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Published on Jul 5, 2012
0:00 Quest Intro 2:16 A Restless Sleep 3:08 A Story Beckons 13:20 To Sprout A Soul 17:10 A Story Retold 18:00 The Raptor's Leap 18:42 Falling Into Nightmare 20:34 The Waking Song 24:52 Rude Awakening / Royal Pains 25:28 Aftermath 27:12 Drunkard's Thanks 27:56 Wending Through the Willows
A foray into forlorn territory, recorded at maximum possible quality. I'll note three cave rooms are reentered once each to check for extra voice lines and to show what happens.
I haven't played Runescape in a few years, but I've always been a fan of its economy. There's also somewhat of an honourable sense in how player ability is highly correlated with time investment. The game's main hindrance has always been the combat system - dreadfully simplistic stuff. Hopefully, this will be remedied by the world-shattering revamps in the coming "Evolution of Combat", which intends to make fighting a much more active process.
Runescape was always good at making quest lines. Fine humour, multiple ways to react to a situation for different NPC responses (sometimes different quest lines), involving storyline, the works. Quest rewards never hurt, either. Their recent work, however, has caught me a bit off guard with the quality increase.
Java is not a loving mistress. It was not made for game creation. Despite this, Jagex seems to have succeeded in creating an enthralling story. Over ten years of learning how to minimize the collateral damage of your engine will do that to you. Runescape, considering its age, is a game I've quite literally grown up with. It's almost touching to see that such wide improvements occurring alongside my own.