After a while, it's just not worth it unless you absolutely, positively have nothing else to do. Aside from this deadly flaw, the rest of the game is mostly fair but flawed in several places. Fortunately, you don't need much control once you have a character buy a book on Elementalism, study it to mastery, enchant and resell swords for big profits with which to enchant giant elemental- powered swords for the whole party. Then your demigods can waltz over just about everything. Of course, combat proceeds at the same snail's pace as everything else, so you'll probably want to just use the Escape feature whenever combat starts.
Conversation is a similarly mixed bag.
There's lots of local color in this game, as characters evince provincial or familial sentiments toward other people or regions. Sound is acceptable. It really is a pity that Daemonsgate has these flaws, some of which are no doubt due to all the trouble the designers had in getting it published. I don't doubt it was a labor of love for them, right down to the cute but irrelevant videotape included in the box. 1994 by Daniel Starr for Game Bytes Magazine.