Porting a game to a different platform is difficult – something that works on one platform may need to be heavily adapted for another. But there are also conceptual difficulties, namely, that what may seem fresh and unique on one platform is generic to the point of coming off as uninspired on another. Such is the case with Ravensword: Shadowlands, a mobile role-playing game whose PC port recently landed on Steam. It feels like a game that attempted to bring as much of games like Skyrim or Kingdoms Of Amalur: Reckoning to tablets or phones, but now that it's actually on the same platform, Shadowlands feels redundant at best.
The core issue with Shadowlands is that it feels less like a complete RPG and more like the idea of an RPG. Most of the components expected in a role-playing game are included, but they're all superficial, like they're there just to be there. The most obvious example is the plot, which goes through the motions of heroic fantasy: you play a heroic king's descendant with special powers and a destiny, sent on a quest to find a magic sword to stop a demon, etc, etc, etc. There's no dynamism or characterization to speak of; the bulk of the main quest is literally a wizard telling you which direction to travel in order to find the next piece of a magic artifact.
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