Betrayal At Krondor Game

Betrayal at Krondor is a fantasy role-playing game that takes place in the fantasy world of Midkemia, which is the setting for the Riftwar Novels by Raymond E. Feist. The game is an MS-DOS game released in 1993 by Dynamix and Sierra On-Line. It was released as a promotional freeware for a time and while it is no longer offered for free download by original copyright holder it can still be readily found on some third-party sites.

Apr 24, 2018  Betrayal at Krondor is an adventure RPG game developed and published by Dynamix in 1993 for DOS. It was later ported to Windows in 2010. It was later ported to Windows in 2010. Betrayal at Krondor is inspired by and based on the Riftwar novels written by Raymond E. Feist, who had a hand in the story and script for the game as well. Betrayal at Krondor is an MS-DOS-based role-playing video game developed by Dynamix and published by Sierra On-Line in the summer of 1993; it was re-released in 2010 on GOG.com with support for Windows. Betrayal at Krondor takes place largely in Midkemia, the fantasy world developed by Raymond E. Feist in his Riftwar novels. The game is designed to resemble a book, separated into chapters and narrated in the third-person with a quick-save bookmark feature.

Betrayal at Krondor Walkthrough. This is the full walkthrough of the best RPG game in the history. You can solve all the sidequests, gain all the scrolls from throughout the area, know all the stories inside, and even get the codes for the cheat chest. Betrayal at Krondor supports many sound cards, as well as 256 color VGA graphics. Real actors have been digitized to give the game a more realistic look and feel. For the die-hard role-playing gamer, Betrayal is a fascinating and surprisingly playable piece of role-playing history.

The storyline for Betrayal at Krondor was not originally written by Feist but was written into a novel by Feist in Krondor: The Betrayal which was the first title in the Riftwar Legacy trilogy. The last novel in the book trilogy was also based on the video game sequel to Betrayal at Krondor titled Return to Krondor Adobe photoshop trial version for mac. which was released in 1998.

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Game

Betrayal at Krondor Game Play

The gameplay in Betrayal is a mix of first and third-person gameplay perspective, with general adventuring and travel being played from the first-person point of view switching to third-person grid view for combat.

In addition to the adventuring and combat game modes, Betrayal at Krondor also features a two-dimensional campaign map view with major locations and terrain marked to give players a sense of where they are in the campaign world.

The storyline in Betrayal at Krondor is split into nine different chapters each with their own set of linear objectives but players are free to travel in the unlocked regions of a particular chapter completing side quests to gain experience and increase abilities, upgrade weapons and more. There are more than 16 different locations that players can adventure through. These include wilderness settings, castles and towns, and dungeons.

Betrayal at Krondor is a fantasy role-playing game where players will control a character with special character abilities and skills that are fairly standard for computer role-playing games. Character attributes such as health, speed, stamina, and strength are all used to determine game mechanics such as how much damage they can deal, movement rate/speed and spell casting.

Player characters will be part of an adventuring party that can consist of up to three characters at any one point in time. Players also have the option to choose from six different pre-generated player characters. Three of the six-player characters are fighters while the other three characters are magicians/wizards.

A character's skills are represented as a percentage based ability which can be customized by players and offer a unique approach to their development. Rather than follow the typical role-playing game format where skills are improved by leveling, skills in Betrayal at Krondor are improved by actually using the skills during the game. Skills include defensive, attack/combat, accuracy, weapon repair, lock picking and many more. Player characters can also find various items and effects that can improve health and skills.

Betrayal at Krondor was well received by players and critics alike and become a commercial success and was one of the first computer role-playing games that was developed with three-dimensional graphics. The game has also been released a number of times in various formats since its original 1993 release.

Betrayal at Krondor was made available for free download in 1997 through Sierra's website as a promotion for the non-canon spiritual successor, Betrayal in Antara which is non-canon and not set in the Riftwar universe. The game is no longer available through Sierra and it has been noted on a few sites that Vivendi, the current copyright holder, has not granted permission for free distribution of the game. That being said many third-party sites have the original MS-DOS version listed as abandonware and make it available for download. This version would require the use of an MS-DOS emulator such as DOSBox. GOG.com does sell a version that is compatible with current versions of Windows operating system which was released in 2010.

Sequels & Spiritual Successors

Despite the success and favorable reception of Betrayal at Krondor, the game only saw one sequel titled Return to Krondor which was released in 1998. This sequel was written into a novel titled 'Krondor: Tear of the Gods'. Return to Krondor met with considerably less success both critically and commercially.

After Sierra lost the publishing rights for games set in Raymond Feist's Midkemia, they created a new game world and published what many consider to be the spiritual successor to Betrayal at Krondor in 1997's release of Betrayal in Antara.

Download Links for Betrayal At Krondor

Betrayal At Krondor Windows 10

Let there be no doubt, the Riftwar is truly a saga of epic proportions. Raymond E. Feist already has five novels relating to the Riftwar in the bag as well as a good few other connected pieces. But now for fantasy frazzle heads everywhere, it seems the saga is set to run and run, not on the page but on the PC Feist and the Dynamix team have worked on an entirely new story for Betrayal at Krondor, one that continues where the last of the Riftwar books, A Darkness at Sethanon, left off. Feist is a self-confessed computer Rpcer. so his interest in collaborating with Dynamix is obvious. It's a stranger choice, however, for Dynamix, best known for its flight sims, to indulge itself in a fantasy game. But its debut has created a compelling game that incorporates its 3Space technology (originally developed for the aforementioned flight sims) to give wrap-a-rama 3D visuals, and the estimable literary ability of one Mr Feist.

Get your money's worth

The first thing to say about Betrayal at Krondor is 'whoa, it's so big, it's scary'. 1.000.000 steps (depending on the size of your steps) covering 224.000.000 square feet (depending on the size of your feet I suppose): that's 12 cities. 21 villages, a myriad of assorted isolated houses, farms and temples, a dirty great big forest, mountains, sewers, mines, caves, you name 'em. You can go outside, inside, underground, upside-down (not really), by day by night, under a beating sun in the snow. Basically, this all adds up to about 10Mb of hard disk, a lot of gameplay and a hell of a lot of walking around.

Ah ha, just like a book

The gameplay is split into nine chapters; each chapter presents your three-man exploring party with a new mission that is a part of the whole scheme of things. The whole scheme of things is to help thwart the Moredhal forces, led by the evil Delkhan, from taking over the Kingdom of Midkemia.. or so you think. I can't say that is definitely, too percent, honest-to-God the ultimate scheme of things because that would be telling. Or it might be because I haven't got that far in the game yet. I can't quite remember.

Of course there is not only one aim to the game. As with most of the hulking rpgs of late, en route through Midkemia you unfurl sub-plots on top of super-sub-plots, getting to know the complex characters of Midkemia and their many troubles - for instance, why is the town of Eggley deserted, why are the people of Lyton so depressed about their taxes, how do you rid Silden of the seaweedy girl ghosts, and so on ad infinitum. If you want to detour from your main plan for a bit you could solve these mysteries and help a few people out along the way. If you are a bastard, leave them to it. But it's worth the effort to meet the locals: it is in peeling back the layers of the storyline that brings out the depth of this game.

Krondor's greatest asset is this totally non-linear format -- as the nature of your quest unfolds progressively you can follow it to the letter or think: 'Nah!, I'll go off and fight some witches in the forest for a laugh.' Naturally, you will come across gangs of rogues, ghosts and monsters that you are not strong enough to kill early in the game but you can at least try to go anywhere and everywhere. There's no need to be a seasoned Rpcer to get your texture maps rolling - just explore, see what you find, and if you come unstuck, take another route.

Looking forward

The non-digitised graphics are good but life on the road can get a bit samey after a while. The houses look boxy and a village is a village is a village (it's like being stuck on a road that keeps taking you to Brookside Close). Before you know it. you can find yourself running around the road map in the hope of happening upon somewhere a bit more interesting soon. But (philospophical bit) that's life I suppose. The first person perspective seems to work far better in the underground sections, where the claustrophobic nature of the mazes creates a tenser atmosphere.

I've got a problem with digitised characters

This is not just directed at Krondor, but any game that uses digitised characters. Why? Do they make the game more realistic and give the feel that you are playing in an interactive movie? Not likely. Take a look at the characters in Krondor - the first time these popped up I thought it was the same bloke in every shot with different comedy wigs on. Then I read that they were real actors. I know there has to be some way that actors who are 'in between jobs' can make a living but whatever happened to good, old fashioned, fringe theatre.

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What else do you need to know

Betrayal At Krondor Game

With the amount of gameplay, digitised speech and characters involved in Krondor, the 10Mb of disk space it takes from your hard drive is quite a let off in these troubled times of million terabyte monsters - Ultima VII now sits in a hefty wad of 23Mb. And on a 386SX, disk access was just the right side of tiresome. So. verily the programmers have done well.

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Betrayal at Krondor is one of the best thought out games of this kind that I have seen. If an rpg is going to keep you fretting for over 100 hours about elves, runes, glyphs and all those brown corduroy-trousered things, it needs to stand tall on atmosphere and spin a good yarn. Betrayal at Krondor fits this bill perfectly. And I haven't even mentioned the interface yet which is so simple I think it was developed by Fisher Price.

Forget the poncey RPG stuff for a minute - no more wanderinging around asking frightfully polite questions. You've just been attacked by a gang of Ninjas. What do you do? Duff 'em-up. Battles are fought on a grid basis, with characters' speed, stamina and health ratings dictating how far they can move and how hard they can hit.

Use Gamepad Betrayal At Krondor

Duff 'Em Up

Betrayal At Krondor Good Old Games

  1. Character sphere: combat is turn-based, so this highlights the character currently fighting.

  2. Damage that can be inflicted and the accuracy.

  3. Arrow: where the arrow icon would be if this character was more than two steps away from all opponents.

  4. Retreat: always a good option but the game hardly ever allows you to run away.

  5. Defend: parry a blow for one of your turns.

  6. Assess the enemy: lose one attacking turn but suss out the abilities of one of your opponents. O Rest during combat: fatal move this. In the middle of a broadsword rumble, you wouldn't say, 'Leave me out while I have my packed lunch'. It's just silly.

  7. Automatic combat: use this if you're bored.