![]() Initially looking to grab his missing compatriot and make tracks, Vran decides to stay behind to end the curse after discovering how quickly it has chewed through his venerable order of demon hunters with an almost deliberate malice. Victor Vran drops the titular hunter in the cursed nation of Zagoravia: a fictional eastern European monarchy that has fallen to an army of demonic creatures. Both have formats that, from the UI down to the general atmosphere and themes, immediately invoke a familiarity to certain much larger franchises - in Aarklash's case that was the Infinity Engine RPGs, but for Victor Vran it's specifically Diablo III - but it's when you start digging into the game's systems that you realize, due to the absence of a lot of complexity, its compact whole has a very distinct feel and gameplay loop that, while not necessarily a massive departure from its more famous cousin, is definitely its own thing and not any the worse for it. ![]() We've discussed this recurring phenomenon in countless IGotWs past, most recently with the moderately fun Heroes of the Monkey Tavern a fortnight prior, but the example I've covered in the past that comes to mind most readily for Victor Vran is Aarklash: Legacy. ![]() ![]() Welcome to another edition of "Indie games are just like big boy games only streamlined in some intelligent ways".
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