First Impressions of… Operencia: The Stolen Sun

An unending darkness veils the land.

Operencia: The Stolen Sun is an ambitious old-fashioned dungeon crawling experience with modern sensibilities. It features numerous innovative approaches to traditional mechanics, notably when brewing potions, as gathering raw materials won’t be necessary, but you will need to discover and decipher the recipe. Potions replenish each time you rest, too. So you won’t need to repeatedly brew potions as you use them. Resting is accomplished via camping and is limited by the amount of firewood that you have, which encourages planning ahead and utilisation of different resources.

Exploration is generally pleasant while the majority of puzzles are logical enough.

However, party management is crucial, and that’s where this experience feels most flawed. Companions can be incredibly helpful or remarkably mundane, with the only capable healer being the last companion to join your party. Building anything but a Mage also feels extraordinarily ineffective.

As there are few companions that can cast magic, and ironically the most capable is the aforementioned healer. But only with lightning damage. There’s an abundance of companions that deal physical damage, though. But there’s only one companion built for ranged weapons, and his skills are limited in effectiveness. Which was one of my only sources of elemental damage while exploring the first few areas, as I’d opted to build a Warrior. As I (obviously) would. That’s not to say that companions aren’t useful. They are, but they can be confusing as sometimes their attribute points reflect completely different proficiencies than their skills suggest. Jóska has ridiculously high Agility, but doesn’t really seem to benefit from it as he has few skills requiring the use of a bow. I’ve honestly found his Stealth tree to be the most useful.

We’ve not once questioned the legitimacy of their claims, and now we’re just going to open an ancient portal?!

I’ve got mixed feelings about Operencia: The Stolen Sun. It’s definitely an interesting and entertaining dungeon crawler when you’re exploring the world, discovering secrets, and revisiting areas. But combat feels so wildly unpredictable, and certain skills, like those that stun enemies or put them to sleep, seem pointless to even invest in as the majority of enemies are immune to them. Which is absurdly annoying when an enemy spawns other enemies, as you’re unable to interrupt that process. So you quickly become outnumbered as they spawn one new enemy with every turn that they take.

It certainly feels like something went awry at some point.

When customising the difficulty I did set the (strangely named) Betyár setting to hard, which affects combat difficulty, but I doubt that has fundamentally changed how combat feels, as the aggressiveness of enemies (and their damage) is not an issue. It’s how unbalanced most encounters seem to be.

I’ve no issue with criticising something that doesn’t seem to be working as intended, but I don’t like to be inherently negative about something. So I hope that this post doesn’t read that way. As I’ve been enjoying the majority of my time with Operencia: The Stolen Sun, and it has the potential to be something truly wonderful. But certain things significantly detract from the experience. Not that it seems that it was always this way, as earlier information suggested that combat was unpredictable but not to this extent. So this could be the result of balancing which could change again in the future. I can’t really fully recommend Operencia: The Stolen Sun, as while it is an engaging RPG experience, it is unfortunately marred with inconsistencies in combat, but I’m hopeful that the developers will address these issues in a future patch.

Have a nice weekend, all!

Moggie

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