"This world's all wrong
So let's go where we belong
Pack up the stereo, meet at the burial ground
Contract malaria, meet at the burial ground"
The Decemberists - Burial Ground
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"Something in me recoiled at his expression of joy. How could a man be so happy while both my sleep and waking hours were tormented by whispers from the grave?"
It was a dark and stormy night.
No, really.
Hi-diddly-ho, neighbourinos. Don't mind me, just doing a bit of... uhh... gardening... at the witching hour of night, in a graveyard, guarded by a boiling cauldron of mind-altering brew. It's alright. I'm a professional.
Which is a weird way to start this, since despite overall enjoying the game I'll repeatedly be accusing its creator of amateurishness. The barrier of entry for garage projects in game design rose steeply to complete unfeasibility in the 2000s' 3D graphic arms race era, but has been gradually dropping again over the past decade as a "good enough" suite of generic engines and assets have become more widely accessible.* If credits are to be believed, The Necromancer's Tale is, more so than even Wildermyth, a mom-and-pop project authored/programmed largely or entirely by one writer and staffed in part by a suspicious repetition of that author's last name.
This time though, the strain really shows in some blatant project creep, straining to accommodate far more RPG stats, more NPC merchants, more items including cosmetics, than was healthy for its overall capacity. I would have rather seen more finessing at a smaller scale. The program has locked up a few times, the conversation interface resetting up and down is just visually distracting, oddball auto/quicksaves tied to manual saves themselves overwriting save titles, the mouse pointer is far too easily confused by nearby objects and requires frequent zooming and camera turning to select, pathing... gets you to where you clicked eventually but takes some weirdly unoptimized zig-zags, the repetitiveness of carrying and animating skeletons gets very grindy after a couple of chapters, the entire item system is littered with redundant or useless pickups. And while it's not really at the same level of flaws, it drives my inner librarian nuts that the town map is not aligned to North! Not all art assets are well applied to the setting, like a rather modern-looking indoor flush toilet in 1730. I suppose it's a gray area, as the nobility could've had early models... in London, not an Adriatic Ruritania.
And while dialogue trees are laudably well fertilized, a one-man show simply lacked the means to address all possible interactions, yielding some comically oblivious NPCs.
For all that, RPG fans (myself included) would gladly have sung the praises of The Necromancer's Tale for its handling of several long-standing lacks in cRPG design: avoiding a strict "chosen one" plot, making the player pay attention to his actions, and most importantly playing the dark side and smoothing out the all too facile power fantasy by a self-conscious stinginess toward spell slots and minions. In fact, the entire first chapter is an extended choose-your-own-adventure character creation device:
And if you're wondering, yes, I did end up answering precisely the right questions to yet again make myself an elf wizard.
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| Hey, I gotta be me. |
Unfortunately, the worldbuilding's very hit-or-miss. The author did some reading, I'll grant (thematically apt literary references pepper your environs) but lacked a coherent feel for preindustrial mannerisms or speech or daily life. Incongruities crop up in every expository paragraph. There was no "pulp" fiction in 1730, books being still quite rare and scant literacy providing no market. Children would've been farm labor or at best shop apprentices. What grates most of all is the constant and absurd repetition of "okay" a quite modern Americanism which only spread to the rest of the world with 20th-century mass-media and cannot be waved away by the universal translation convention. DIY voicing lands all over the map, sometimes spot-on (the more casual
anglophone characters) other times groaningly terrible (socialites or any
"ethnic" accents like Slavs or Italians) to where it immediately breaks immersion.** Which brings us to the piles upon piles of gratuitous snowflakery, because there. are. a. lot. of those quaint ethnic extras serving absolutely no purpose but to stamp some "inclusivity" form in the writer's brain. It was odd from the start mixing Venice with an imaginary Ruritania, but then you pile on with Irish, German, Austrian, English, Senegalese, Chinese, Turkish, plus various nondescript middle-Easterners or East-Europeans, and the setting loses all coherence, grinding the narrative to a halt again and again and again in performative multiculturalism. With every new pointless character waxing poetic on the virtues of other cultures or voicing anachronistic pacifism and populism, I couldn't help wondering why they didn't simply set their game in such an exotic locale or go for a straight-up fantasy world.
The setting would have been served far better by a more coherent portrayal of peasant life and Enlightenment-era craft guilds, of noble privilege and the intrusive and abusive power of the Church, agrarian dependence on the seasons and the whims of nature. Blighting crops and killing livestock are conspicuously absent manifestations of the dark arts here. Instead much of the game is devoted to tediously and redundantly lining up all the standard "woke" saints and devils, be it kow-towing to Islam or Orientalism or homosexuality (seriously, in 1700s Europe?!? gay men were treated as only slightly less unnatural than necromancy!) or a half-black half-brutha noble of spirit, or of course, as always, the most pervasive historical/biological revisionism of all, the feminist variety.
Man bad; woman good. Repeat the mantra.
For just a partial taste:
- bad enough to pretend no segregation of the sexes existed, but female sailors? 'nuff said
- said female sailor openly bragging about her promiscuity and conquests? would've gotten run out of town as a harlot, possibly by the local whores for muscling in on their turf (and that would've made a better story)
- female gang leader who apparently needs no male muscle
- a perfect, victimized mother and evil father
- industrious and matriarchal society of progress
- witch gets automatically redeemed to a peaceful, friendly herbalist by the end because all her negative traits were the fault of men
- a woman broke a rib <breaking up a fight> on the docks not <fighting> and "Her intent did not seem rude, but rather, efficient."and she's conveniently juxtaposed to a male doctor whose male brother is caught up in shady business and her male superior won't let her investigate the case of the evil males
- when throwing dice, the woman "shows men how it's done"
- ghost story about a husband betraying his wife to her untimely demise; for a bonus, stick in some line about her being too strong-willed for him
- your childhood friends now dating are a sitcom-standard savvy attractive female and bumbling dopey fat male
- a farmer's wife bitching about her arranged marriage as cause for armed rebellion and you get punished with a relations penalty if you reply with a line about personal merit
- a wife that's all business because her husband would run said business into the ground
- a brilliant scientific/mathematical female wasting away in an unhappy marriage to a sleazy husband
Man bad; woman good. Repeat the mantra. As in Disco Elysium, creativity and coherence die instantly on contact with feminism. Sad, because once again there is some evident core talent here. It's just wasted chasing performative, moral majority-approved pablum instead of building on the strengths of the plot. Beyond that, other elements were shoehorned in as industry or pulp fiction standards, like the plethora of sex/romance subplots. Son of a cocksucker, in a story about necromancy of all things? Why!? Dragging these out well into the second half when we should be focusing more on the supernatural also make the last few chapters drag a bit.
From a more practical angle, quest/chapter progression tends toward the idiosyncratic or outright nonsensical at times. The Necromancer's Tale sells itself as among other things an "exploration" game, but as I've tried to point out numerous times, beach-combing is not exploration. Repeatedly combing the same beach, even less so. NPCs flicker in and out of existence or utility from chapter to chapter and (per adventure game norm) you constantly have to run around individually checking each one to see if new dialogue options have become available because random schmuck #16 sitting around town just happens to have an "in" you
need to exploit to complete your quest (oh, she's his maid? good thing
nobody even hinted at her existence the previous eight chapters and
fifty times I wandered this location asking everyone what they do for a
living!) Actions become available or unavailable depending on chapter (e.g. lockpicking, or curing the beaten Venetian) doors and town gates open at arbitrary times, and there are entirely, entirely too many random "gotcha" moments where you lose faction rep for asking standard adventurer questions, e.g. asking the apothecary about your father's death or merely asking a guard who the fuck he is. Gotcha moments do not serve as a meaningful challenge, but only the author's need to feel superior to his audience.
Yet still, given that, given all of that, admitting all of that fumbling, bumbling stumbling so worthy of grumbling, amazingly The Necromancer's Tale still breaks slightly better than even and deserves a playthrough.
It is hard to sufficiently emphasize just how effectively it nails its core feature of a gradual slide toward darkness and imperceptibly waxing mystic puissance. The crafting system is just involved enough to make you work for your reagents. Not only do the florid descriptions of supernatural sensations lend a far more visceral appeal to what would usually be summarized as "cast magic missile" but these mesh with mechanics like your mana pool initially depending heavily on a randomized "winds of magic" bonus which becomes less and less relevant the more your own power puts you beyond the whims of fate. New discoveries chain into each other, like a mystery investigation netting you a tank mook that can pass a couple of strength checks letting you among other things acquire a wraith summon which makes it much easier to farm zombies from bandits trying to ambush you. The spirit world begins to impinge upon your perception, putting you in danger of revealing your powers by accident. Your humanity meter starts dropping... but then, is that a bad thing? Your progress toward the unnatural feels perfectly natural, beginning with the best of intentions, forced into desperate measures by economic circumstance, continuing with verifiable righteousness, overindulging under the moral umbrella of others' worse crimes, growing beyond the pettiness of human morality.
I've said that necromancy itself needs a more even-tempered treatment than the primitive, thoughtless disgust with which it's treated. I've praised movies like Maggie which return to the core, low-key terrors of zombification. This is the best RPG treatment of such themes I've seen in a very long time. My favorite moment in the whole game was stashing my swelling army in the farthest corner of the map, in a place of ancient magic, just leaving them to stand, silent and expectant, in the cold, secret, dark reaches of oblivion, their lurid shadows dacing on rock walls as I shuffled among them in my burial shroud grave-lit by my demonic wand, adding the latest two or three zombies to the throng, or picking my tank mook out to sneak him back into town for repairs.
For all its faults, there is a lot to be said for a game that can make so much of so simple and unscripted a moment.
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* We shall not speak of RPGMaker or other chibified, pixelated retro junk.
** One of the voices sounds like the fishwife from the marketplace on Earth in Warframe?
P.S.: To me, there seemed only one logical way to end the story, but if achievement percentages are any indicator, most players did not go the route of eternal darkness, clinging to the more conventional morality of a redemption story instead. The author shows a lot of potential, but it will be wasted if that mass approval lodestone keeps skewing plots toward pablum.








