In terms of gameplay mechanics, we are dealing with a product closer to the second of these series - the world is presented in three dimensions, with the possibility of freely manipulating the camera. We fight in real time, but nothing stands in the way of taking advantage of the active pause and calmly think over the commands for the team (consisting of up to four characters). We start the game by creating our own hero - we can choose from five races and six classes taken from the pages of the manual for the fifth edition of the Dungeons & Dragons system. The game offers the ability to complete the story campaign in cooperation with three people and separate adventures in the Dungeon Master mode for up to five players. Four participants play the role of heroes in this mode, while the fifth supervises their actions as the Dungeon Master - he can place traps and additional opponents in the path of the team, but also initiate meetings with NPCs and enrich the locations with hidden areas. The creators have prepared a set of ready-made scenarios to lead (with the possibility of their prior adjustment by the Dungeon Master), as well as an easy-to-use editor that allows you to create your own simple adventures. Unfortunately, there is no such freedom as the editor from Neverwinter Nights. A fundamental part of Sword Coast Legends is the story campaign for loners. The action was set in the fantastic world of the Forgotten Realms, specifically in the region called the Sword Coast. We are talking about an area known from series such as Baldur's Gate or Neverwinter Nights, but shown over a hundred years later than in these games. The visual layer in Sword Coast Legends is slightly different in quality from other classic 3D RPGs released in a similar period (e.g. Divinity: Original Sin) - the graphics do not impress with the level of detail, but they are aesthetic and atmospheric.