A pagan feast.

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I'm a known and documented Morrowind liker, to a degree that even I get a little bored of myself going on about it, but you know what? I think we reach for the Morrowind comparisons a little too quickly these days. A game has big fungi? That's a Morrowind. Unique environments? Morrowind. Armour made of strange stuff? So Morrowind. Barely explains itself? Oh, you know that's Morrowind. It's become a shorthand we—or I, maybe just I—sometimes use as a crutch, and that ends up chucking a lot of disparate and interesting games into the same easy box.
Anyway, Banquet For Fools is a Morrowind.
Wait, wait. Give me a second. I do think the comparison is actually apt here, not just because the game has a striking, off-kilter artstyle (though it does have that) or because I don't fully understand what's going on (though I don't), but because it feels interested in similar things to what Morrowind was interested in all those years ago.
It's a conflicted and demon-haunted fantasy world, determinedly not built on the humdrum, Tolkienian, Christian concepts that so much other fantasy is inflected by. It's a game where your party is composed of odd and unfamiliar species who grew up as pagan yetis in a swamp. Its world feels at once alien and grounded: entirely dissimilar to our own but rooted in a palpable sense of history and culture (for another game that pulls this off, see Caves of Qud). It's goddamn cool, in short, even in the limited time I've spent with it.
In gameplay, Banquet For Fools is a CRPG with ARPG characteristics. You have your settlements, with their conversations, shops, and quest-givers, and the wide wide world, where you roam about getting into endless fights with all sorts of goblins and kelpies and what-have-you.
Well, you and your party of four, all of whom you generate from scratch at the game's start. This is an Icewind Dale-style RPG, not a Baldur's Gate. You're not on the hunt for prewritten companions to buff out your roster—you'll draw them all up before you even start WASD'ing.
This is daunting! BFF is redolent with nouns and stats and numbers you will not understand, which is why it's very fortunate the game provides you a few predefined party templates and earmarks one of them, specifically, for new players. Figuring out combat is hard enough without accidentally kneecapping yourself at character creation.

...Read more: Full article on www.pcgamer.com
What do you think about this?

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Every Thursday
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Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
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From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
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Once a month
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I'm a known and documented Morrowind liker, to a degree that even I get a little bored of myself going on about it, but you know what? I think we reach for the Morrowind comparisons a little too quickly these days. A game has big fungi? That's a Morrowind. Unique environments? Morrowind. Armour made of strange stuff? So Morrowind. Barely explains itself? Oh, you know that's Morrowind. It's become a shorthand we—or I, maybe just I—sometimes use as a crutch, and that ends up chucking a lot of disparate and interesting games into the same easy box.
Anyway, Banquet For Fools is a Morrowind.
Wait, wait. Give me a second. I do think the comparison is actually apt here, not just because the game has a striking, off-kilter artstyle (though it does have that) or because I don't fully understand what's going on (though I don't), but because it feels interested in similar things to what Morrowind was interested in all those years ago.
It's a conflicted and demon-haunted fantasy world, determinedly not built on the humdrum, Tolkienian, Christian concepts that so much other fantasy is inflected by. It's a game where your party is composed of odd and unfamiliar species who grew up as pagan yetis in a swamp. Its world feels at once alien and grounded: entirely dissimilar to our own but rooted in a palpable sense of history and culture (for another game that pulls this off, see Caves of Qud). It's goddamn cool, in short, even in the limited time I've spent with it.
In gameplay, Banquet For Fools is a CRPG with ARPG characteristics. You have your settlements, with their conversations, shops, and quest-givers, and the wide wide world, where you roam about getting into endless fights with all sorts of goblins and kelpies and what-have-you.
Well, you and your party of four, all of whom you generate from scratch at the game's start. This is an Icewind Dale-style RPG, not a Baldur's Gate. You're not on the hunt for prewritten companions to buff out your roster—you'll draw them all up before you even start WASD'ing.
This is daunting! BFF is redolent with nouns and stats and numbers you will not understand, which is why it's very fortunate the game provides you a few predefined party templates and earmarks one of them, specifically, for new players. Figuring out combat is hard enough without accidentally kneecapping yourself at character creation.

...Read more: Full article on www.pcgamer.com
What do you think about this?