✓ Fits the third-person Action RPGs cluster, with deep RPG systems, adventure storytelling and dark, oppressive atmosphere
≠ Its own twist: punishing difficulty, open world exploration and skill tree progression, while skipping puzzle design
Tighter and far more focused than what followed: combat demands preparation and punishes mashing, and the second act splits into two genuinely different paths depending on one choice. The opening hours are the steepest in the series — the tutorial explains little, alchemy and signs are easy to ignore until they suddenly become mandatory.
Where it drifts furthest from Selfloss: progression.
It predates Selfloss by 13 years, with what that implies technically.