A while ago Forgottenlor offered to write a review about Legends of Eisenwald for RPGWatch, which we accepted gladly, given that he delivered very good work before. So here is his take on the game.
More information.The quests in Legends of Eisenwald are thankfully quite varied, and many of the maps have a unique scenario, which helps keep the game interesting. The first map, which serves as a tutorial is fairly relaxed. Another map pushes you from one end to another at a frantic pace. Unfortunately, its not until one reaches the fourth map (about 9 hours into the game), that one arrives at the most interesting chapters of the game, which are larger, offer more possibilites, and more story choices. In some of these maps you are caught between warring factions, and eliminating one or more of these will not only be necessary for moving on, but will also result in subtle differences in late game scenarios. From finding „demons" in a mine for a mad nobleman, to deciding the fate of a witch, to digging up graves, to moving across a forest unseen, Legends of Eisenwald gives you a huge variety of tasks. Unfortunately a minority of these tasks can be quite annoying. Finding the enterance to a tower or the location of seven graves becomes a matter of patiently combing the map for the exact pixels which trigger the next part of the quest. And therein lies one of the logical problems of Legends of Eisenwald. Some quests seem to hold your hand more than you would like, while others are very vague about what they want you to do. Reading the quest log exactly and all of the tavern rumours is a great help most of time, but not all of the time.
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