This gets old pretty quick, especially when you’ve gone high enough in levels to hack your way easily through most opposition. Especially at the outset, you’ll spend a lot of time walking down roads, fighting enemies and grabbing gear every so often. Probably the biggest problem with the game is the feeling of repetitiveness. The different skill levels will let you control his research yourself, or have the computer research spells automatically. As Aren advances his skills, he can research more and more spells. Aren can learn the various categories of magic from friendly NPCs encountered during the journey, or he can pick them up from enemy mages when they cast spells at the party during combat. Magic is a bit different this time – your magic user, Aren, can research new spells based on combining different elements of magic he learns.
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You still have to watch the battle unfold, though. However, there is an automated combat system that lets the computer take over for some or all of the character actions. The system works well, and is only annoying when the characters are powerful and have to face creatures that pose no threat or danger. It’s a turn-based affair, where you decide who to attack and how. The combat system is nearly identical to that in Krondor, but with a few more options. The three difficulty levels (easy, medium, and hard), determine how many enemies you’ll face and the availability of items. Two types of player difficulty let you tailor the game to your liking - the experience levels (beginner, intermediate, and advanced) determine whether or not the computer takes care of character level increases, spell research, skill allocation, and automap annotation. The party you control (which ranges from two to three characters) is relatively easy to manipulate. But Feist had a hand in the production of the storyline for Krondor, and the lack of a professional’s touch is evident in Antara, especially in the first few chapters of the game. Although the richness of the world doesn’t come close to that created by Feist (a project that was 20 years in development), it’s a decent offering, and has quite a bit of depth to it. But relying on the critical acclaim of Betrayal at Krondor, Sierra decided to make another game in the same vein.īetrayal in Antara is just that – a remake of Krondor with some updated graphics, some new characters, and a whole new universe to explore. Between the initial launch and the surge of sales when the CD-ROM version shipped, however, the agreement between Sierra and Feist broke down, and Feist broke his ties with Sierra.
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The combination of a richl role-playing world created by Feist, and the skillful programming efforts by Dynamix made the game a winner.
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When Sierra teamed up with author Raymond Feist to create Betrayal at Krondor back in 1993, it seemed a match made in heaven. Fans of Krondor who won’t mind the so-so plotline should visit Antara.