Aveyond Review by Game Tunnel
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Aveyond






Aveyond is the latest release from Amaranth Games, and it's a clear homage to the days of old school SNES, sprite-based RPG goodness. To my mind, this is the format that the RPG flourishes in. Role-playing games are not to be defined by their graphics and their bells and whistles, but by the strength of their storyline, their battle and magic mechanics, and their sidequests. Those are the essential elements of any RPG and the rest is really just window dressing. I can't speak for all gamers, but I imagine most diehard RPG fans would agree with me.

Thankfully, Aveyond is a game that is produced for the diehard RPGer, as there are a number of issues with this charming title that will prevent a general embrace from the gaming community.

Aveyond deals with the attempts of magical druids to save their homeland from the machinations of a cruel evil lord and his daevon servants. The gamer controls Rhen Darzon, a hapless young girl who is apparently the chosen one specified in a prophecy to stop the demon hordes. Rhen is trained as a swordsinger (a magician who evokes their art through the movement of their weapon) and then set out into the world on her quest.

The storyline is old hat for RPG fans, but it's worked one bazillion other times, so why not here? There's a very open-ended feel to the title which is both good and bad. There's no hard scripting requiring that quests be accomplished one step at a time, but this also makes it pretty difficult to tell what to do from time to time. There is a clear storyline to the game, but I couldn't escape the feeling I was just wandering around and winging it, stumbling upon the next step in my quest totally by accident, advancing in the game by the seat of my pants.

And, oddly enough, even though the game is very open-ended, I encountered several instances early on in the game where I was forced to follow very obscure and specific directions to advance the story without any prompting from the game itself. Quests are rarely outlined specifically to the gamer, making things feel random.

On the plus side of things, the game gives the player the option to, to a degree, craft the powers their character will have. By “enrolling� in classes at the school, the player can elect which powers they would like their character to have as they proceed throughout the game. There are 10 choices and only five to pick, so choose carefully. To my mind, this is some built-in replay value right off the bat, something difficult to find in a reportedly 50+ hour RPG experience.

Combat in the game is not random, a la Final Fantasy, but taken on in a style more reminiscent of Chrono Trigger. While exploring the wilds, gamers will see beasts roaming about. Each enemy character seen on the screen is a single creature of its type, which is nice and informative. Players know what they'll be fighting. However, an encounter with one creature will include all other creatures in its vicinity, often including ones that were not visible on screen at the time. This can lead to some very unfortunate encounters for new gamers. Making matters worse, there is no option to flee combat. If you accidentally enter into combat that you can't win, you better hope you've saved recently, or you're dead. And believe me, you'll enter into some combats you can't win. Aveyond has a nasty habit of quickly ramping up enemy difficulty without warning. After stomping through an area of the game and beating down all comers I walked through an ice palace and out a back door into the wilderness again. The next enemy group I met (two smallish creatures) promptly defeated my party with two devastating attacks. Say what?! Typically there should be some intermediary encounters that let me know I'm about to walk to my doom.

The world in Aveyond is a good size. There are a bunch of varied locales to work through and explore. The maps are, on the whole, pretty sparsely inhabited by enemies. They will respawn after the gamer enters a building or leaves the area and returns, but it can be a hassle to level up by trying to hunt down enemies. Map design also seems needlessly complex. There is a wealth of dead-end pathways that take some time to walk down and have absolutely no treasure, secret or enemy to warrant their existence. Making maps complex just so the player has more places to walk isn't the best plan. Other titles, like the gold-standard Final Fantasy, get around this problem with random enemy encounters, so there's always XP around the corner, but Aveyond can't promise that.

Aveyond is fun to play. The game is irreverent and the quests are cute. There's no heavy soul-crushing storyline filled with the weeping of children and the death of your childhood lover. I was a bit confused as to why Lars and Rhen didn't fight all the time considering how their relationship began, but I didn't get hung up on that. The game looks exactly as it should as a throwback title and has a wonderful soundtrack (this isn't MIDI crap, people, this is orchestral).

With an $18 price tag and over 50 hours of gameplay on the table, Aveyond should look pretty good to an RPG fan. The Amaranth site even offers what, for me, was an RPG first. Freely available on the site are saved games that give the player boosted stats and weapons. Want to start with great equipment, lots of gold and at level 30? Download and go! Just want the gold? Download and go! Awesome.

Graphics: =
To my mind, 2D sprites are how RPGs should look. I almost always love the sprite based graphics. Aveyond's look is cute and varied, with lots of different environment types to walk through, but overall the look leaves something to be desired. Enemies, for the most part, are very small on a battle screen, leaving tons of extra space on the battlefield. While the environments are varied, the whole things has the feel of RPG Maker to it, which is not bad in and of itself, but there is the sense that if I had enough time on my hands, I could have made a game that looks the same.

Sound: +
The music in Aveyond is phenomenal. Hearing the score open up over the beginning credits was an uplifting experience. It's the best music I've heard to date in reviewing titles for GameTunnel and I've played quite a few games lately. It's really refreshing to start a game up and not only hear original music, but have it be music and not some form of synthesized beeps accompanied by a driving bass line. There's also a good variety of tunes.

Gameplay: -
The gameplay in Aveyond was not enough to stop me from playing as a big time RPG fan, but if I wasn't already approaching the game to give it the benefit of the doubt, I would want to quit. Encounters are structured poorly (no ability to flee combat, enemies that are either harmless or 100% deadly with little transition), maps are weakly designed (there's a lot of walking to get anywhere and there are tons of dead ends that exist for no other reason than to make the area complex) and frequently the path to the next goal is completely opaque.

Value: +
There's a lot of game to be had with Aveyond. At $18, the game is cheaper than most arcade style shareware titles and has far more content to it. Replay value is always sketchy on RPG titles, but massive amounts of gameplay typically balance that out nicely. The inclusion of “power up� save game files on the Amaranth site is pretty slick, too.

Concept: =
There's very little new in the gameplay concepts of this RPG. Combat and magic are very standard. The storyline could have been where the title shines, but for as far as I could get into the game in the time I had before submitting my review, the story was pretty much old hat for the RPG market. There's a magical crisis in a faraway land and it turns out that I'm the chosen one from some prophecy, coming up from my humble beginnings to save the world as we know it. It's very cliché. However, the side quests are cute and random (if obscure) and the game still does manage to be engaging despite its shortcomings.

Fun: =
As with many RPGs, when you're rolling, it's fun. When you're stuck, it's not. The problem is that in Aveyond, I found myself stuck more often than not. Wandering from spot to spot and from town to town to find the next action that will queue me along in the adventure would get to be very tiresome and I was frequently reverting to the game's forum to move me along.

Overall: TRY
Aveyond has enough RPG in it to keep me playing it, even after the review is over. However, for anyone not accustomed to the RPG experience and ready for the pitfalls that await them in Aveyond, I don't see the game being enjoyable enough to merit continued play for 50-some hours, as advertised. Even for myself, if I can't find a consistent enough thread to follow in the game for more than an hour or so, I'm going to get burnt out always scratching my head about what my next step in the process should be.
 



By: Michael Scarpelli
Posted: Saturday April 15, 2006
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