GB Feature: Legends of Amberland: The Forgotten Crown Review

When a game’s list of inspirations includes the likes of Eye of the Beholder, Might and Magic, and SSI’s Gold Box series, you can rest assured that we’re going to take the title for a spin. And that’s exactly what we did with Silver Lemur Games’ Legends of Amberland: The Forgotten Crown, which is the subject of our latest three-page review:

Speaking of going in and out of dungeons. If you know your Might and Magic, you’re probably familiar with the old Town Portal-Lloyd’s Beacon combo. Well, in Legends of Amberland you have Griffins instead. When outside of a dungeon, you can summon one from the map screen and get “teleported” to any tile you have previously visited. This is plenty convenient when you want to level up, deal with some nasty status effect, or sell some loot. However, when paired with how generous the game is with clearing its fog of war, this convenience can make the world feel smaller than it is.

Alternatively, you can rest while inside dungeons. You can go for a quick rest that restores your special ability charges plus some of your health, or a full rest that brings you back to full and restores your spellcasters’ mana on top of it. Both of these are capped at three uses before you have to go back to town and restock your provisions.

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