R.A.W.: Realms of Ancient War
A 2012 hack-and-slash RPG with three classes and couch co-op, set in a generic fantasy world. Think budget Diablo with rougher edges.
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About R.A.W.: Realms of Ancient War
R.A.W.: Realms of Ancient War is a top-down action RPG from Wizarbox that came out in 2012, squarely in the shadow of Diablo III's launch window. You pick one of three classes - Warrior, Rogue, or Wizard - and proceed to click-slash your way through a plague-stricken fantasy world that never quite bothers to explain why you should care about it. The premise is standard dark-fantasy fare: ancient war, collapsing kingdoms, undead hordes. If you've played any isometric hack-and-slash in the last two decades, the setup will feel extremely familiar, and not in a comforting nostalgia way. The three classes are functional but thin. The Warrior leans on heavy melee and survivability, the Rogue favors speed and critical hits, and the Wizard brings area spells and glass-cannon fragility. Each class has a skill tree that gives you something to spend points on between dungeon runs, but don't expect the layered build variety of an ARPG that actually sweated the numbers. By hour ten you've likely seen everything the system has to offer, and the remaining playtime becomes a test of patience rather than player expression. The possession mechanic - letting you briefly take control of an enemy - is a genuinely interesting wrinkle, but the game underuses it badly. Co-op is where R.A.W. finds its most defensible argument for existing. Playing through the campaign with a friend smooths over a lot of the rough pacing, and having someone to talk to while clearing identical-looking dungeons makes the repetition more tolerable. The combat has a decent kinetic crunch to it in short bursts; abilities connect with reasonable feedback and loot drops keep the dopamine loop ticking at low stakes. It is not a deep loop, but for a two-player session it works well enough as background entertainment. The problems pile up once you take the game seriously on its own terms. The story writing offers nothing memorable - no character arcs worth tracking, no dialogue that rewards a second read, no lore that builds into something coherent. Quest design is almost entirely "go here, kill that," with zero subversion or surprise. Level environments repeat patterns aggressively, and the difficulty curve has some awkward spikes that feel like tuning oversights rather than intentional challenge. The 51 percent positive review score on Steam is an honest reflection: this is a game people started but often didn't love. If you are an ARPG completionist with a specific interest in the genre's mid-tier output from the early 2010s, R.A.W. is a curiosity worth a few hours. If you want a solo narrative experience with choices that matter or a world that rewards exploration, it will leave you cold within the first act. The co-op session with a low-expectation friend is genuinely its best use case, and it should probably be approached as exactly that. Monika, Scout Team
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Game Info
- Developer
- Wizarbox
- Publisher
- Focus Home Interactive
- Release Date
- Oct 11, 2012