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TMC Player Reviews: The Inquisition: Legacy

Review Submitted By: Zane
Author Status: Player
Started on The Inquisition: Legacy: February 7th, 2011
Submission Date: Mar 29, 2011
TMC Listing: The Inquisition: Legacy

The following review is the opinion of the review's author [Zane] and in no way represents the opinions of this website or its staff.

This is a game of great potential. It has intrigue, it has violence,
it has friendships, it has magic. And not just magic of the arcane
kind, but of the mental kind, where the players can create some truly
amazing situations.

There is a root positive tone that the Immortals that run the game
have that makes it much easier to get into. Joining and making a
character is not particularly difficult, if you aren't afraid of
learning the annoying restring command to cloth your character
properly, and you could always ask for help if it's really giving you

The playerbase is supportive and, at least, friendly as far as I've
seen. Being a jaded creature by nature, I took most interactions with
a grain of salt. Most people aren't nice because they want to be
nice, but a vast majority do give the feeling that they are good

The only issue I have is that it is in fact, a non-consent PK game.
You can end up getting your character killed fairly easily if you
fumble, which has always been a turnoff for me. The specific reason
for that is characters, as they should be, are things that need a
proper story. Whether to augment the story of another until their
demise, or to present something gripping for the players of those
characters themselves. The idea of killing off a character is fine if
it's common to a theme, but the intrinsic nastiness in the way people
play videogames makes it easy for people to take advantage of these
mechanics. If a mage were to be made, yes, there is a warning in the
game that your character will quite likely die. But I don't think
this should be such a character cheapening idea. The character should,
at least, impact another in a significant way for good or ill before
they end up in a grave. Sometimes, a player doesn't get to do that on
a game with other players. Misunderstandings happen, characters die
and the story is left to the dust instead of being anything worth that
player's time.

It's the only thing I want them to look into about this. A
character's death should not be a simple thing. It should never be.
Death is not a small thing in real life; people are affected, family
and friends, colleagues at work and bosses, events and ideas. It is a
huge idea, and I have seen it easily lowered to becoming a very
unimportant feeling here, at least once or twice, especially when
certain events have been explained to me.

However: They are trying to improve, and they're already a fantastic
game. I recommend people try it out and see if it's their cup of tea.
I've already gained some good memories, and good stories to share
from it, though I feel it's probably not my thing overall.

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