The choice on the bony palm of a skeleton. The man, the woman, or the grandfather. The first, brawny, bronze-skinned, armed with a sword and extraordinary skills linked to seismic movements, growing in power depending on the potions used. The second, certainly beautiful, slender, also armed with a sword and skilled in handling fire. When she summons the dragon, it's serious trouble. The third, funny, seasoned, an old Viking, armed with an axe and skilled in somersaults, with a particular fondness for natural electricity. Alone against a host of harmless and not-so-harmless enemies to avenge a companion's death and save the king and queen.
From the desolate lands populated mostly by carrion armed with iron clubs or bundles, one moves through woods with a ghostly atmosphere. Often, you encounter rural populations fleeing. Little time is available to rest the bones, where you're also disturbed by those fast little goblins that promise you potions and chicken legs with punches.
The adventure is long and dangerous. You take many risks on the back of the tortoise against the harlots armed with halberds, the Mongol giants armed with hammers, always ready to laugh when they manage to plant you in the ground or make you fly in the air like a twig. At least fantastic beasts ridden by the enemies come to help. Ferocious under command and docile when they wait for occupation. The "canary" famous for its spinning tail whips, the blue dragon and the red one. The first is not very effective for its limited flame, and the second is highly sought after for its spheres to launch from a distance. And then "the greatswords," true mountains of iron owning a funny little white weapon capable of slicing through at least half a screen. And the dreaded back of the eagle. The living cemetery. Cursed skeletons armed with scimitars and shields, with an extremely grand-guignolesque disposition. The worst were the black ones, who appeared suddenly and even more violent, as well as the ghosts of the mercenaries encountered at the beginning, those who, when dying, seemed to say "ciao mamma."
The last flight to the court of the nightmare. The lithic fortress of Death Adder! That giant generated by dozens of venomous snakes, with that double-headed axe that doesn't promise anything good. Surrounded by a formidable group of loyal followers ready to show you the world of the defeated. The objective was reached when, worn out by the slashes, you saw that gigantic axe soar into the air only to fall and lethally embed itself in his mighty chest. Mission accomplished. Everyone goes home to receive the laurels of the realm.
Extraordinary three-dimensional video game centered on a fantastic medieval-flavored adventure. Perhaps simpler if played in pairs, where I invariably chose the warrior with a probable hint of barely concealed sexism (even though the most powerful was the woman). A few dozen saints remained stuck to the screen when struck by the Mongol's hammer or the armored giants' greatsword. Not to mention the descent from the eagle just short of the end. To meet sister death, you only needed to lean on the joystick downwards and off the cliff beyond the walkway. The expletives were abundant. And the skeletons, how they pissed me off! Fast, agile, able to mimic your own combat abilities, and lethal when they took off to then crash onto your skull with their sword pointing downward. I would never have believed that to eliminate Death Adder, it was enough to corner him against the wall and slice him mid-air just as he tried to rise.
And the best attack weapon was the run-up with a final shoulder shove. Amarcord!
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