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Scions of Chaos: Prologue was developed by Magique Productions, Ltd.
Scions of Chaos: Prologue was Released on WiiU
Scions of Chaos: Prologue is a Single Player game
## **The Story**
A great evil is descending upon the world. You must find a way to activate a portal to the realm of Averdun, King of the Dragons. Along the way, you must rise in power and skill, face challenges, and defeat epic monsters to earn a chance to square off against Averdun himself and put and end to the impending evil.
### Features
** Basic **
* Third person player controls
* Character leveling, skills, and power enhancement
* Magic spells
* Melee combat
* Deep story and role-playing opportunities
* Puzzles and traps
* Climbing, jumping, ledge sliding, vaulting, pushing, and other interactive abilities
* Day/Night cycle
* World Map
* Quests
** Pen & Paper Concepts **
The following concepts were inspired by traditional pen & paper (tabletop) role-playing gaming.
Search: Instead of having to physically search every square inch of an area, the player can initiate a skill-based search, which will reveal objects of interest in the immediate area by highlighting them. Depending on the character’s skill level, the search can even reveal hidden or secret items such as secret doors.
Environment Clues: Things found in the environment can be essential for progressing in the game such as writing on a wall, an item on the ground, etc. For example, a quest could be triggered by simply finding a message scrawled on the wall that says “Griffon Inn. Ask for Brayden.”
Game master hints: Sometimes when someone is stuck when playing a P&P RPG, the GM may sense it and provide a little snippet of information to help the players progress. When GM hints are enabled, the player can opt to view one at any time. If a hint is available, the wise Game Master appears and gives the player some good advice on how best to proceed.
Simulated Sensory Perception (SSP) : In a P&P RPG, players are often given detailed descriptions of an area or room when they first arrive. This is often embellished by the Game Master who can go so far as to tell the player what smells are in the air, the ambient temperature, or even how the place makes the character “feel.” While a lot of this information is easily translated to the visuals that the player sees, there can still be a lot more information given to enrich the play experience. With SSP turned on, the player can see additional textual information when available that describes a place in more detail. Such information can also convey back story or historical facts about a place.