Lastly, there is
the artistic quality of the game.
Not exact matches
However, this is not an insult, as this is all a part
of Scott Frank's
game plan and it is almost
artistic in
quality that he manages to stay as close as he can to the «too far» line, yet not topple over it with some crude scenes.
The
game also features some mini-games, although I was a little disappointed with the
quality — while I enjoy the
artistic style
of the
game, the mini-games often had more basic designs, such as a sword fight which consisted
of simple controls and cartoony «chibi» renditions
of Morgane and her opponent — while I didn't expect anything too complex, it would have been nice if these parts had all been designed in the same visual style as the rest
of the
game, as they felt a little out -
of - place.
You'll note that the early maps are rather crudely drawn and that map
quality increases as I got farther and farther into the
game, but every map is accurate regardless
of artistic quality or stupid eraser marks.
Gaming will go the way
of film and destroy any expectations for
quality games that have both high production values and depth, breadth, and
artistic integrity.
Many
of the dungeons and landscapes share similar
qualities to the
artistic style
of games like World
of Warcraft, but that isn't a bad thing.