
The life of a fantasy RPG hero is tough work. Forget having to fight horrific beasts and save the world from megalomaniacal wizards, and just think the fact that they journey to every particular location on their planet – more often than not on foot, no less. It’s a speculate they’ve even got the energy to save the world, given that they’ve just hoofed it across three continents! Wouldn’t it be simpler if a brave man could quest through forests, mountains, caves, and dungeons, all with no even having to leave their home town? Adventures to Go! gives us just that: an RPG where all quest is custom built to your specifications.
I actually enjoyed Adventures To Go! when I started – the strategic fights are quick and fun and the game’s got a lighthearted vibe that was refreshing. But it soon became understandable that this is a game designed for quick bursts of play, not multi-hour sessions. Its sole mixture of RPG exploration and planned combat is absolutely worth a try, but at the end of the day it’s a better game in idea than it is in execution.
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