I don't think it's fair to compare this game to the first part of Dungeon Shaabet. It placed a greater emphasis on various traps, puzzles, etc., and there were significantly fewer battles, which is why it left a lasting impression that it was "okay," with deaths occurring due to mistakes and foolishness, and so on. Overall, I actually believe that later games have evolved in terms of freedom and the significance of player actions (I don't consider things like NPCs blowing up cities to be part of this), the minimal influence of NPCs on the local storyline (unless they are at its center from the beginning), and so on. Whether it's honest or not, players forge their own path to success, failure, or the death of their characters. It's simply impossible to balance all branches and all quests in such a way that every single task is neither too difficult nor too easy under any circumstances, and if I have to choose between "easy" and "lunatic," I will always choose the latter. I don't like being led by the hand in games, and I don't like leading others by the hand.
Who was planning to create an archer build? Because I was also going to make a kyudo archer.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт