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Lukaschik Gleb

The Last Oricru


In narrating of a game easily can include alternative ways than do it in a book and a film. A personage by whom you choose acts as an actor who got an artistic freedom in a way of expression of his role. The Last Oricru was in bored familiar promises on important complex choices and meeting of usual familiar simple. A faction of noseless and pale faces Naboru who oppress the opposite side by slavery. Join to them will shortly reveal that you must obey to queen what isn’t original in service for empire, which isn’t democratic form itself. The other one faction in guises of rats will understandable soon too that their coming to freedom through Ratvolution willn’t for weal. I would do a usual crusade against everybody for getting embarrassing ending if I would complete a game where actually you can’t be Frank Sinatra and do my way.


Written is a green mess. The Last Oricru’s world is associative with medieval times, include high technologies and a main hero with an imposing wacky hair never stops to be a bad comedian who in such behavior doesn’t accept a cruel reality. Czech developers GoldKnights combined popular among masses elements, wanted to entertain through saying by a main hero by making him empty in personality and they took in account walking little criticizing of protagonist’s hair by including an option to make him bald. There can’t be a good game.


Forced to be on one of two sides yet, I with naïve pretending to Ratvolution, which I was doing alone of all important stages by going through battles with variable Naboru knights. Two difficulty levels and no one is balanced. The hard for initial disclosing of awfully rude battle mechanic. A mode for joying of screenplay (I find it’s thing as funny.) is uninteresting in killing dummies in few kicks. Experience of fighting are: I knew that I hit first, clicked action doesn’t activate, their sword too far for touch my body and my hero attacks in wrong empty place. You beating can’t cease animation from adversary with a long axe. I had in recalling of a great in sword mechanic game and it was Dark Messiah of Might and Magic whose release will have sixteen years in this October. I wished to play in it again for impression to variable fighting and screenplay. Enemies in The Last Oricru can’t harm of their allies by corroborating the game feels that arrives from the long past and with all flows. It has wonderful things as that no arrow for guide to place of goal, influence of armor’s weight and shield protects, but opposite to that had with me that kicked in shield a sword from a physically strong adversary can reduce health and increase in levels does a typical bad RPG – you willn’t advance, you will fight with same effectiveness as began.

I could bear an ugly fighting in the game with rare glitches and lags and stand it’s screenplay. The protagonist has resurrection ability, which isn’t odd in this time whereas coming back occurs with slayed enemies on places. It could only enhance to run away from confrontations. And they return when you entered in zone where you resurrect. How it can be a pleasure from the story in chosen difficulty? This factor was verdict for quit and delete. I did it when I bought a sword was superior in parameters of holding weapon while fighting took one-two lifebar health from enemies. It was in the drivel world.


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