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Prepare for a dark fantasy RPG, featuring modern design combined with a classic 8-bit look and feel. SKALD: Against the Black Priory is now out on GOG with a -10% launch discount until June 6th, 5 PM UTC!

SKALD: Against the Black Priory is a retro-style party-based RPG set in a grim-dark fantasy world of tragic heroes, violent deaths and Lovecraftian horror. Take a chance and roll the dice as you embark on a compelling story filled with deadly creatures, branching story and tactical, turn-based combat.

You can now also get Soundtrack and Reinforcement Pack – or both of these titles, alongside the base game, in a special Deluxe Edition!

Don’t miss tuning into a gameplay stream on our GOG Twitch channel on June 2nd, at 5 PM UTC.

SKALD: Against the Black Priory – now on GOG!
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BreOl72: Everyone who calls this graphics "ugly" or "terrible", etc., clearly shows their age - or rather: their lack thereof.
Or, shocking as it may be, not everyone is blinded by nostalgia.
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BreOl72: Everyone who calls this graphics "ugly" or "terrible", etc., clearly shows their age - or rather: their lack thereof.
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Breja: Or, shocking as it may be, not everyone is blinded by nostalgia.
True.
Many are easily blinded by pure eye candy.

Edit: typo
Post edited May 31, 2024 by BreOl72
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BreOl72: Everyone who calls this graphics "ugly" or "terrible", etc., clearly shows their age - or rather: their lack thereof.
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Breja: Or, shocking as it may be, not everyone is blinded by nostalgia.
Alternatively, not everyone is blinded by the need for high-fidelity graphics. Some people prefer the older styles of graphics to what is standard these days.
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Ancient-Red-Dragon: Those graphics look absolutely terrible to me. I'm not sure why this game is apparently popular on GOG.

The other day I was criticizing the Whispers In The Moss game for also have terrible graphics, and Skald's graphics appear to be almost as bad.

I'm also not sure why deliberately making new games with terrible graphics is a fad or a trend. None of that makes any sense to me. I cannot fathom why people would want to buy such games either.

I'm also not sure why nearly unreadable, very-uncomfortable-to-read, ultra-pixelated, text like appears in the screenshots and videos for this Skald game, is considered to be a "desirable" feature.

On a positive note, I respect the devs for including Galaxy Achievements.
The Graphics emulate 8 bit pretty well, it's nice for people that liked say the old Ultima series (or my beloved silver box <3).
That is not bad Graphics, just an artistic choice. Honestly one that I don't think I can get used to again but on the other Hand I really do like 16 bit Graphics, to each his own.
Post edited May 31, 2024 by Reaper9988
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Post edited June 01, 2024 by Xarion_99
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Reaper9988: The Graphics emulate 8 bit pretty well
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Xarion_99: Well, I'm not so sure that the original Commodore 64 had 8 bit color palette :)

As you can read at the game store page:
"Uncover the grand schemes of the Gallian Empire and explore the vast expanse of Freymark and the Outer Isles. In SKALD: Against the Black Priory, you’ll experience this richly illustrated world of authentic pixel art, built from thousands of hand-drawn tiles and images using a palette inspired by the legendary Commodore 64 computer."

As for the game screenshots, they look like EGA graphics at best.
Probably you are right. The palette is very close to those graphics in Titles like Champions of Krynn/Death Knights of Krynn, or those from the old KOEI games, specially the portrait direction.

But one of the artistic choosings is the Commodore 64 kind of graphics as well, in fact when you press TAB to launch the console it is shownwith the classic blue C64 console design, some color choosings, backgrounds...etc. The C64 inspiration is there.
yaaaaaaayyy!

grateful this is finally released.

thank you to gog and the developers and publishers of this game. been very much looking forward to it.
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Xarion_99: Well, I'm not so sure that the original Commodore 64 had 8 bit color palette :)
Well, yeah, 16 colors is 4 bits :)
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Xarion_99: As for the game screenshots, they look like EGA graphics at best.
You can do more with EGA though.
https://upload.wikimedia.org/wikipedia/commons/9/9a/Commodore64_palette_color_test_chart.png
https://upload.wikimedia.org/wikipedia/commons/2/24/Ega_palette_color_test_chart.png
It looks fantastic! I might grab it later this year.
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Dark_art_: Am I missing something? Cause to me it looks like the most generic requirements one can put in a modern videogame.
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.Keys: Definitely not ok with this system requirements here. :P
I don't mean this in a rethorical or provocative way, it's a honest question: What part of the requirements you feel is too high?

The way I see it on minimum requirements, the CPU part is just a generic "any non ancient CPU will do" (we're likely talking about laptop hardware), the 4GB of RAM is the bare minimum one can operate Win10 and the Graphics are integrated. DX10 is self explanatory and 500MB of SSD space isn't too much, the game seems to only use 231MB.

Looking at the game graphics with all the lightning effects and such, it's clearly not what we ususally see on GameMaker level, although it looks older than myself :)
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.Keys: Definitely not ok with this system requirements here. :P
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Dark_art_: I don't mean this in a rethorical or provocative way, it's a honest question: What part of the requirements you feel is too high?

The way I see it on minimum requirements, the CPU part is just a generic "any non ancient CPU will do" (we're likely talking about laptop hardware), the 4GB of RAM is the bare minimum one can operate Win10 and the Graphics are integrated. DX10 is self explanatory and 500MB of SSD space isn't too much, the game seems to only use 231MB.

Looking at the game graphics with all the lightning effects and such, it's clearly not what we ususally see on GameMaker level, although it looks older than myself :)
As I said, it fails on my small laptop with a Celeron CPU. So, that's the issue; there are Celeron and Atom CPUs being made today that are not ancient, bet can't run the game acceptably.

Also, one might want to play the game on a 2GB system running Linux with the help of WINE.
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eric5h5: I'd suggest using Godot over Unity, but not because of performance.
Can you expand your opinion on this?

Is it about the Unity as the company (rules of use, build-in telemetry, their quite recent and bad decisions on pricing) or about something else, connected to the quality of the engine (like the coding itself)?
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.Keys: Definitely not ok with this system requirements here. :P
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Dark_art_: I don't mean this in a rethorical or provocative way, it's a honest question: What part of the requirements you feel is too high?

The way I see it on minimum requirements, the CPU part is just a generic "any non ancient CPU will do" (we're likely talking about laptop hardware), the 4GB of RAM is the bare minimum one can operate Win10 and the Graphics are integrated. DX10 is self explanatory and 500MB of SSD space isn't too much, the game seems to only use 231MB.

Looking at the game graphics with all the lightning effects and such, it's clearly not what we ususally see on GameMaker level, although it looks older than myself :)
In my case, the Win 10 part is the problem. But in terms of the hardware requirements, basically expected something like this to say something along the lines of "If the computer can boot up the OS, the game will run great."
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Xarion_99: Well, I'm not so sure that the original Commodore 64 had 8 bit color palette :)
"8 bit" refers to the CPU, not the graphics. 8-bit computers or consoles tended to have a somewhat similar look. In this case, "palette inspired by the legendary Commodore 64" is correct, as the colors are similar, but not identical (there are more shades of various colors than the real thing had). The resolution is quite a bit higher, at 480x270 compared to 160x200, and there's no attempt to simulate the strict limitations on which 4 colors you could use in a given 8x8 cell.

As a side note, I respect the apparently 100% faithful adherence to the pixel grid, which few modern pixel art games actually do. I assume everything is internally rendered at 480x270 and then stretched.

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Lexor: Can you expand your opinion on this?

Is it about the Unity as the company (rules of use, build-in telemetry, their quite recent and bad decisions on pricing) or about something else, connected to the quality of the engine (like the coding itself)?
Getting pretty off-topic, but briefly: mostly bad management, directionless development, and increasingly strict online DRM.
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.Keys: Definitely not ok with this system requirements here. :P
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Dark_art_: I don't mean this in a rethorical or provocative way, it's a honest question: What part of the requirements you feel is too high?

The way I see it on minimum requirements, the CPU part is just a generic "any non ancient CPU will do" (we're likely talking about laptop hardware), the 4GB of RAM is the bare minimum one can operate Win10 and the Graphics are integrated. DX10 is self explanatory and 500MB of SSD space isn't too much, the game seems to only use 231MB.

Looking at the game graphics with all the lightning effects and such, it's clearly not what we ususally see on GameMaker level, although it looks older than myself :)
In my opinion the ram requirements are way too much, as with many other Unity games.
You bring a point I personally never thought though; that is, the OS requirement added to the game requirement.

Indeed "vanilla" (without ISO edits to make it run faster without the bloat consuming ram...) Windows 10/11 is a ram consuming beast. It makes sense.