- Release Year: 2007
- Platforms: Windows
- Publisher: 1C Company, Excalibur Publishing Limited
- Developer: Arise
- Genre: Role-playing (RPG)
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Active pause, Party-based, Perk unlocks, Skill system
- Setting: Fantasy, Steampunk
- Average Score: 71/100
Description
A Farewell to Dragons is a classic party-based RPG set in a unique fantasy universe that blends traditional fantasy elements with steampunk aesthetics. Based on the novel by renowned Russian authors Sergey Lukyanenko and Nikolay Perumov, the game follows Victor, a protagonist guided by the young sorceress Tel, who must master the magic of the four elements and the Force to fulfill his destiny. Featuring gameplay with active pause battles similar to classic RPGs and a skill system reminiscent of Fallout, players navigate through political intrigues while determining whether Victor will become a Dragon or a Dragon Slayer.
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Reviews & Reception
gamepressure.com (69/100): Not the Time for Dragons is a position combining elements of action and RPG, based on novels by Russian authors Sergei Lukyanenko and Nika Pierumov.
metacritic.com (76/100): As of 2013, there’s nothing in this game to entice playing on a well-spec’d computer. But, if you are still using an older pre-2010 model, this RPG will provide for a nice diversion.
mobygames.com (70/100): A Farewell to Dragons is a classic RPG with active pause battles that takes place in the fantasy universe based on the book of the same name.
A Farewell to Dragons: A Flawed Gem of Post-Soviet RPG Ambition
In the annals of video game history, some titles are remembered for their groundbreaking success, while others are etched into memory for their fascinating, often heartbreaking, struggles. A Farewell to Dragons (Russian: Не время для драконов, or Not the Time for Dragons) firmly belongs to the latter category—a game of immense ambition, deep literary roots, and technical tribulations that ultimately prevented it from soaring as high as its creators intended. Developed by the Russian studio Arise (also known as KranX Productions) and published by 1C Company, this 2007 action RPG sought to blend classic party-based mechanics with a rich steampunk-fantasy universe co-created by famed authors Sergey Lukyanenko (Night Watch) and Nikolay Perumov. This in-depth review dissects its journey, its systems, and its legacy as a poignant footnote in the story of Eastern European game development.
Development History & Context
The Studio and the Vision
Arise, a studio based in Minsk and Kaliningrad, was not a household name in the West, but it operated during a transformative era for Russian game development. The mid-2000s saw studios like Nival (Heroes of Might and Magic V) and Katauri (King’s Bounty: The Legend) gaining international recognition, often by leveraging unique cultural perspectives and ambitious designs. Arise aimed to follow suit with A Farewell to Dragons, adapting Lukyanenko and Perumov’s novel Not the Time for Dragons into an interactive experience. The game was developed using the SkyFallen engine, originally created for Blood Magic, which promised advanced dynamic lighting, shadows, and effects—a tall order for a studio of its size.
Technological and Creative Constraints
The development faced significant hurdles. The engine, while capable, was aging upon release, and the team of 88 contributors (per MobyGames credits) struggled with optimization and stability. The Russian release in 2007 utilized the infamous StarForce DRM, which was notorious for causing system instability and alienating players. The international release in 2009 (via Steam) removed StarForce but introduced new issues, including a notoriously poor English translation that rendered much of the narrative near-incomprehensible. The gaming landscape of 2007 was dominated by titles like The Witcher, Mass Effect, and BioShock, which set high standards for production values and storytelling—standards A Farewell to Dragons could not meet due to budget constraints and technical limitations.
Narrative & Thematic Deep Dive
Plot and Characters
The game follows Victor, a man from the technologically advanced “Reverse World” who finds himself in the Middle World—a realm where magic and steampunk technology coexist. Believed to be either the Dragon Slayer or the Dragon Incarnate, Victor is guided by the sorceress Tel (or Telle) through a journey of self-discovery and cosmic conflict. The plot involves intricate political intrigues, elemental magic, and a rich tapestry of factions, including the Clan of Cat and various wizard guilds. The story’s strength lies in its source material: Lukyanenko’s trademark moral ambiguity and Perumov’s world-building are evident, with themes of destiny, power, and identity woven throughout.
Execution and Localization
Unfortunately, the narrative potential is hamstrung by the English localization. Described by players as “horrendous” and “non-sensical,” the translation often obscures key plot points and character motivations. For example, dialogue lines like “Leaded by young sorceress Telle the hero has to grasp in intrigues” (from the official description) exemplify the broken syntax that plagued the experience. This issue is compounded by a game-breaking bug near the end of the English version, where a mistranslated script prevents progression without community-made fixes.
Gameplay Mechanics & Systems
Core Loop and Combat
A Farewell to Dragons is often mischaracterized as a Diablo-like action RPG due to its diagonal-down perspective, but its soul is closer to classic party-based RPGs like Baldur’s Gate or Arcanum. The game features a party of up to 10 characters, though typically players control Victor, Tel, and a few others. Combat uses a real-time-with-pause (RTwP) system, allowing tactical command of abilities, positioning, and spells. The pace is deliberately slow, encouraging strategic thinking—especially in mage battles, where elemental effectiveness varies based on the time of day. For instance, fire magic may be stronger at noon, while water spells gain power at night.
Character Progression and Systems
The progression system is a highlight, drawing inspiration from Fallout with its skills, perks, and attribute points. Victor can learn magic from four elements, use steampunk firearms, and even transform into totems, adding depth to customization. However, the UI is clunky and unintuitive, with inventory management described as a chore. Pathfinding issues often break immersion, with characters getting stuck on geometry or failing to navigate simple obstacles.
Difficulty and Pacing
The game is notoriously unbalanced. Enemies with vastly different levels spawn in close proximity, leading to situations where a level 1 creature might be next to a level 40 foe, resulting in instant party wipes. This encourages grinding, but respawn rates are low, making progression tedious. The balance between action and RPG elements feels uneven, with the RTwP combat lacking the fluidity of its inspirations.
World-Building, Art & Sound
Setting and Atmosphere
The game’s world is its greatest strength. The blend of fantasy and steampunk—a rarity in 2007—is executed with conviction, featuring mechanized wonders alongside mystical forests and ancient ruins. The Middle World feels lived-in, with 25 locations ranging from gritty industrial cities to ethereal magical realms. The art direction, while dated by today’s standards, has a distinct charm, with detailed textures and imaginative creature designs. However, technical limitations are evident: low-poly models, repetitive environments, and occasional pop-in break immersion.
Sound Design and Music
Sound design is functional but unremarkable. The soundtrack sets a suitable mood with orchestral pieces that evoke epic fantasy, but it lacks memorable themes. Voice acting is absent in the English version, relying solely on text, which amplifies the frustration of the poor translation.
Reception & Legacy
Critical and Commercial Reception
Upon release, A Farewell to Dragons garnered mixed-to-poor reviews. The lone critic review on MobyGames (from Gameplay Benelux) scored it 70%, praising its depth for RPG enthusiasts but cautioning about its technical flaws. User reviews on platforms like Steam and Metacritic reflect a divide: some players appreciated its ambition and nostalgia-inducing mechanics, while others criticized its bugs, translation, and grind. Commercially, it was a modest success in Eastern Europe but failed to make an impact globally.
Delisting and Preservation
The game was delisted from Steam between April and July 2012 due to licensing issues with the novel’s rights. As confirmed by 1C Company on Twitter, they no longer held the license, effectively erasing the game from digital storefronts. Today, it exists as abandonware, preserved by communities on sites like My Abandonware and PCGamingWiki, where fans share fixes for modern systems.
Influence and Legacy
While not directly influential, A Farewell to Dragons exemplifies the struggles of post-Soviet game development: ambitious ideas hampered by resource constraints. It paved the way for later Eastern European RPGs like Pathfinder and Black Book, which better balanced narrative depth with technical polish. Its legacy is one of caution—a reminder that even the richest worlds can be undermined by execution.
Conclusion
A Farewell to Dragons is a game of contradictions: rich in lore but poor in presentation, tactically deep but mechanically flawed, ambitious yet ultimately earthbound. It is a title that will primarily appeal to historians, hardcore RPG enthusiasts, and those curious about the unique blend of steampunk and fantasy. For all its faults, it embodies a passionate attempt to bring a literary universe to life—a endeavor that deserves recognition, if not celebration. In the pantheon of video games, it stands as a flawed gem, a dragon that never quite took flight but remains forever etched in the memories of those who dared to bid it farewell.
Final Verdict:
For historians and niche RPG fans: 6/10 — A fascinating, flawed experiment.
For general audiences: 4/10 — A frustrating relic best left to the past.