Drova – Forsaken Kin presents a dark and compelling world of survival inspired by Celtic mythology and classic grimdark ARPGs. A challenging adventure, you will struggle to survive, thrive, and find more to live for in this game full of impactful decisions and engaging action RPG mechanics.
This is one of the best 2d games I've ever played. Heavily inspired by Gothic which is a brand of rpg not easily replicated and so there aren't many games out there that try to do what this game does and it does it extremely well
Drova manages to come close to the quality of a true Gothic game over long stretches, only the visuals and lack of spoken dialogue could be off-putting.
Drova – Forsaken Kin is an action CPRG that keeps you on your toes. The action is exhilarating, your decisions have no judgment, and your playstyle is your own. But this is tempered by a difficult beginning, a lack of decent maps, and combat that’s not in your favour. While the game still promises a good time for CRPG fans, it may not be the easiest entry for others. Stay the course and fight through the difficulties to find a game that delivers on its premise.
im really interested in the game, but the dialogue and cinematics are abhorrently slow for the level of detail. i don't need my game hijacked so that the protagonist can slowly look around and gasp and take 5 seconds to get off of the ground for dramatic purposes, because the graphics and sound design simply aren't good enough to accommodate that kind of storytelling. there are many dialogue choices where our selection matters, but also a great number where it just pauses a cinematic for no reason so we can ask the most basic, redundant questions that don't feel as though they are a relevant part of the game. i have the text speed set to "immediate" and it still is slower than a lot of similar text boxes in games that i've set to fast.
there is also the issue of sheathing and unsheathing the weapon. if we need to interact with our environment, the sword doesn't realistically prevent a lot of those actions irl, and it should basically just be automatically sheathing instead of making us put it away to take it out again after 1 click on an object. this problem shows right away in the tutorial.
tutorial instructions also cover a large portion of the screen and do not automatically disappear when we have performed the action they want us to, and the mechanic to look closer at certain objects seem to only add more pointless delays to interacting with objects. there is just too much complex user interaction required for simple actions in general, and i'm never going to play a game that wastes this much of my time so early on. just let us click on things. this current user interface is disorganized and makes no sense.
these handful of issues seem to be a major roadblock in enjoyment, and i really can't stand when a tutorial section makes the rest of the game look so bad by having such QOL issues. i dont understand why so many developers hamper their tutorials or introductory sequences so much like this, because this is the player's first impression. the tutorial tracking segment for instance is about 10x as long as it needs to be. we just needed to know how to find footprints, we don't need to do several minutes of slow walking (which yet again should not be this slow) just to understand a simple function of the game, and it bodes terribly for how much of my time any of the real quests might waste
SummaryA society has discovered the power of a dead empire: to capture the spirits that govern nature and rule over them instead. However, the anger of the remaining spirits divided them. Where will you stand?
"Drova - Forsaken Kin" is an Action-RPG filled with handcrafted open world adventures, inspired by much beloved grim dark games of the ...