

Making matters worse is the inaccuracy of the enemy warning system. Look at a mob of foes and they highlight green, yellow, or red. To try to make matters even clearer, party members chime in by assessing the potential bout as a cakewalk, a challenge, or suicide. None of this is very accurate, though. While green scraps always seem easy, some yellow are murderous, and some red are a lot more painless than expected. As a result, you can get a nasty shocker and get killed in a fight that looks like no problem--which is a major pain if you haven't been able to save in a while.Stability is a also problem. Crashes are a frequent occurrence, especially at the end of battles. Usually the game went down with an error message, but a few times it froze up at the end of a fight while looking at the loot that dead foes left behind. Because of these crashes, it's wise to save constantly--even when you have to run back significant distances to find a save totem after a tough battle.More serious issues arise due to problems with the level design and structure of the game's locales. The maps are huge and labyrinthine and that's befitting the history of dungeon crawlers, of course, but the game is too loaded with narrow corridors with minimal incentives. Despite the maze-like appearance, you are led in a linear fashion from Point A to Point B in the dungeon ruins of Skara Brae, the forest of Inshriach, or the tundra of Stronsea. There is little room for creativity, as both plot and maps run on rails from start to finish. Inaccessible areas are crudely blocked off with rubble or piles of crates, as well, reinforcing the feeling that you're playing a game of connect-the-dots with extra steps.
While there is a good variety of brainteasers in the game, ranging from switching gears to moving blocks to shoving faeries around an obstacle course to routing blood into connected streams, there are far, far too many of them. Puzzles are used to pad out levels too often. Instead of having to face one or two of these innovative enigmas at a time, you get five or more in a row, almost always of the same type, which gets very monotonous, very fast.Aspects of the map design appear unfinished. While loads of NPCs are ready to chat, these encounters generally lead to dead ends. Some wayward monk or lovelorn peasant will tell you a story of woe that seems to be leading somewhere, as their conversations tend to revolve around boilerplate RPG quests like hunting for an artifact or finding a lost girlfriend. But then these talks either come to an abrupt halt or the guy or gal turns into a merchant. Your only response to somebody pouring their heart a lot of the time is to ask if they've got any stuff to sell.Most areas offer little beyond solving puzzles and fighting. Loot drops are limited. You collect the same swords, helmets, and armor constantly from defeated enemies and the crates and barrels scattered across the landscape, along with various types of food and drink that both recover hit points and can be used in crafting. There is little sense of reward. For every cool sword you discover, you smash open 50 barrels and chests filled with vegetables and bottles of water. There's nothing like taking 10 minutes to solve a puzzle leading to a chest…and then finding nothing in it but three carrots and a potato.
The visuals aren't technically impressive and cause even the best systems to chug and stutter when moving the camera on all graphics settings. Character faces have an oddly disturbing appearance in the middle ground between a mannequin and a melted candle, and animations are stiff and jerky, both in real-time dungeon delving and in turn-based battles. Still, the look of the game remains charming. Everything is given a Celtic/Scottish look that could have been taken from Braveheart, and a bright color palette evokes an '80s RPG mood recalling the vivid hues of classic D&D art.Audio is hit and miss. Well-acted dialogue perfectly handles the Scottish brogue of most characters. Enemies repeat cheesy taunts in combat, though, and party chatter consists of juvenile insults. Some audio effects don't fit with what's taking place on-screen. Gulping down water triggers the same crunching and lip-smacking that accompanies eating a cabbage or apple. At least the music has a beautiful Celtic flavor with plucked strings, fiddles, and choral odes that make the game sound like Enya outtakes.Other quirks add aggravation. Load times are long and frequent; it takes over a minute to transition between areas, even when leaving a tavern to hit the streets. Level maps can be misleading. Key items like save totems aren't included, and you can't make notes. There is no way to sort character inventories, leading to tedious item management.Common wisdom and clichés aside, The Bard's Tale IV: Barrows Deep proves you can go home again. But why would anyone want to? While the game re-creates what we played in the 1990s, misty water-colored memories of hours spent with Eye of the Beholder are not enough to fix numerous design miscues, performance problems, and bugs. This is a tough sell to all but the most dedicated and patient retro fan. Source: https://www.gamespot.com/reviews/the-ba ... 0-6417002/
