I’d been hearing great things about Drova: Forsaken Kin since it came out late last year. We at RPG Site reported on the game, but with so many releases in the fall, we never got around to a full review. I finally had a chance to check out this challenging pixel-art RPG during a slower period over the summer and see what all the buzz was about.
When I first started playing, I’d already noticed people comparing it to games like The Elder Scrolls III: Morrowind and Gothic – which, sadly, I hadn’t had a chance to play. I’d say the Elex games are probably the closest thing I can compare it to. Keeping those comparisons in mind, and after reading some reviews, I was anticipating a game that started very open-ended, with a dark and realistic fantasy world, and where my character would feel quite vulnerable at the beginning. And that’s exactly what I found.
When the game began, I was guiding two druids through a foggy forest, searching for the entrance to Drova, known as the Land of Legends. But as the story progressed, I was unexpectedly taken to and left in a bleak, decaying world that felt more like a place of destruction than legend. With almost nothing except a strange crystal, I started trying to understand my location and discover a path back home.
From the very beginning, Drova (the game) makes it quite clear what type of experience it offers. I quickly found a tree branch to serve as my first weapon, and later discovered a small woodcutter’s camp populated with a few NPCs. Through early quests and conversations, I learned that Drova (the place) is currently split between two main factions: the Remnants and the town of Nemeton. Although Drova does tell a straightforward story, it’s initially presented in a rather subtle way.
Both the Remnants and Nemeton are comprised of questionable individuals. The Remnants function primarily as slavers, compelling the majority of their people to work in the silver mines for meager wages, and essentially operate as disorganized chaos. Nemeton positions itself as an alternative to the Remnants, portraying itself as an ideal society. However, beneath this appealing facade lies a rigidly hierarchical social system that harshly suppresses any opposition through public executions resembling witch burnings in the town square. Despite their flaws, these are the kinds of societies that exist within the land of Drova, and the player must choose between them in their journey to return home.
The initial quests in Drova focus more on getting your bearings and learning about the people and creatures around you, rather than dealing with high-stakes situations. During the first few hours, I was tasked with helping the camp residents repair a damaged bridge or investigating who was pilfering apples from the orchard. As a reward, I was offered access to improved items and gear. This type of progression feels natural from a story standpoint, as you’re essentially building a reputation from scratch. From a gameplay perspective, it’s how you gain the ability to survive in a challenging world.
Something I repeatedly found remarkable about playing Drova was how surprisingly deep and difficult the exploration felt, even with its fixed overhead view and simple graphics. Because so much of the game involves exploring the world, I think this is one of its strongest points. Sticking to the roads and well-trodden paths kept me relatively safe and close to small settlements where I could resupply and rest. But if I ventured off the beaten path, I could easily lose myself for hours.
Man, Drova is a tough game, let me tell you. I kept seeing that game over screen because I’d try to push forward before I was strong enough. It really makes it clear that you’ll need to go back and explore old areas once you’ve leveled up – or at least gotten better gear. But like a lot of these games, it’s super satisfying in the long run. Starting out just being able to handle a few wolves, and then eventually taking down bears and even armored revenants? That’s a great feeling. It really keeps you hooked.
The people of Drova also contribute to these frustrating moments. For instance, an early quest for the Remnant faction sent me to the silver mine we talked about earlier. While traveling there, two bandits stopped me and demanded money to let me pass. I tried several times, even reloading my game, but I wasn’t powerful enough to defeat them in a fight. Eventually, I had to give in and pay the toll just to continue on my way.
Even though this is a pretty simple instance, I think it really captures what the game is all about. I love that the game doesn’t just shower you with praise for being the hero. Instead, it really makes you stay humble, and it teaches you to know when to go for it and when to admit you’re outmatched. It’s not about being powerful all the time, it’s about knowing your limits, and I really appreciate that! It’s a refreshing change of pace, and it makes the victories feel so much more earned. You’re not just handed success; you have to learn when to press on and when to hold back.
I haven’t discussed how players improve yet, but it’s connected to the world’s design in subtle ways. As players gain experience, they’ll receive learning points, which must be used with certain characters – NPCs – found throughout the world. You can also get learning points and some stat-boosting potions through other means, but most come from leveling up normally. These “trainer” NPCs usually require you to finish particular quests before they’ll help you improve your skills.
These trainers let players use learning points to boost either their Strength or Dexterity stats, or to learn skills like Basic Swordfighting or Lockpicking. Each weapon type – Swords and Shields, Spears, Axes, or Daggers – feels quite different to play, and learning points are limited. This means you can’t become an expert in everything, so players need to focus on a particular weapon early on. Luckily, the game later lets you reset your learning points, so you’re not stuck with your initial choices forever.
The quests and characters themselves are generally straightforward, but exploring the world and the absence of clear directions make even basic tasks feel surprisingly difficult. I discovered that remembering NPC names and locations – or taking careful notes – was genuinely useful. With many named NPCs spread throughout the world, it was rewarding to learn how they connected to the larger story, like a former woodcutter joining the Remnants, or finally encountering a character in Nemeton after they’d been mentioned in previous quests.
While the gameplay in Drova: Forsaken Kin generally works well and offers a good challenge, my main issues with the game stem from its storytelling and narrative. Even though you eventually choose between the Remnant and Nemeton factions, the story unfolds pretty much the same way no matter which one you pick. There isn’t much real choice or impact from your decisions. I don’t think every RPG *needs* a complex, branching story, but it felt strange for this game to lead you towards just one type of ending with very little variation.
A defining moment for me occurred during Act 3 (out of 5) when I realized the story was forcing me towards a specific ending, despite giving the *illusion* of choice. While the game hinted I could influence the quest’s outcome, I later discovered that everything was pre-determined, no matter what decisions I made or which faction I aligned with.
After this important plot point, I felt stuck following the game’s straightforward path to an ending that raised a lot more questions than it answered. I generally enjoy endings that are open to interpretation and don’t tie up every loose end neatly. However, Drova’s ending felt incomplete, like the story simply stopped rather than reaching a satisfying conclusion. It felt more like a car that ran out of gas than actually arriving at its intended destination.
Even though the ending wasn’t particularly strong, Drova: Forsaken Kin is a really enjoyable and difficult game in many respects. If I’d played it last year when it first came out, it probably would have been among my top five favorite games. It cleverly combines tough exploration, satisfying character development, and a detailed world to create one of the most captivating RPGs I’ve experienced recently. A few weaknesses in the writing and story are the only things preventing me from recommending it without reservation. It’s a great game overall!
8
Versions tested: PC (Steam)
Read More
- Shape of Dreams Best Builds Guide – Aurena, Shell, Bismuth & Nachia
- Gold Rate Forecast
- Brent Oil Forecast
- BTC PREDICTION. BTC cryptocurrency
- Kingdom Come Deliverance 2’s New Update 1.041 Delivers Hotfix 1.4.1 Addressing Quests, NPCs and More
- Restaurant patrons “almost killed” by giant Sexy Fish sculpture
- Having trouble changing language in Dying Light: The Beast? There is a solution
- GBP MYR PREDICTION
- Creation of Hollow Knight: Silksong’s Pharloom map reveals cut areas & major changes
- Silver Rate Forecast
2025-10-03 07:27