The Bard's Tale IV: Director's Cut
A puzzle-laced dungeon crawler RPG with genuinely clever grid combat, inXile's love letter to old-school party tactics that mostly earns its nostalgia.
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About The Bard's Tale IV: Director's Cut
The Bard's Tale IV: Director's Cut is a first-person dungeon crawler RPG from inXile Entertainment, the studio behind Wasteland 3 and Torment: Tides of Numenera. It plants you in the Celtic-flavored city of Skara Brae, hands you a party of up to four characters, and asks you to fight, sing, and puzzle your way through a world that very much wants to kill you. If your frame of reference is the original 1980s Bard's Tale trilogy, know that this is a spiritual successor rather than a direct continuation, the tone is darker, the systems are deeper, and the production values are miles ahead of anything running on an Apple II. The combat is where the game earns its keep. Fights play out on a positional grid where your characters occupy specific slots and enemies occupy theirs. Moving enemies to exposed positions, cycling abilities with limited "spell points" that regenerate over turns, and chaining synergies between classes, Singer, Fighter, Practitioner, Rogue, creates a puzzle-within-a-fight feel that rewards thinking two steps ahead. A well-timed Bard song that repositions an enemy before your Rogue exploits an opening feels genuinely satisfying in a way that many modern RPGs fumble. Build variety holds up reasonably well, and the Director's Cut added enough balance passes that builds which were traps at launch are now more viable. The world design leans heavily on environmental puzzles. Levers, runes, pressure plates, and cryptic stone carvings dot every dungeon, and solving them without a hint system gives a real sense of discovery. The writing is competent rather than exceptional, it does the job of establishing lore and faction tension, but do not come here expecting Disco Elysium-level prose or characters you will think about a week later. Side quests trend toward fetch-and-clear structures that pad runtime without much narrative payoff. The story has stakes, but the game rarely makes you feel personally invested in the people delivering it. The technical state at launch was genuinely rough, and some of that reputation lingers in the Steam review score. The Director's Cut addressed performance, added a chunk of new content, and smoothed out the save system. Playing it now, on a mid-range PC, the experience is stable enough that the mixed reviews feel like ghosts of a launch window that no longer quite applies. That said, the UI still shows its age in places, inventory management is clunkier than it should be, and the camera in tight corridors occasionally needs some patience. Who is this for? Players who liked Wizardry, Might and Magic, or the first two Bard's Tale games will find a lot to appreciate in the dungeon architecture and the way combat forces genuine resource management. If you bounced off those older games but loved the grid-based fights in something like Darkest Dungeon or Solasta, the combat here is worth your time. People expecting a narrative RPG with the weight of a BioWare title or the systemic depth of a Larian game should temper expectations, Bard's Tale IV is, at its core, a dungeon puzzle box with a compelling combat engine and a story that exists mostly to give you reasons to keep opening doors. It is not trying to be something it is not, and that honesty is worth something. Monika, Scout Team
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Game Info
- Developer
- inXile Entertainment
- Publisher
- inXile Entertainment
- Release Date
- Aug 27, 2019