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Commodore 64 : Death Knights of Krynn Reviews

Below are user reviews of Death Knights of Krynn and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Death Knights of Krynn. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.







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Even better than the first

4 Rating: 4, Useful: 1 / 1
Date: October 31, 2005
Author: Amazon User

The second in a 3 part RPG trilogy, Death Knights of Krynn picks up where the Champions of Krynn left off, this time with the mission being to stop Lord Soth and his undead army. One great aspect of this game is the ability to transfer over your entire group of characters, weapons/spells/currency intact, from the first game. The play follows the same basic setup as the original, with a similar style of combat/movement (much smoother though, especially the combat graphics), and a more intricate plot with more subplots/side missions. As always, there's many chances to buff up your party and add levels/magical items, and once you get the hang of the game, it's highly addictive. Again, for the time the graphics weren't bad, but still nothing special. The real fun is being able to continue to develop your party, and advance through the different stages of the game. All told, a fun game, and one that's still enjoyable today if you can tolerate less than impressive graphics. I most also comment that the most irritating part of the game is SSI's continued insistence on using journal keywords as passwords for loading the game. It gets old, but really doesn't disrupt the flow of the game.


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