Legends of Arkain Series

Legends of Arkain is a singleplayer campaign series focusing on RTS elements with various factions waging war on each other. It is up to you, the player, to choose your side. Step forth! The great nations and personalities of Arkain await you.

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Nameless Four B WIP

Nameless Four B WIP

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Path of the Nameless - Past and Future

Path of the Nameless - Past and Future

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Even more new Dominion Models

Even more new Dominion Models

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New Dominion Models

New Dominion Models

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Nameless Two Past WIP

Nameless Two Past WIP

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Nameless Two Past WIP

Nameless Two Past WIP

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Ironforged

Ironforged

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Shadows of the Past

Shadows of the Past

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The Nameless

The Nameless

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Bloodclaw Five Teaser

Bloodclaw Five Teaser

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Bloodclaw Five WIP

Bloodclaw Five WIP

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Ca'la Zurae Bloodclaw Makeover

Ca'la Zurae Bloodclaw Makeover

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Bloodclaw Four WIP

Bloodclaw Four WIP

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Bloodclaw Three Teaser

Bloodclaw Three Teaser

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The Empire Strikes Back

The Empire Strikes Back

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New Golden Guard

New Golden Guard

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Path of the Bloodclaw Intro

Path of the Bloodclaw Intro

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Keep of Fates

Keep of Fates

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Old VS New Undead on the Block

Old VS New Undead on the Block

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Prelude Three

Prelude Three

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New Content Discussion [SPOILER]

While Salrian dissidents exist, Redfist is the last person they would or could rally behind.
In his eyes they all accepted their new overlords one way or another, so...
Not to mention the whole thing about him burning down their villages if they were getting too friendly with the centaurs.
They are not going to remain purely off screen in Legacy but they are not fighting for Redfist even if he could be a huge chance for them.
Not to mention that, despite everything, at the end of the day, Redfist is still an Imperial in their eyes. Therefore, both past and current events add another layer to this.
 
This is unrelated to Path of the Nameless, but I just wanted to share some of my thoughts regarding the Bloodclaw finale, because maybe by giving you my feedback it can help make this wonderful story even better, so here it goes! After giving it some more thought, here is my opinion on how the Bloodclaw epilogue could be improved:

- I realise this is a huge undertaking, but the ending of an amazing story such as this, the ending of one of the most influential figures of Arkain, should have a long cinematic full of dialogue. It feels strange that even relatively "short" Arkain cutscenes can be around 10 minutes long, and then the longest version of the epilogue is around 4 minutes (if you pick the elven children, that adds 2 minutes to the ending, otherwise it's 1-2 minutes long). Also, the "this happened, then this happened, and then this..." was never the way Arkain told its story, the whole thing felt like we are rushing through important events in a summary. I know this is not the case, but with the exception of the First Book endings (those were more like recaps of what happened, and Largoth musing on the player's choices), Arkain always told its story through real time dialogues.

- I also think the consequences of taking the elven children vs human children are disproportionate. I like the fact, that if you take the elven children, the human children die, but if you take the human children, everyone is fine, which kind of makes choosing the human children feel like the "optimal" choice. Maybe there should be some kind of narrative drawback for taking the human children, because currently, taking them feels like the safer and more rewarding option in retrospect. Especially since it also does not mess with the player's alcohol choice, more on that later. All in all, I think taking the human children could have a heavier narrative cost in the epilogue, to make the choice at the end of mission 3 feel more compelling and morally difficult, even on a second playthrough.

- Another issue is that the death of Gardon’s children overrides the alcohol choice entirely. I realise it's in character for Gardon (or anyone) to succumb to alcoholism after his children die, but it makes the choice of the previous two missions less meaningful. Why would I suffer the withdrawal symptoms in mission 4 and 5, if I took the elven children with me? It feels pointless, because he will start drinking again in the epilogue. This also makes it so, that if the player chooses the elven children, the only way to save Gardon, is to side with Brian in mission 5, otherwise he either becomes and undead or just dies. It restricts your choices (if you want him to survive) which is a shame, and makes abstaining from the wine feel pointless.

Please keep in mind that this is just my opinion. I hope this feedback can useful to you, and I’m looking forward to seeing Veln meet his destiny one way or another!
 
On the subject of the human vs elven children choice, I feel like the elven route lacks something to either prevent or hint at Velina's betrayal. As it is, it feels strange and out of nowhere. Of course she seems confrontational with both her siblings and her father, but not to the point of wishing their death or being ready to burn all bridges with Gardon. On the contrary, she seems invested in Gardon's decision to go back to drinking or not... There's no moment where it feels like she's already decided to have them all killed (which I believe is the implication, since the attack happens while they're in the empire, she's arranged for their deaths before)

Overall, it seems to come out of nowhere and it feels like you had no way to prevent it. I suppose that the betrayal will be explored in Meya's path and I understand the same events can't necesserally be altered in all paths, but it feels weird for Guardon to spend so much time with Velina and not have any option to come closer to her so that she'd rethink her actions and maybe confess (of course they're in the empire, but it's not like they can't communicate with Zyainor to warn them).

There, that was my rant on the subject while it was on the table. I'll shut up and kill orcs now. :peasant-bowing:
 
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