PCGamer takes a gander at The Bards Tale IV.
More information.We go to inXile for an exclusive inside look at Brian Fargo's return to the world of The Bard's Tale.
We're standing in the most beautiful dungeon I've ever seen in a game-which happens to be a lush green forest peppered with highlights of orange and red, not the dank catacombs I think of when I hear the word ‘dungeon.' And when we start walking forward, peering side-to-side and climbing a set of stony stairs, there's something else odd: our free, unconstrained movement, a far cry from the rigid step-by-step, block-by-block exploration of classic dungeon crawlers. This is what it looks like to build a new game in a genre as old as PC gaming itself.
Developer inXile has invited me to its studio for an early look at The Bard's Tale 4, the first game in the series since 1991. After the blinding glare of a bright southern California morning, the inXile office, a floor above a local surf shop, feels a bit like a dungeon itself. But a cool one-it's small and intimate, decked out with Christmas lights and artwork for Wasteland 2 and only the occasional baby doll hanging from the rafters. For the next hour, I'll get to see a game that feels at once delightfully old-fashioned and tantalizingly new. The Bard's Tale 4 is the first dungeon crawler that's really grabbed my interest since I sat on my dad's lap playing the original Bard's Tale circa 1993, getting lost in the endless streets and abandoned houses of Skara Brae. Partially because, damn, is it ever pretty, but mostly because inXile is walking a tricky tightrope of nostalgia and innovation.
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