Demonicon

Every time I hear something like a sequel getting twice the budget and they thus want to do twice the explosions, all I’m thinking is their budget should have been cut. Higher budgets don’t always make better products. Sometimes having to make do with a certain budget, is very much what sparks/forces creativity. Demonicon isn’t like that. Here I was left with the impression that a little more “buzz” would have been good for the game. I don’t know. It’s very much like many other recent games in this genre (BioWare dialog wheel/Witcher 2 like cutscenes), but it seems to have cost less. Then again, even the most expensive titles manage to have their fair share of disappointing elements.
Anyways, at times Demonicon can feel a little bit confined to the basics, but whoever isn’t bothered by that, will find a decent enough game, especially as a TDE fan. It’s basically the first game in this setting since the last Drakensang after all.

Decisions in this game are a double-edged sword, before making them they seem very interesting, they appear to have much nuance to them. “Good” decisions always come with a grain of salt and “bad” decisions usually might have some positive sides regardless. That part of them is thought out very well. Because of this, it’s not something I could quickly click away. I found myself thinking carefully what I should choose. The other side, sadly, is that there isn’t much of a result after. The cutscenes that are usually played directly after such a choice reflect it and certain background characters mention it once or twice, but especially when progressing in the game these branches seem to be forgotten rather quick. The game is being railroaded back onto the one, main path. But then again, that part is sadly true even for too many of the most expensive games ever made, so I can’t rub it in too hard here. One scene in the game seems to be different, because it recalls choices made throughout almost the whole game, I was very surprised by it (this and other games could use more of this element), but even this one doesn’t alter the outcome of the story, which filled me with regret.
What I’ll keep remembering fondly about this game, most of all, are some of the characters, which were weird fun at times. For example there’s Latika, a zombie girl that can still talk and her voice constantly flips between that of a normal person and some scary monster-voice. :) Her scenes offer unexpected humor, something the game could have used a lot more of. But I took it as all the more reason to enjoy what was there.

In the end I was okay with the game, because I mainly wanted to play a game again that used The Dark Eye setting, something I wanted (again) since the last Drakensang came out, it’s like watching a mediocre film which belong to a genre one is a fan of. With this realistic expectation in mind, one can’t really go wrong here. But even so, the game takes about 20 hours to finish, not long enough (for me) for it to become boring or overstay its welcome. Imagine Dragon Age: Origins without the deep roads and the fade. :D

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