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Betrayal at Krondor

Moby ID: 285
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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

  • קרונדור - Hebrew spelling
  • 叛變克朗多 - 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)

A superb fantasy yarn spun in the modestly-magical world of Midkemia

The Good
Betrayal at Krondor was released in the summer of 1993, as VGA graphics were being pushed to their 2D, hand-drawn, sprite-intensive limit. This was also six months before id unleashed DOOM upon the world, beginning the push towards nearly every major game being produced in a 3D engine. As such, there is much in the way of imagination, storytelling, and overall artistry that I find most of today's big-budget, industrially-manufactured games to be lacking.

Perhaps the finest aspect of Krondor is that you can travel across the vast continent of Midkemia at almost all points in the storyline, doing as you please. Mostly, this entails traversing up and down mountainous valleys, searching out treasure caches (and attempting to open them, a joy onto itself thanks to half of them being protected by Moredhel wordlocks), battling dark elves, trolls, Brak-nur (rock-men), drakes, undead, and plenty of other sinister creatures. Then you can walk into one of the smaller towns and rest up at the local inn, play a tune for the local patrons (and get paid if you do a good enough job), sell any surplus equipment you've accumulated, have your armor repaired, and possibly take part in some other shenanigan (gambling, questing, solving mysteries, improving your combat or tradeskill abilities, and so on).

When you enter one of the major cities you are greeted with a wonderful hand-painted vista of the city and its environs, as a unique musical compositions sets the mood. This really helps create a sense of otherworldliness that allows you to sink easily into a magical fantasy mire. Great, great stuff -- just be sure you keep a window open so the odd breeze can remind you there's another world outside your house -- if you're interested in such trifling affairs.

The Bad
The graphics look dated in 2008 and were somewhat pixelated even when it was released in 1993.

When you've learned everything about the game that will give you an advantage over the armies of darkness, there isn't a whole lot of challenge inherent in the game. Combat is turn based, you can cheat in various ways (I will resist explaining here), and the storytelling is of high quality but not quite Lord of the Rings calibre.

The Bottom Line
A wonderfully deep and detailed adventure tale set in the charming medieval world of Midkemia. I'd count it among the four finest RPGs released so far, along with Ultima VII: The Black Gate, Baldur's Gate, and Final Fantasy IV.

DOS · by Chris Wright (85) · 2008

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

Decent role-playing game with some nasty flaws

The Good
Krondor had some features that were very innovative for its time and I wish more games of today would use. The inventory system was simple and polished, with excellent descriptions for every item that could be found.You could move around using the helpful overhead map and use a yet larger map to see your position in the world.

The world was polygonal with sprites used for objects such as trees. For the time the game was made this was rather good technology, and although it is in no way passable by today's standards, it isn't all that jarring to have to play with.

There are no loading times anywhere in the game as you travel around the world, except when a chapter switches. This is a big bonus-- while loading screens from this era on today's computers would likely blink by in a second anyways, it is far nicer to simply be able to travel about the world unhampered by them.

Combat is fun and has a great system. Instead of the usual battlefield you will see appear in RPGs that don't have real-time combat, the game sets the battlefield as whatever area you encountered enemies on, which makes it seem a lot more realistic. The area is turned into a grid battlefield with the party at one end and the enemies at another.

The Bad
First of all, the artwork comes to mind. Instead of hand-drawn art, which is always the best, the characters appear to have been video captured, which never seems to work with a low-res game such as Krondor. Not only that, but the characters generally look horrible-- wizards look like farmers in bathrobes, knights like farm hands with pots over their heads, etc. It is often painful to have to see a character picture as dialogue progresses.

Furthermore, there are some problems with the game engine. The camera is 'drawn out' from the screen so that it takes two times as long to rotate 360 than it should. You can speed up rotation, but this only makes the effect more dizzying. It's very weird to see what looks like 720 degrees of landscape go by as you turn around.

The game's major strength was supposed to be that it was set in Raymond E. Feist's 'Riftwar Legacy' series. Personally, I am no big fan of his works-- I have read a few books in the series and found them to be devoid of character depth, lacking in intelligent narration, and set in an utterly typical fantasy world. The game is no different. The story for this game is no better than that of any other RPG, and it's no worse than any of Fiest's books-- which I think says a lot about the quality of the series. Enough on that point, however; put simply, the story for this game is nothing special, and I have encountered far better in the likes of Daggerfall.

Another minor issue is that the day passes too fast; one day seems to be equivinant of a natural game hour. If the designers needed it to take longer to get between places, they could have just streched the whole world making it three times as large, or made the character's steps smaller-- the way it is in the final product is totally unreal.

The Bottom Line
Since it was released as freeware by Sierra a long while ago, Krondor is worth the time to find and download. Unless you're a fan of Feist's work, however, don't expect anything special.

DOS · by ShadowShrike (277) · 2003

[ View all 12 player reviews ]

Discussion

Subject By Date
A flood of nostalgia St. Martyne (3648) Mar 1, 2010
CD and Floppy Unicorn Lynx (181775) 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) – Role-Playing Game of the Year
    • February 1996 (Issue #139) – Introduced into the Hall of Fame
    • November 1996 (155h anniversary issue) - #43 in the “150 Best Games of All Time” 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.