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Enjoy a retro-style RPG set in a grim-dark fantasy world of tragic heroes, violent passings, and pulpy, Lovecraftian horror. SKALD: Against the Black Priory - The Prologue is now available to play for free on GOG.COM!

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dtgreene: Much like Nox Archaist, correct?
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Crosmando: Yep. I'd much rather developers make clone games of Wizardry, Gold Box or Phantasie than Ultima tbh. Many Ultima games (especially 7) barely even categorize as RPGs, they are closer to adventure games.
Fortunately, Wizardry clones are pretty common in Japan, and a few of them make it here (Elminage Gothic comes to mind).

What I would like to see personally, however, is SaGa clones, or at least games that are similar to the SaGa series. Specifically, RPGs where the battle system is like Wizardry or classic JRPGs, but with unconventional growth systems (no experience points please, as that mechanic is horribly overused in the genre), and possibly open world and/or nonlinear.

Also, I would like to see some Dragon Quest 3 clones. (One thing that puzzles me: Dragon Quest 3 is apparently *really* popular in Japan, to the point where even people who aren't familiar with video games have heard of it I believe, yet there don't really seem to be games that directly copy it. Why aren't there more JRPGs where you create your own party, the way DQ3 does?)
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Crosmando: Yep. I'd much rather developers make clone games of Wizardry, Gold Box or Phantasie than Ultima tbh. Many Ultima games (especially 7) barely even categorize as RPGs, they are closer to adventure games.
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dtgreene: Fortunately, Wizardry clones are pretty common in Japan, and a few of them make it here (Elminage Gothic comes to mind).

What I would like to see personally, however, is SaGa clones, or at least games that are similar to the SaGa series. Specifically, RPGs where the battle system is like Wizardry or classic JRPGs, but with unconventional growth systems (no experience points please, as that mechanic is horribly overused in the genre), and possibly open world and/or nonlinear.

Also, I would like to see some Dragon Quest 3 clones. (One thing that puzzles me: Dragon Quest 3 is apparently *really* popular in Japan, to the point where even people who aren't familiar with video games have heard of it I believe, yet there don't really seem to be games that directly copy it. Why aren't there more JRPGs where you create your own party, the way DQ3 does?)
What alternative to EXP is there though?
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dtgreene: Fortunately, Wizardry clones are pretty common in Japan, and a few of them make it here (Elminage Gothic comes to mind).

What I would like to see personally, however, is SaGa clones, or at least games that are similar to the SaGa series. Specifically, RPGs where the battle system is like Wizardry or classic JRPGs, but with unconventional growth systems (no experience points please, as that mechanic is horribly overused in the genre), and possibly open world and/or nonlinear.

Also, I would like to see some Dragon Quest 3 clones. (One thing that puzzles me: Dragon Quest 3 is apparently *really* popular in Japan, to the point where even people who aren't familiar with video games have heard of it I believe, yet there don't really seem to be games that directly copy it. Why aren't there more JRPGs where you create your own party, the way DQ3 does?)
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Crosmando: What alternative to EXP is there though?
There are plenty:
* Stats and skill levels increase through use
* Stats increase randomly after each battle
* Permanent stat up items can be bought
* Permanent stat up items can be found through exploration (like in Metroid)
* All stats come from equipment
* Monsters drop meat that, when eaten, causes your monster to change form, hopefully into a better one
* You don't upgrade; instead, as the game progresses, you can recruit new and better characters
* Fuse two characters to get a more powerful one
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Crosmando: What alternative to EXP is there though?
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dtgreene: There are plenty:
* Stats and skill levels increase through use
* Stats increase randomly after each battle
* Permanent stat up items can be bought
* Permanent stat up items can be found through exploration (like in Metroid)
* All stats come from equipment
* Monsters drop meat that, when eaten, causes your monster to change form, hopefully into a better one
* You don't upgrade; instead, as the game progresses, you can recruit new and better characters
* Fuse two characters to get a more powerful one
A lot of these tend to take away player choice though.
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dtgreene: There are plenty:
* Stats and skill levels increase through use
* Stats increase randomly after each battle
* Permanent stat up items can be bought
* Permanent stat up items can be found through exploration (like in Metroid)
* All stats come from equipment
* Monsters drop meat that, when eaten, causes your monster to change form, hopefully into a better one
* You don't upgrade; instead, as the game progresses, you can recruit new and better characters
* Fuse two characters to get a more powerful one
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Crosmando: A lot of these tend to take away player choice though.
In terms of player choice, however, XP and levels are pretty far down; you get experience, and then you suddenly get better. Without some secondary mechanic, even if it's just stat/skill points that can be allocated at level up (which have their own issues), there's no choice, at all, on how your character/party develops.

Even tne "replace characters" option lets you choose who to replace, and the Metroid-style approach could give you skill points to allocate (Quest 64's spirit levels come half from exploration and half from conventional XP, for example).
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RedRagan: LOL I can see certain someone got uppity over the graphic, forgetting that this game is supposed to emulating the classic Commodore 64.
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Breja: I do realise that, oh great and enlightened one. That's exactly what I referred to as "regurgitation of chewed up nostalgia". I'm sick and tired of games trying to look like other old games instead of doing something new and having the creativity and the balls to have a style of their own.

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RedRagan: Kids today are so pampered with high quality graphic they can't deal with this kind of graphic. A huge shock for them.
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Breja: I've been playing video games since something like 1994. And I played and enjoyed games older than that. But old games are not the same thing as new games pretending to be old because nostalgia sells.
I dig the art style, and as I am playing and enjoying video games since the late 80ys, my taste > your taste.
Sorry, kid. :P
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dtgreene: There are plenty:
* Stats and skill levels increase through use
* Stats increase randomly after each battle
* Permanent stat up items can be bought
* Permanent stat up items can be found through exploration (like in Metroid)
* All stats come from equipment
* Monsters drop meat that, when eaten, causes your monster to change form, hopefully into a better one
* You don't upgrade; instead, as the game progresses, you can recruit new and better characters
* Fuse two characters to get a more powerful one
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Crosmando: A lot of these tend to take away player choice though.
Only the two random ones need to do so, if we take dtgreene's example of exploration that can still involve choice into account as well. Raising through use is obviously choice, choosing what to use, and if the number of uses is high enough for high levels to require active sustained training, not just regular playing, then that's even more obvious. Buying (or crafting) stuff that gives permanent improvements means choice is determined by what's available, with a sufficiently wide array of available options (including random store stocks decided on the first visit in a certain amount of time, so if you don't like what's there, reload and try again until you get what you like), it's definitely choice. Same for stats coming from equipment, and replacing or fusing characters.
(I for one would hate these last two though, meaning losing characters. Same with the random ones, of course. Favorite is always training through use.)
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Breja: great, the forum can't handle multiple links in the same sentence. The post comes out all mangled.
Just need to actually use the tag, not just post the plain links, and put the link between quotes in the tag. It'll work on the same line then.
I gave it a try but didn't get far. The interface is clunky and during the second battle the second party member got stuck only attempting to use a spell but not able to do anything due to not knowing any spells. I tried several things but didn't find a way to attack with a weapon. Attempting to use a spell with my main character (who also didn't know any) in the first battle didn't cause that issue so I'm not sure what happened. The whole interface needs a lot of work before I'd be willing to try it again.

#Q&_^Q&Q#LINK:37#Q&_^Q&Q#
There is an article somewhere in the forum that said the trick is that the first character of the contents (text that is supposed to appear in the post) of each tag on the line except the last one has to be a space (the space won't appear). You can see that the forum has some oddities like the above quote that seems to be due to not having anything at all in the quote (a newline or space in the quote fixes the issue).

Edit: This one. I see they didn't use quotes, so maybe that works too.
Post edited June 05, 2021 by joveian
New Teaser Trailer

"The dragons stirs in the void and an empire trembles. The rule of the magi Lords is failing. Where now shall we place our faith? In the low cunning of the sell swords? Or in the golden dead to whom we offer prayers? Certainly not in the foul magical praxis of witches and lay sorcerers. No, this is our punishment.

We woke the dragon and for us, there is no salvation.

This new teaser trailer shows new gameplay, highlights the new improved visual effects in and out of combat as well as revealing more about the Skald world!

Anders Lauridsen and Raw Fury are teaming up for ‘SKALD: Against the Black Priory’, a retro-style RPG set in a grim-dark fantasy world of tragic heroes, violent deaths and Lovecraftian horror. Explore an engaging branching story mixed with exploration and crunchy tactical, turn-based combat that will engage RPG fans, old and new."
New demo inbound for next week, which should be available on GoG as well(?), then.
Hopefully alongside Vol. I of the original soundtrack too.
I want to like this one as I really do like the retro pixel art style and also really do like RPGs, but I'm color-blind.

The game's color palette looks way too muted for me, except for that bright neon green grass. This would be great if SKALD an RPG where you are at war with the plant kingdom. Armed with my trusty lawn mower and hedge clippers, I would just heroically attack everything neon green. However since that doesn't appear to be the case, the game is not going to be playable as it is otherwise really hard for me to distinguish things from each other in the videos and screen shots.
ETA on this one? Looks very promising.
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victorchopin: ETA on this one? Looks very promising.
From the devlog:
"Coming Soon! The game is currently in development and is set to release in 2022!"

From Steam:
"This game is not yet available on Steam - Planned Release Date: 2022"
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victorchopin: ETA on this one? Looks very promising.
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BreOl72: From the devlog:
"Coming Soon! The game is currently in development and is set to release in 2022!"

From Steam:
"This game is not yet available on Steam - Planned Release Date: 2022"
Thanks mate!
The atmosphere of Skald is amazing. It truly feels like you're in this terrible world where you or anyone can die an awful death at any moment. Few games nail this oppressive feeling, but Skald get it right.

Looking forward to release date!