
Bak combined with some of the more stringent travelling requirements of Realms of Arkania for instance, would be even better. The problem with the game it's that it's actually too easy, regardless of what the rations might make you think. Still, don't expect detailed stuff, the game doesn't work that way, despite what the flowing text suggests. What the fuck was happening with the statue of lims-kragma and the uprightman (though you never find that out either), the stuff on the forest The glamrehel weapon, the rusalkas, the temple of kaolli, the ambush and why of it, the nighthawks leader and why of the obsession with chess, where did owyn came from anyway, the various 'interesting' stones and graves (the hand of glory quest was nice only found it about the third play), the hidden chests. My only real grievance about the game from a technical standpoint is how the field of view is really narrow by 115-degree-Quake-pro standards. Dungeon graphics are also quite limited - but the flowing, literary nature of the dialog and abundance of party banter and incredibly meticulous descriptions for everything you interact with makes the game still feel quite engrossing. I will admit that I don't possess any nostalgia for Krondor because I only just played it for the first time back in May, and the 3D view is admittedly rather clunky for a game of its time. Don't feel discouraged by the changing party members between chapters either, as you'll still have access to their inventory items in storage. Although enemies get progressively harder as you travel east, there's a few dungeons and lots of loot you ought to stock up on before getting to Krondor.

In games from this era you know that developers make accommodations for those who explore off the beaten path. Maybe people just have different thought processes when it comes to RPGs, but when I first played the game and Locklear said we had to head south to Krondor, I immediately did a 180 and headed up north. Owyn has a "detect vessels" spell which you can use to locate chests on the minimap - along with houses and other interactive things granted, so it's most useful when out in the wilderness.

There's something behind virtually every other hill in this game, so exploration (even in only the slightest degree) is extremely rewarding. Whilst I'm sure in some ways this can be intimidating or even irritating if you're a neurotic completionist, you don't feel too guilty having to leave behind certain battles or riddle chests either. The beauty of the game world in BaK (especially considering this was 1993) is that most of it is completely explorable from the very beginning (though some shortcuts may not open until later on) - and encounters, quests and the like change between acts of the main quest. You're encouraged to explore the game world instead of immediately advancing the main quest. Not to impugn your opinion (or is that appreciated on the Codex), but I think you aren't quite playing the game properly.
