Return to Krondor
Description official descriptions
The direct sequel to Betrayal at Krondor, Return to Krondor takes the player back to the fantasy world of Midkemia, which is once more in peril.
It all begins when James - once a thief and now a squire of Krondor - is sent by Prince Arutha to escort the court magician Jazhara to the palace. Shortly afterwards they meet William ConDoin, a fearless swordsman and the son of the famous magician Duke Pug. A ruthless mercenary named Bear sends his men to murder the woman William loves. It appears that Bear is in pursuit of the Tear of the Gods, a holy artifact of immense power. James and his friends follow the trail of death and destruction Bear has left in his wake and to stop him before he reaches the Tear. As they progress in their travels they discover that someone or something is creating dark beings and horrible perversions of nature, suggesting that things are very wrong in Krondor besides the ambitions of a single renegade mercenary.
Return to Krondor features pre-rendered backgrounds with changing camera angles for exploration, and 3D character models. Battles occur when contact is made with a hostile character, and are turn-based, including the tactical element of moving the characters manually over the battle field. The player controls James and three other characters who join the party. Compared to its predecessor, the game is less heavy on exploration, having smaller and more confined areas. Much of the game takes place in the city of Krondor, which is divided into several districts; later in the game the player gains access to other locations, though it is impossible to physically explore the overworld. Several side quests, however, are still available, in addition to pursuing the main storyline.
Unlike its predecessor, the game features a more common leveling up system where characters gain a set amount of skill points after having accumulated enough experience to level up. These skill points are allocated manually by the player to increase the characters' weapon proficiencies, defense, spellcasting, etc. The game also allows the player to brew potions via an alchemy system, and features a detailed lockpicking minigame that involves choosing between several available tools and applying them to the lock.
Spellings
- בחזרה ×ś×§×¨×•× ×“×•×¨ - Hebrew spelling
- 重返克朗多 - Chinese spelling (traditional)
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Reviews
Critics
Average score: 74% (based on 30 ratings)
Players
Average score: 3.4 out of 5 (based on 30 ratings with 4 reviews)
Too much has changed during my absence
The Good
Return to Krondor is the official sequel to Betrayal at Krondor. It is set in the same universe and introduces some recurrent characters. Concerning gameplay, it is quite different from its predecessor in several core issues, with only a few characteristics having been carried through.
The tactical combat returns while eliminating separate battle screens in favor of seamless transition between exploration and battles. I liked this change and generally found combat the most pleasing aspect of the game. It does rely too much on initiative, which also has a positive side: a well-trained, well-coordinated party can wipe out the opponents very quickly, while taking too much time to act will usually result in complete devastation. Encumbrance plays a role in the characters' mobility, which is a nice realistic touch.
The magic system is rather interesting. The game's two mages can specialize in four disciplines, each revealing more and more spells as you invest points into them. There is a wide variety of supportive and offensive spells, some of which suit the game's tactical battles very well and include variables such as area effects, positioning, etc. There is also a fully developed alchemy system allowing you to collect recipes and brew your own potions.
There is a large amount of items to be found in the game, and micro-management of inventory has certainly not been dumbed-down. In fact, there is more weapon and equipment variety, with separate pieces for arm and leg protection and more weapon types. The introduction of thief and priest classes is certainly a welcome addition to Krondor's meager selection of warriors and mages. The lockpicking mini-game is pretty cool as well.
The game does try to compensate for its linearity with some side quests, most of which, sadly, occur in locations you'll have to visit anyway several times according to the dictation of the main plot. Once the world map finally opens to you, however, you can opt to go to a few places you are not required to visit in order to complete the game. This is a far cry from what we have seen in the first Krondor or in its true spiritual successor Betrayal in Antara, but at least it's something.
Although I fiercely protest against the game's choice of engine, I can't deny that some of the background graphics have a certain cozy warmth and feeling of mystery to them. Particularly the areas outside of the city are well-done, such as the haunted temple or the spooky path to the sunken ship.
The Bad
People talk about a certain "RPG crisis" in the mid-nineties that prompted the so-called "RPG Renaissance" - rapid advances in technology and subsequent changes in the player's mentality, resulting in the lack of direction and well-developed concepts, reduction of gameplay features, watered-down systems, and so on. While I do not agree with this generalization, Return to Krondor could serve as an excellent example of those problems. Betrayal in Antara might have struggled to find its place during those tough times, but it's nothing compared to the absence of design guidance in the "true" sequel to the classic RPG. It might be a blood relative, but Antara is a much more faithful adopted child.
Return to Krondor is stuck in a void, unable either to make independent decisions or at least apply the old formula to its deficiencies. First and foremost, it doesn't understand what made Betrayal at Krondor great. It wasn't the story - if an RPG lives and dies because of its story something is very wrong with the concept of what makes RPGs in general great. The old Krondor excelled, above all, in merging dramatic elements of game design - story, writing, etc., with open-ended gameplay. That game immersed you not thanks to its brilliant writing per se, but because of how it blended writing with exploration. Return to Krondor, on the other hand, is a completely different game: it is scripted, and that's it. It is, in fact, much closer to Japanese RPGs, only without their goofy warmth and cinematic direction.
There is hardly any exploration in Return to Krondor. Yes, there are optional areas, but they are accessed by clicking on locations rather than physically moving through an interconnected world. Now, some great RPGs managed to create the feeling of open-ended exploration even with that system, but Return to Krondor is not one of them: it is rigid, sometimes aggravatingly linear, and - worst of all - irritatingly stingy with material. Did you like all those side quests in other RPGs? Well, go and play those, because in Return to Krondor the side quests are triggered by going to the very same areas you've already visited in a different chapter. There are no NPCs wandering the streets that may just give you some task. There are no places you can just go to because you feel like it. Your hand is being firmly held and you go only where the designers want you to go.
The game's terrible pacing is partly to blame. What should have been a brief prologue is stretched to almost the half of the game - during the first five chapters out of eleven or so you are confined to one city. And I'm not talking about a city like Athkatla in Baldur's Gate II, its streets and houses bursting with activity, quest-givers, potential companions, and what not. In Return to Krondor you cannot enter any house except pitiful identically-looking shops, tiny abandoned rooms, or wherever the main quests sends you to. Compare it to the wealth of towns and people in the first game or in Antara. And imagine that you have to spend a very large portion in the game in this city, without any possibility to leave it, re-visiting the same small, narrow, featureless districts over and over again, treading the same streets, doing nothing but running around and triggering plot-advancing events.
The game uses pre-rendered backgrounds, "dynamic" camera and 3D models with tank controls. While this type of graphic presentation may be suitable to survival horror games with their deliberately small worlds, where diverse camera angles and detailed visuals do contribute to tension and atmosphere, it is a disastrous choice for an RPG. It robs the game world of all its arguments for seamlessness. While other RPGs went out of their ways to try and create an illusion of uninterrupted exploration by the player, even when this was not technically possible, Return to Krondor does just the opposite: it burns the only bridge connecting it to atmospheric, immersive world design. It is also one of the worst examples of this style - the camera turns and swirls and jerks mercilessly after just a few steps, making every area a mishmash of awkwardly captured still shots and navigation an excruciating experience: I remember running in circles everywhere simply because "forward" becomes "back" with head-spinning speed. The game does little to make us want to stay in its world in the first place, but with this awful engine it simply pushes us out.
Return to Krondor is far from perfect in other aspects as well. Character development is quite unbalanced: you'll max out all the important attributes very early in the game without any effort, and spend the rest of the game increasing stats that have no noticeable effect on the character. Harder difficulties only makes it more clear that initiative in combat pretty much determines its outcome: ergo, with maxed-out initiative you'll be able to win most battles in a few seconds. Like the first Krondor, the game has an annoying tendency of splitting up and re-arranging your party by itself. Erratic pacing, overscripting, and restrictions imposed on exploration all contribute to the lack of flexibility and purpose in character development.
Lastly, in terms of writing and storytelling I found the game clearly inferior to both its predecessor and Betrayal in Antara. For those who likes reading text in games there are bad news: with the exception of a few notes and letters, there is no text in Return to Krondor. Conversations are all voiced, and there are no subtitles. There are no descriptions or comments or anything that made older games so charming. Voice acting is mediocre, and for a game that relies on scripted events so much, Return to Krondor sorely lacks cinematic direction. There is no camera work during cutscenes, musical cues, and other dramatic touches that made similarly scripted games like Final Fantasy fun. There is little emotionality, no plot twists, and the entire story is pretty much set in stone from the very first important event: track down the instantly-recognized villain and prevent him from doing something bad.
The Bottom Line
I did my best to try and like Return to Krondor, and I admit it has interesting sides. However, it is hard to deny that this game is not only a disappointing sequel to the great classic, but also a disappointing role-playing game in general. You may want to check it out for nostalgic reasons, but do not delude yourself: with all its references to its predecessor, Return to Krondor has little to do with it in what matters most - design philosophy.
Windows · by Unicorn Lynx (181664) · 2015
If you missed the chance to play "Betrayal at Krondor" this will makes it all worthwhile...
The Good
To say what is good about the game is a tough one, because everything in the game is a perfect blend of a superb RPG. The graphics are excellent, with a touch of a Quest for Glory game play. The music is definitely original (and you can save it for your personal use) and you gotta love battle mode.
The Bad
Although I do call this an excellent game, the faults of the game are much easier to remember than the good stuff.
The game lacks originality, just another extension of your typical Quest for Glory and similiar RPG's. The isn't enough random encounters, it kinda funny playing an RPG where you have to find your enemies. I do recall the fabulous days of AD&D where "too many" enemies was never enough.
Unfortunately in this game if you follow the game plot to strictly you'd end up finishing the game "too" quickly, so it is advised to take as long as possible in playing the game.
It was kinda disappointing that the game play was different from Betrayal at Krondor, where you were expecting the "Doom" type view (what do you call that..?) but the battle mode didn't change that much so it really doesn't matter.
Despite the bad stuff I said about the game, its still a "Best-Buy" in my book.
The Bottom Line
RPG priority 1.
Windows · by Indra was here (20747) · 2002
Your Destiny Lies At The Bottom Of The Bitter Sea
The Good
1998 was quite a year for the CRPG (Computer Role Playing Game). Baldur's Gate as well as Return To Krondor were released. These two epic CRPGS would usher in a new age of CRPG goodness.
Of those two aforementioned games, RTK was by far the better. Indeed the long awaited sequel to 1996's epic Betrayal at Krondor.
RTK is far more linear than its processor, but still a most excellent game. There are some similarities of course, to BAK, such as an epic story based in Midkemia, co-written by bestselling fantasy author Raymond E. Feist. The combat system is also similar, it's basically a turn based tactical system, and to use the vernacular it rocks. A unique "bonus" system, randomly grants either the hero's or villain’s a round bonus, such as Hero's Refreshed, or Villain’s Rally.
As mentioned the game play is linear, explore, combat, explore some more. Though there are some fun side quests to undertake and to break up the otherwise linear game play.
The story of course is excellent; it truly feels like you are part of one of Mr. Feist's tales. And in true fantasy novel fashion a simple task leads the hero's into a terrible plot that endangers the Kingdom of the Isles and the very Gods!
The music and sound have to be seen to believed. The epic score is up to if not surpassing most Hollywood movies. The voice work and sound effects are also high-quality.(Some of the voice actors you may even recognize from other games and TV. shows)
The Graphics are (still) amazing. With the inhabitants of Midkemia done in polygons, while the locales are done with down right awe inspiring pre-rendered backdrops.
Nice cinematics are also sprinkled throughout.
The game is short (25 hrs 1st time) but for those few hours you will be addicted. And when it's over you will swear that you have visited Midkemia, and had a hand in an epic adventure.
The Bad
The ending while excellent implies a sequel, which I fear will never see the light of day, perhaps in book form?
Not for novice CRPGers.
The Bottom Line
One of the best CRPGs ever made; if you missed it what's the excuse? The game can be found (eBay, Amazon) for under $20. And even new computers can run it with no trouble. I just played through it again on my new PC that is less than six months old.
Fans of rpgs, fantasy, and books will enjoy this one. If you are a Feist fan you owe it to yourself to play this game!
Windows · by MasterMegid (723) · 2005
Trivia
Return to Krondor is sub-titled Book 1: Harbinger of Shadows because it was the first part in a planned series of games. However for various reasons Sierra dropped the Krondor franchise (after all the trouble they went through to get it again) and now the storyline has a very good chance of remaining uncontinued.
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Related Sites +
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Master's RtK site
Great resource site - charts, maps, tips, walkthroughs and more for Return to Krondor -
Return to Krondor (1998) (VG)
credits listing on the iMDb -
Return to Krondor interview
Interview with Sinjin Bain, studio manager at PyroTechnix (via archive.org). -
The Common Room
Return to Krondor forum
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Contributors to this Entry
Game added by Alan Chan.
Additional contributors: Terok Nor, Jeanne, Naglfar, Crawly, Paulus18950.
Game added November 23, 1999. Last modified August 2, 2024.