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The strength of Depths of Peril revolves around its gameplay and controls system. If you can ignore the out of date sound and graphics of the game and just focus on the game itself, Depths of Peril is an awesome RPG.
The game offers four unique classes to chose from. The classes, initially, are very basic to the RPG genre. You can either be a warrior, a rogue, a mage or a healer. I'm not going to lie to you. I play a warrior in most RPGs. I am just not patient enough to time my actions right thus most of the time I end up in the middle of an enemy camp swinging my axe for dear-life. But that's my game-style and I like that way.
Leveling your character in Depths of Peril is just about the same as in most other RPGs. You fight some monsters and get some exp, you solve some quests and get even more exp, and eventually you level. Once you level there are new skills to learn and new points to distribute in your stats such as strength, intelligence, etc. Unless you are brand new to role playing games, you will adjust to building characters in Depths of Peril in a matter of minutes, and even if you are new to RPG games, it will not take you too much time to learn how to build characters catering to your play stile.
While Depths of Peril is a single-player game, the ability to add companions to your covenant is a big bonus. There are two way to get a follower. The first and most common way to do it is by solving a quest. The guy (or gal) who considers joining your covenant has some task for you to do. But here's the complicated part. The other covenants are also competing for that character, so the first covenant to solve the quests gets to add that particular member to their tribe. This is where Depths of Peril is different from all other RPGs that I've seen. Not only do you have to solve quests, but you have to solve them before anyone else does; this adds almost an RTS (real-time-strategy) feel to the game (and I like it; it keeps me on my toes). The 2nd way to add a member to your covenant is by stumbling across them in the wilderness. If they happen to be an NPC willing to join a covenant, the first covenant to discover them gets to keep them.
Being the head of a household is not easy; especially when other houses are one step away from raiding, pillaging and trying to end your game. This is what makes Depths of Peril so much fun to play. You really have to learn to manage your funds well. Do you spend all your cash on that top-notch gear for yourself, or do you hire guards to protect your covenant and your belongings? Each choice you make alters the outcome of the game. Another really great feature of Depths of Peril is the ability to keep your character even if you change games. Lets say that you've made some bad choices when it comes to your covenant and you know you're losing the game. Well, all the hours put forth in that character do not go to waste. You can start a brand new game with the same character that you've spent all this time leveling. That's actually what I'm doing right now in my game. I'm focusing on gearing up my character with the best stuff that I can find and when my covenant ends up burning, I'll just start a new game. Fighting other covenants, while fun, it is not the only interaction possible. You can "bribe" other covenants to like you by giving them gifts, you can engage in trade and you can even form alliances. One sure way to lose the game quickly is to make enemies on all fronts. Timing is everything.
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