
Action-oriented combat with a deep and involving tale of betrayal, torture, madness, and infernal damnation. If a gritty old-school open-ended isometric RPG is what you looking for, look no further. Inquisitor will provide you with hours of gameplay and a dark, involving story.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Czech, Spanish - Spain, French, Italian
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Un bon petit jeu, mixte entre un diablo II et un baldur's gate. Les graphismes sont moyen pour un jeu de 2012 même si on peut lui reconnaître sa propre pâte artistique. La traduction française est exceptionnelle et l'histoire est bien écrite avec beaucoup de texte. Le mélange ambiance médiéval + enquête inquisitoriale est bien fait et pour les plus psychopathe d'entre nous bien que peut nombreuse les phases de torture sont vraiment soignées on s'y croirait ;)
I am sorry. Truelly love a storytelling in this game, which touches somewhat taboo episode of our history. Also this game is from my czech borthers. But , eeh well , i fell sorry, especially for a dude doing combat system. They had to be really far behind dead line or what, because nobody sensible wouldn't release it in this condition. There had to be literally no balance testing , or a guys did a game for themselves only ..... Pitty.
Un poco aburrido, pero a la larga se empieza a poner interesante, o eso espero.
Excellent plot. Lots of dialogue but i love it since it contributes to a great story
Inquisitor is a dark fantasy role-playing game developed and published by CINEMAX GAMES that embraces a level of complexity, maturity, and ambition rarely seen within the genre. Set in a world consumed by religious extremism, plague, political instability, and supernatural horrors, the game places players in the role of an agent of the Holy Office whose duty is to investigate crimes against faith and confront threats both human and monstrous. Combining traditional role-playing mechanics with detective work, moral decision-making, and a massive narrative structure, Inquisitor offers an experience that is far more concerned with storytelling and immersion than accessibility or instant gratification. The game's setting is one of its most compelling strengths. The kingdom of Ultherst is portrayed as a land on the brink of collapse, where fear and superstition influence every aspect of society. Disease spreads through villages, corruption infects institutions, and ordinary citizens live under the constant threat of both religious persecution and supernatural danger. This bleak backdrop creates an atmosphere unlike most fantasy RPGs, replacing heroic adventure with a grim examination of power, faith, and human weakness. Every location feels shaped by centuries of hardship, giving the world a remarkable sense of authenticity. Unlike many role-playing games that present players as heroic saviors, Inquisitor places them in a morally uncomfortable position. As an inquisitor, players are responsible for investigating suspected heretics, uncovering conspiracies, and enforcing religious law. The game frequently challenges players with difficult decisions that lack obvious right answers. Many situations force players to choose between justice, duty, mercy, and personal beliefs. This moral ambiguity becomes one of the defining characteristics of the experience and contributes significantly to its narrative depth. The story is exceptionally ambitious in scope. Rather than following a straightforward quest structure, the game unfolds through a network of interconnected investigations, political conflicts, and personal dramas. Dialogue plays a central role, and players spend considerable time gathering information, questioning suspects, and uncovering hidden motives. The sheer amount of written content is impressive, creating a world populated by complex characters whose actions often reflect the desperation and uncertainty surrounding them. Character development offers substantial flexibility. Players can choose from several distinct classes, including the Paladin, Priest, and Thief, each providing unique abilities, perspectives, and gameplay opportunities. This class system encourages multiple playthroughs because certain quests, interactions, and solutions vary depending on the chosen character. The differences between classes feel meaningful rather than cosmetic, helping strengthen the role-playing aspect of the game. Combat follows a traditional action-RPG structure while incorporating extensive character customization. Players gain access to a wide range of weapons, armor, magical abilities, and combat techniques. Sacred powers and darker forms of magic provide different approaches to encounters, allowing players to build characters according to their preferred playstyle. Although the combat mechanics show their age when compared to modern action RPGs, they still offer enough depth to support a lengthy adventure. Exploration is another major component of the experience. The world is large and filled with hidden locations, dangerous dungeons, isolated settlements, and optional quests. The game rarely rushes players toward objectives, instead encouraging careful investigation and curiosity. Many of the most rewarding discoveries are found off the main path, creating a strong sense of adventure. The freedom to approach quests in different ways further enhances immersion and gives players greater control over their journey. One of the most controversial aspects of Inquisitor is its depiction of interrogation and torture. As part of certain investigations, players can utilize historical torture devices to extract confessions or gather information. These sequences are intentionally disturbing and are designed to reflect the brutality of the society depicted in the game. Rather than presenting these actions as heroic or justified, the game uses them to reinforce its themes of fanaticism, abuse of power, and moral corruption. This willingness to explore uncomfortable subject matter sets the game apart from more conventional fantasy titles. Atmosphere is arguably where Inquisitor excels most. From decaying villages to ominous catacombs, every environment contributes to a pervasive sense of dread. The world feels hostile, unpredictable, and deeply troubled. Players are constantly reminded that they inhabit a society governed by fear and suspicion. This oppressive mood remains consistent throughout the adventure and helps distinguish the game from countless fantasy RPGs that rely on more traditional heroic narratives. Visually, the game reflects the design philosophy of classic isometric role-playing games. While the graphics are undeniably dated by modern standards, the environmental detail and artistic direction remain effective. Towns feel alive despite their misery, while dungeons and wilderness areas successfully communicate danger and isolation. The visual presentation supports the narrative themes remarkably well, emphasizing realism and atmosphere over spectacle. The soundtrack further enhances immersion. Somber orchestral pieces, haunting ambient tracks, and subtle environmental sounds create an audio landscape that perfectly complements the game's dark tone. Music is used sparingly but effectively, often allowing silence and ambient noise to heighten tension during exploration and investigations. The game's greatest strength may also be its greatest obstacle. Inquisitor is unapologetically old-school. Its systems are dense, progression can be slow, and the interface lacks many modern conveniences. New players may initially struggle with the amount of information presented, while some combat encounters can feel unforgiving. The game demands patience and attention, rewarding players willing to invest significant time into understanding its mechanics and narrative. Pacing is another area that may divide audiences. The adventure is lengthy, dialogue-heavy, and often deliberately methodical. Players expecting constant action may find the experience slow, but those who enjoy deep worldbuilding and extensive storytelling will likely appreciate the level of detail. Inquisitor prioritizes immersion and role-playing over immediate excitement, making it a game that rewards thoughtful engagement. What ultimately makes Inquisitor memorable is its commitment to its vision. It refuses to simplify its themes, soften its atmosphere, or compromise its complexity. Instead, it presents a mature and challenging world filled with moral uncertainty, political intrigue, and spiritual conflict. The result is an RPG that feels unique even years after its release. Inquisitor remains one of the most distinctive dark fantasy role-playing games available on PC. Its richly detailed world, exceptional writing, meaningful choices, extensive character customization, and oppressive atmosphere combine to create a deeply immersive experience. While its aging mechanics and demanding structure may not appeal to every player, those seeking a serious and thought-provoking RPG will find a remarkable adventure that stands apart from more conventional entries in the genre. Rating: 7/10
old but gold
superb classic RPG
我喜欢阅读crpg的文本,我也玩过暗黑2重制版,但是这款称为合并crpg和暗黑2的游戏设计的太不合理了。装备学习暗黑2的鉴定修理,但是价格有很高,我也没找到鉴定卷轴存在,要么NPC花钱给你鉴定,要么自己点出鉴定能力。但是这里面crpg元素的能力设计简直坑人,每个能力分为门徒、学徒...以此类推4个等级,每个等级不仅要求你的某一项数值(智力、敏捷...)达标+加点数达标,还需要人物本身等级达标,crpg的加点自由度?不存在的,你只能老实升级,从前期残疾人变强。这游戏本来就只有骑士,法,贼三个职业,这样一来法爷就永远是法爷,智力优势,能鉴定能卷轴开锁,其他两个就是残疾人。最重要的还是钱,游戏里的经济设计太烂,贼和骑士根本就没法靠鉴定过的装备卖钱,各种东西死贵,传送也是,这游戏没有crpg的大小休也没有暗黑2的传送卷轴,但你不补状态怎么过,这样不是难上加难?总之制作组想法非常好,但是这些人性化设计太缺失了。另外这游戏没法改键位,我键盘没有pause break,没法即使暂停。 优点还是有: +丰富着迷的对话,真丰富,特别喜欢和每个npc聊天 +90 00 年代的俯视角美术,复古的好看 我是先下载了盗版试玩,打了会觉得,哇真不错,于是蹲到打折买了正版,结果非人性化的内容就开始出现了,直接让我对这游戏的评价倒转。要是真对这游戏感兴趣的,不免可以下载个盗版试试,大概3个小时你就知道这游戏的人性化设计是否适合你了,这时候再买正版也不迟,存档是通用的
An interesting premise, but disappointing result.
Probably the hardest but yet one of the best RPG's I've ever played.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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