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The Fifth Disciple is a little-known adventure-ish title from Napoleon Games and published by Cenega, publishers of the more widely known Gooka. Cenega was kind enough to send me a copy of this and the more recent and more action-like Shade: Wrath of Angels to peruse and review. In a recent discussion with Robert Washburne, I told him that I have a pretty optimistic view about adventure games. I enjoy most of them: I am happy to overlook elements of action, bad acting, not-quite-up-to-this-decade graphics, and other gripes if the story catches my attention and I am filled with an overarching sense of fun when I play the game. Yes, sports fans, this up-and-coming (read “hack”) journalist’s (read “game reviewer’s”) main, and sometimes only, criterion about how good a game is, is how much fun he has playing it. So, all of you who have been studying my writing and attempting to discover the mystical formula that results in a good game, put away your scientific calculators and consider how much you are enjoying the game you are playing. It’s an incalculable combination of the sound, writing, graphics, gameplay, and other factors. So, how does The Fifth Disciple rate on Alex’s “Fun-o-Meter”™? Sorry, you’ll have to read on to discover this…
The Fifth Disciple was created in the Czech Republic so be prepared for some unusual translations in the game. There is full speech throughout and most of it is performed by better than your run-of-the-mill type actors. They certainly perform rather than read their lines. It is evident that English is not their first language but it is better than much of the acting I’ve heard in games developed in the United States. One small quirk I found in the game was that the spoken words often don’t match the subtitles in more than meaning. Certainly, a hearing-impaired player would be no less in the dark during the game than their able peers but for those of us who are fortunate to possess both these senses, there is an odd feeling bordering on confusion when the two don’t quite gel. It is perhaps akin to the strange sensation that sometimes occurs when the two images you see through each of your eyes are different because of the placement of your pillow when you are lying down. Quite odd… As is the case with many games, there are no subtitles for the cutscenes. It seems a strange oversight to leave out subtitles in my opinion, considering how much text exists in the game alongside the spoken dialog. Hearing impaired players will likely be uncertain about the “bigger picture” or theme in the game because of this. In the same vein, there are several adult themes in this game touched on superficially that may cause concern to some people. Drug use and prostitution are discussed in no more detail than in a many mainstream movies so are not likely to disturb an open-minded adult player. Graphics are old-fashioned hand-painted backgrounds, which have a similar appearance to the ray-traced graphics of classic Legend games like Death Gate and Shannara. They look more like graphics from 1995 than 2003. But this is not a criticism. Many adventurers will play this game with a sense of nostalgia, because it does truly hark back to a brighter age for adventure games. Backgrounds are colorful but muted and characters have a cartoonish feel. Backgrounds are layered like those in the Broken Sword series, giving a panoramic feeling as the screen scrolls as Engeor walks across the screen, which was a great touch. There are simple shadows in the game, which obviously would not be found in games from 1995. Cutscenes are quite different as they are presented as a series of still images hand drawn in off-white, brown, and black tones. Again, simple but effective.
In The Fifth Disciple, role-playing elements exist in a very simple form. As Engeor defeats more enemies, he gains experience points that he can spend on acquiring new spells and increasing the potency of the spells he already has. Intriguingly to me, Engeor does not fight with a weapon at all-every battle involves choosing the spells that will defeat the enemy and protect Engeor. Although the game is intrinsically linear, the player can choose which spells they want to acquire and make stronger, resulting in a different experience for every player. This is an excellent idea in my opinion. Or in theory, it would be. In two instances in my game, because of the choices I’d made, I was not able to progress further. In one case I resorted to reloading an old game and used my experience points to develop the spell I needed later in the game-no problem. In the second instance, I got to within sight of the end of the game and same thing happened. This time, though I wasn’t able to reload a game because I had since saved over the top of it. This prevented me from finishing the game so I can’t report what the ending was like.
Although players need to manage their health and mana in the combat sequences, both return to normal full levels at the end of combat. Although this is unrealistic, I thanked my lucky stars several times during the game when I had only just squeezed through some challenging melee. I recognize that the combat was important to the structure of the game and enjoyable for about the first two-thirds. After this point, combat became more frequent and even boring for a short time. It’s fortunate that the adventure elements came to the fore again after their short absence. Certainly, those players more interested in combat will be rewarded in the second half of the game. There are other quirks in the game that detract only a little from the enjoyment. It took me a way to work out how to use potions. Perhaps the documentation hat comes with the full game explains this but I did not find the interface intuitive. It was easy enough to use potions once I worked it out but it took a little experimentation to get there. The map that is used to send Engeor from one place to another sends him on a roundabout path when most of us would expect him to take the direct route. The map has random monster encounters on it, which allows for a more- or less- combat heavy experience. Players need to monitor how the Engeor figure progresses on the screen or he will likely have more combat encounters than the average adventurer would prefer.
Final Grade: A System Requirements:
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