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Betrayal at Krondor

Moby ID: 285
DOS Specs
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Description official descriptions

Based on Raymond E. Feist's Riftwar saga (and co-written by Feist himself), Betrayal at Krondor is a medieval fantasy-themed role-playing game set in the Riftwar universe.

The story begins as Gorath, a moredhel (dark elf) renegade, who intended to warn the people of Krondor of the upcoming moredhel invasion, is attacked by an assassin. Locklear, a nobleman who serves the crown of Krondor, and a young magician named Owyn decide to accompany Gorath to Krondor, where they'll have to think of a plan to stop the moredhel leader Delekhan.

The game's story is divided into nine chapters. Each chapter has a goal to achieve before moving on to the next one, but the player is given considerable freedom to explore the vast world of the game and undertake side quests. Gorath, Locklear, and Owyn are the first party of characters the player controls; however, characters may leave and others may join the party later, as dictated by the events of the story.

Exploration in Betrayal at Krondor takes place in a 3D world viewed from first-person perspective. Towns, however, are presented as a series of still screens representing locations (temple, tavern, inn, etc.). Combat takes place on separate grid-based screens. The player moves the characters on these screens in a turn-based fashion, attacking physically, defending, and casting spells.

Only two character classes are present in the game: fighters and magicians. Fighters use swords or crossbows (for long-ranged attacks); magicians can fight with staves, or cast spells. Characters have four attributes: health, strength, speed, and stamina. The latter is depleted when a character uses weapons or casts magic. The role-playing system of the game relies on skills. Each character has a set of skills, ranging from weapon proficiencies to abilities such as bartering or stealth. Skills improve after continuous usage. The player can "emphasize" a skill in order to make it improve faster.

Spellings

  • ק×Øונדו×Ø - Hebrew spelling
  • å›č®Šå…‹ęœ—å¤š - Chinese spelling (traditional)

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Credits (DOS version)

153 People (109 developers, 44 thanks) · View all

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Reviews

Critics

Average score: 84% (based on 16 ratings)

Players

Average score: 3.9 out of 5 (based on 102 ratings with 12 reviews)

Weak in graphics and combat-engine, but overall great.

The Good
I never read the books about Krondor, but the game itself is quite immersive with background music to set the atmosphere. It isn't a game that will suck you in, but you'll find yourself really trying hard to finish the game.

There are some nice differences with this game that set it apart from most RPGs. It had some really good ideas that were very well implemented, like improvements in skills. After a fight, you might need to hammer out your armor or sharpen your sword. Your ability to do so depends on your ability level, which occasionally goes up when working on it. Sharpening your weapon takes materials (which run out), as does hammering out your armor. It's a twist that adds some reality to the game. You also consume food (which can go bad or get poisoned).

I really liked the limited magic addition. It was very well balanced, and you didn't always have to cringe about fighting a mage (like you do in the Baldur's Gate series).

Personally, I liked the simpler combat-engine, but many people complained about it. I also like the multi-character use in the game. While you can't pick your partners, you can customize them a little bit, and they add some changes to the game (rather than just decking-out one character).

The Bad
The graphics were sub-par for the era. Backgrounds were trianglulated and straight lines were extremely jagged. Quake pixel-pushing freaks will laugh.

Many people didn't like the combat-engine, either. It was limited, and some may prefer that, but it really won't appeal to power-gamers. Power-gamers also won't like running all over creation trying to better their characters and take advantage of everything. You can spend days trying to do everything beneficial for your character before really carrying-on with the game.

The Bottom Line
A great RPG with some very well implemented things that just don't show up in any other games. Magic isn't so powerful it will cause you to save and re-load every five steps, but can be a real asset to your group. Beware trying to take advantage of everything in the game or of trying to find every nook and cranny. While the game isn't huge, it is big enough and sparse enough to make you really spend time.

DOS · by Cyric (50) · 2001

A Feist-ian bargain.

The Good
Set in fantasy novelist Raymond Feistā€™s world of Midkemia, Betrayal at Krondor (BaK) received great acclaim from the press. The game attempts to blend together storytelling, puzzles, and roleplaying into a cohesive whole.

Sales of the game were slow upon its initial release, but then picked up when the game was released on the then-new CDROM format. The gameā€™s use of digitized photos of ā€œactorsā€ for the charactersā€™ faces was innovative (if a bit cheesy) and even influential, given that Might and Magic VI would use the same technique a few years later. The musical score is appropriately sweeping and adds to the whole RPG-meets-Renaissance Fair atmosphere.



The Bad
Unfortunately, the graphic novel aspect of the game conflicts with the role-playing element, and thus the whole thing never quite comes together in a satisfying way. You get to control characters in combat and equip them as you go along, but this has a considerable downside: there is no such thing as starting out with a character of your own creation, nor do you have any idea which characters you will be using in future chapters. You may work extremely hard to bulk up Gorath, only to find out that he isnā€™t going to be a part of the story for a while, so you should have been working on boosting Owynā€™s stats and inventory instead.

This game takes a long time to complete (easily over 50 hours, perhaps 100 or more if you explore everywhere and complete all of the quests), but very little of the time spent seems to be taken up by actual gameplay. Traveling outdoors is very tedious, and only by shelling out a pretty sizable chunk of your hard-earned cash can you use the jumpgates (found in temples) to move around the game world more quickly. Supposedly you can move around to the various areas in any order you want, but in reality the designers have made sure that you cannot do so. This would let the individual get too far off course from the storyline, so you are either blocked off by contrived plot devices (ā€œMilord, this road is not passable until the snows have melted!ā€) or killed immediately by overwhelmingly powerful foes.

Losing even one member of your party in combat invariably means death to all, since you will almost certainly need to escape, but escape is only allowed when all members of your party are conscious (the need to keep characters in the story means no one is expendable) AND the way is not ā€œblockedā€ by opponents. I say ā€œblockedā€ in quotes, since I have not noticed the enemy ever doing anything in particular to achieve this tactic. Perhaps it is calculated by the CPU but not represented onscreen.

It is to Feistā€™s credit that Midkemia is interesting enough that some will want to plow through BaK to the end. Itā€™s really just a blend of Tolkien, Dungeons and Dragons, and a bunch of other fantasy and science fiction conventions, although I suppose itā€™s fairly cohesive and believable as these things go.

The Bottom Line
Betrayal at Krondor is a failure as a coherent game, since its adventure/story portions ruin the fun of the role-playing/combat portions, and vice versa. I can only attribute this gameā€™s sales success to its clever use of the CDROM format, the dearth of other CRPGā€™s on the market at the time, and to the prestige of its nominal author Raymond Feist. Feist has wisely turned the core of the Krondor story into an old-fashioned paperback novel, Krondor: The Betrayal. Gamers and Feist fans alike are advised to pass the CDROM up and give the book a go instead.

DOS · by PCGamer77 (3158) · 2011

One of my all-time favorites

The Good
Understand that I loved all of the Sierra adventure games and I impatiently waited for each new release. I also dabbled with "true" RPGs - classics like the Forgotten Realms and AD&D, and while I liked them, I wasn't very good at them. I especially enjoyed Sierra's Quest for Glory Series games which attempted to introduce role playing elements to adventure gamers ... but not like their revolutionary game Betrayal at Krondor. If I remember correctly, this game was controversial within Sierra's own ranks and considered to be a risky endeavor for them at the time.

I wasn't prepared for the engrossing story presented in Betrayal. It contained the depth I was used to in adventures - an imaginary tale that evolved and deepened as you got further into it - characters with distinct personalities, unique backgrounds and histories - great interaction between the primary characters as well as with people they met. At the same time it was a role-player - stats that improved over time - more than one character to control - arms, weapons and spells to manage. It was also interesting when one of the "party" left temporarily to do something else before reuniting with the group again.

The graphics literally blew me away, especially during spellcasting. To watch a fireball fly out a character's hand and hit its target was visually awesome. The landscape and people were handsomely drawn and a pleasure to view.

You almost took for granted that Sierra's musical scores would be original and always excellent, bringing about emotion and suspense in their games. The music in Betrayal was no exception and was beautifully orchestrated.

The combat, for me at least, was easy to learn and use. I didn't find it to be awkward or quirky.

The Bad
I wanted more! What I didn't like was the long wait for the sequel - 5 whole years.

The Bottom Line
I thoroughly enjoyed playing Betrayal at Krondor. It accomplished what so many other games have tried to do and failed - combine adventure and role-playing in one game. I played this game when it was new, and that was 9 years ago. I would gladly play it again if it would play in Windows.

DOS · by Jeanne (75945) · 2009

[ View all 12 player reviews ]

Discussion

Subject By Date
A flood of nostalgia St. Martyne (3648) Mar 1, 2010
CD and Floppy Unicorn Lynx (181780) Aug 10, 2009
GameTap SharkD (425) Sep 10, 2008
Translating BaK? Ajan (262) Jul 6, 2007

Trivia

Actors

The actors for the pseudo-video and motion capture don't look remotely like they're described by Raymond E. Feist, and some (such as Pug) are downright contradictory.

CD-ROM version

The CD-ROM enhanced version of the game includes additional goodies: * 5-minute interview with Feist * Windows-based hint system * Redbook audio soundtrack

Freeware release

Sierra has released the game for free as promotion for its two sequels. This offer only lasted for a limited time, though. The version which was obtainable through on the Sierra website was buggy and needed a patch to get it working correctly.

Novel

Raymond E. Feist, the author whose Riftwar books Betrayal at Krondor is based on, has actually written a book based on the game entitled Krondor: The Betrayal, the first part of a new series called The Riftwar Legacy. The book has the same basic plot as the game, but of course has been altered somewhat to fit the format as well as to be more consistent with Feist's Midkemia series as a whole.

Feist does display an interesting knowledge of the game, however. For example, the method by which the villain is ultimately defeated in the book is actually a valid tactic for winning the final battle.

Sales

When the Betrayal at Krondor first came out it did so miserably at sales that Sierra canceled all plans for a sequel. Later, Sierra rereleased the game on CD-Rom and the game suddenly became a huge hit. By that time, however, Raymond E. Feist already had a contract with a different publisher.

Awards

  • Computer Gaming World
    • June 1994 (Issue #119) ā€“ Role-Playing Game of the Year
    • February 1996 (Issue #139) ā€“ Introduced into the Hall of Fame
    • November 1996 (155h anniversary issue) - #43 in the ā€œ150 Best Games of All Timeā€ list
  • GameStar (Germany)
    • Issue 12/1999 - #76 in the "100 Most Important PC Games of the Nineties" ranking
  • PC Gamer
    • November 1999 - #44 Best Game of All Time

Information also contributed by Alan Chan, Adam Baratz Kalirion, PCGamer77, William Shawn McDonie and WizardX

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Contributors to this Entry

Game added by Trixter.

Windows added by Picard.

Additional contributors: Jeanne, Tony Austin, formercontrib, Crawly, Paulus18950, Patrick Bregger.

Game added September 21, 1999. Last modified January 20, 2024.