Isle of Siptah - comparision and a first look

Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth. He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth’s fields, and where They still tread them, and why no one can behold Them as They tread.

All the knowledge, all the secrets lost in the mist. Nevertheless the exploration of an island was too allurign to be ignored. The changes to health and regeneration are tough and that is amplified for a level young character, but nevertheless, comig from the beach and pushing inland soon a nice spot 4 an outpost was established. This wasnt easy.

Now the Exiles map has many terrain features and places making nevigating terrain challenging and difficult. Siptah isnt like this - these features sourround the outer boundaries of the island but most of the map is a vast plain. Therefore it feels much smaller than Exiles.

Initially i felt it would have been better if Siptah would have expanded the Exiles map - adding new terrain instead creating divided worlds. I revised that opinion later as i learned the rules of the land.

Siptah isnt a classical fantasy game setting as Exiles. Its something different and it wouldn make sense two connect the two. Its what i thought games like Mordhau could become if they would move to more advanced concepts than beating up themselves as a core mechanic.

Back in the old days there was a very popular game with an interesting concept that nobody ever picked up again. Back then games wouldn’t be set up by network or internet an people played with multiple controllers on the same machine. It was called Moonstone - a hard days knight.

Initially players would pick one of 4 knights, each starting in a quater of the map and unplayed kinghts would be subject 2 computer control. The map was filled with monster lairs and there were 2 cities where one could buy gear and replenish knights (lives basically).

After clearing a lair there was gold and other loot 2 b found, amon git occasionally one of four keys. A player obtaing all four keys (usually by taking keys from other players as well) could unlock the valley in the midst of the map and fight the last boss monster of the game and thusly winning it.

Also a dragon swept the map at random, striking at players stealing their loot (and usually obtaining their keys so it had almost always be dealt with to complete the game).

That in evolved form is what Isle of Siptah IS. It hasnt the depth of the original Exiles map, rather it builds its own mechanics and these work very well. I havent peered too far into the dungeons jet, only vernturing into the snake city, the jihl vault and a place populated by fish monsters but what i saw looked excelllent.

The isle is beautiful, riding across the grassy plains when the sun is setting is deeply atmospheric, although it is a very dark place and that is, of course, because of the storm originating from that dreaded tower in its center. The summoning shrines is a fantastic idea and one could say it is that to Siptah what the dragon is to Moonstone.

Its greatest problem is that it feels still somewhat empty and barren. What it needs is more diverse environment (even if its quite beautiful as for example the elephant boneyard and such places), a more diverse biome and generally more items to be found and explored.

Its greatest asset is that for active players the purge meter is gone. No longer will you be punished for sinking time into the game.

Summarizing isle of Siptah has a lot of potential but it needs more… more of everything and it needs to grow…

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