Review: The First Templar

Posted by: 5/21/2011


Aquafina ran an ad a while back saying, “So pure, we promise nothing.” While I tuned out the first part, the second half stuck me as very profound, and slightly hilarious. I mention this, because The First Templar was a game that utterly took me by surprise. I had zero preconceptions of what the game was supposed to be. No clue on a storyline or plot. Not even a clue of what the game was supposed to be about or how it played. Which for me, was exactly what I needed. I didn’t get caught up in what the game should or shouldn’t be compared to, or even any predecessor. I got to enjoy Haemimont Games and Kalypso Media’s game in a very pure manner. So, I feel the Aquafina slogan fits really well into my first impressions of how well this game performed for me.

Upon starting the game, I was warmly greeted with an opening cinematic that evolved into an opening fight scene. Ok, first off, I love it when games introduce gameplay through fight scenes or action sequences. It makes it so much more enjoyable to learn the controls on the fly, instead of having a long, drawn out “Press it on this dummy to kill something.” Good job, The First Templar [TFT]. While I killed my enemies rather quickly, I assumed the game would progress in the same manner as any hack and slash game. You know, progress to checkpoint, kill some guys, go to the next checkpoint, kill some more guys. Many hack and slash games revolve around a very linear path to finish the level. It can become very tiresome and repetitive. But, again, I’m glad I had no idea what I was getting into. Shortly after my first level, a new feature was introduced to me (as well as a new achievement progression) (which is another +1 to TFT). The game advised me to press CTRL to start tracking. After clicking, my player would start searching for clues that were in the relative area that might lead me to a secret, a side quest, random treasure, and progress the main storyline.

While sticking to the topic of included features, I think it is important to mention what makes TFT enjoyable and what makes it set itself apart from other hack and slash games. First off, I’ll mention briefly the Tracking Ability. In certain situations, you will come across a dead body, or a pile of rubble, or some random findings, when you use your tracking ability, your player will begin searching for clues, or any sort of information that will help them find a solution. This usually results in a glowing trail of footprints that will reveal an answer. While, at the beginning, I found these clues to be merely random, I started noticing icons on my minimap that corresponded with my tracking ability.  On the minimap subject, I think TFT has the best minimalist, and most helpful minimap a game could create. It doesn’t show terrain, or obstacles. It only shows tracking and treasure objects, healing pots, enemies, and allies. And while that may seem a lot, it isn’t. In some minimaps, they cram every element into it, and I becomes so over encumbered. TFT provides necessities, that’s it. Finally, the last feature I feel makes it a playable game is the leveling up system. You can experience for side quests, kills, and objectives completed. When you level up, you can enter your characters skill tree and choose the particular skill to increase or learn. It reminded me of a Final Fantasy X level up system. Not as large, but still fun to customize.

And while, this seems like a very all around positive review, it should be. The downfalls to TFT are minimal, but are still worth mentioning, because, all in all, they need to be brought up. First, the character models and voice acting seem to result in a very flat story. The “main” hero, Celian d’Arestide, sounds like he is trying too hard to have a serious voice, and it usually came out with the wrong tone. Celian is the most devote templar throughout the entire game. But, when his voice sounds like he wants to kill everyone, I get disconnected from what he is saying. And when he is saying it, the character models’ face just doesn’t seem smooth enough to really create a sense of realism. Seems like a very choppy animation process. Also, I felt a little let down with the character customization, and art style. For me, this was one of my favorite aspects and most depressing aspects. Allow me to explain. [Spoiler] Shortly into the game you are asked to slay a beast to save a village from terror. Upon slaying the beast, you return to the tavern and talk to a man that is so greatful, he wants to reward you with his rusty sword. While the Celian and Roland refuse, they finally accept the old man’s request. I’m expecting a PoS sword. NOPE. This sucker is a HUGE broadsword with a freakin’ demon skull on the end!!! OMG! But, sadly, it doesn’t increase stats. No pros, or cons to using this monstrosity. In a game of weaponry and customization, I wanted to feel my character would get stronger. But, they never do. This is a huge let down to know I will never be any stronger than I was at the beginning of the game. I’ll learn to skills but that is it. I know, it is nit-picking but is is worth knowing. How much fun would it be if Link’s wooden sword was just as strong as the Master Sword… right?

With that said, The First Templar took my expectations of a traditional hack and slash, tossed them in the air, and sliced them in half. Which, I’m glad it did. Despite it’s voice acting flaws, and the other rough parts I mentioned, it is a very interesting game that made me enjoy finding the Holy Grail. 😉

Score: 7.5 / 10

The First Templar was developed by Haemimont Games and published by Kalypso Media for Xbox 360 and PC on May 17th. A copy of the game was provided to us by Kalypso Media for reviewing purposes.

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