GB Feature: Sword Coast Legends Review

We've been spending a good deal of time with n-Space's Sword Coast Legends, and that has resulted in today's publishing of a full three-page review for the role-playing game. You'll find that Steven has a few choice words for the title within the article, but for now I'll just leave you with just a couple of paragraphs:

Sword Coast Legends focuses on the city of Luskan, but even so there are a bunch of caves, forests, secret labs, sewers and more where you fight things. Combat takes place in real time, and it's much faster than I was expecting. I started out trying to micromanage my party, but even with the ability to pause the game at any time (not to mention several auto-pause options), I couldn't keep up, and I eventually let the party AI take charge.

The AI is pretty decent, but it has some quirks. Characters make sensible use of their skills and spells -- a caster invoking a buff always moves to include as many allies as possible, for example -- and since all skills and spells are attached to cooldowns (there isn't any resting or memorization), characters freely choose between all of their abilities, and there isn't any need to restrict them. The only problem I had with the AI is that my cleric kept waiting too long to heal (giving me flashbacks of my MMO days), and so I frequently had to take charge of her in battles to keep my party alive.