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Tuesday, January 20, 2026

Return to Krondor

After five years and a very underwhelming offshoot game, the Riftwar series returned to the world of gaming, albeit with a different studio taking the helm.  Two, actually.  One is 7th Level, a company mostly known for subpar adventure titles and licensed interactive software; and the other is Pyrotechnix, who have exactly one other game to their name - a long defunct online-only tank combat game.  That doesn't bode well right off the bat, but you can definitely see the former's influence as the game now has fixed camera angles and *sigh* tank controls in addition to point-and-click movement.  There's also underwhelming voiceover and no subtitles, so get used to hearing a lot of school play caliber acting.  Combat is essentially the same grid and turn-based system, though now much slower, and progression is extremely linear with very little opportunity to explore and do side missions.  Rather unintuitively you can't just walk between areas anymore either - you have to bring up the map via the "Krondor" menu and then click to go to a new area, which isn't great.  Even less great is that room exits aren't always apparent from the fixed camera angles you're given, so you often have to press the bracket keys to rotate to a new angle in order to progress.  There's random encounters in various rooms and passages though, and unlike the original game (and the offshoot), there's now a traditional Experience system, awarded for winning combat and completing both story and side quests.  Opening locked chests is no longer a simple skill check or a roll of the dice, but now a full-blown minigame where one basically must "dissect" the locks and traps on it using various tools.  A clever idea, though it mostly seems to come down to luck and savescumming since there's no discernible logic to using any tool on any parts, or at least, none that I could find.  There's an alchemy system too, though in practice it mostly just clutters up your inventory with useless items until you find one of the rare spots where the game allows rest and crafting.  A considerably better game than the previous attempt, but still a far cry from the quality and depth of the first Krondor.  There's a reason you never hear anyone talk about this game, and that's because Baldur's Gate came out one month after and was a superior experience in basically every way...


Developer: 7th Level, Pyrotechnix
Publisher: Sierra Studios
Released: 1998
Platforms: PC

Betrayal in Antara

After Krondor proved to be a slow burn success for Dynamix and Sierra, they naturally wanted to make a sequel; unfortunately by the time the game had turned a profit they no longer had the rights to the Riftwar saga, and instead had to make their own.  A pretty stock fantasy world called Ramar, with some equally tepid writing by Susan Frischer and Peter Sarrett; neither of whom worked on the original game, and the quality from it is sorely missed.  Our first scene is literally a prince and a young farmhand uniting, with the latter tossing out a lightning bolt out of the blue to showcase his magical talent; yes, I understand compelling world building is difficult, but surely you can try harder than this.  We've also got voice acting now (of a very mediocre sort) and the game isn't much better looking than Krondor was, despite coming out four years later.

Aside from a few small changes and improvements, this is basically just a bog-standard retread of Krondor in every respect.  Instead of the word-lock chests you now get lever chests, in which you pull a series of levers in the correct order to spell out the word for the puzzle.  There are also bead chests in which you attempt to create a sequence of colored beads through exchanges, though these are largely superfluous changes.  Lockpicking is now luck based (blah), and combat was used relatively sparingly in Krondor, making each battle feel significant; here it feels like blatant, boring filler as you're fighting the same handful of enemies almost constantly everywhere you go.  Spells are no longer learned through scrolls, but must be "researched" before they can be used, with new types found through certain environmental actions and research carried out very slowly as time passes.  On the upside, the game does autosave before battles in case they go wrong (and they will, a lot), and there are now touch-range spells, so you're not stuck if an enemy bum-rushes your mage (which they will, a lot).  Unfortunately the lackluster writing, dragging combat and overall slow pace make this a poor imitation of Krondor, and definitely not as good as that classic.  To say nothing of the bugs - the game crashes frequently and many mechanics simply don't work as advertised.  Krondor was a virtually bug-free experience, so having so many bugs and crashes in what's supposed to be a followup game is a major strike against it.  And considering how subpar an experience it is already, there's just no reason to recommend Antara over its predecessor.

 

Developer: Sierra On-Line
Publisher: Sierra On-Line
Released: 1997
Platforms: PC

Sunday, December 28, 2025

Infinity

A canceled RPG for the Game Boy Color brought back after two decades by Incube8 Games, Infinity is certainly noteworthy for being a long-lost piece of video game history.  But was this a title worth reviving, or should it have stayed an obscure footnote in the long history of portable RPGs?


Infinity is a standout among portable RPGs, as it's not a relatively common case of a new game built for a retro platform.  Rather, it began development in 1999 for the Game Boy Color - a short-lived upgrade to the original Game Boy that launched in 1998 and was supplanted by the Game Boy Advance in 2001.  With that platform's launch, the development team at Affinix Software reluctantly canceled the game, as they figured it wouldn't find much of an audience on an outdated platform.  It largely faded into obscurity for many years until its developers released an incomplete prototype online in 2016, piquing fan interest.  Incube8 games, a developer and publisher largely known for publishing niche games on retro consoles, launched a Kickstarter campaign to complete and release the game, and in December of 2025 they finally did just that, releasing it as a digital ROM with physical cartridges to come at a later date.

It's easy to see why the prototype garnered the interest it did when you play it, though; this is quite a solid '90s style RPG.  Combat is somewhat reminiscent of games like Ultima, Fallout and Krondor, with turn-based battles on a hex grid.  It's also surprisingly light on UI elements - to move you simply press toward an open space and press A; doing the same to a space occupied by an enemy attacks.  B defends, and pressing A without holding a direction brings up the menu to use spells, items, gems, or attempt to run from combat.  Similarly, items and spells are indicated by icons and selected by pressing a direction and the A button in conjunction (with neutral A cycling item pages).  As one would expect, normal attacks can only target adjacent spaces, while spells (and most techniques) can reach longer ranges.  Admittedly this is a bit strange for the archer character, who must use a (1 MP) technique to target distant spaces with his weapon.

Gems are a unique feature to the game, and can be equipped and activated in battle to achieve various effects (boosting attack damaged, reduced physical damage, buffing elemental spells).  However, they do run off a finite resource called "Gem Points", with each turn they're activated consuming one point whether you use a corresponding skill or not.  In order to recharge them, one must unequip the gem and fight battles to replenish their supply of points.

The game is very reminiscent of many '90s RPGs, though, in that it's not simply a matter of equipping the "strongest" gear - on several occasions I found elemental gear that was less effective than a weaker weapon against an area's enemies.  Similarly, trading heavier armor for that which provides more magical defense is often a wise move, particularly against hard-hitting bosses.  Finally, you will have to stop and gain a few levels at times in order to progress - each new dungeon is a significant leap up in danger, random encounters are frequent and the bosses in general are quite challenging.  Having a couple of escape ropes and a good supply of healing items on hand is all but required.  Thankfully you do get a decent amount of XP and money per fight so it's not overly grindy, and being able to save on the overworld at any time with a simple press of the A button is quite handy.

The game easily ranks among the most visually impressive Game Boy color games I've seen, too.  Each character has quite a few combat sprites that are all fluidly animated; even the mundane enemies and their moves all feel distinct, to say nothing of the bosses.  The overworld map isn't a simple top-down view but is seen at a slightly isometric angle, scrolling a bit diagonally when you move along the Y axis.  Environments are also laden with subtle visual effects, such as heatwaves in the desert areas/lava caves and grass and flowers being blown by the wind.

The story is a step apart from many RPGs seen on portable platforms, too.  This is no light-hearted adventure; instead it's a ruthlessly grim tale of a world ravaged by war, plague and immoral magical experiments, with something truly wicked and maleficent brewing beneath the surface as a result of man's hubris.  Its characters are often embittered, vengeful or even self-loathing, with a majro one of note being the main protagonist Connor; he's a very depressed, embittered character, grieving the loss of his wife and regretting the atrocities he took part in during the wars waged by his king, and he very much carries a death wish for much of the game.  Other characters are equally complex and often harbor dark secrets and grudges of their own.  Basically it's much less Dragon Quest and much more Game of Thrones, which for the late '90s/early '00s was not a common sight, especially on handhelds.

Infinity is clearly a game with a lot of passion and polish behind it, doomed by having the rug pulled out under it as it neared completion.  I could easily see this game becoming a hit had it been released before the GBA's launch; for an early '00s RPG on a portable platform it has quite a bit of content and a surprisingly good, dark storyline; a common sight for Playstation games, certainly, but a relatively rare one on Nintendo consoles.  With the circumstances of its release in 2025, though, it's probably just going to remain a little-known niche curio for die-hard retro RPG fans or Game Boy enthusiasts.  Still, for the tiny audience it was Kickstarted, finished and released for, this is a fine title and well worth a look.

 

Developer: Affinix, Incube8 Games
Publisher: Incube 8 Games
Released: 2025
Platform: Game Boy Color (Digital ROM and physical releases)
Recommended Version: N/A