GB Feature: Inquisitor Review

24 Sep 2012

After years of waiting for the English version of Inquisitor to find its way to our hard drives, we eagerly jumped at the opportunity to finally take Cinemax's recently released CRPG for a spin. But we weren't quite as enamored with it as we thought we would be, as Eric indicates in his full review:
Where it all falls apart is the "feel" of combat and game balance. Character movement can be very floaty and imprecise at times. Even though Inquisitor is a point-and-click game, characters will often "slide" and "bump" each other around, especially in close quarters, which can sometimes make targeting enemies frustrating or will lead to mis-clicks which send you running to your doom. Due to the size of battles, the visuals can also become very cluttered as you will routinely have 10 or more characters duking it out in close quarters, in which case it can be nearly impossible to tell what is actually going on.

But the real sin of Inquisitor's combat is game balance. I do not exaggerate when I say that have never, ever seen such a poorly balanced RPG, in everything from the character system, to enemy stats, to equipment and items, to the magic and spells available. To start, one of the reasons combat is so incredibly frustrating is that enemies have far, far too many hit points and resistances. On the normal difficulty, many enemies can individually take anywhere from 10 to 30 seconds to bring down, each. Combine that with the fact that often just about every dungeon room you visit will have 5 to 10 of these enemies in them, and then consider that the average dungeons might have 10 to 20 rooms all full of these numbers of monsters, and you can now start to see why this game is indeed "100+ hours long".
 
 

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