Performance & Testing
The Sorrow which manifests itself as black fire and tentacles horrors.
The controls are fairly average for an isometric CRPG, WASD pans the camera and left mouse button moves the characters. There was a bit of a control issue though as the camera pan is a bit too sensitive, with the camera repeatedly flying across the screen with a simple tap of ‘W’ or ‘A’. This was with camera speed set to its lowest, though this appears to vary from map to map. All of the keys are fully rebindable with secondary keybindings for every command, another questionable choice was the inability to macro items, esoteries or cyphers to hotkeys.
The visuals are far from impressive, while the prerendered cities and towns look good, the characters models themselves are very low texture looking like something ripped from a CRPG from the nineties. When zooming the camera in some of the backgrounds behind or below cliffside locations also look low poly with poor textures. There are also few locations, really there are four locations in the game only three of them are in the world, Sagus Cliffs which is a city and trade hub for the region. The Valley of Dead Heroes which is a desolate land where few people tread, the Bloom which is the interior of a massive living flesh pile. Finally, there is the labyrinth which is a metaphysical plane that exists within the mind of the Last Castoff.
Sound design here was done well whether it’s the hiss of steam, the bubbling of water or the buzzing of a mechanical device it all adds to the immersion. The music is excellent with the score being composed by Mark Morgan, an industry veteran that had worked on the early Fallout games and Planescape: Torment. The voice acting is also well done but again is minimally used, generally for character intros or the occasional quip or snarky comment as you travel or engage in fights. With walls of text being used outside of story specific scenes which are told through voice. There are separate sliders for music, sound effects, voice volume and a separate slider for master volume.
As for performance, there isn’t much to be said here, the options are full screen on or off, resolution options, v-sync on or off and anti-aliasing levels. Though annoyingly here rather than the standard none, 2x, 4x, 8x and 16x there is disabled, low, medium and high. Being that this game uses mostly prerendered maps with lower quality textures on some backgrounds this game should run on a variety of systems. Optimization is a bit of an issue though, while the game runs it doesn’t run well especially when considering the few options in the menu. That being said the minimum requirements are an Intel Core i3 or equivalent, 4 GB of RAM and a GTX 460 or equivalent, the recommended requirements are an i5 or equivalent, 8 GB of RAM and a GTX 560 or equivalent.
Benchmarks at 1080P with Anti-aliasing Set to High
||i7 6700/GTX 980ti
||8320/RX 480 4GB
|Time in MS