
Battle evil faeries and traitors at court to rescue the prince of England! Can you resist the call of faerie long enough to complete your quest?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Stay away. I altered stats and found a lot of illusion choices where stats mean nothing and are set up so you either fail or succeed with slightly altered curtailing according to the authors railroading plan. That for me is a cardinal sin in any [b] Choice [/b] game that I can not and will not abide. If you're too lazy to write different outcomes for your choice scenarios, write a novel, not a choice game.
Not enough chances to increase your skills. One chapter or two became too much fantasy based and seemed to forget its medieval age genre; It honestly took away from the story. They're more annoying than they add substance to the story. Most choices seem to not affect the story as you may want them to, since in most cases it seems to fail a check of sorts. It mostly seems you're just always making a bad choice. Sometimes choices aren't as straight forwards as they seem. A save and reload function would've been nice to have; At least in between chapters. A skill stat for stealth would've helped indicate if choices were being made properly when choosing options of that nature.
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This was not my cup of tea, though it wasn't objectively awful. In short, one's skills increase far too slowly to be of use, and despite being supposedly able to hone one's music, one often faces monsters that do not give a sideways crap about music. You will need a sword, or people important to you will die, with little mention again. The setting is mostly the dusty roads of Ye Olde England, and it doesn't spend enough time in any one place for one to really get a feel; if the game wanted to make one feel like one was traveling constantly, it succeeded, but there wasn't much to latch onto. One also doesn't feel like one advances much, unlike other games where one starts as a lowly squire, like Dinosaur Knight. In all, I'd much rather have had it focus on either the medieval stuff, so I'd've known not to buy it, or gone full fantasy.
As others have said, there's very little actual choice that matters or that isn't rail-roaded. A shame because I did like the setting even if most of it took place on the road and I didn't mind the more fantasy elements. But as a "choice" game I can't recommend it.
Every fiber in my being is saying "Hit yes to recommend, don't be mean", but it's not mean, it's just... accurate. I'm struggling to get through this game. The story isn't gripping. The characters don't interest me. The story is confusing, so are the choices. I keep telling myself to go back and then every time I return, I make it one page and choice further and have to call it quits at the end of the next page with the next choice glaring at me to pick something. Ever since I started playing choice games I've been devouring them. I put this on my wish list as soon as I read about it and bought it as soon as it became available. And I want to rip my hair out at the potential. I WANT to like this story, but I just CANNOT focus. Aside from the story, why does our *Squire start out with garbage stats? Especially as an "almost at the end of Squire-hood" Squire? I know... practically nothing? What am I supposed to do to progress? And there are no real opportunities to improve any stats along the way? I'm so frustrated! Let me like you!
Personally, I enjoyed [i]A Squire's Tale[/i] quite a bit. Is it perfect? Hardly. There are issues that can be spotted right away with even just the slightest bit of scrutiny. However, for those looking for a relatively light read, especially compared to some of the denser works in Choice of Games catalogue, this is a pretty decent pick, depending on your tastes. For anyone that's played any other game by Choice of Games, [i]A Squire's Tale[/i] doesn't break new ground gameplay-wise, at least for them. But for those who haven't, it's a text/based CYOA game with choices that serve primarily to raise/alter your stats (in this case, your skills and attributes one might associate with any knight/squire), determine whether you succeed or fail at certain checks pertaining to said stats, and change relationship values with relevant NPCs. Repeat till you reach the ending, where your all your choices culminate into what happens during it. More complex and gamey than a physical CYOA novel, but simple enough to easily grasp. This formula and these mechanics have served them well so far to attract a sizable audience, especially in digital markets besides Steam. However, for this particular release, there's something about their usage that warrants a deeper look, which I'll get to later. In terms of how they affect the plot, though, your choices only diverge from the path you're on slightly before eventually leading back to the main path. At most, you affect which companions you interact with and how things end up [i]after[/i] completing the main task, but never will your choices lead to such a drastic change that the course of the plot is altered entirely during the main bulk of the game. In a way, this flow and limited degree of consequences to their choices are much more in line with modern RPGs than it is with a CYOA book. As such, it is - as other reviewers have pointed out - essentially railroaded to follow a mostly linear plot. You're driving along one long highway, and you have a choice as to whether or not you visit the towns and rest stops along the way, but your destination will always be at the end of that same road and never junction into another. I've played enough of this publisher's works to accept that this is their preferred format for their games, so I'm not going rag on this point for long. However, for many, this is contrary to what people think when they hear the term "Choose Your Own Adventure." They expect choices that go off the rails and affect the story so drastically that the journey is almost entirely different every time they play. And I think this dissonance between the story structure players expect and what Choice of Games prefers to put out is the root of what some casual/uninitiated readers feel when they pick one of their games up. If you seek to have that level on non-linearity, then this game isn't for you. It should said that the nature of the plot itself seems to be a point of contention, so how about we go with a hypothetical scenario where we assume you play this game without bothering to carefully read the store description because the publisher use the same template for games under their label every damn time (*cough*). You hear a title like [i]A Squire's Tale[/i], read a few dozen or so paragraphs, and probably think you're going get yourself into some medieval historical fiction. No unusual elements whatsoever so far; just the story of a knight and her squire out to resolve the kidnapping of the Prince of England. And it is, for the most part. But then you start hearing more often the name of... a place that is sure to get censored by Steam's profanity filters (which to their credit, [i]is[/i] an actual part of medieval myth that you can look up) and realize that the story is operating under the assumption that said mythical place is real in its universe. And thus, your perception of it as historical fiction shifts to low fantasy. Which I didn't really mind. And to be fair, the store description does make it clear that fantasy elements are going to take prominence at some point. But I can understand any frustration from those that fully expected the former upon going in blind. And while I wasn't put off by the shift, I can see how some might see it as the story having an identity crisis. It's a difficult problem to reconcile, for sure, and maybe the author could have done a better job at blending these two aspects together so the focal shifts between the two aren't as jarring. Let's go back to what I put a pin on earlier and address this game's greatest flaw: the technical aspects and how they are implemented and represented. A problem so blatant that it risks affecting one's overall enjoyment of the game. Now, I'm going make a counterargument to a point that a couple of reviews before mine have addressed, which is the opportunities (or lack thereof) to increase your stats. That [i]isn't[/i] the problem. There's an ample amount of opportunities to increase them in the section of the game intended to build upon - namely, the first two chapters - with sparse occasions to earn a few more boosts in the later ones. However, the [i]feeling[/i] that there isn't enough is a byproduct of a couple of factors. Firstly, because most of your skill building is confined within the first few chapters, you're given a false impression of just how much you're able to build a specific stat due to the way percentage bars are used to indicate proficiency. The decision to use percentages over any other means if representing them is one of this game's biggest failings. Focusing on one stat will often lead you to bring it up to 40% by Chapter 2 (of 10), so one could be forgiven to believe that by the end you should have it near 100%. But no. By design, a small set of skills at around 30-40% is what they expect you to make use of throughout the game. And those shouldn't be the "high" values for stats like these when there is no sequel planned, as it misleads you into thinking you should be training them to be even higher. And it's false impressions like this that lead to suboptimal builds, which relates to the next issue. The game expects you to specialize in three or four skills. Which would be fine, if it were not for the fact there is next to no room for leeway. One bad stat increase can spoil whatever build your aiming for, which will later result in you making choices where your stats fall a little short of making the skill check. And as one might suspect, there's no benefit for those that want to be well-rounded. This wouldn't be a problem, if the game would make sufficient hints that you're supposed to specialize. Not that I'm asking the game to break the fourth while doing so, but there are ways to nudge a player in that direction through the narrative, and I feel that other COG games have done a more decent job at that than this. So would I personally recommend this despite all that I said? Yes. Again, I enjoyed it, especially since I came in without much expectations or pre-conceived notions on what the story would turn out to be. It was easy to immerse myself in it and I liked the setting and characters. But like many games published by COG save for a few stand-outs, I'd slap a big asterisk to my rating if I could. It's certainly not for everyone, and the quirks in the technical side of things are rather glaring. But there's an audience for [i]A Squire's Tale[/i], and whether or not you're part if it will largely depend on whether or not you can set aside those issues to enjoy it.
I was really excited to see this when it came out and I bought it immediately. The premise seemed interesting and fantastical. After playing two routes, I hate to say it, but I'm not really happy with this game. If you're looking for an okay casual game to pass the time, this is fine. But the description promises a lot of intriguing things and it had a lot of potential for more. Sadly, there's just so little time to develop any meaningful skills. So little time to spend with any of the characters, they feel shallow and 2D. So many times where no matter what choices I made, it led to the same linear path. In some instances, there ARE minor side branches, but they just lead right back to that path. I tore my hair out when I thought I made a bad decision at certain parts (and would have to pay for it), only to replay multiple times trying out different choices to get the same exact thing. This story is kinda mysterious with the supernatural aspect, but it doesn't really explain it fully to you. I romanced a supernatural character and STILL did not get any in-depth explanation or exploration of the supernatural world. I didn't even get my love interest's background or history, we just ride off into the sunset with no questions about what was going on or any significant bonding moments. The epilogue (??) is just a quick summary of what happens to your character after their mission and it feels so rushed, makes me not even care about what happened to my own character. There's a lot going on in this story and even with the two routes I did, I feel unsatisfied. I spent money on this, so I will probably play it again in the future to see if other routes hold more value, but tbh I'm just uninterested in what's happening and in the characters. I have only completed 2 routes, but I restarted a half-dozen times in the middle of the game to replay it and try different things and it feels bland. If my opinion ever changes, should I find the desire to actually replay, I'll edit this review. In the meantime, I don't recommend this one.
I've liked a lot of games like this from this publisher and I was very attracted to the setting for this one, but this is one to miss in my opinion. I did one complete play through, got what I assume was intended to be a "bad" ending, and got 1 of 22 achievements. Browsing through the achievements I didn't get, I apparently missed a TON of this story. The problem is I really have no idea why. The problem with this one is that it just doesn't do a very good job of conveying what you should be doing and when. "You go to the fair, the sun is setting so you've only got time to do a couple of things." Okay, I do this. "Nothing really happens, now you've got less time." Most of this story was just me selecting stuff, being told it either didn't do anything useful or failed miserably, and me sitting there wondering how I was supposed to know to make one of the other choices. Just not this publisher's best work.
A short tale that made me think of it in the end as a "week in the life of" a squire. Not at all a bad thing, but it definetly feels more short story-ish than novela. I did enjoy the quick romp around the country side and the excitement of figuring out what was really going on. TBH I really just wanted it to be more than it was, would have been amazing to get to know more of the MC before running off on this adventure, and Id really have enjoyed having more time to spend with some of the people I met along the way. All in all id say this made a good but shallow impression. Id be very much interested in reading further works in this setting and or by this author, if they take the time to spin a longer yarn as it were. This one is just long enough to wet one's whistle, but not enough to sate ones thirst. Edited 02/23/21 to fix a mixed metaphor ; )
As with other COG titles this is a choose your own adventure multi-choice text only video game, a sort of hybrid book/ video game. This game has loose ties to the war of the roses, GOT, and Arhturian chivarly tales. Overall while I found the story enjoyable I wished there were more oportunites to branch off from the main narritive. Perhaps romance was possible, but if so, I did not find it in this game. The story and ending were a bit forced. I decided towards the end that I would side with a certain faction, and despite my desire to join this faction, I was forced to fight against them and lose everything and have a bad ending. So there's that. However, if you can forgive the plot being a bit forced and there being a bit less choices that really matter than some COG games, it was overall a good tale with a strong romantic chivarlrous knight errant tone and style that I found very charming. So, in short, if you like choose your own adventure style adventures, are okay with your video game being text only, and want a bit of knightly questing, this is a good game for you.
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