Imagine something that combines party-based dungeon crawling, similar to Icewind Dale and Diablo, with an engine like the first Neverwinter Nights, but without pausing during combat, without side quests, and with a system similar to Bloodlines – where you level up stats or magic using experience points. It also features dialogue cutscenes between pre-written characters, like in a JRPG. Therefore, there's nothing here that resembles the well-developed city from the "sequel," where the entire game essentially took place, with missions acting as additional "dungeons." Instead, it's the opposite – there are combat dungeons where you spend 80% of your time, and in between, there's a meager hub with two shops and a useless bar. In the dungeons, you fight enemies from a specific clan and cast spells, collect random loot in an inventory similar to Diablo, and jump into the city through a city portal from Diablo to sell it. Throughout the dungeons and in between, you watch dialogue cutscenes that advance the plot from dungeon to dungeon. Essentially, the gameplay is quite simplistic by today's standards, and it differs from other similar old-school RPGs only in its theme and corresponding presentation. Perhaps the only positive aspect is the story, which tells of a medieval knight-conqueror whose connection with God is forcibly severed, but who, guided by his love for a woman and his strong character, finds the strength not to degrade to the level of his new "colleagues" – not because of any particularly interesting or intricate plot, but because of its romantic spirit, which is clearly lacking in modern degenerate culture.
I'll add that the game is very dark, and by default, the brightness setting doesn't work, and the torch doesn't illuminate anything; it only slightly tints the color of the model that's holding it. Therefore, to see anything at all, I had to download the dgvoodoo utility.
P.S.: Tremors are outcasts.