Evil Islands Curse Of The Lost Soul Game For Mac

  1. Evil Islands Curse Of The Lost Soul Game For Mac Download
  2. Evil Islands Curse Of The Lost Soul Game For Mac Free
  3. Evil Islands Curse Of The Lost Soul Game For Mac Os
GameNival is a Russian veteran developer, with its roots buried temporally in 1996 and known for varied titles incorporating real-time/turn-based tactics and strategy in factual or fantastic settings. The somewhat unstylishly named Rage of Mages

EItweaks is a mod for Evil Islands: Curse of the Lost Soul. Overview; Installation; Support; Author; Changelog; Todo; Overview. Gameplay changes: When a player character is running, stamina is depleted by points rather than percentage, which allows to run longer as stamina grows. Evil Islands is a third-person computer RPG that focuses on tactical combat, stealth and exploration. It is the third game in the Allods series, after Rage of Mages 1 & 2. Walkthrough - FAQ Walkthrough for Evil Islands: Curse Of The Lost Soul PC: Evil Islands: Curse of the Lost Soul Tips and Strategies. The point of this document is to provide some guidance to players of Evil Islands. While a terrific game, Evil Islands has its share of frustrations and quirks which I hope to mitigate with some advice.INITIAL ADVICE (no spoilers). This is for those of.

trilogy ('Allods' in Russian) was their first toe in the proverbial water. After two games in a RPG-strategy vein that looked something like Warcraft, the next Allods game was the rather fetching Evil Islands: The Curse of the Lost Soul. This is a game that got a good reception at the time, competing for RPG of the year with Arcanum and GothicEvil Islands Curse Of The Lost Soul Game For Mac. It's remembered best by the Russian community these days, with various mods and patches somehow still popping up.

When you first boot the game, there's a fair number of binds to think about, though I recommend first starting a new game to see which ones you'll end up using. There's also a decent chunk of tutorial to chew through that you can't completely ignore since the game has unique mechanisms. These include a level-up system where the experience points required scale up with each new skill pick, four types of movement, the inability to access your inventory within a zone etc. While initially belied by a cliched amnesiac hero, the game's writing is also interesting enough to drive your sessions, though I think some of the voice acting sounds rather theatrical (and downright cheesy) in the English translation. This is not quite so pronounced in the original Russian which is epic but mostly serious in tone and definitely works just fine.

Playing on the 'normal' setting, you should quickly be familiarized with the sudden death syndrome: head hits cause three times the damage (armor is only deduced once) and so you might find yourself taking fatal damage out of the blue until you've managed to kit up properly. Saving early and often will preempt frustration. You'll also find that running away from fights isn't always an option. In fact, it quite seldom is, seeing as you'll get winded quickly and most enemies can easily catch up to you with the game's ultra-proficient pathfinding. Two sides of the same coin, eh?

Generally, there are always foes you can't take on given your current skills and statistics, and leveling up smartly will require some deliberation. My advice is not to commit to any skill picks (the ones in the right column) until you're sure what'll benefit you. In addition to that, whenever you've gotten hold of money and materials for crafting, the system for doing so – creating weapons, armor, and spells – is an obvious highlight. Min-maxing what you can get with your limited means, when to spend, when to save up, is quite a deep challenge with tangible repercussions. You may want to abuse the save system here as well seeing as it will be difficult to tell how effective a weapon or especially a new spell will be without getting your test drive in.

There are tons and tons of enemies everywhere. This is a part of the game that might put you off if anything does. There is a certain amount of tactical thinking during the fights, which are similar to other real-time RPGs (they can be sped up or paused), but repetition may set in as you tackle foe after foe with generally the same stratagems. It was fun for the majority of the game, or at least not bad enough to make me want to stop playing, but it seriously started to get out of hand towards the end and I even ended up resorting to the 'novice' difficulty setting, which gives a huge boost to the damage you're dealing. On this setting, a lot of the challenge is gone, though you could still easily get killed if you're reckless since the damage received stays the same.

You could, in theory, stealth your way around a lot of the time and even try to pickpocket enemies, and this works fine but you're probably not going to have the patience to keep up with it through the whole game. Also no experience is gained this way, and the game heavily incentivizes killing most of the enemies in each area you pass through since you can only fast travel through them after reclaiming them in this fashion. Other than that, you can safely ignore enemies unless you want their drops, seeing as the experience gained scales up in such a way as to make earlier kills less and less significant in the long term. Similarly, you'll seldom want to go back to materials and weapon types that have been superseded.

Something worth bringing up is the multiplayer. It seems you could still find people to play with in 2019 (when writing this), but the multiplayer goes through some kind of post-game storyline where the character you create for it gets to hear the other NPCs talking about the main protagonist's exploits. I didn't play much of it but apparently the quests and rewards are different and it's more difficult overall. There was also an expansion called Lost in Astral but that one was only released in Russia and to a poor reception.

Overall, it's remarkable how little people talk about this game anymore, especially outside of Russia. It has its flaws, among them some dubious balancing in spell prices and effectivity, though I can't say for sure I put them to their best use. There are dedicated fans improving on the game, with a very neat-sounding package of tweaks having been uploaded as recently as June, 2019. Just make sure you get the most out of the experience (see the tips below) and keep a podcast handy if it gets too humdrum and I think you might be pleasantly surprised. Two thumbs up!

TIWIKs

  • You may want to hunt down a physical copy since the GOG version doesn't work right for nearly everyone, including the inability to scroll the camera vertically and having no way to join other people's parties in multiplayer out the virtual GOG 'box'. You can still play the game straight off the CD (v. 1.05) in Windows 10, though I saw a crash after trying a 1920 x 1080 mode (in a 2000 game! How?). This also allows running people's mods which the game is likely to be all the better for. While I tried none of them, this one for example sounds great since it increases the movement speed, probably by enough to impact gameplay as well as add to convenience. In addition, it seems shadows don't always work properly without tinkering, and low-quality textures are forced. If you get any of this, you'll either have to do some reg editing, hunt down a physical copy, and/or complain to the GOG staff, but I was told everything works fine on their test computers, and offered the same reg edit solution to the mouse scrolling issue anyway, so chances seem slim they can patch it.
  • Get the other party members to follow one character to avoid congestion issues in narrow spaces. This can be a smart way to keep non-fighters out of harm's way in general.
  • While my review was based on having a full party whenever available, I did since find out that since the EXP is shared between everyone, and you have to say your goodbyes whenever moving to a new land (remember to strip them of anything you'd like to keep), the game will actually be easier to play as Zac solo. It's probably never more fun that way though, and you can always switch to the novice difficulty.
  • There's a section called the Canyon of Death which is a pain if you thought Zac could be kept in a support role. Instead, you might want to make him capable in combat, especially hand-to-hand, and repair all his equipment and even keep some spares when you're about to travel to the third island, since you have to endure a long gauntlet before you get another opportunity to get repairs done.

Reviewed by: LotBlind

Overview

786 years ago the world was broken into a number of remote islands. Unfortunately, these islands are unstable and require the presence of a great magician to keep them from disappearing permanently. If a magician does leave or disappears from the island, it can only survive a short while before it fades away.

The story starts with Zak, equipped in light clothes and bearing only a knife, waking up in strange ruins without knowing how he arrived. His first goal is to discover who he is, where he came from and how he found himself on the useless Island of Gipath. He quickly discovers that either by accident or some other power, his mysterious arrival has fulfilled a prophecy in which he is the 'chosen one.'

Fishtank Interactive has combined a role-playing and real-time strategy game and ended up with a cross between Diablo and Baldur's Gate. If you enjoyed either of those two games or enjoy RPGs, chances are you'll find yourself playing Evil Islands into the early morning.

Gameplay, Controls, Interface

Evil Islands Curse Of The Lost Soul Game For Mac

Upon starting, you'll notice locals running away and you're told to follow them to their village. On the way there you get the first taste of battle, fighting small enemies while the tutorial opens automatically, introducing you to the controls and interface. This tutorial turns out to be extremely useful and by the time you reach the village, you'll have a decent understanding of the game and be comfortable enough to start the journey.

Evil Islands has three basic modes the player uses to receive quests and travel the Islands. The village, being the first mode, is where Zak interfaces with the locals and the story is created. By talking to various villagers, Zak takes on quests trying to find out how he got here and how to get home. Also in the village, there is a shop where items of armor, weapons, and spells can be purchased and sold. As enemies are defeated, they leave behind items that can be sold at this shop. Once inside, you can see an inventory of the items collected by Zak and his companions. Here, not only are items bought and sold, but you can create new items by buying blueprints and using material you have found.

After leaving the village, the second mode -- a global island map -- is shown. Here you can see the quests available and what areas they are in. There are various different areas and you must travel through one to reach another. Before leaving the global map, you can also use the experience points that have been collected after winning battles. The way this was implemented adds a different dimension to the game. If, for instance, you select to improve your axe skill from the numerous skills listed, all the other skills remaining double in required experience points for the next time. What this means is that players will end up having special talents depending on the skills they select.

The final mode is called the gamezone. In the gamezone, Zak and is companions will fight their enemies and finish quests. After entering an area, you'll set out in the direction of your goal by moving the mouse cursor and clicking on the place you want them to go. The cursor is a point of contention, however. What one would expect is for the cursor to glide across the screen, not jump around. Instead, when the mouse is moved, it skips across the screen, stopping only when it's on the edge. This is a major issue, as it affects gameplay and causes frustration. After I changed the resolution the cursor did improve, but not enough to fix the issue. One feature that does save it from total frustration is being able to stop time at any point. This allows the player to select which opponent to fight, change weapons, or cast a spell. Now when the cursor is jumping across the screen and enemies are attacking, time can be stopped and that darn cursor can get where it's supposed to be. Once you're able to work through the cursor bug, Zak will be battling enemies and finishing quests with ease. You'll also appreciate that while traveling in the gamezone, when a monster is defeated, he doesn't reappear. This lets you get quickly to areas that are further away without fighting the whole time.

While in the gamezone, you'll notice the time that was put into designing an interface that accommodates all the required functionality, while not creating an excessively complex tool. To accomplish this, the designers implemented some basic techniques along with some interesting ones. For instance, there is a small map in the upper right corner, you can adjust the game tempo, and you can change Zak's weapon from the screen. In addition, there is a box in the upper left corner that shows the stats and damage of the character under the cursor. The image of the person or monster is active and clearly depicts any wounds received.

Graphics

The graphics in the gamezone are exceptional. You can see shadows from trees blowing in the wind, along with Zak's shadow following his every move. When Zak is walking, his footprints can be seen for a reasonable period of time, then slowly fade. Monster footprints can also be seen and even used to track them down. Weather patterns affect the game, from bright sunshine to rain and lightning flashes illuminating the sky. The monsters, trees and other parts of the landscape are highly detailed and help the player become immersed in the game. When in the village, however, the graphics are poor; the locals' bodies are geometric and do not move in a natural manner. Keeping the village graphics in perspective, as it's a small part of the game, overall Evil Islands is visually impressive, showing time and effort well spent.

Audio

Evil Islands Curse Of The Lost Soul Game For Mac Download

The audio is similar in quality to the graphics. In the gamezone, the developers paid attention to detail, adding things like Zak speaking softly when crawling, rain hitting the ground, and thunder coinciding with the lightning. Footsteps can be heard and change over different terrain. Ever so often the audio was prone to skip, but this wasn't distracting, just irritating. There are again problems in the village. For instance, when one person is talking, the voiceover looks like a bad Godzilla movie with the character's mouth opening and closing totally out of sync with the audio.

Multiplayer Support

When using the multiplayer mode, one player must set his or her computer up as a server and the other players connect to it. Each player creates a new character and selects the character's appearance, name, clan, and other skills before beginning. The leader of the group is the player who set up the server; he or she controls the group's movement through the gamezones. It's basically like the single-player mode, but there is less of a storyline and not enough action to keep players other than the leader interested.

Evil Islands Curse Of The Lost Soul Game For Mac Free

System Requirements

Pentium II 300, DirectX 7.0, 64 MB RAM, Direct3D-compatible video card w/ 8 MB RAM, 4X CD-ROM drive, 500 MB free HD space (not including saved games)

Bottom Line

Evil Islands could have been fantastic except for its game-slowing bugs and voiceover issues. Even with them, it's still addictive and I've found myself playing it until early morning. The rest of the gameplay is strong and holds the attention of the player. Although not as well known as other popular RPGs, if you like to be immersed in far-off worlds, completing quests and battling enemies, I'd recommend Evil Islands: Curse of the Lost Soul.

Evil Islands Curse Of The Lost Soul Game For Mac Os

Overall rating: 9