment with

- Stellar combat


Bad:


- Ugh the rhyming, it just never ends I’m afraid to say


Scully Rating: 9.0 out of 10 

Tuesday, March 11, 2014

South Park: The Stick of Truth


By: Robert Murphy

This game is absolutely ridiculous. I just had to get that out there before I even start this review as I’ve been playing through South Park: The Stick of Truth. Despite the shows 17 yearlong span, South Park to this day still makes me laugh and proves to be sharp and as messed up as ever, this also carries over into the RPG style gameplay of Stick of Truth. From the very beginning it will feel like you are playing right through an episode of the show making your own character and traveling through the colorful town of South Park. From Al Gore to Mr.Slave, everybody makes an appearance in the game and they all don’t rehash old glories and humor but make new witty situations and fun to be had, you will undoubtedly be on the floor with just how far the game will go.


The story follows your character who is the new kid to town and almost immediately digs into the action once you step out the door. All the kids in town are taking place in a LARPing event that references the Game of Thrones parody episodes some of you may have seen this past season and lets you join in on the fun either on the human side with Cartman or the elven side with Kyle. The childish and imaginative game for control of The Stick of Truth though quickly escalates as it often does in South Park with Aliens, government agencies with snukes and Nazi zombies eating people in the streets. You will travel all around the town and Canada as well battling the various different enemies that pop up in a turn based style with an iconic member such as Kyle, Stan and more as your secondary companion. The game really does a great job of adding classic role playing elements like health potions and PP powers and making them regular things such as drinking a Red Bull to gain PP for your special attacks. Also we see hilarious moments from the show come up in combat such as one of Butters special moves turns him into Professor Chaos and allows him to unleash devastating attacks. It is a fairly simple mechanic to get use to but allows for some tactics to be involved in the gameplay especially with some of the tougher boss fights you’ll face in the game.


Players get to choose from four different types of classes, Fighter, Thief, Mage and the *ahem* Jew class each coming with their own set of special skills but each class offers very little in the way of different ways to play the game. The special abilities that you’ll use your PP for will vary but other than that there are no limitations in the classes or unique weapons that players can choose from when they are when class and not the other and this may prevent you from playing the game over again. Whatever race you do choose though does get to have a selection of customizable outfits and colorful and fun weapons to choose from such as the ManBearPig Club which I thoroughly enjoyed using. The number of ways you can customize your character is something that I don’t usually go for but was fun here with things like the Goth clothes and facial features like the ball chin and others. Your clothing and weaponry can be advanced even further by using patches that can be gained throughout the game and add various perks to your weapons and gear such as stealing health when an opponent is bleeding or gaining PP for a perfect attack.


What really is a charming element to The Stick of Truth though are the references that the game has to its shows 17 yearlong span. Everywhere through South Park you will find references to something that has happened in the shows past whether it be the junk you collect or visiting characters homes and seeing things like Cartman’s A.W.E.S.O.M.E-O robot outfit, there are hundreds of classic reference riddled through the game and it’s great to relive and remember all of those moments. You may spend hours exploring around the town if you’re a hardcore fan of the show and almost every spot in town has something to do in with a side quest featuring some character such Mr.Hankey and more. Oh and if you’re worried about getting around town and constantly drudging about trying to get everywhere there’s no need to worry because the game features a nice and easy fast travel system where Timmy can take you to a spot you need to be or close enough to it.


It’s been a long time since I’ve laid my hands on a South Park game and initially I neither had high hopes for the game nor an interest in even picking it up but I am very pleased that I did once I started playing The Stick of Truth. The entire game feels like one long crazy episode of the show and doesn’t try and use the tired lines that you know but makes a great story to follow while still adding all those past elements to the game as well. Although you may feel the need to only play through the game once, you will have a great time doing so with the same off color and outrageous humor that South Park is legendarily known for.


Good:

-A simple but enjoyable RPG style gameplay

-Hardcore fans of the show will absolutely love the game for the old and the new humor

-Feels like one long crazy episode that you get to play through

-Character customization is vast and fun to use

Bad:

-A onetime play through sadly due to not a big class difference or limitation



Scully Rating: 9.0 out of 10 

Tuesday, March 4, 2014

Fallen Enchantress


Zach Goodier

Fallen Enchantress is a PC strategy empire builder RPG that puts the play in control of a faction.  You must then settle your initial city, building outposts and trying to control resources on the map in order to secure yourself while conducting research, training troops, and sending your heroes on quests to acquire items and gain experience to level up.  These heroes can also be used to lead your armies or form adventure parties to clear the map of hostile creatures or rival empires. 

I do love the pride in building a successful civilization.

Gameplay is turn-based, with a map view that contains all of your empire/unit management interfaces.  There are local maps that appear when armies engage in combat, with initiative determining what units move in what turn.  This further adds some RPG elements to the game, and heroes can become very dangerous when they level up.  While playing, I enjoyed taking on larger armies, and still winning just because I had a hero or two mixed in, which really made a difference in combat that the calculator won’t give you in the estimates or auto-resolve, so fighting your own battles can be very rewarding if done right.

Customizing your heroes with looted gear has a very strong, yet traditional RPG feel to it.

The story is fairly flimsy, with each leader (which you can make on your own, if the presets don’t appeal to you) taking command of a race, and then seeking to become dominant in whatever area you wish, whether you research, trade, or conquer (I prefer the last one).  You can set up the win conditions as you see fit when you start a game, if you only want to play one type of campaign.  Maps include presets or randomly-generated maps, each with different regions with various characteristics and native monsters, whether they include bears, giant spiders, or various, much more lethal foes.  You can even take control of certain beasts if you are lucky/resourceful enough, which adds a new element of strategy when approaching enemies, and can really tip the scales if done right.  This game is about the struggle to dominate, and you are more or less free to choose the means.

Battles will start out small, but grow into big encounters as the stakes are raised.

While the foundation of this game feels solid, neither the graphics nor the gameplay feels all as polished as it could have been.  Character customization is nice when making a leader, but it lacks the depth and variation that the option implies.  You have some variety, but not much.  You can select gear and such for training units to truly make the armies feel your own, but they also lack the variety and depth beyond simple upgrades.  It would have been neat to see more options geared towards unit specialization and the like.  You can find and recruit randomly spawning heroes, and they do add some neat mechanics towards army management and questing, but they never feel like more than just a different type of unit, aside from the ability to gain traits as they level. 

Maps aren't really all that huge for a game of this genre, but random generation keeps the replay value somewhat high if you enjoy the game.

Overall, this is a game that entertains, but doesn’t really impress.  I found myself coming back, but not because the game itself was that impressive, just because I didn’t have anything else I felt like doing at the time.  So in that sense, it does a decent job of helping keep you entertained, but it certainly lacks the depth and polish that you find in other strategy games, and it doesn’t delve as deep into role-playing as other RPG games.  It ends up feeling like an interesting attempt to meld the two, which might have been more successful with more time and polish, as well as some variety and originality in how both the strategy and RPG elements were implemented in this game.  Fallen Enchantress is an interesting game at first glance, but starts to lose its sense of intrigue and wonder as you delve further into its world.

Good:

-Nice combination of Strategy and RPG elements, melding empire management and strategy with questing.

-Randomly-generated maps make replay value relatively high.

Bad:

-Attempts at variety are shallow in both character and unit customization.

-Doesn’t really do much with the strategy/RPG combo to really make it feel at home in this game.




Scully Rating: 7.5 out of 10

Saturday, January 4, 2014

Neverwinter (PC)


Zach Goodier

Neverwinter is a free-to-play, Dungeons & Dragons inspired online MMO.  You can pick between several standard fantasy races, as well as the classes, between rouge, ranger, guardian, sorcerer, cleric, and warrior classes to develop your own character and create parties in this expansive and varied world.  You can, of course, go into PvP, as well.  You find the traditional loot and items that define most fantasy MMO’s, and you can spend money on weapons, companions, mounts, etc that are outside the free content.

This is not all of the races, but this is a look at the list.


Premise:
To begin with, this game is very socially oriented, but you can still go at it alone if you really want to, but you’ll be limited your experience greatly.  I played through about the first 15 levels solo before I seriously formed questing parties, and it makes the game much easier.  Solo can be a challenge, so whether you get your friends to play, or you just party up with random players, it isn’t required, but it does a lot to help make the game fun rather than tedious when you have to fight through waves of enemies.

You'll have access to all sorts of fun tricks for each class, making each feeling different in how they play.


Your character, like in D&D, levels up, acquires new abilities, and gets access to better gear and weapons as you progress.  There is a main questline, as well as optional quests you can take up.  There is also player-created quests, and once you reach a sufficient level, you can create quests of your own to share with the community. 

it all comes together rather beautifully, especially for a freebie.


Story:
In the story, an army of undead, lead by a monstrous queen, has attacked the city of Neverwinter, and you arrive near the end of an epic battle.  Neverwinter is able to repel the attackers… mostly, but some parts of the city lay in ruins, host to orcs, rebels, bandits, undead, and so on.  While not all of these groups are necessarily allied, they all seek to take advantage of the chaos to strike at Neverwinter.  You will help the soldiers of Neverwinter strike back against these foes, and save Neverwinter.

Gameplay:
Oh yeah, forgot to mention that this queen of the damned happens to have an undead dragon under her control.
This is where this game starts to set itself apart from other MMO’s.  This game really is more based on the player’s skill than other MMORPG’s, allowing you to manually dodge most attacks, even demanding you do when enemies wind up for punishing blows.  If you’re fast on the keyboard, you can easily dodge the heaviest attacks, but it also requires a good internet connection, otherwise you won’t be able to even see the attacks coming in time to dodge them.  So you really need to make sure your internet connection is up to par.  Party’s are easy to form, and you still have a lot of the hot-keyed special attacks that you would recognize from the standard MMORPG format.  But like I said, the key difference is less just pressing buttons and letting the character do the work, but it focuses more on player interaction, making you feel more connected to the character and more involved in the combat, if only in a minor way. 

Looks like he might have a bone to pick... (bad pun intended)


Graphics:
Graphics are exceptional considering the fact that this is a free game, and the character animations are also exceptional.  While this won’t blow high end games out of the water, you more than get what you don’t pay for here.  It can look a little cartoon-like at times, but you really can’t complain for a freebie.  Weapons are prone to the same pros/cons, some seeming a little oversized or overdone in some way, but that’s just my personal tastes, which generally prefer realistic designs like you’d find in Skyrim.

Obviously not mind-blowing with its visceral feel, but still pretty solid for a MMO


Overall:
This game is a no-brainer, go try it out, it literally costs you nothing (aside from the electric and internet bills you’re already paying for).  Most free MMORPG’s try to whet your appetite with free access, but horde all the good items for individual fees; this game is really no huge exception.  It should be noted that you can skirt around most of this with the auction system and “astral diamonds” that can be used to buy stuff, but that requires long hours of work just to afford some decent premium/VIP equipment.  So while you don’t HAVE to pay out of pocket, you’ll more than likely wish you had, so the standard free-to-play tradeoff is still more or less in place.  However, this in no way stops this from being a great game to play, and I was more than happy to sink in a few bucks so that I could not only support the crew for their great game, but also so I could get that wolf companion that my ranger was begging for.

Good:

-FREE!!!

-Respectable graphics and animation for what you DON’T pay for.

-More involved combat than many MMORPG’s.

-Players have access to most premium content without having to pay for premium subscriptions.

Bad:

-You’ll still wish you had just payed for the premium gear rather than having to invest hours into earning the required items.

-Some very minor elements of the cartoon-ish look can turn away fans of games like Skyrim that focused on more realistic aesthetics.


Scully Rating: 9 out of 10

Monday, July 1, 2013

Dungeons and Dragons


 Written by Zach Goodier

Dungeons and Dragons is probably one of the iconic examples of hobby/tabletop RPG games, and for good reason.  It's hard to find anyone who doesn't already at least know the name, but "D&D" isn't just a game, it's an experience.  It allows for virtually limitless adventures with your friends raiding, role-playing, and ultimately trying to develop your character into the ultimate expression of just how awesome your imagination can be.  To help along this path, you have the "Dungeon Master," or "DM" for short.  The DM is responsible for crafting the world and story for the players, and just like the characters, every DM is unique.  Some may like to provide puzzles for the players to try to solve, some may like a straight-forward fight against monsters or armies of foes to keep the party active and engaged.  Some may prefer simple adventure, crafting an elaborate world for players to immerse themselves in and enjoy.  This is what makes Dungeons and Dragons a truly wondrous experience that provides for some of the greatest fun I've had with my friends.

This is definitely one of the more elaborate setups I've seen, but most of the time it won't be this visual.

The big obstacle that people will find going into this game is one simple thing: imagination.  If you don't have it, you will find immersing yourself almost impossible.  There are few visual components of D&D; you spend probably an hour or so creating your character, laying the groundwork for your future development.  Then, you have your adventure presented by your DM, usually in the form of a narrative.  Generally, the DM is responsible for providing visual components you may need (ex. maps, layouts of cities/towns you may need, etc.) in order to help guide the party along their journey.  Tokens and miniatures are often used on a grid during events like combat, to help keep track of where everything is along the journey.  However, the generally rule of thumb is that a DM doesn't dictate what players have to do, the players are presented the world, and they chose what to do with it.  While the campaigns can be linear, some of the best are where the party is able to explore the world as they see fit, giving that freedom that many players find enjoyable. 

Some DM's may attempt to use artwork to support their campaign, providing some visual elements to support the narrative.

The mechanics are fairly simple to understand at a glance, but grow more complex as you get into the game.  D&D follows the D20 system, meaning that most of the time you'll be using a 20-sided die in order to attempt actions such as attacking, performing complex actions, or whatever else may be required of you at the DM's discretion.  Players must first create their character, though, and that alone may seem tedious to some, but it is meant to get you started and to give you the materials you need to interact with the world in whatever ways you may want to.  First, you decided what you want to be: Fighter, Mage, Bard, etc.  Characters have basic stats, strength, constitution, dexterity, intelligence, wisdom, and charisma, and these set the foundation for the character.  You roll for these, and assign the numbers as you see fit to help your character.  Fighters generally don't worry about things like intelligence, they leave that to the mages.  Does that mean all fighters are morrons? Of course not, but if you roll poorly for your stats, then you would probably want to sacrifice intelligence before strength as a fighter, since much of what you'll be doing depends on you being the big guy with a hardly constitution to act as the party's "tank."

Get used to seeing these, because you'll be using them quite a bit.

From there, you will be gaining skills and feats/spells.  Skills reflect what you can do, including skills like persuasion, intimidation, knowledge of various subjects, disguise, searching, spot, sense motive, and survival.  This by no means is all of the skills, with a whole page worth of material for you character sheets being devoted to skills.  As players increase in level, they get skill points that they can assign however they wish.  This is where players often converse and decide who should specialize in what.  That way, the team will be more versatile, with certain players being called on to negotiate, others for scouting, and any other number of roles that a party might want to fill.  This is where the experience of D&D can become interesting, with a party having to function as a group in order to excel in the game world.

Campaigns are constructed by the DM and serve as the basis for all the party’s activities in the game world.  Some campaigns are inspired by popular fiction such as Lord of the Rings or Game of Thrones, and others may set forth original stories that may take inspiration from other stories or settings.  However, most campaigns won’t confine players to a linear storyline, instead allowing the party to converse and make decisions on how to proceed, whether it be which fork in the road to take, or which side to take in a conflict.

When it comes to people not appreciating a D&D campaign, 9 times out of 10, it can be attributed to the people you are playing with.  D&D is definitely a social experience, and if a party member is not contributing, or is constantly getting the party into trouble, then the whole table suffers.  If a DM is making the game too difficult, or too easy, then the game becomes frustrating or boring.  However, when you have the right people, who are creative and helpful to the party, and the DM is able to scale the difficulty of the campaign to keep things exciting and engaging, then you see campaigns become a thing of legend.  A good campaign will be talked about for months, even years after the game is done. 

I highly recommend any player download a free PDF or buy a copy of the book, be sure it matches the version of the game you are playing.

Dungeons and Dragons is probably one of the most versatile and enjoyable games ever devised.  While there are volumes of material relating to the rules, items, and spells, the entire experience is in your hands.  If you have an idea for something you would like to do, present it to your DM.  However, the job of any DM is to make sure the experience remains balanced and fair, so no god items are generally allowed.  The only limitation on the game is our own imagination, and our ability to work with others for mutual benefit.  In short, be a team player; keep the game balanced, but most of all…. HAVE FUN!!! This game has provided hours upon hours of laughs and excitement for me and my friends, and we plan on having hours more.  So go out, raid some dungeons, kill some dragons, and score some sweet loot with your friends.

Good:

-Virtually limitless stories and quests for the party to enjoy

-Can apply virtually ANYTHING to your campaigns. 

-Volumes of reference materials to help you out if you need it.

-Perfect way to bond with your friends and just have fun.

Bad:

**Note** My "bad" list does not apply to the game itself, but it does outline some of the issues that a prospective player is likely to find at some point.

-Depends on the people you play with.  So make sure you get along with your party and DM before committing to a campaign.


-One should be warned that like all pencil and paper RPG games, D&D generally lacks extensive visual components to support the narrative.

Scully Rating: 10 out of 10