Alaloth Champions of The Four Kingdoms is a nice dip between classic and modern

Alaloth: Champions of The Four Kingdoms is a nice dip between classic and modern

We followed with attention and curiosity the (long) development of Alaloth: Champions of The Four Kingdoms, the role-playing game developed by the very Italian Gamera Interactive.

Right from the start, the project in question immediately seemed very interesting to us: resuming the concept of great classics such as Baldur’s Gate and above all the legendary Moonstone, implanting it, however, in a historical era in which the souls like à la Elden Ring (di which you can buy the Launch Edition with fast delivery) to be the masters.

In short, a fantasy role-playing game that proudly looks at the past with one eye and the present with the other, but with a very specific identity that ensures that the project does not fixate on the chaos of clones without art or part, which unfortunately the market has been full of for too many years now.

Now, Alaloth: Champions of The Four Kingdoms is finally available in Early Access and for the occasion, we have decided to start talking about it, with the promise of having a clearer and more complete picture over the months, as soon as the game reaches its almost “final” form.

A little above we have underlined how Gamera has never made a secret of having been inspired by old classics of the past as regards the game structure – also winking at a rather traditional fantasy aesthetic – for its Alaloth.

The thing, which jumped to the eye also in the preview, is the business card of a game that is not afraid of being called “old”, but with all the pros that this definition brings with it.

This will be noticed from the first minute of the adventure, without too many compliments or preambles: at the beginning, we will be called to decide s and play alone or with other heroes, to defeat the fearsome Alaloth, a demon awakened from eternal sleep and consequently intent on destroying the world and all its inhabitants.

The starting point is therefore that of Rob Anderson’s classic for Amiga, although it never turns out to be a carbon copy of the great titles from which Alaloth draws inspiration.

A tribute to the classics, and more
The objective of collecting the four fragments of light will be the excuse to undertake a great deal of combat throughout the huge game map.

This is because the Gamera title is indeed a tribute to titles of the past, but it also shows itself as a product with a strong personality, able to never take the longest step of the leg.

The creation of the character will allow you to choose the race among the various available – namely Human, Elf, Dwarf, or Orc – each of which has pros and cons, specific fighting styles, divinity, and alignment, so as not to leave anything to chance.

This will outline the path of our adventure, including the relationships that we will establish with the various characters we will meet on our path:, depending on some choices, we will be able to influence not only our relationship with the NPCs but also their actual success.

But not only that: the passage of time will also play a fundamental role, given that hour after hour, day after day, the power of the demon will increase dramatically, making even more dangerous and lethal the creatures that invade the world that we will be called to explore.

A world that, after a lot of hours spent inside it, appears gigantic: Gamera Interactive has outlined every kingdom of Plamen in a rather meticulous way, with capital and five smaller cities to act as a contour.

Inside them, are a considerable amount of NPCs with whom we can interact to obtain useful information or secondary missions, also putting our hand to crucial objects to reach the final goal in the shortest possible time.

Skipping the dialogues with the various characters can be counterproductive for two different reasons: the first is that by doing so we would risk losing on the way essential details for the resolution of the quests, while in the second case not giving space to the story and sub-plots. it would make Plamen a much less glamorous world than it is.

The pride of the game is also the presence of a competitive mode in which we will be pitted against three other Champions controlled by the AI, willing to collect the four artifacts too.

Time is running out
A little above we talked about the passing of time, which in Alaloth is a key element of the whole experience, not to say crucial: punctuated by a well-done and credible day/night cycle, the passing of the hours will go hand in hand with our wanderings. , not to mention that some missions will necessarily be addressed only and exclusively at a certain time (perhaps on a full moon night), thus making the passing of minutes and hours significant and never superfluous, consequently also increasing the involvement of the player.


And no, you will never feel forced to run at breakneck speed towards the final goal, with the anguish that time is running out inexorably, having all been implemented in a rather wise manner.

At the level of the game played, Alaloth embraces the basic mechanics that made the old Moonstone legendary for the Amiga but going to plunder a combat system that seems to wink at FromSoftware’s souls (without ever exaggerating or expiring in copy and paste ): humans, goblins and undead are just part of a decidedly varied bestiary, which our Champion will be called upon to exterminate.


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