|
|
Personal Projects
|
|
|
It’s been a while since a game surprised me—not just by channeling beloved mechanics from older titles, but by refining and building upon them in ways that feel meaningful. After wrapping up a run through the Oblivion remaster, my Elder Scrolls nostalgia was still in full swing. I needed my next skooma fix. That’s when I stumbled into Tainted Grail: The Fall of Avalon, and to my surprise, it delivered. Now, I’ve seen the discourse. There are reports of crashes, bugs, and jank—particularly in early access and PC versions—but my experience on PS5 was surprisingly smooth. A couple minor quirks, sure, but nothing game-breaking. What I found was a thoughtful, gritty open-world RPG with a unique spin on Arthurian lore, and an engine built on the bones of games I already loved. Why Reinvent the Wheel?
That design philosophy carries over into level design. Early dungeons gave me Dark Souls vibes, with clever loops that reconnect distant pathways and shortcut you back to the main route. It’s the kind of spatial storytelling that rewards exploration without punishing the player with long, aimless backtracking.
As an aside, I’m also surprised to see Giants take on a similar aesthetic design between Tainted Grail and Dark Souls 2. Both seem to feature a large hole in the center of the face, Dark Souls 2 features no face at all, whereas Tainted Grail takes on a more cyclopean design while still maintaining a nose and mouth… While I can’t seem to find a single point of reference that both games are pulling from, the motif of having a void where the face (our anchor for emotion and recognition) should be is deeply unsettling. Smart Iterations on Classic Systems
Building on the Bonfire BlueprintThe influence of Dark Souls is hard to miss, and one of the clearest callbacks is the bonfire system. You level up at fire pits, manage alchemy, cooking, and more from this central node. But Tainted Grail goes a step further by allowing you to place your own bonfires. It’s a small tweak that adds huge flexibility to how and where you engage with the world—especially helpful in sprawling zones without obvious fast-travel points. This approach keeps the familiar “checkpoint” energy of Souls games while respecting your time and playstyle. Want to push deeper into an area without hiking all the way back to camp? Just set up your own. Mechanical Surprises: Summons, Crime, and Build Potential
This makes summoning not just a tactical decision, but a build-defining one. Take the “Eldritch Desperation” passive: +50% spell power when your mana is below 30%. Guide your build there, pair it with the “Waning Moon Set” (+20% movement speed and +10% spell power under 25% mana), and you’ve got a unique combo: multiple summons, high spell synergy, and lightweight mobility. It’s a creative, viable build path I stumbled into—and it worked. A Nod to the Past: The Horse Armor DLC
Lore, Morality, and Replay ValueI’ve always been a sucker for Arthurian legends, and Tainted Grail dives deep into that dark, mythological space. This isn’t your noble King Arthur tale—this is a bleak, fragmented world filled with morally ambiguous choices and cursed landscapes. And yet, that’s what makes it so rich.
And with a major content update planned for August, this might be the perfect time to hop in, then revisit the game later for an even deeper dive. Final ThoughtsThe Fall of Avalon isn’t reinventing RPGs—but it doesn’t need to. What it does is smart: it borrows the best parts of Elder Scrolls, Dark Souls, and other genre staples, then layers on its own identity. And in many ways, it reminds us what made those games great in the first place.
If you're a Skyrim fan looking for something fresh yet familiar, Tainted Grail might just be your next fix. Especially now, with that August content update on the horizon—it feels like the perfect time to dive in, then return for more.
0 Comments
Leave a Reply. |
AuthorI make games, I play games... and sometimes I have some thoughts about that. Archives
July 2025
|
Proudly powered by Weebly








RSS Feed