I keep repeating myself, but I just gotta glaze Tainted Grail's writing some more. I just finished up two main quests in the second area that require you to find ancient tablets. They're both incredibly well written: one is set in a corrupted temple full of undead priestesses who collectively went insane. I would talk about it at length, but I'm pretty sure I misunderstood considerable chunks of what actually happened, and I don't want to misinform people.
The other takes place in an underground castle of a king who spurned the gods. It's a very overt homage to MacBeth, down to it quoting the play verbatim at the end. But the environment and writing create this incredible sense of weight and foreboding to the whole thing. I legit can't remember the last time I experienced a quest so genuinely dark and oppressive. It's not even particularly difficult or graphic, but the way the themes are handled and presented are so much above your average video game, and even RPG writing that it makes the game feel rated M+. For example, at one point you're tasked with finding three princes around the castle. One of them has disappeared into a pocket dimension of endless emptiness. Once you beat the miniboss and convince him to show up, he pretty much goes "Okay, it doesn't matter anyway. All there is is emptiness and more emptiness". The way he's so casual about it makes it feel so much darker than any amount of gore or hell visions would.
I really hope we get a sequel or another game by this studio that's more refined, because on the gameplay front pretty much all challenge has disappeared from the game. I'm one-shotting enemies with stealth archery left and right, and even most melee enemies don't stand a chance. Sure, you die in like two or three hits, but that's assuming enemies even manage to get to you in the first place. It's just way too easy to cheese them with hit-and-run tactics.
The other takes place in an underground castle of a king who spurned the gods. It's a very overt homage to MacBeth, down to it quoting the play verbatim at the end. But the environment and writing create this incredible sense of weight and foreboding to the whole thing. I legit can't remember the last time I experienced a quest so genuinely dark and oppressive. It's not even particularly difficult or graphic, but the way the themes are handled and presented are so much above your average video game, and even RPG writing that it makes the game feel rated M+. For example, at one point you're tasked with finding three princes around the castle. One of them has disappeared into a pocket dimension of endless emptiness. Once you beat the miniboss and convince him to show up, he pretty much goes "Okay, it doesn't matter anyway. All there is is emptiness and more emptiness". The way he's so casual about it makes it feel so much darker than any amount of gore or hell visions would.
I really hope we get a sequel or another game by this studio that's more refined, because on the gameplay front pretty much all challenge has disappeared from the game. I'm one-shotting enemies with stealth archery left and right, and even most melee enemies don't stand a chance. Sure, you die in like two or three hits, but that's assuming enemies even manage to get to you in the first place. It's just way too easy to cheese them with hit-and-run tactics.

