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The CRPG Book

A Guide to Computer Role-Playing Games

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1


The CRPG Book is a free, non-profit project.

If you would like to have a hardcover version, you can buy one at Bitmap Books.

All the author profits from the hardcover edition

will be donated to Vocação, an education NGO in Brazil.

All games featured are the property of the copyright owners.

Their images have been used respectfully purely for review purposes.

Cover art by Jan Pospíšil

(www.janpospisil.daportfolio.com)

2


The CRPG Book:

A Guide to Computer Role-Playing Games

Edited by Felipe Pepe

This book is the result of five years of work

and the collaboration of 119 volunteers.

We hope that you enjoy it.

v2.0

April 2019

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Contents

Contents 4

Introduction 8

About the Project 10

Contributors 11

Articles & Guides 15

Using this book 16

FAQ 17

What is an Old-School RPG? 18

Ports: Far beyond resolution and FPS 20

Unplayable 24

Cartography 26

From Prussia with love - The origin of RPGs 28

The PLATO RPGs 30

The Reviews 35

1975-1979

The beginning of the digital invasion 36

Beneath Apple Manor 38

Dungeon Campaign 40

Dunjonquest: Temple of Apshai 42

Akalabeth:World of Doom 44

1980-1984

The boom, the clones and the crash 46

Eamon 48

Rogue 50

Wizardry: Proving Grounds of the Mad Overlord 52

Ultima 54

Dragon’s Eye 56

Dungeons of Daggorath 57

Telengard 58

Ultima II: Revenge of the Enchantress 59

Moria 60

The Return of Heracles 62

Ultima III: Exodus 64

Questron 66

1985-1989

Here come the new challengers 68

Wizard’s Crown 70

The Bard’s Tale 72

Alternate Reality: The City 74

Phantasie 76

Ultima IV: Quest of the Avatar 78

Autoduel 80

Rings of Zilfin 81

Might and Magic: Book I - Secret of the Inner Sanctum 82

Starflight 84

Alter Ego 86

Alien Fires 2199 A.D. 87

Ys: The Vanished Omens 88

Deathlord 90

Wizardry IV: The Return of Werdna 91

NetHack 92

The Faery Tale Adventure 94

Dungeon Master 96

Zeliard 98

Neuromancer 99

Wasteland 100

Pool of Radiance 102

Star Saga: One - Beyond The Boundary 104

Wizardry V: Heart of the Maelstrom 105

Ultima V: Warriors of Destiny 106

Prophecy I: The Fall of Trinadon 108

Drakkhen 109

The Magic Candle 110

Hillsfar 112

4


Castle of the Winds 113

Quest for Glory: So You Want to Be a Hero 114

Knights of Legend 116

The Dark Heart of Uukrul 118

Windwalker 119

Bloodwych 120

The Immortal 121

1990-1994

The creative and technological explosion 122

Ultima VI: The False Prophet 124

Wizardry VI: Bane of the Cosmic Forge 126

Tunnels & Trolls: Crusaders of Khazan 128

Circuit’s Edge 129

J.R.R. Tolkien’s Lord of the Rings, Vol. I 130

Captive 132

Champions of Krynn 133

MegaTraveller: The Zhodani Conspiracy 134

Spirit of Excalibur 136

Worlds of Ultima: The Savage Empire 138

Escape from Hell 139

Eye of the Beholder 140

Cobra Mission: Panic in Cobra City 142

Knights of Xentar 143

Moraff ’s World 144

Fate: Gates of Dawn 145

Disciples of Steel 146

Might and Magic III: Isles of Terra 148

Worlds of Ultima: Martian Dreams 149

The Bard’s Tale Construction Set 150

Gateway to the Savage Frontier 151

Realms of Arkania: Blade of Destiny 152

Ultima Underworld: The Stygian Abyss 154

Might and Magic: Worlds of Xeen 156

Legend 158

The Summoning 159

Ultima VII: The Black Gate 160

Ishar: Legend of the Fortress 162

Wizardry VII: Crusaders of the Dark Savant 164

Star Control 2 166

Darklands 168

Shadowlands 170

Amberstar 172

Ambermoon 173

Quest for Glory: Shadows of Darkness 174

ShadowCaster 176

Perihelion: The Prophecy 177

Princess Maker 2 178

Veil of Darkness 180

BloodNet 181

Betrayal at Krondor 182

The Legacy: Realm of Terror 184

Hired Guns 185

Dark Sun: Shattered Lands 186

Lands of Lore: The Throne of Chaos 188

Dungeon Hack 189

Forgotten Realms: Unlimited Adventures 190

Ultima VIII: Pagan 192

ADOM - Ancient Domains of Mystery 194

Al-Qadim: The Genie’s Curse 196

Superhero League of Hoboken 197

Realmz 198

The Elder Scrolls I: Arena 200

1995-1999

New 3D worlds and new audiences 202

Witchaven 204

CyberMage: Darklight Awakening 205

Ravenloft: Stone Prophet 206

Exile: Escape from the Pit 208

World of Aden: Thunderscape 210

Entomorph: Plague of the Darkfall 211

Mordor: Depths of Dejenol 212

Albion 214

Stonekeep 216

Strife: Quest for the Sigil 217

Anvil of Dawn 218

Dungeons & Dragons: Shadows over Mystara 219

The Elder Scrolls II: Daggerfall 220

Diablo 222

Birthright: The Gorgon’s Alliance 224

An Elder Scrolls Legend: Battlespire 225

Fallout: A Post-Nuclear Role-Playing Game 226

Lands of Lore II: Guardians of Destiny 228

Descent to Undermountain 229

Final Fantasy VII 230

Betrayal in Antara 232

Return to Krondor 233

Rage of Mages 234

Dink Smallwood 236

Hexplore 237

Baldur’s Gate 238

Might and Magic VI: The Mandate of Heaven 240

Fallout 2 242

King’s Quest: Mask of Eternity 244

Septerra Core: Legacy of the Creator 245

Jagged Alliance 2 246

Planescape: Torment 248

Ultima IX: Ascension 250

Might and Magic VII: For Blood and Honor 252

Gorky 17 253

Omikron: The Nomad Soul 254

System Shock 2 256

5


2000-2004

The rise of the modern gaming industry 258

Deus Ex 260

Baldur’s Gate II: Shadows of Amn 262

Siege of Avalon 264

Might and Magic VIII: Day of the Destroyer 265

Diablo II 266

Vampire: The Masquerade - Redemption 268

Soulbringer 270

Grandia II 271

Breath of Fire IV 272

Evil Islands: Curse of the Lost Soul 274

Icewind Dale 276

Summoner 278

Wizards & Warriors 279

Wizardry 8 280

Anachronox 282

Arcanum: Of Steamworks & Magick Obscura 284

Gothic 286

Severance: Blade of Darkness 288

Geneforge 290

Pool of Radiance: Ruins of Myth Drannor 292

ZanZarah: The Hidden Portal 293

Divine Divinity 294

The Elder Scrolls III: Morrowind 296

Arx Fatalis 298

Icewind Dale II 300

Might and Magic IX 301

Neverwinter Nights 302

Neverwinter Nights: Aurora Toolset & Modules 304

Freedom Force 306

Dungeon Siege 308

Gothic II 310

Prince of Qin 312

Star Wars: Knights of the Old Republic 314

The Battle for Wesnoth 316

Lionheart: Legacy of the Crusaders 317

TRON 2.0 318

Temple of Elemental Evil 320

Deus Ex: Invisible War 322

Kult: Heretic Kingdoms 323

Sacred 324

Fable 326

Space Rangers 2: Dominators 328

Sudeki 330

The Bard’s Tale 331

Vampire: The Masquerade - Bloodlines 332

The Legend of Heroes: Trails in the Sky 334

Star Wars: Knights of the Old Republic II - The Sith Lords 336

2005-2009

Indie, casual, social & multi-platform games338

Super Columbine Massacre RPG! 340

Jade Empire 342

Fate 344

Titan Quest 345

Dwarf Fortress 346

The Elder Scrolls IV: Oblivion 348

Dungeon Crawl: Stone Soup 350

Gothic 3 352

Neverwinter Nights 2 354

Age of Pirates: Caribbean Tales 356

Dark Messiah: Might and Magic 358

Mass Effect 360

Puzzle Quest: Challenge of the Warlords 362

Recettear: An Item Shop’s Tale 363

S.T.A.L.K.E.R.: Shadow of Chernobyl 364

Neverwinter Nights 2: Mask of the Betrayer 366

Agarest: Generations of War 368

Elona 369

The Witcher 370

7.62 High Calibre 372

Eschalon 374

Hellgate: London 376

Barkley, Shut up and Jam: Gaiden 377

The Last Remnant 378

Valkyria Chronicles 379

Fallout 3 380

Drakensang: The Dark Eye 382

Fortune Summoners: Secret of the Elemental Stone 384

Seventh Sense 385

Mount & Blade 386

Neverwinter Nights 2: Storm of Zehir 388

Divinity II: Ego Draconis 389

Dragon Age: Origins 390

Warhammer 40,000: Dawn of War II 392

Venetica 393

Torchlight 394

Yumina the Ethereal 396

Marauder 397

Risen 398

Knights of the Chalice 400

2010-2014

The freedom to play (and create) any game 402

Borderlands 404

Din’s Curse 406

ArcaniA: Gothic 4 407

Two Worlds II 408

Cthulhu Saves the World 410

Faery: Legends of Avalon 411

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Alpha Protocol: The Espionage RPG 412

Fallout: New Vegas 414

Mass Effect 2 416

Academagia: The Making of Mages 418

Dungeons of Dredmor 419

E.Y.E.: Divine Cybermancy 420

Dark Souls 422

The Witcher 2: Assassins of Kings 424

Way of the Samurai 4 426

The Elder Scrolls V: Skyrim 428

Magical Diary 430

Dragon Age II 431

Deus Ex: Human Revolution 432

Mass Effect 3 434

Tales of Maj’Eyal 436

Legend of Grimrock 438

Kingdoms of Amalur: Reckoning 440

Dragon’s Dogma 442

Of Orcs and Men 444

Defender’s Quest: Valley of the Forgotten 445

Diablo III 446

FTL: Faster Than Light 448

Paper Sorcerer 449

Shadowrun Returns 450

Hyperdimension Neptunia - Re;Birth1 452

Heroine’s Quest: The Herald of Ragnarok 453

Path of Exile 454

Cataclysm: Dark Days Ahead 456

Aaklash: Legacy 457

Card Hunter 458

Bound by Flame 459

Might and Magic X 460

The Banner Saga 461

NEO Scavenger 462

Blackguards 464

Transistor 465

Divinity: Original Sin 466

Lords of Xulima 468

Lords of the Fallen 469

Dragon Age: Inquisition 470

Wasteland 2 472

South Park: The Stick of Truth 474

UnderRail 475

The Witcher III: Wild Hunt 476

Age of Decadence 478

Undertale 480

Mystery Chronicles: One Way Heroics 481

Tale of Wuxia 482

Fallout 4 484

Sunless Sea 486

Hand of Fate 487

Pillars of Eternity 488

Further Adventures 491

1982-1987: The birth of the Japanese RPGs 492

Fan-Translations 496

SD Snatcher 497

Chinese Paladin 498

E.V.O.: The Theory of Evolution 499

The Legend of Cao Cao 500

Labyrinth of Touhou 501

Sword of Moonlight: King’s Field Making Tool 502

Sengoku Rance 503

Kamidori Alchemy Meister 504

Gates of Skeldal 505

Games we’ll (likely) never play 506

Lists & Further Reading 513

Lists 514

Editor’s Picks 517

Further Reading 518

Glossary 522

Index 524

7


Introduction

When thinking about where a book dedicated

to computer RPGs might come from, one

might consider countries like Germany,

Canada, UK or the US. Maybe France, Russia or Poland.

Surely never Brazil. There’s a good reason for this.

When the first personal computers and games

started to appear in the late 70s, Brazil was under a

military dictatorship which banned all computer

imports. We couldn’t buy an Apple II, C64 or IBM

PC, only the slow and crude national alternatives.

Some, like my father, managed to bypass this by

smuggling a computer into the country. Still, to play

you also needed to find games, and those were a rarity

(especially CRPGs!). You had to know someone who

travelled to the US and brought the floppy disks back

– and then copy those. That’s how Betrayal at Krondor

arrived at my house back in the early 90s.

Even with the computer and the game in hand,

there was still one final barrier: the language. As

much as I enjoyed seeing my father play, I had no

idea of what those costumed people were saying. I

spent months playing Krondor, exploring its large

world, but never even left the first chapter. My biggest

achievement was brute-forcing a riddle chest.

I found solace in JRPGs. Not only they were much

easier to play, but consoles were growing popular in

Brazil, as in 1994 we finally began to emerge from

a long and brutal economical crisis. A friend in my

apartment building had a Super Nintendo with

Chrono Trigger, and that game became my passion.

By then, owning a PC was finally legal, but the CRPG

genre was dead – computers were Doom machines.

Years later, I was reading a games magazine and

something caught my eye: a bizarre game where you

could teach farmers about crop rotation to earn XP –

but only if you had created a smart character.

I had just started playing tabletop RPGs and was

fascinated by a computer game like that. So, in 1998 I

bought Fallout, which I love to this day. Not only is it

an amazing game that breathed new life into CRPGs,

but I finally knew enough English to play it properly.

My younger brother didn’t. He couldn’t do most

quests, so he just walked around and killed everyone.

But that was also allowed, and we had a lot of fun

talking about just how different our experiences were

and all the cool things we kept discovering.

I wanted to do that with more people, to talk

with my friends in school about this game, to hear

their stories, to partake in the joy of a shared hobby.

However, my parents had just divorced and I was

then living in a small town in Brazil’s countryside.

My father gave me his old computer, but no one else

I knew had one. They were still very expensive and

complicated machines. Cyber Cafes began to appear

around this time, but people played Counter-Strike

there, not hundred-hour-long CRPGs.

Other than my brother, I had no one to talk to

about the wise-cracking sword in Baldur’s Gate II,

how I became a vampire in Morrowind or the fact that

you can shoot Anna Navarre in Deus Ex.

In 2004 I moved back to São Paulo, Brazil’s

biggest city, to go to university. A side-effect was that,

for the first time in my life, I had the Internet in my

house. That was when everything changed.

It sounds obvious today, we take it for granted,

but the Internet freed us from all regional barriers.

I could talk to anyone, anywhere, about anything!

Eventually I found the RPG Codex, where not

only I could talk for hours about my favourite games,

but could I learn about RPGs I missed, alternate quest

solutions I never tried, cool mods, funny stories,

powerful builds and much more. I was home.

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In the 14 years since, I’ve been trying to learn as

much as possible about this amazing genre. I played

Ultima, Wizardry and other classics that I had missed,

tried obscure gems, emulated the hardware I never

had, and much more. I owe a lot to abandonware

sites, emulator developers, wise forum members and

to the great work done recently by GOG.com.

But where does one start? Just what is a C64?

Does Wizardry I still hold up today? Is Albion good?

Should I play the Might and Magic games in order?

Am I playing badly or is this game extremely hard?

Which mods to use in Neverwinter Nights?

I suffered all these questions – and many more –

but finding the answers wasn’t always easy.

Over the years, many guides became outdated,

and when asking around you might find someone who

“is tired of dumb questions”, who gives poor answers

or who simply hates a game that you might love.

Resources such as “Top 10 RPGs” lists help, but they

mostly focus on the recent, popular titles.

As such, this book represents several things.

First, it’s a guide – the one I wish I’d had when

I first began exploring the world of CRPGs. It shows

the most important, popular and interesting titles,

then tells you about what makes them so special. You

can flip the book open, read about a few cool games,

see the screenshots and choose what to play next.

I’ve made sure to add some historical context

too, showing what was happening at the time. To fully

grasp the impact Ultima IV or Dungeon Master had,

you must know what came before and after them.

The book is also a helping hand. It has tips on

how to run games that aren’t compatible with modern

hardware, tells you when there’s a patch to fix critical

bugs and even recommends some mods, so that you

can have the best possible experience.

Finally, it’s a gift to my younger self – and to

anyone who might feel lonely like I did. Here you

have over a hundred people from across the world, all

willing to sit down and tell you about their favourite

RPGs, the great adventures that they had and why you

should try these games.

Creating this book was a long, wild ride. It first

began in early 2014, with the RPG Codex Top 70

CRPGs, a poll where people voted on their favourite

games and then wrote small reviews. From there

came the idea of making an expanded book version,

with longer reviews and adding historically important

titles and curiosities. Having made the Top 70 list in

about two months, I thought that the book would

take around six to ten months, at most. Ha!

It took me four years.

Still, I can’t complain. I learned a lot during this

time, had a blast playing the 300+ games featured

here, got in contact with legendary figures from my

childhood such as Chris Avellone, Warren Spector,

Scorpia and Tim Cain, as well as all the wonderful

people that helped create and promote this project.

It’s surreal now to recall a time when computers

were rare, obtuse artefacts and reading a simple quest

in English was a challenge. A time when a project

like this would’ve been impossible. I’d never talked

to a foreigner until I was 17 years old, yet now I live

in Japan.

Isaac Asimov used to say that the role of science

fiction was to predict change, so that we could better

handle it as a society. Perhaps the role of RPGs (and

games in general) is to help prepare individuals for

challenges and adventures to come.

Felipe Pepe,

Project Editor

9


About the project

The CRPG Book Project is a collaborative, non-profit project created to compile the history of Computer

Role-Playing Games into an accessible and educative volume. The book was written by volunteers from

all continents, ages and walks of life: developers, journalists, modders, critics, scholars and fans, but also

parents, couples, grandfathers, doctors, teachers, engineers, businessmen, etc.

The purpose of the project is to spread our passion for this great genre, sharing knowledge that is currently

scattered across countless forums, magazines, websites and minds. The book covers CRPGs from 1975 to 2015,

plus contains several articles, mod recommendations, developer quotes and interesting trivia, in an effort to

create a guide that will have something to offer to old-school veterans and new players alike.

This PDF is based on the hardcover version of the book, published by Bitmap Books in 2019. That was a

limited release, that helped us to get the entire book proofread and revised by a professional. The CRPG Book

Project remains non-profit, and all the author earnings from that version (£12.475) were donated to Vocação, a

Brazilian NGO that helps kids and teenagers from poor areas to get education and employment.

Dedicated to:

Claudia, Célia, Marco, Saphyra, Thais, Vanessa, Thiago, Carol and Caio.

Special thanks to:

The RPG Codex, RPG Watch, Bitmap Books, Hardcore Gaming 101, Ultima Codex, The Internet Archive, Matt Chat,

MobyGames, The CRPG Addict, Cyber1, CGW Museum, DJ OldGames, DOSBox, The Digital Antiquarian, Unseen64,

Museum of Computer Adventure Game History, The LP Archive, Abandonia, My Abandonware, GOG, Gamasutra,

Nautilus, Shane Plays, Hall of Light, Emuparadise and every unsung hero who contributed to these websites, developed

emulators, ports for modern systems, mods, fan-patches, archived rare games or uploaded footage of them to YouTube.

This book would have been impossible without all of you.

And, of course, a most special thanks to those who created all theses games in the first place, as well as those who

put their best into games that unfortunately never saw the light of day. This book is a tribute to your work.

10


Contributors

Alberto Ourique (AO) is an experienced

copywriter, but a rookie in game industry

and novels. If all goes wrong, he intends to

embrace immortality by becoming a lich.

Andre Stenhouse (AS) didn’t own a single

console game until high school, but played

Quest for Glory with her father and read

stacks of books.

Andrea Marcato (AM) is a long-standing

Abandonian who is amazed to be in the

same credits list as Chris Avellone.

Andreas Inderwildi (AI) is a writer and

freelance game critic with an unhealthy

obsession for Dark Souls and Planescape:

Torment. When he isn't playing games he

likes to read and/or write about history,

folklore, and the occult.

Andrew “Quarex” Huntleigh (QX) is a

family man with a PhD, and spends his days

as a federal officer when not agonising over

proper paper-doll inventory management.

Arkadiusz Makieła (AR) got his first

computer, an Atari 65XE, at the age of 10.

This was the beginning of his quest for an

ultimate RPG. Today, he still doesn’t realise

there’s no such thing.

Árni Víkingur (ÁV) has been sheltering from

the Icelandic frost by a warm computer

since 1986 and therefore knows far too

much about video games.

B. “Mr Novanova” White (BW) is a writer

who remembers when Knights of Legend

would make his floppy drive melt. Inquiries

can be sent to forbwhite@gmail.com

BaronVonChateau (BC) Dreams of making

a surrealist RPG, though he has no idea of

what he exactly means by that. To trump his

despair, he spends years making convoluted

quest mods named after jazz standards.

Benjamin Sanderfer (BE) once helped

develop software for a famous RPG

publisher for their universal pen-and-paper

game system. Too bad that system was such

a failure it helped drive that company out of

business. True story.

Blobert (BL) Started with RPGs with

Phantasie III on the C64. Fell in love Ultima

V, and continues to play CRPGs when his

four kids give him the chance.

Branislav Mikulka (BM) resides in the land

of the leprechauns. Got stuck in the MS-

DOS gaming era, secretly admires trashy

movies from the 50s and thinks Philip K.

Dick was the best writer ever.

Brian Stratton (BS) started playing CRPGs

in third grade and still lives for fighting

minotaurs, dragons, orcs and the undead.

Brian ‘Psychochild’ Green (BG) is an MMO

developer who first played text MUDs and

is a lot more friendly than his pseudonym

might indicate.

Casiel Raegis (CR) is a North Carolina-based

film director whose backlog is larger than

this book.

Casper “Grunker” Gronemann (CG)

dislikes most parties, excepting those

with six characters or more.

Chester Bolingbroke (CHB) continues

to struggle with his addiction.

Chris Avellone (MCA) is reported to be

friendly, non-toxic, and his mother still

doesn’t understand what he does on a

daily basis, but he loves her anyway.

Christian Hviid (CH) started gaming in the

80s and still thinks 3D gaming is something

new-school and dirty.

Christian Hudspeth (CHR) Husband, father,

gamer and really good at all of them, just ask

his mom.

Christopher Ables (CA) has a passion for

gaming history. He and his wife grew up

gaming and love playing both new and

old-school games together.

Crooked Bee (CB) got to be the RPG

Codex’s editor-in-chief after defeating the

previous editor in a game of Wizardry IV.

That should tell you all you need to know

about her.

Daniel D’Agostino (DD) became a software

developer to learn how to create games.

Ironically, he now seldom finds time for

games thanks to software development itself.

Darktoes (D1) is a student, gamer and

self-proclaimed helpful person.

Darth Roxor (DR) likes Betrayal at Krondor,

naked volleyball and putting as many

adverbs into his articles as possible.

David Ballestrino (DB) can’t look at a

chequered floor without imagining how

to position a party and hoping for a good

initiative roll.

David Konkol (DK) is an author and game

designer whose insane ramblings can be

found at www.madoverlordstudios.com

David Walgrave (DW) has three uses for

his deep, booming voice: to organise video

game projects, to sing as the frontman of a

metal band, and to quietly talk to his cute,

fluffy dogs.

David “dhamster” Hamilton (DH) is ready

to form a party like it’s 1999.

11


David “mindx2” B. (M2) spends many

a night perusing his collection of classic

computer game boxes, pining away for

that bygone era.

Deuce Traveler (DT) has many hobbies besides

CRPGs. He also likes beer, exercise,

pulp novels, chess, and the occasional screw.

Diggfinger (DF) loves Fallout and everything

Troika-related. Check out his wiki on Jason D.

Anderson if you’re not convinced.

Dorateen (DO) rolled a dwarven fighter over

thirty years ago and has enjoyed this hobby

from tabletop into its computer role-playing

iterations ever since.

Drew Merrithew (DM) became a developer

specialising in cybersecurity when it became

apparent game development doesn’t pay.

Durante (DU) role-plays a scientist by day

and is an RPG gamer at night. He has a

thing for intricate systems and simulations,

even if they are needlessly complex.

Eric Shumaker (ES) is a gamer bad boy who

games for what he believes in. He has worked

on many stupid games you haven’t played.

ERYFKRAD (ER), His Holiness the God-

Emperor of All Mankind, Lord of the Heavens

above and Master of the Hells Below.

Fairfax (FAX) MCA disciple and Civilization

modder, loves game development stories

and daydreaming about making CRPGs.

Felipe Pepe (FE) is the idiot who thought

he could finish making this book in just

six months or so.

Ferhergón (FHG) used to host “Maniacos

del Calabozo” and thinks old gold times

for RPGs are long gone.

Frank “HiddenX” Wecke (HX) The Elder

Spy, Game Curator & Editor at RPG Watch,

RPG Dot veteran and special emissary at

the RPG Codex.

Gabor “J_C” Domjan (JC) grew up in the

90s and got to see the golden age of gaming.

He enjoys most genres, but CRPGs and

flight simulators are his real love.

Garfunkel (GA) got a C64 for Christmas,

detoured briefly to Amiga 500 before settling

in with a PC in the 90s and has never

strayed elsewhere.

Gary Butterfield (GB) is an author, podcaster

and loving supporter to maligned CRPG

sequels. He’s actually sort of OK with THAC0.

Geo Ashton (GE) is an avid writer who

enjoys playing video games and reading

about gaming culture.

George Weidman (GW) makes videos a few

people enjoy. He has lost years of his life to

the Fallout series, and regrets nothing.

Ghostdog (GD) Has been in RPG Codex

far too long for his sanity’s sake. When

he had trouble replaying his favourite

game, Planescape Torment in widescreen

resolutions, he made a UI mod to fix that.

Grant Torre (GT) Living in the state

of Michigan, he spends his time with

drumming, literature, video games, and

everything else geek culture has to offer.

Guilherme De Sousa (GS) has enjoyed

CRPGs since playing Ultima IV on the

C64 back in the mid 1980s.

Gustavo Zambonin (GZ) is, perhaps, the

youngest among all of the contributors,

slowly learning how to savour the best

CRPGs released since he was born.

Hannah and Joe Williams (H&JW) are

a married couple LARPing as computer

game creators and part-time hermits.

Ian Frazier (IF) is a game designer whose

hobbies include painting minis and banishing

unfathomable evils to the outer darkness.

Ivan Mitrović (IM) Proud member of the PC

master race, in 2001 he tried his first RPG,

Planescape:Torment which up to this day

remains his favourite game.

Jack “Highwang” Ragasa (JR) is a YouTube

game reviewer that attributes many years of

video games to his overly verbose nature.

Jaedar (JA) had a great big think about it,

and realised NWN2 is one of the first ‘real’

RPGs he ever played. He’s been playing

catch-up ever since.

Jakub Wichnowski (JW) Story is what he

values the most in games and he hopes that

one day he’ll be able to make a game at least

half as good as Planescape: Torment.

James McDermott (JM) is a musician that

plays too many games. He is still waiting

patiently for Arcanum 2.

James “Blaine” Henderson (JBH) doesn’t like

whatever terrible games you like, unless they’re

games that he also happens to like; but he can

probably find a reason to criticise you anyway.

Jay Barnson (JB) is a writer, game developer,

programmer, and – in an alternate universe

where the C64 never came to be – the Grand

Emperor of the Western Hemisphere Hegemony.

Jedi Master Radek (JMR) from the depth

of his basement is scheming to take over

the world. Hoping to turn all readers into

his mindless puppets.

Joseph Coppola (JO) is a programmer who

enjoys RPGs, novels, and other word-based

activities.

Jörn Grote (JG) had to decide whether to

study for final school examinations or play

Fallout. It worked out for the best.

John Harris (JH) writes for @Play and on retro

games, and also sometimes makes computer

games. He thinks the best game ever made is

Rampart, the fool.

Kenneth Kully (KE) inadvertently created the

biggest hub of Ultima news and fan activity

online, and still finds time for it when he isn’t

on call as a father or Scout leader!

Kurt Kalata (KK) took his first step towards

war and made the end of battle. He also runs

Hardcore Gaming 101.

Lev (LEV) likes RPGs and just wanted to

appear in a book with Chris Avellone.

Ludo Lense (LL) Trades sanity for the ability

to make overly long videos about games.

Luis Magalhães (LM) From doctor to marketer

to writer, Luis keeps changing class in real life,

but his favourite gaming genre is unchanged

since the 90s. Hint: it’s not FPSs.

M. Simard (MS) prefers to stay in the basement

during summer, although his German

Shepherd does take him out for a walk every

once in a while

Maciej Miszczyk (MM) Gamer since early

childhood, loves games of all kinds but

prefers either RPGs from mid-to-late 90s or

anything that’s obscure, complex, difficult

or unique.

Marc Hofstee (MHO) is called the weirdest

Ascaron-fan of all time (quote M. Worsley).

He also loves Final Fantasy VII, an Atari ST

and his seven kids.

Marko Vučković (MV) is an old strategy fan

who spent way too much time playing Laser

Squad on his C64, but regrets nothing.

Mathias Haaf (MH) Amateur writer from

Germany and an avid collector and player

of MS-DOS RPGs. Has a YouTube channel

were he posts videos on his beloved hobby.

Max Silbiger (MAS) is a developer who does

translation hacks of old Japanese PC games.

Sometimes, he even gets to play them, too!

Michael Mils (MI) learned to read and write

on a French 8-bit computer and therefore

grew both bitter and nostalgic.

Michel Sabbagh (MIS) is a bug smasher by

day and word wrangler by night who has a

salmon fetish.

12


Neanderthal (NT) Wounded, old and

lecherous.

Nicolas Hennemann (NH) Freelance writer

and translator, took the chance to tell you

about his favourite game and ran with it.

Nicole “Jaz” Schuhmacher (NS) grew

up with Pong and is still a multi-platform

gamer. She gets all teary-eyed when thinking

of the games of the 90s.

Nostaljaded (NJ) can be found lurking in the

Bearpit. No other known facts other than a

quirky one who prefers the veil over limelight.

Nyaa (NY) is an avid gamer who took up

Translation LP of unique foreign games as

a hobby to contribute back to the gaming

industry that he loved.

Octavius (OC) aka PetrusOctavianus is

one of the veterans of the RPG Codex.

Oleg “Smiling Spectre” Bobryshev (SS)

is an avid gamer and game collector.

He wants to play them all, but real life

makes its own adjustments.

Outmind (OU) enjoys long walks on the

battlefield and hopes robots won’t take over

before an FF Tactics sequel is released.

Patrick Holleman (PNH) writes books about

the historical development of video game

design. No, he does not know why, either.

www.thegamedesignforum.com

Petr Hanák (PE) is a Dračí Doupě gamemaster

that just had to create his own game system

for the party. Secretly hoping to finish it and

shatter the AD&D supremacy.

Prime Junta (PJ) has a thing for systems,

worlds, and stories, and thinks RPGs on

computers and off them are the coolest

way we know to bring all of them together.

Reggie Carolipio (RE) has been trying not to

walk and turn in 90° angles or (A)ttack stray

monsters without armour since the 80s.

Ricardo Regis (RI) learned to love CRPGs as

a child, while he fantasised everything that

happened during tabletop RPG matches

with his friends.

Richard Cobbett (RC) just wants everyone

to stop with the bloody giant spiders already.

Unless there’s an equally giant can of RAID.

Richard Mitchell (RM) got his CRPG start

with Ultima on the C64 in 1988. He would

like to say it’s been all downhill ever since but

Star Wars and comic books would disagree.

Rob Parker (RP) studies interactive fiction

and roguelikes, Managing Editor for First

Person Scholar.

Rob Taylor (RT) has been hanging out in

Waterdeep tavern, enjoying the vibe, since

1991. He was a professional games journalist

in another life.

Robert Bailey (RB) is an RPG Watch member

who still plays C64 RPGs and goes misty eyed

upon reflecting on the games which got him

started on this grand adventure.

Rod “TronFAQ” Rehn (RTR) has a dumb

nickname that he’s now stuck with, and

somehow went from writing FAQs to

making mods for one of his favourite games.

Rogueknight333 (RK) had a hard time

finding the old school RPGs he loved,

so decided to use the Neverwinter Nights

toolset to make his own, resulting in the

ongoing Swordflight series.

Romanus “ZZ” Surt (ZZ) played shooter

games before stumbling upon Akalabeth

and Mordor.

Ryan J. Scott aka “Zombra” (RJS) is neither

zombie nor zebra, but enjoys certain

qualities of both.

Ryan Ridlen (RR) Hooked on RPGs since

Betrayal at Krondor. Loves story-driven games

and turn-based tactical combat.

Scorpia (SC) is still crazy (gaming)

after all these years. Sometimes, she

wishes we were still in the 8-bit era.

Scrooge (SR) got into computer gaming

relatively late, being a part of the console

crowd before. Since then she loves soaking up

everything that’s turn- and party-based.

Shamus Young (SY) is a programmer, an

author, and nearly a composer. He just won’t

shut up about video games.

Shanga@Bearpit (SH) Cuddly fierce bear

who doesn’t like to share his food, but would

gladly starve and let you eat it all if you’re a

nice person.

Silver Girl (SG)

Sitra Achara (SA) spelunking in Temple of

Elemental Evil files since 2006, has yet to be

eaten by a grue.

SniperHF (SD) started playing RPGs on

completely opposite ends of the spectrum

with Fallout and Diablo. He has been addicted

to the genre ever since.

SuicideBunny was due to help with the book,

but the universe had other plans. RIP, bro.

Suzie Ng (SN) CRPG enthusiast since Baldur’s

Gate II, enjoys party-based games with good

NPC interactions, and dreaming of getting

involved in mod development.

‘Tatty’ Waniand (TW) would spend her

perfect Sunday coding, reading books that

aren’t related to work, and daydreaming

about gore and games.

Thiago Fernandes dos Santos (TF) has always

loved RPGs and fighting games.

Thomas Henshell (TH) always read the

manual before playing the game. Always.

Patiently awaiting manuals to make a

comeback.

Thomas Ribault (TR) can’t stop talking with

his hands. He loves CRPGs so much that he

is writing a PhD about them.

Théo “Izual” Dezalay (IZ) wrote a whole book

about Fallout, which means he obviously made

all the wrong choices in his life.

Tilman Hakenberg (TI) has managed to trick

everyone into thinking he’s some kind of

writer, but doesn’t really know what he’s doing.

Tim Cain (TC) has been making video games

since before it was cool. You know, like in

the 80s.

Tonya Bezpalko (TAB) loves stats that turn out

to do nothing when you look them up later,

and other antique design elements.

Trevor “Trooth” Mooth (TM) is a selfproclaimed

authority on roguelikes, and has

been gaming and writing since before you

were born.

Vadim Keilin (VK) is a scholar whose

academic job gives him the perfect excuse

to play games - because, you know, research.

VioletShadow (VS) would like to be a

figure skater in the next life. In this one, she

frequents questionable forums and plays

Bloodlines.

Vladimir Sumina (VL) grew up playing

adventure games. Then he discovered CRPGs,

which showered him with an abundance of

choices, and he soon realised that blowing up

a door can be just as fun as unlocking it.

Werner Spahl (WS) is an analytical chemist

who never would have thought that fixing a

game is sometimes more fun than playing it.

Wojtek “Mico Selva” Misiurka (WM) is a

failed fan-fiction writer turned world-class

time waster, with an ever-growing backlog

of stuff to do.

Zed Duke of Banville (ZD) has been playing

CRPGs since 1986. Although he now

reluctantly plays games on IBM PCs and

consoles, he spends his spare time building a

time machine so that he can travel back and

establish Amiga world domination.

13


14


Articles

& Guides

Here we feature a guide to using this book

and an FAQ on how to play older CRPGs,

followed by a selection of articles about older

hardware, game history and CRPG trends.

Several writers contributed here. The first article

is from Jay Barnson, developer at Rampant Games

and prolific writer, full of insights into the RPG genre.

The second comes from Michael Abbott. He’s a

game design professor and used to write for the Brainy

Gamer blog/podcast. He writes about his experiences

teaching about older games to new generations.

Next we have Scorpia, the anonymous legend of

gaming journalism. She was the CRPG expert for the

Computer Gaming World magazine during the 80s

and most of the 90s. Until 2009 she posted at Scorpia’s

Gaming Lair, but has unfortunately retired. Still, she

was kind enough to contribute with an article and a

couple of reviews for this book.

Finally, Craig Stern, creator of the Telepath RPG

series and the Messiah board game, who wrote an

article on the distant origins of RPGs.

The map for Might

and Magic IV: Clouds

of Xeen, by artist

Michael Winterbauer.

15


Using this book

The goal of this book is not only to gather,

preserve and share the history of CRPGs,

but also to help people find hidden gems or

experience classic titles for the first time. The games

are listed in chronological order, starting in 1975, but

feel free to start right at the end and slowly come back

if you wish, or jump to your favourite title and explore

what was going on at the time.

The book contains over 400 CRPGs – some of

them legendary classics, others just curiosities – but

even the worst game included here has something

interesting to offer, be it a great concept that was

poorly executed or just some insight into the reasons

behind the game’s shortcomings.

If you’re new to the genre or haven’t played many

older RPGs, here are some tips to help you:

SAVE OFTEN!! Auto-saves and checkpoints weren’t

common until the 2000s, so remember to save often

or you might suddenly lose hours of progress. There’s

no shame in saving after every battle – ignore those

who say “save-scumming ruins the challenge”, as really

challenging games will limit your saves when needed.

Start slowly. Games like Wizardy I, Ultima IV and

Pool of Radiance are all-time classics, but going from

modern games to one from the 80s is a shock – there’s

no mouse support, interfaces are terrible, some features

aged badly and you’re expected to take notes and draw

maps. Starting with them might frustrate you.

Dungeon crawlers are great for beginners. Games

like Eye of the Beholder, Lands of Lore, Anvil of Dawn

and Dungeon Master were designed to be accessible

– they aged very well, have mouse support and a welldone

difficulty curve – they start slowly but become

very challenging by the end.

Suggested starting points:

– 1980s CRPGs: Dungeon Master, Phantasie,

Wasteland and Quest for Glory.

– 1990s CRPGs: Might and Magic VI, Fallout, Baldur’s

Gate, Betrayal at Krondor, Star Control II, Diablo,

Quest for Glory: Shadows of Darkness and System

Shock 2.

– 2000s CRPGs: Deus Ex, Morrowind, Wizardry 8,

Diablo II, Gothic, Geneforge, Dragon Age: Origins,

Valkyria Chronicles and Star Wars: Knights of the

Old Republic II - The Sith Lords.

– Roguelikes: Dungeons of Dredmor, Tales of

Maj’Eyal or Stone Soup: Dungeon Crawl.

Above all, remember to have fun. Some games may

take a while to get going, but continuously forcing

yourself to play something you’re not enjoying will

only result in burnout.

16


FAQ

DOS, Apple, C64, Amiga... Which version should I play?

The DOS versions are usually the most common;

they are often available on GOG.com and have a

powerful and easy-to-use emulator: DOSBox.

The Commodore Amiga version of some games

released between 1985 and 1990 had much superior

graphics and sound, but getting the Amiga emulators

to run can be slightly more complex.

For titles released before 1985 the Apple II versions

are usually the best alternative, as the AppleWin

emulator is extremely easy to use.

What should I keep at hand while playing?

I strongly advise to always play RPGs with a pencil

and paper nearby for note-taking and map-making.

The manual is important for checking rules, but

some RPGs also use it as a spell book, requiring you

to type the name of each spell when casting.

Also, most 80s RPGs had a Quick Reference Guide,

with all the game’s commands in one handy list. They

are extremely useful and I suggest printing it.

Should I read the manual before playing?

That’s expected for most pre-90s RPGs, as they

provide little to no in-game tutorials and creating a

character requires familiarity with the game’s rules.

Moreover, games like Ultima IV have amazing

manuals explaining the world and its lore, and that

knowledge might be required during play.

Should I take notes?

Quest logs weren’t common until the late 90s and

older RPGs often have keywords, passwords or even

entire magic rituals you need to know to beat the

game – these might be mentioned just once during a

dialog, so be sure to note them down!

Should I draw my own dungeon maps?

That’s part of the intended experience in most

old-school dungeon crawlers. Designers would add

teleporters, spinners, dark areas and other traps to

confuse players and challenge their map-making skills.

If you don’t want to use a pencil and grid paper,

there’s great software such as Grid Cartographer. Some

games also have their own fan-made mapping tools,

such as Eye of the Beholder’s The All Seeing Eye.

Should I re-roll my character’s stats?

In games such as Wizardry, stats determine which

class your character can choose. For example, in

order to become a Thief your character needs at least

11 Agility, so you’ll have to re-roll until you get that.

Others, like Baldur’s Gate allow you to pick a class

regardless, but a poor stat roll can leave you with a

weak character. So, again, carefully read the manual.

I’m afraid my characters will suck. What can I do?

Indeed, creating a bad character in some older

RPGs can make progress extremely difficult – or

sometimes impossible.

If you read the manual but still feel insecure, do an

online search for recommended parties for beginners.

You can copy them entirely or just take hints, and that

will help you avoid hitting a wall hours later.

I can’t get a game to work, what now?

Visit the PC Gaming Wiki, an amazing wiki that

helps players run and optimise all kinds of PC games.

If you can’t find the game or the issue you’re having,

try checking the Vogons forums.

17


What is an

Old-School RPG?

by Jay Barnson

I’m going to make a confession. This is a big one,

coming from a designer of an “old-school style”

CRPG, and from a guy who’s constantly harping

on about the joys of old-school gaming.

I don’t know what the hell “old-school” means.

Sure, I was there playing these old classics when

they were new, and I still play some of them today

(Hey, I just re-played Ultima III a few months ago!)

I remember clearly when The Bard’s Tale was the hot

new thing. I was reading “behind the scenes” articles

in magazines and books when the big players

of the era seemed like they’d be pumping out

RPGs until the end of time – yet are now long

shuttered. I’ve chatted with some of these

guys at length at GDC (back when it was

called CGDC, even). But that doesn’t mean I

know what I’m talking about.

Sure, I’ve got my own little pet ideas,

but they apparently conflict with other people’s ideas,

so apparently I don’t really understand what it means.

That, or old-school is in the eye of the beholder.

Take, for example, turn-based vs. real-time.

Action-based, “real-time” RPGs have been with us for

a very, very long time. I like to refer back to Gateway

to Apshai, published in 1983 (yeah, over a decade

before Diablo), which was pure action-arcade-RPG.

You had the trappings of an RPG, gathering loot and

gaining levels as you used the joystick to do actionbased

battle against pixelated bad-guys.

We can also go back to Ultima III or Telengard,

two of the earliest CRPGs I ever played. These were

“real-time turn-based” if that makes any sense. You

had time limits to choose your actions. Worse, the

only “pause” command was getting into some input

loop where the games were asking for additional

details or confirmation of your action.

I don’t know

what the hell

“old-school”

means.

So really, as far as I’m concerned, and as much as

I like to refer to “turn-based” games as “old-school”,

the truth of the matter is that both have been with us

about as long as we’ve had commercial CRPGs.

There’s absolutely nothing inherently new or

improved or better about action-based gaming. And

there were absolutely no technical limitations preventing

RPGs from being real-time / action-based –

there were lots of Action RPGs back then.

Variety runs the gamut. Perspective? We had topdown,

first-person, isometric, side-scrolling,

hybrids, and variations like crazy. Even games

that changed perspective when combat started.

Complexity? You’ve got dirt-simple

titles from back in the day that make the

most “dumbed-down” modern offerings

seem like piloting the space shuttle by

comparison.

And then you have some pretty awesomely

over-the-top tactical stuff, like SSI’s Wizard’s Crown.

And humongously detailed systems with tons of

dynamic-generated content and gazillions of factions,

like Daggerfall. And everything in-between. Old-school

games had you exploring a single, open-ended

dungeon. Or an open-ended world. Or led you along

a very constrained path, level-by-level.

We can’t even agree about a time-period for “oldschool”.

Maybe it’s my age, but I still have a tough time

thinking of any game published in a year that begins

with a “2” as “old-school”.

It’s like, you take the history of commercial

computer games, which for me begins around 1979,

and mark it at the halfway point between then and

now – which would be about 1996 – and set that as

the “old-school” demarcation.

18


Gateway to Apshai: action-based battles back in 1983.

Ultima III imposed time limits on your decisions.

The awesomely over-the-top Wizard’s Crown.

Yeah, I’ll give it a little bit of extra slosh, but I

have a tough time thinking of a game like Oblivion

as old-school. Friggin’ kids. Plus, as I’m still playing

older games for the first time (I just recently finished

Star Wars: KotOR II), I have a tough time thinking of

some of these games as being all that old.

When I talk “old-school”, I tend to talk about

classic games that I personally played, which included

some classics as well as some stinkers. Back then, I

didn’t worry about whether Al-Qadim: The Genie’s

Curse was a “real” RPG or not. Hardly anybody

worried about that until the “boom” of RPGs hit its

peak in the early 90s and then started contracting.

Sure, you occasionally had an article explaining

the difference between the two popular genres, RPG

vs. Adventure. How quaint that seems now. Really – it

was all good. Except when it was bad. When did we

start worrying so hard about what box we fit these

games into, anyway? And how did that happen?

So you wanna know what “old-school” means?

Maybe it means all the amazing variety of game styles

that used to be sold but are no longer “in vogue”

amongst mainstream publishers.

Al-Qadim: The Genie’s Curse, RPG or not? No one cared.

Instead, they’ve narrowed their scope down to

just a tiny handful of crowd-pleasing styles that they

keep trying to perfect. But as the whole “mainstream

publishing” thing is also losing relevance (at least

for PC development), I don’t even understand how

important that really is anymore.

I’m still going to refer to some of the things I

do as “old-school,” but like the word “indie” it’s really

just a poor shorthand to potential players to reset

expectations. But old is the new new. Or something

like that.

But really, I still don’t know what the hell I’m

talking about.

March 18, 2013

Jay Barnson has been playing video games since

Pac-Man and Wizardry were hot stuff, and has been

creating both indie games and top-shelf “AAA” retail

games for over a decade.

19


Ports:

Far beyond resolution and FPS

by Felipe Pepe

Port comparisons in today’s era of multi-platform

releases usually amount to small differences,

such as slightly better visual effects, a slightly

smoother frame rate or slightly higher resolution,

especially when comparing Sony’s and Microsoft’s

consoles. PC ports might have more nuances, such as

4K resolution, additional options like Field of View

and support for mods.

Still, it’s a far cry from the 80s, when dozens

of wildly different platforms were fighting for

consumers’ preference, each with its own hardware

particularities. Even basic elements like colours or

sound were up for grabs – a 1986 Macintosh had a

sound card but could only render black and white

images, while an IBM PC from the same year could

display colours but its only sound was beeps from its

internal speaker.

Even among computers with colour there was a

wide range of colour pallets and limitations. The blue

of a Commodore 64, an Amstrad CPC and a NES had

completely different tones, often making art designed

for one hardware look weird on the other.

Then you had deeper differences: some

computers used cassette tapes, others 5¼-inch or 3½inch

floppies. Some had mouse support, others didn’t

even have a hard drive. Plus all the variations in speed

and capacity of each hardware.

Another factor was the time difference between

ports. Dungeon Master was released for the Atari ST

in 1987, for the Amiga in 1988 and was only ported to

MS-DOS in 1992. Some companies would update the

ports as time went by, so the original 1985 release of

Phantasie for the Commodore 64 had crude graphics

and clunky UI, while the 1987 Amiga version uses a

new, colourful art and has mouse support.

This style of game porting would continue

until the early 2000s, when several factors such as

the massive popularity of consoles, the economical

struggles of PC developers, the market dominance

of a few giant publishers and the arrival of the Xbox

pushed all games towards multi-platform releases.

For players wondering what’s the best version

of older games, the MS-DOS versions are usually

the easiest to find and run – they are often available

on GOG.com and have a powerful and easy-to-use

emulator: DOSBox (the DOSBox Daum build offers

more options, while DFend has a friendly interface).

The Commodore Amiga version of some games

released between 1985 and 1990 had much superior

graphics and sound, but getting the WinUAE Amiga

emulator to run can be slightly more complex. You

can also try the Amiga Forever emulator – it’s paid,

but comes with pre-configured setups.

For titles released before 1985, the Apple II versions

are usually the best alternative, as the AppleWin

emulator is extremely easy to use and you can also

play online at Virtual Apple II.

The following pages will show some comparison

between several ports of a same game, to give you an

idea of just how different they could be.

20


Defender of the Crown

Commodore Amiga

Apple IIGS

Atari ST

Commodore 64

DOS (EGA Mode)

Amstrad CPC

Macintosh

DOS (CGA Mode)

NES

Defender of the Crown (1987) was designed to show the Amiga’s graphical power, and while its 16-bit rivals

– the Apple IIGS and the Atari ST – could display a very similar image, they still lost some of the finer details.

The comparison also show some peculiarities of each machine, such as the C64’s darker colours.

Eye of the Beholder

CGA (4 colours)

EGA (16 colours)

VGA (256 colours)

Even playing in the same platform could result in very different experiences. SSI’s Eye of the Beholder (1991)

was released for MS-DOS with gorgeous VGA graphics, but it also supported older graphics cards. While those

playing today on emulators or GOG’s re-release usually default to the superior VGA mode, back then players

with older machines had no choice but to play in EGA or even CGA mode.

21


The Bard’s Tale

Apple II (1985)

Commodore Amiga (1986) ZX Spectrum (1988)

The Original Bard’s Tale for the Apple II was an impressive graphical feat since, until then, dungeon

crawlers like Wizardry all used wire-frame graphics. However, the Amiga version, released just a year later,

added mouse support and had a massive leap in graphical quality, overshadowing previous versions. Still, the

high cost of the 16-bit computers meant ports for weaker but cheaper machines like the ZX Spectrum and

Amstrad CPC would still be produced in the following years.

Wizardry VII: Crusaders of the Dark Savant

DOS (1992) PlayStation (1995)

Windows (1996)

Not all re-releases and later ports are improvements. Wizardry VII received a Japan-only remake for the

PlayStation, but the fully 3D graphics aged much more poorly than the original’s pixel art. Worst yet was Wizardry

Gold, a re-release of the game for Windows and Mac that added many bugs, blurred pixels, inconsistent art

style and only ran in a window. In this case, just stick to the original release.

Might and Magic II: Gates to Another World

DOS (1988)

Macintosh (1990) PC-9801 (1988)

Combat in most versions of Might and Magic II is very similar, using keyboard controls and showing

only one enemy at a time. The Mac version, however, is fully mouse-driven and uses the Mac’s GUI to display

multiple windows at a time. While slick, many players find that managing a party of six characters is much

easier with the keyboard’s hotkeys. The Japanese PC-98 port is also mouse-driven, but instead of multiple

windows it has an entirely different combat screen, which shows the party and the enemies.

22


Might and Magic I - Exploration Comparison

Apple II original release (1986)

DOS port (1987) Macintosh port (1987)

PC-8801 port (1987) NES port (1990)

PC Engine remake (1991)

Might and Magic I - Combat Comparison

The PC Engine

remake was

ambitious, with

character design

by Yoshikazu

Yasuhiko,

a famous

Japanese artist,

and soundtrack

by Joe Hisaishi,

known for its

work on Studio

Ghibli movies.

Apple II original release (1986)

DOS port (1987) Macintosh port (1987)

PC-8801 port (1987)

NES port (1990)

PC Engine remake (1991)

Might and Magic I was first released on the Apple II. The DOS port arrived later and it’s very faithful, just

changing some colours and fonts. The Mac port, however, makes full use of the machine’s mouse support and

high-resolution (albeit monochrome) graphics, introducing a vastly superior interface. The Japanese machines

were much better at handling colours, so their versions have the best visuals among PC releases.

The NES port has some drastic changes – the interface is menu-based, a mini-map was added and graphics

are much better, making it arguably the best version available in English. Finally, the PC Engine version is

actually a remake. Adapted to Japanese audiences, it features a cast of six fixed heroes, a fancy intro sequence,

adds an on-screen mini-map and it’s fully voiced. Sadly, it was only released in Japan.

23


Unplayable

by Michael Abbott

One of my most satisfying moments as a

teacher came two years ago when 15 students

overcame their resistance and disorientation

and embraced the original Fallout. I wrote about that

experience, and since then I’ve continued to challenge

my students with games that fall well outside their

comfort zones: arcade classics (e.g. Defender);

interactive fiction (e.g. Planetfall); and early dungeon

crawlers (e.g. Rogue).

But I’ve noticed a general downward trajectory

forming over the last six years or so. Gradually my

students have grown less and less capable of handling

one particular assignment: Ultima IV.

To be sure, they struggle with a game like

Planetfall, but when they finally learn the game’s

syntax (and heed my advice to map their progress),

it’s mostly a question of puzzle-solving. Defender

knocks them down initially, but they soon apply the

quick reflexes they’ve developed playing modern

games, and they’re fine.

Ultima IV is another story. Here’s a sampling of

posts from the forum I set up to facilitate out-of-class

discussion of the game:

“I’ve been very confused throughout the entire

experience. I’ve honestly sat here for hours trying

to figure out what to do and it just isn’t making

much sense to me right now.”

“When I start a game I like to do it all on my

own, but it’s been impossible to do so with Ultima.

I’ve asked friends for help, looked up FAQs/

walkthroughs, and even searched for Let’s Play

Ultima 4 on Youtube and I am still uncertain as to

how to get further in this game.”

“Yeah, I still have no idea what the main goal is. I

suppose it’s to basically find out what the purpose

of the Ankh is. But I see no way of furthering that

goal.”

“I tried for a while without any walkthroughs to get

the full gamer experience sort of thing and within

the hour I gave up because of a combination of

bad controls and a hard-to-get-into story for me at

least. It reminded me of a bad RuneScape.”

“I don’t quite understand the concept of the game.

I believe my main confusion is the controls and

how it displays what you have done and how you

moved. I’m not used to RPGs and I don’t like them

too much. I hope to find out how to move forward,

but so far no luck.”

“How the hell do I get out of here after I die?”

They had five days to play U4, and I asked

them to make as much progress as they could in

that time. When we gathered to debrief in class, a

few students explained how they’d overcome some

of their difficulties, but the vast majority was utterly

flummoxed by the game. As one of them put it, “I’d say

for gamers of our generation, an RPG like Ultima IV

is boring and pretty much unplayable.” After removing

the arrow from my chest, I asked them to explain why.

It mostly came down to issues of user interface,

navigation, combat, and a general lack of clarity about

what to do and how to do it. I had supplied them

with the Book of Mystic Wisdom and the History of

Britannia, both in PDF form, but not a single student

bothered to read them. “I thought that was just stuff

they put in the box with the game,” said one student.

24


Two pages

from Ultima IV’s

‘History of Britannia’

booklet that came

with every copy

of the game.

“Yes,” I replied. “They put it in there because they

expected you to read it.” “Wow,” he responded.

Some of their difficulties must be chalked up

to poor teaching. I should have done a better job of

preparing them for the assignment. I resisted holding

their hands because in the past I’ve found it useful to

plop them down in Britannia and let them struggle.

Figure out the systems, grasp the mechanics, and go

forth. Ultima IV may be a high mountain to climb for

a 19-year-old Call of Duty player, but it’s well worth

the effort.

At least that’s what I used to think. Now it seems

to me we’re facing basic literacy issues. These eager

players are willing to try something new but, in the

case of a game like Ultima IV, the required skill set

and the basic assumptions the game makes are so

foreign to them that the game has indeed become

virtually unplayable.

And as much as I hate to say it - even after they

learn to craft potions, speak to every villager, and take

notes on what they say – it isn’t much fun for them.

They want a radar in the corner of the screen. They

want mission logs. They want fun combat. They want

an in-game tutorial. They want a game that doesn’t

feel like so much work.

I’m pretty sure I’ll continue to teach Ultima IV.

The series is simply too foundational to overlook, and I

can develop new teaching strategies. But I believe we’ve

finally reached the point where the gap separating

today’s generation of gamers from those of us who

once drew maps on grid paper is nearly unbridgeable.

These wonderful old games are still valuable, of

course, and I don’t mean to suggest we should toss

them in the dustbin.

But if we’re interested in preserving our history

and teaching students about why these games matter,

a “play this game and sink-or-swim” approach won’t

work anymore. The question for me at this point is how

to balance the process of learning and discovery I want

them to have inside the game with their need for basic

remedial help.

I love great old games like Ultima IV, but I can

no longer assume the game will make its case for

greatness all by itself.

September 22, 2010

Michael Abbott writes and hosts the Brainy Gamer

blog and podcast, devoted to video games

and the community of gamers.

25


Cartography

by Scorpia

Some companies,

such as Sir-Tech

and New World

Computing, would

even include graph

paper sheets in

their games’ boxes.

26

Many gamers today take auto-mapping for

granted. Very likely, they couldn’t imagine a

product without it. We of the (cough) “elder

generation”, however, know otherwise. Those who go

back to the “golden era of gaming” remember well,

perhaps all too well, the joys of manual cartography.

I learned my lesson fairly early. It wasn’t long, as

I wandered in the mazes of Colossal Cave and Zork,

before I realised that random scraps of paper or sheets

stolen from the printer just weren’t going to do the job.

It was time to get professional about this. I bought a

stack of graph paper, a package of pencils, and that

most important item, a blister pack of erasers.

Actually, mapping out the adventure games

usually wasn’t too bad. Aside from an occasional nasty

trick or mean maze, they were pretty straightforward

and, most importantly, nothing was out there waiting

for lunch. RPGs, however, were quite another matter.

Despite being on mere 8-bit machines, the RPGs

were big, and seemed all the larger because mapping

was a very slow process. There you were (or I was),

carefully pencilling in one step at a time, and there

all the critters were, ready to pounce and rip out your

heart, lungs, and assorted other organs for appetizers.

In no time at all, you were turned around, and

only twenty minutes later (if you were lucky), did

you realise your careful cartography was somewhat

inaccurate. It’s amazing how many erasers you could

go through mapping out just one game.

The prime example for huge was the first Might

and Magic. I still have my 50+ maps from that one. Yep,

that many. It seems incredible now, to look at those old

sheets, and ponder the time and effort needed to draw

the maps, one step at a time.

There was one saving grace, though: the dungeons

were all standardised, being the same size and shape.

Naturally, size was different in different games, but

if you were doing M&M, you could count on each

outdoor area, each town, each dungeon level, being

the same 16×16 square.

Of course, that meant 256 happy little steps

per section, each one carefully mapped. With notes,

naturally, on where things were found, where traps

were, where messages appeared (and what they said),

and so on. And fighting off monsters galore almost

every step of the way (it’s odd how Monsters Galore

showed up in every RPG; busy little critter!).

While Might and Magic was the most excessive

in terms of mapping, other games weren’t far behind.

The Bard’s Tale, for instance, required a fair amount

of cartographical effort, though it featured a mere

one town and no outdoors. Seventeen maps for that

one, each a generous 22×22 in size, and our friend,

Monsters, waiting for us everywhere.

I don’t know if it’s possible to adequately convey

what it meant to map-as-you-go. This was work, real

work. OK, you knew the size of the dungeon, drew it

on the graph paper, numbered the sides, and usually

knew your starting point. Say it was X3, Y5; here were

the stairs out. Everything else was unknown.


A map from

Bard’s Tale, filled

with spinners

and dark areas.

Be glad it isn’t a

teleporter maze.

So you started off, taking a step, drawing lines on

your map, and hoping against hope that you hadn’t

just stepped on a spinner that turned your merry

band in another direction, or worse, an undetectable

teleporter that just sent you halfway across the

dungeon without you realising it.

Beyond that, there were nasty little places where

everyone took damage as they walked through,

where magic was suppressed, where it was totally

dark, where you could walk into pits or chutes, or any

combination of the foregoing. And remember, our pal

Monsters was there, too, practically every other step.

Yet we persevered. We mapped. We fought.

We erased. We screamed and cursed and muttered

(maybe louder than muttered) imprecations against

the evil designers. Then we mapped and fought and

erased and screamed some more.

We could take it. We were tough. We were

dedicated. We were hardcore gamers. We were

masochists. Nothing else could explain why, the

moment a game was finished, we put aside the old

maps, reached for a fresh sheet of paper, and started

on the next RPG.

It’s a pity there was no Game Scouts of America

to hand out merit badges for Cartography. Not one

of us earned one, and we still have the calluses to

prove it.

Ah yes, the golden age of gaming. It many ways,

it was a good time. But y’know, there are some things

about it I don’t miss at all…

Copyright © 2006 Scorpia. Reprinted by permission.

Scorpia is one of the most fondly remembered

game journalists. From the 80s through to April ’99, she

was a lead reviewer of, and hint giver for, adventure

and role-playing games at Computer Gaming World

magazine. Scorpia also ran game-related areas on

Compuserve (the original GameSIG), Delphi (GameSIG),

AOL (Scorpia’s Lair), and GEnie (Games RoundTable).

27


From Prussia with love

The origin of RPGs

by Craig Stern

In 1811, a special

table full of drawers

was made so that

King Wilhelm III could

play Kriegsspiel.

The table is still

around, kept at

the Charlottenburg

Palace in Berlin.

28

Computer RPGs began to appear in the 1970s,

more or less contemporaneously with the

arrival and popularisation of pen-and-paper

role-playing games – which are themselves the

children of historical wargames. Thus, the CRPG has

only been around for a few decades – but its history

reaches all the way back to the 1800s.

Baron von Reisswitz is credited with creating the

first true wargame – that is, a game meant to simulate

battles with a certain degree of fidelity, and not merely

a chess derivative. Created in the early 1810s, this

game went by the name Kriegsspiel (meaning “War

Game” in German). It featured units actually in use

by the military of the day, and was meant to simulate

battles. Character creation was a matter of faithfully

emulating the real-world characteristics of the units

those pieces represented, then using die rolls to

simulate unforeseen factors in resolving combat.

Von Reisswitz’s son created a revised version of

the game in 1824. The revised Kriegsspiel paid such

close attention to accuracy that the Chief of Prussian

General Staff recommended it as a military exercise;

the King of Prussia, in turn, actually ordered that

every regiment of the army be supplied with a copy.

In 1876, Colonel Julius Adrian Friedrich

Wilhelm von Verdy du Vernois produced a third

version of Kriegsspiel. Vernois was suspicious of the

idea that military outcomes could be predetermined

according to fixed rules, and replaced die rolls with

the mediation of impartial “umpires” who would

determine the outcomes of various engagements

based on their knowledge and experience (yes, the

first Dungeon Masters were Prussian military men

from the 1800s).

The American military began putting out its

own wargames around this time, with Jane’s Fighting

Ships following suit across the Atlantic in 1898.

Like Kriegsspiel, Jane’s Fighting Ships spelled out

the characteristics of the game’s numerous units in

astonishing detail. (Google Books has a digitised copy

of the rulebook online, so you can see for yourself just

how intricate this got.)

Even H.G. Wells, the renowned writer, got in on

the action, producing Little Wars in 1913. The rules

of Little Wars were far simpler than those of other

wargames, but it generally followed the practice of

simulating large-scale battles, with the characteristics

of different unit types decided rigidly according to the

type of troops each unit represented.

It wasn’t until the early 1970s that wargames

started delving into the idea of individual men and

women as units. The games that did this eventually

became known as “man-to-man wargames” (not

to be confused with Steve Jackson’s ruleset of the

same name). It may seem obvious to us now, but

this focus on individual men and women was such

a radical departure from wargaming tradition that it

wouldn’t be mentioned in the rules for Gary Gygax’s

Chainmail until 1971, three years after Chainmail’s

initial publication.


Illustrated

London News

picture from

1913, showing

H. G. Wells at his

house, measuring

unit movement

with a string.

Even then, it seems the man-to-man rules in

Chainmail were largely an afterthought, relegated to a

mere two pages out of the entire 44-page book. There,

too, character creation remained a matter of looking

up prefabricated unit values in a table.

Things changed dramatically with the publication

of Dungeons & Dragons in 1974. It retained many of

Chainmail’s rules, centring character creation around

selecting from three main classes of characters:

Fighting Men, Magic-Users and Clerics.

However, before selecting a class, D&D first

had players roll three six-sided dice to determine

abilities: Strength, Intelligence, Wisdom, Constitution,

Dexterity, and Charisma. These would, in turn, impact

how well-suited the character was to a given class,

imposing bonuses (or penalties!) based on their

chosen class’s primary statistic.

This wholly upended the method of character

creation that had prevailed up until that point.

Statistics were no longer determined by class: instead,

characters got statistics, and only then chose a class

based on which roles the statistics made available

to them. This approach would form the basis of

numerous classic computer RPGs.

RPGs continued to diverge from wargames as

the genre developed, and so too did their character

creation systems. With increased focus on unique,

individual characters came an increased focus on the

abilities and limitations of each individual character.

At their peak, these considerations would come to

supplant the notion of character class entirely.

Published in 1986, Steve Jackson’s GURPS

represented a coming of age for skill-based RPG

systems. GURPS characters have no classes at all –

rather, they have four primary attributes and a huge

variety of skills that can be levelled independently of

one another.

In a way, this represented the zenith of the

individual-focused approach to character creation.

All vestiges of the old system were gone: in the skillbased

paradigm, characters became unique, fully

realised individuals rather than mere instances of a

uniform military unit to be used in battle simulations.

This approach became quite popular among

pen-and-paper role-players, not just with GURPS,

but later with the RPGs published by White Wolf,

such as Mage: The Ascension and Vampire: The

Masquerade. GURPS would strongly influence the

SPECIAL. ruleset eventually used in the Fallout

series; and Vampire: The Masquerade’s rules would

form the basis for Vampire: Bloodlines.

But we’re getting ahead of ourselves here –

although pen-and-paper role-playing games would

directly influence CRPGs for many years, CRPGs

have a history all their own, beginning humbly with

the tinkerings of bored university students in the

mid-1970s.

Craig Stern is the founder of Sinister Design;

creator of Telepath Tactics and True Messiah:

www.truemessiahgame.com

29


The PLATO RPGs

by Felipe Pepe

A PLATO terminal,

with its distinct

orange plasma

display. By 1976

there were 950 of

these terminals

across the globe.

30

With home computers being so omnipresent

in our daily lives, it’s odd to realise just

how recent a technology they are. It was

only in the mid-70s when home computers began to

appear – before that, all we had were giant machines

that would weigh tons and occupy entire floors.

Yet some of these computers were way ahead

of their time. The legendary “Mother of All Demos”

presentation, made by Douglas Engelbart in 1968,

shows him using a mouse and window-based GUI,

clicking on hyperlinks and chatting with a colleague

via video conference while co-editing an online text.

One of such avant-garde computer systems

was the PLATO (Programmed Logic for Automatic

Teaching Operations). Created in 1960, it was a giant

mainframe with user-friendly terminals designed to

teach university students via a series of virtual lessons.

The PLATO IV system, introduced in 1972, went

as far as to offer vector-based graphics, a touch-screen

interface and an Internet-like network, connected to

thousands of other terminals across the globe.

Students soon found that all this could be used to

create games as well, and titles like Empire (1973) and

Spasim (1974) began to appear. Empire is particularly

impressive: it is a game where up to 30 players battle

in a top-down space arena, shooting each other’s ships

and fighting to control the galaxy – all this in 1973!

When Dungeons & Dragons came out in 1974,

it unleashed the perfect storm: powerful computers,

bored programming students and a statistic-driven

game that was begging for automation. The result was

the birth of Computer Role-Playing Games.

Sadly, not all of them survived. PLATO was still

an educational system, so its administrators would

delete unauthorised games. As such, we lost all records

of m119h, the first CRPG ever made, created in 1974.

But its successors escaped – hidden under nondescript

names like pedit5 or saved by students, they were

played by thousands and influenced many later titles.

Thanks to the effort of Cyber1, a community

created to preserve the PLATO legacy, these early

CRPGs are still available and can be freely played.

However, keep in mind that some of them have been

updated since the 70s – Oubliette’s title screen even has

an ad for its iPhone remake – so they aren’t the exact

version people were playing back in the day, but they

still give us a good idea of how things were.

If you want to learn more about PLATO, I fullheartedly

recommend The Friendly Orange Glow: The

Untold Story of the PLATO System and the Dawn of

Cyberculture by Brian Dear (2017). While somewhat

light on the gaming side of things, the book is the best

resource available on PLATO and its influence.


The Dungeon / pedit5 (1975)

Created by Reginald “Rusty” Rutherford at the

University of Illinois, this the oldest playable CRPG.

Officially called The Dungeon, it was hidden among

the PLATO files under the name pedit5 to avoid being

found and deleted by the system administrators.

Despite its age, the game holds up quite well.

You start by typing a name. The game then rolls your

attributes – Strength, Dexterity, Constitution and

Intelligence – and you’re off to the dungeon.

Visually the game resembles a roguelike, although

it predates Rogue (1980). You explore a maze-like topdown

dungeon, searching for treasure and battling

monsters – if you die, your character is erased. Your

goal is to collect 20,000 XP and return to the entrance.

Succeed and your score is added to the Hall of Fame.

The dungeon layout is fixed and has only one floor,

but it’s quite large and also features secret passages.

Random encounters will occur as you explore, with

the game prompting you to fight, cast a spell or flee.

There’s a surprising amount of depth here, with

16 spells available. These are a selection of classic

D&D spells, such as Magic Missile (deals damage),

Invisibility (escapes combat), Cure (heals you) and

Charm (ends combat). Enemies even have different

spell resistances: you can’t use Sleep on an Undead.

As such, pedit5 is not only an important historical

artefact, it’s also a good game – especially for the time.

It’s a short dungeon romp with enough variety in

enemies and spells to sustain repeated runs in search of

high scores. It would take years until home computer

CRPGs could match this level of sophistication.

dnd (1975)

Despite trying to cleverly hide itself, pedit5 was

eventually deleted from the PLATO system (luckily, a

copy was saved by a student). In its wake came dnd,

created by Ray Wood and Gary Whisenhunt.

Since Wood was one of the administrators of

the PLATO system, his game was openly hosted

and enjoyed a long-lasting popularity, with constant

updates based on player feedback.

At its core, the game is very similar to pedit5,

but with more detailed character artwork, additional

monsters and spells, as well as a few extra features –

such as being able to re-roll your initial stats.

Initially the game only had one dungeon floor,

but the creators kept expanding it. Inspired by pinball

machines, they decided to add a high-score system.

Since players then began to just race to collect gold

and exit the dungeon, they decided to add an end goal:

to retrieve the Orb, which was guarded by the Dragon

– the first boss fight in a video game.

The creators later handed the reins to Dirk

Pellet, who kept on improving the game. He added

new magical items, potions, a bag for holding and

even an auto-fight feature when encountering weak

monsters. The most iconic item was the Genie Lamp,

which could be used to make a wish: you would

literally write a request to the game administrators,

who would read it and, hopefully, grant your wish.

All this additional content makes dnd much

more complex than pedit5, but also harder and longer.

Later versions of dnd had as many as 15 floors, with

any sense of balance thrown out of the window.

In 2012,

The RPG

Fanatic made

an extensive

video interview

with the dnd’s

creators. You

can watch it

here.

31


Moria (1975)

Both pedit5 and dnd followed a similar structure,

but Moria was a radical departure. Possibly inspired

by Maze War (1973), Moria used wire-frame graphics

to display the dungeon in a first-person view.

Also, despite its name, the authors weren’t familiar

with D&D or Lord of the Rings; they just played dnd

and decided to make something like it. As such, it

abandons D&D’s traditional stats, enemies and spells.

Moria’s four stats – Cunning, Piety, Valour and

Wizardry – are based on a 0-100 scale and increase

with use. Each stat is also tied to a guild, such as Valor

being used by the Knights’ Guild. Instead of levelling

up by earning XP, you must join a guild and pay to

increase in rank, earning special bonuses as you rise.

All stats are useful in battle – Valour influences

your attacks and Wizardry is used to cast spells, but

Cunning is used to trick enemies into a critical attack

and Piety can destroy some enemy types. Money now

has a use, as stores offer dozens of weapons for sale

(you can even haggle). Just don’t forget to purchase

water and food rations, or you’ll die of starvation.

More importantly, Moria is actually an online

multiplayer RPG. The world is shared with up to

ten players, who can band together to form a party!

Moria’s world is absolutely massive, with a large city

and over 200 areas. The downside is that the game has

no real end goal and its areas are just empty mazes

filled with increasingly challenging enemies.

Extremely innovative, Moria is basically a giant

sandbox for players to meet, explore and grow in

power. Every MMORPG out there owes it a nod.

Oubliette (1977)

If dnd was the follow-up to pedit5, then Oubliette

is the follow up to Moria. Still a multiplayer game, it

expands upon it predecessor in almost every way.

Moria had four character classes by means of

the four guilds in town, but Oubliette expands that

to 15 races and 15 classes, each with its own stats

requirements! You have the usual Tolkien and D&D

options, a few exotic ones like Ninja and Courtesan,

plus some taken from Lord Foul’s Bane, a high fantasy

novel written by Stephen R. Donaldson in 1977.

Oubliette begins at a large castle town on top of a

10-level dungeon, featuring several equipment shops,

a casino with gambling mini-games, a temple where

fallen characters can be resurrected (if their bodies

are retrieved by other players) and even a place where

you can purchase charmed monsters to take into the

dungeon and help you in combat.

Spellcasting was also expanded and now uses a

system of magic words. For example, in order to cast

the “Light” spell you have to type DUMAPIC.

By now, Wizardry veterans may be thinking that a

lot of that sounds familiar. Indeed, Andrew Greenberg

and Robert Woodhead were PLATO users and clearly

took a lot from Oubliette, which led to many complaints

of plagiarism from other PLATO users.

Oubliette would also greatly influence Mordor:

Depths of Dejenol (1995) and Demise: Rise of the Ku’tan

(1999). Very few games can claim to still be inspiring

successors more than 20 years after its release. For

those curious to try it, Oubliette had an iPhone and

Android version released in 2010.

32


Futurewar (1977)

PLATO had a lot more than just fantasy RPGs.

Games like Empire showed that students had a passion

for spaceships, sci-fi tabletop RPGs like Traveller were

starting to appear and Star Wars (1977) had just come

out. Futurewar then was PLATO’s first sci-fi RPG.

The game sends players through time to the “far

future” year of 2020, where nuclear war destroyed

Earth and created an army of mutants. You start by

choosing a team – Americans, Guerrillas, Barbarians,

Martians or Cyborgs – each with its starting location

and bonuses. Then, you roll your stats and can choose

one of eight classes, such as Soldier, Medic, Spy and

Holy Man.

Futurewar is another multiplayer RPG based on

exploring dungeons, but it adds several twists such as

environmental hazards: you might step on a mine, or

be poisoned by a radioactive waste. It also includes a

radar, which can detect nearby players and enemies.

While still based on stats, with various different

weapons available, it’s also a sort of early FPS. When

combat begins, your gun appears on screen and you

must aim and shoot to hit. There’s a short time limit

for each turn, effectively making combat feel real-time.

Thus, in a sense, Futurewar was the first FPS/RPG

hybrid. Another novelty is having a soldier shooting

demons in real time (ish) inside a maze, which would

later appear in one of the biggest games of all time.

Of course, none of Doom’s creators had access to

PLATO, and even back in the 70s Futurewar wasn’t

a very popular game. But it’s interesting to see how

shooting demons always had a special appeal.

Avatar (1979)

Avatar would be the last of the big PLATO games,

intentionally designed to surpass all previous RPGs on

the platform, drawing the best they each had to offer.

The game features 10 races and 11 classes, also

tied to guilds in town. Like Oubliette, you start at a

castle on top of a huge 15-level dungeon, but, instead

of having to walk around, the town is presented as a

menu (as Wizardry later did). Another similarity is

the many new hazards inside the dungeon, such as

pits, zones of darkness, spinners and anti-magic areas.

Enemies are also much more deadly, and able to cause

status effects, such as Poison, Sleep or Paralysis.

According to Richard Bartle, Avatar soon became

“the most successful PLATO game ever – it accounted

for 6% of all the hours spent on the system between

September 1978 and May 1985”. It was so complex it

had a staff of volunteers that helped run everything,

much like GMs in modern MMORPGs. This also

allowed for custom quests that required players to hunt

down certain monsters on a certain floor.

There are even reports of players bribing admins

to get powerful in-game items or resurrect their

characters after a failed spell teleported them into a

stone wall, as well as graduating players selling their

characters before losing access to PLATO.

Avatar was constantly updated over the years and

still lives on the Cyber1 servers. The latest version is

from 1995 and still enjoys some popularity.

33


34

34


The Reviews

This is the meat of the book. Over the next 450

pages you’ll find information on over 400

RPGs, all written by fans, modders, developers

and journalists, listed in chronological order and

full of screenshots, quotes from its developers and

even mod suggestions. The idea is to serve both as a

timeline of the genre and a guide to help players get

the most out of their games.

This section is divided into several chapters,

each featuring a span of 5 years. These showcase the

events that happened during those years, plus add a

brief overview of the changes in the gaming world

during that period, giving context to the games and

the technological revolution that empowered them.

Lord British and the

Gargoyles read the

Codex of Ultimate

Wisdom, in Ultima VI:

The False Prophet.

35


1975-1979

The beginning

of the digital invasion

It’s no easy task to pinpoint the birth of video games. Tennis for Two,

created in 1958, is an often-cited starting point, while others name 1962’s

Spacewar! or 1950’s Bertie the Brain. All have their own merit.

Since the first surviving CRPGs were developed in 1975 for PLATO,

that will be the starting point of this book. Which is convenient, since the

second half of the 70s was when the video game revolution really took

off, spreading across home computers, video game consoles and arcades.

Consoles began to appear in 1972, led by the Magnavox Odyssey.

These were very crude machines, mostly only capable of running Pong

and other very similar games pre-built into the hardware.

The second generation of consoles introduced the concept of ROM

cartridges, allowing for companies to continuously develop new games

for their machines, much like today’s consoles. While it had a slow start,

the Atari 2600 would become a massive hit thanks to the arrival of classic

games like Enduro, River Raid, Pitfall and Space Invaders.

Computers, on the other hand, were still huge mainframes kept in

universities, large companies and research centers. Some smaller models

existed, but they were either prohibitively expensive or too slow to even

handle BASIC. This began to change with the Altair 8800.

Small, cheap (for a computer) and with enough power to be actually

useful, it sold thousands of units and was the first commercially successful

home computer. On its heels came the Apple II, Commodore PET and

TRS-80 – the famous “1977 trinity” of home computers.

While the Altair 8800 was made for hobbyists, these three machines

were built for mass production, aimed at nontechnical users. However,

although they much more versatile than a games console, home computers

were expensive, extremely complicated to use and still struggled to offer

their users something other than very simple applications and games.

They were highly profitable, but still sold mostly to business, gamers

or hobbyists, and their popularity was relative – while the TRS-80 sold

200,000 units, the Atari 2600 sold 30 million units.

Computer games themselves were also little more than curiosities.

A few, rare commercial titles were sold inside ziplock bags, but most

came from technical magazines – they contained pages filled with BASIC

code that people would type in their computers, recreating the games.

Arcades were also still a small business, less popular than pinball

machines. They would grow steadily over the next few years, then explode

with Space Invaders in 1979, ushering in a golden age for arcades.

In five years, video games went from Pong to a rich ecosystem with

multiple genres, platforms and audiences. And this was just the start.

36


Trends:

PLATO Games: Home computers were just appearing, but American universities had

large educational mainframes since the 60s. The most famous was the PLATO network,

which came to host several games made by students (hidden from system administrators).

Due to the mainframe’s power, these games often had innovative features far beyond

what an Atari 2600 or Apple II could offer. Empire, for example, allowed students from

campuses all over the US to join in online multiplayer battles way back in 1973!

Empire is a

multiplayer

turn-based

space game

made by John

Daleske in 1973.

Atari vs Activision: Atari was rigid with its employees – they weren’t paid much and

got no credit for the games they designed. Noticing how much money their games made,

a group of developers left the company and started their own, Activision, in 1979. Atari

sued them for developing games for the Atari 2600, but the court decided people could play

whatever they wanted on their consoles. Activision became the first third-party publisher

and opened the doors for others to do the same, setting the stage for the crash in 1983.

Boxing, released

in 1980 for the

Atari 2600,

was one of the

first games by

Activision.

BBS: Private systems like the PLATO network already allowed users to post messages

online, and the advent of home computers and modems soon brought that experience to

households as well. The first public BBS (Bulletin Board System) went online in 1978, hosting

discussions between computer hobbyists from Chicago. Over the years BBSs would grow to

offer all sorts of services, from online games to paid file hosting. They peaked in popularity

during the mid-90s, when they began to be replaced by the Internet.

BBSs like ExecPC

were very popular

during the 90s and

allowed the sharing

of freeware and

shareware games

like Doom.

The Altair 8800 is released.

An early pioneer, it was the

first commercially successful

home computer, proving that

there was a market for them.

The Apple II is the first massmarket

home computer. The

only among its early rivals

to have colours, it became a

popular games device.

The TRS-80 computer arrives.

Created by Tandy, owner of

the widely available Radio

Shack electronic stores, it

outsold the Apple II for years.

The Commodore PET is

released. The first model

was criticised for its small

keyboard, but subsequent

models were very successful.

The Atari 8-bit family begins.

A low-cost home computer,

it also had a cartridge slot for

games, making it a popular

gateway into computers.

1975 1976 1977 1978 1979

Colossal Cave Adventure

(also know as ADVENT

or Adventure) is created by

Will Crowther on a PDP-10

mainframe. The first adventure

game ever, it also influenced

RPGs and roguelikes.

The Atari 2600 is released.

By far the most successful

early games console, it sold

over 30 million units and

popularised the use of ROM

cartridges, allowing for an

extensive game library.

The VHS (Video Home System)

began to be sold in the US,

competing against the Betamax

and the LaserDisc for the

emerging home video market.

VHS would win and remain

dominant until the early 00s.

Space Invaders is released.

A seminal classic, it greatly

popularised arcades and

video games in general.

Its Atari 2600 port was also a

hit, becoming the first game

to sell over a million copies.

The Intellivision arrives.

Created by toy giant Mattel,

it brought in better graphics,

licensed games and even a

voice module. It was the

Atari 2600’s biggest rival,

selling 3 million units.

37


Beneath

Apple Manor

Don Worth, 1978

Apple II (PC Booter, Atari 8-bit)*

*BAM was

re-released in a

Special Edition

in 1982, with

fancier graphics,

multiple ports

and the ability to

save the game to

play in multiple

sessions.

There are old games, and there are ancient

games. Beneath Apple Manor is ancient.

Arriving in 1978, it was the first, or one of the

very first, RPG-like games for home computers. Yes,

personal computing goes back that far.

It could run in as little as 16K RAM (tape version)

or in 32K+ (disk version, which I had). Levels were

created on the fly as you went deeper in the dungeon.

Monsters were limited to five: green slime, ghost,

troll, purple worm, and red dragon. However, they

increased in power the further down you went.

Each had its own type of nastiness. Slimes could

dissolve armour. Trolls regenerated. Ghosts reduced

your Strength permanently. Worms could kill you in

one hit, as could Dragons, who had tough hides.

BAM could be customised, too. You chose

the number of rooms per level (4-7, depending on

RAM), the difficulty factor, and whether you wanted

black-and-white or colour graphics. With colour,

everything was a different coloured block.

I much preferred the ASCII black-and-white,

where the monsters (and player, too) were represented

by letters and treasure by $.

You had four stats: Strength, Dexterity, Body

and Intelligence. Fighting depleted Strength, so a

breather after combat was necessary to restore it.

Likewise, movement reduced Dexterity and spellcasting

lowered Intelligence. Resting brought those

back up, but only a Heal spell could restore hit points.

This was not a game of fast movement and rapid-fire

combat – caution was needed.

Experience was earned by killing monsters and

bringing treasure back to the main staircase – the

starting point of each level (it wasn’t marked on the

map, either, so you’d better remember its location).

There you traded points at 10 XP for 1 stat

point, increasing it permanently. Gold could buy

upgrades to weapons and armour. Most important of

all, there you could purchase a “brain scan”. It was

your character save.

My character (Y) found a treasure chest ($) while

trying to run from a slime (S). It was cursed.

Commands were all over the keyboard, and

each action depleted one of your attributes.

38


“It was released two years

before Rogue came out. I was not

influenced by Rogue (didn’t see it

until something like 1983) and, so

far as I know, the Rogue guys up

at UC Berkeley hadn’t seen BAM

either. We probably both came up

with the same idea independently.

But at least I can say Rogue is

“Beneath Apple Manor-like”

– Don Worth,

Beneath Apple Manor’s creator

Should you die – sooner or later, bound to

happen – the scan restored you to life at the staircase.

Of course, any money you had at the time was

dropped. However, you were alive again as of the

last scan. And you’d want a new scan as soon as you

could afford it. Each use reduced the stats of your

next “reload” by 10%. Ouch! Too many restores of the

same scan would leave you a wimp.

So you proceeded carefully along the level,

listening at doors, inspecting walls for secret

doors, bashing stuck doors open, running when

overmatched, and hoping you wouldn’t run into too

many wandering monsters.

All this had a goal: to find the fabled Golden

Apple, rumoured to be in a dragon hoard far below

the surface. Naturally, it exists, and there it is! Or is it?

You know the saying: there can be only one (though

not a ring this time).

But each hoard had a supposed Apple; grab a

fake, and you were soon reloading. How could you tell

real from fake? Only – haha – by taking it. You don’t

always need heavy combat to induce sweaty palms.

BAM had to be played entirely in one session. The

brain scans were good only for the current game. Quit,

and you’d have to start a new game next time. Still, it

was meant as a “quick” play. At 5 rooms/levels, you

could usually get through it in about four hours or so.

Thus BAM was a prototype for Rogue and its

many variants. Sadly, it seems to have been overlooked

in the history of this sub-genre, even though it arrived

two years before Rogue itself showed up in 1980.

In its time, Beneath Apple Manor was a fun – if

occasionally frustrating – diversion. While simple,

the game required thought and strategy. And it shows

what could be done with limited RAM and tight, welldesigned

code. SC

Playing a huge

dungeon floor

in colour mode.

We (the blue

square) listen

behind a door,

where apparently

a troll lurks inside.

Some historians

claim that BAM

was the very

first commercial

computer game,

sold in speciality

stores inside

a ziplock bag.

BAM allowed you to customise the size of the levels,

choose between display modes and 10 difficulty settings.

Beneath Apple Manor: Special Edition added so-called

“hi-res graphics”, but you could still play in ASCII mode.

39


Dungeon

Campaign

Synergistic Software, Inc., 1978

Apple II and Atari 8-bit

Synergistic

Software was

founded in

1978 by Robert

Clardy and Ann

Dickens Clardy.

They would

create several

other games in

the 80s and 90s,

including Spirit

of Excalibur and

Diablo’s Hellfire

expansion.

My party is the

pink square,

treasures are

yellow, enemies

are dark green,

stairs are white and

the pits are grey.

40

When talking about the first computer

games of the 70s, people often overlook

the important role played by tech demos,

guides and tech magazines. The Apple II, for example,

came with a reference manual which explained how

the entire computer worked and contained the BASIC

source code of a few simple games to teach its users.

One of these games was Dragon Maze (1978), by

Gary J. Shannon, which randomly generated a simple

top-down maze. The player had to navigate the maze

by pressing U(p), D(own), L(eft) or R(ight), trying to

escape before a dragon could catch them.

A series of codes that could be used to generate

countless dungeons ready for exploration – this was a

gold mine for any RPG fan, and Robert Clardy was one

of such fans. Inspired by Dragon Maze, he made his

own dungeon-exploring game: Dungeon Campaign.

The game starts by generating four dungeon

levels – a process that could take several minutes on

the Apple II, giving time for players to try to map it

down with pen and paper, if they so desired. Once it

was finished, you’re sent out to explore it.

There’s no character generation; your party

always starts with 15 nameless members, including

one Elf and one Dwarf. This may sound weird today,

but Dungeons & Dragons was a very different game

back in 1978 – Elves and Dwarves didn’t have classes,

and there was a focus on larger parties.

Each type of party member has a function. The

Elf warns of immediate danger, such as a nearby trap

or enemy, while the Dwarf maps the dungeon – if he

dies, the map in the screen will no longer update as

you explore. The rest of the party members serve as

both your hit points and your strength – the game

ends if they all die, but at each victory they increase

their strength. This means your 15 warriors will have

a strength of 15 at first, go to 30 after the first battle,

to 45 after the second, but decrease to 42 if one party

member dies. And die they will.

Combat is simplistic, you just roll your attack,

which is added to your strength to see if you hit the

enemy. Every enemy in the game dies with two hits;

they just become harder to hit as you delve deeper.

You also have to roll the enemy’s attack, and if they hit

you’ll lose 1-3 party members.

The dungeon offers a few other perils, such as

traps that will randomly send you to other levels, and

rooms filled with toxic gas. Each of the four levels

also has a guardian monster, which will run after the

player and kill 1-2 party members if it reaches them.

These have different behaviours – the giant snake on

Level 3 moves in real time across the maze, while the

spectre on Level 4 can pass through walls.

Regardless, Dungeon Campaign is an easy game.

It’s also short. The goal is not to simply complete it, but

to get a high score, collecting as much gold as possible

before finishing the dungeon – a score-driven design

that mirrors the popular arcade games of the era.


“I had come from the paper

Dungeons & Dragons world and

anything that would roll the dice,

keep track of the rules, do the maths,

tally the results, and describe the

results was totally awesome. The

dungeon master could now play,

rather than just moderate. This was

pretty cool, even if the graphics

resolution was 40x40 pixels, with

4 lines of text below. Ugh. Hard to

believe after playing Halo...”

– Robert Clardy,

Dungeon Campaign’s creator

My party battles

a pack of Spiders

at the fourth

dungeon floor

(purple and

green icon). The

white icon is the

spectre, who will

kill one of my

party members

if it reaches me.

After the simple yet satisfying fun of Dungeon

Campaign, Robert Clardy would quickly produce three

more games, constantly pushing the boundaries.

Released in 1979, Wilderness Campaign is a

much more ambitious RPG. Here you explore a large

outdoor area, fighting enemies and exploring ruins

in search of treasure, then hiring more troops and

buying equipment in villages – all in order to cross the

map, reach the castle and defeat the evil necromancer.

Combat is still based around the number of

party members, but now you can hire hundreds of

mercenaries and buy better equipment. Some offer

bonuses against special enemies, such as silver daggers

against werewolves, while others are used when

crossing rough terrain – a mountain might require a

rope, while a jungle area might require a machete.

The game was followed by Odyssey: The Compleat

Apventure (a play on Apple and Adventure), released in

1980. Even larger in scope, it’s divided into segments.

First you explore an island to gather resources,

much like Wilderness Campaign. Then you purchase a

boat and sail across the sea, battling monsters, hunger

and diseases in search of a magical orb. After finding

it, you travel to the castle of a mighty wizard, solving a

series of text-based challenges in order to rescue him.

Robert Clardy’s fourth game, Apventure to Atlantis

(1982), continues where the previous one ended, but

plays more like an adventure game, with less focus on

stats and several puzzles that must be solved via a textparser.

Now playing as the new lord of the castle, you

must defend yourself against invaders from Atlantis

and find a way to stop them once and for all.

Almost 40 years later, these games look pre-historic

and play nothing like what we now call RPGs. But that’s

exactly their appeal – unshackled by genre conventions,

they tell whatever epic adventure they wish to tell, using

whichever novel mechanics their creator had imagined.

The computer is a tool for the Dungeon Master. FE

Wilderness Campaign’s map is fixed, but points of interest

are randomly placed, such as the town I’m at (purple icon).

Apventure to Atlantis added elements from text adventure

games, such as item puzzles, static images and a text-parser.

41


Dunjonquest:

Temple of Apshai

Automated Simulations, 1979

TRS-80, Atari 8-bit, Apple II, MS-DOS, etc

Apshai’s engine

was reused

for over a

dozen games.

Automated

Simulations’

refusal to update

its technology

eventually made

it lose markets

to newer games

and led to Jon

Freeman leaving

the company.

Since you

couldn’t save into

Apshai’s cassette

tapes, every time

the game starts

you can roll a

new character or

type in the stats,

gear and XP of a

previous hero.

42

Dungeons smell faintly of vanilla. This was one

of many important life lessons I learned in

my early adventuring days while descending

into the depths of Temple of Apshai.

Conceived by avid dungeon master Jim Connelley

and two of his D&D gaming friends, Jon Freeman and

Jeff Johnson, Temple of Apshai was originally released

to fulfil their desire for a “graphical adventure” game

that required strategy and a little bit of luck to get

by, as opposed to the text-only adventure games

(like Colossal Cave and Zork) of the times that were

imaginative but had static solutions.

It was the first in what would be called the

Dunjonquest series. While rarely remembered today,

the series spawned several games, sequels and add-ons,

and was one of the best-selling early computer games,

initially outselling both Wizardry I and Ultima I.

Although the blocky, black-and-white graphics

of the TRS-80 received high praise back in 1979

(we didn’t have much to go on), the real secrets to

the success of Temple of Apshai was its underlying

strategy system, rich writing, and sense of character.

Like all good adventures, players begin at the

inn, where they can customise their character stats

(or let the Innkeeper roll the stat dice for them) and

purchase equipment. Being inspired by D&D, the

character sheet for Apshai used the same core stats

and they could be freely edited – both so that players

could import their characters from tabletop RPGs,

and because it was not possible to save character data

on the original TRS-80 cassette format.

Once sufficiently (or insufficiently) equipped,

the adventure begins. The original dungeon, Temple

of Apshai, is a forgotten temple consumed by wild

overgrowth. It’s chock-full of traps, secret doors

and glittering gems, and inhabited by all manner of

disgusting creatures – giant slimes, overgrown insects

of all sorts, and various things that died some time

ago but didn’t have the decency to acknowledge it.

Released in 1981, The Upper Reaches of Apshai

expansion added a new dungeon. A comic relief act, it

takes place in the gardens and houses behind the inn.

There are peculiar happenings in the vegetable garden

for heroes to investigate, angry housewives and killer

tomatoes to fight and, if you are lucky, a delicious pot of

chicken soup or some ill-fitting laundry to find.

The second expansion, Curse of Ra, (1981) takes

place in a cursed pyramid in the middle of a desert.

Full of narrow, twisting hallways, traps at every step,

and inconvenient slabs of stone that drop to block

exits, heroes will square off against exotic foes like

sphinxes, mummies and, worst of all, wild camels.

There are four levels for each dungeon, each one

more difficult than the last, but players could choose

which level to explore in any order. There’s no true

ending; players could revisit the dungeons as often as

they liked and see it repopulated with monsters (both

fixed and wandering) and treasure.


Apshai uses a simultaneous turn-based system. When you

(the arrow) move or act, the enemy (the cross) acts as well.

The 1985 remake Temple of Apshai Trilogy contains all three

dungeons and adds vastly improved graphics and UI.

When entering a room, players could search

for traps and secret doors, grab treasure or put their

ear to a door to listen for movement within the next

room. With high enough Intelligence and Ego stats,

an adventurer could even smooth-talk their way past

deadly enemies. If diplomacy fails, combat kicks in.

Players have four methods of dispatching foes:

a normal swing of the sword, a powerful thrust that

could inflict great damage but also left a character

more open to attack, and a parry that favoured defence

over offence, and a bow to shoot enemies at a distance

so long as arrows were at hand. The character’s gear

and experience also played a role, and players had to

be careful not to become so tired they can’t act.

Setting the mood for all of this was the superb

writing. Each room – 233 in Temple of Apshai and

over 500 with the expansions – had a number that

players could refer to in the game’s excellent illustrated

manual (clearly the work of tabletop enthusiasts) to

find a description of the room they just entered. These

descriptions, preferably read aloud in an ominous

voice, truly gave the dungeons a sense of character.

After creating a character you can purchase equipment from

the Innkeeper – and might also haggle for cheaper prices.

One of the remake’s best features is displaying the room

descriptions in-game, instead of referring to the manual.

The vanilla-smelling caverns, the dim roaring

sound that becomes louder as an adventurer treads in

a certain direction, the “SPROINGGG!” of a crossbow

trap that someone apparently forgot to load with a

bolt – these descriptions gave players an environment

in which to tell their own stories, and made the plain

graphics pop with imagined detail.

Besides mood setting, the room descriptions

also provided subtle clues as to where players could

find secret doors, traps, treasures, or monsters. See

some scratch marks on the floor near the East wall?

Good chances of finding a secret door there. Skeleton

on the floor? Don’t turn your back on it, he probably

feels fine. See some laundry hung out to dry? Steel

yourself for the wrath of an angry housewife.

Thanks to the evocative writing and the strategic

combat system, the Temple of Apshai is a timeless

classic that still retains its replay value today. Even

if one had the map of every dungeon memorised,

reading the room descriptions is like going back to a

favourite novel, and surviving combat is never a sure

thing, even for veterans. JY

Temple of Apshai

was followed

by a series of

“MicroQuests”,

very short

and simple

Dunjonquest

titles that

featured more

arcade elements.

The “real” sequel

was Hellfire

Warrior (1980),

which improved

the mechanics

and even got

two expansions,

but was never

as popular as the

original game.

43


Akalabeth:

World of Doom

Richard Garriott, 1979

Apple II, MS-DOS and iOS*

*Akalabeth can

be downloaded

for free on GOG,

and in 2011 an

iOS version was

released on

the App Store.

There are only

six items in the

game. Food is

vital to survive, the

Axe and Shield are

basic equipment,

the Bow and Rapier

are exclusive to the

Fighter, and only

the Mage can use

the Magic Amulet.

44

It wouldn’t be an overstatement to say that Richard

Garriott is one of the most important people to

ever make their stamp on gaming. Starting off as a

solo programmer, his endeavours would quickly propel

him into the position of one of the most famous

and recognised figures in the industry.

The Ultima games, the founding of Origin Systems,

even his alter ego (“Lord British”); Garriott is directly

responsible for several of gaming’s earliest icons.

Everyone has to start somewhere though, and for

Garriott that starting point was Dungeons & Dragons.

An avid player, the adventures he ran with his friends

served as inspiration for another of his high school

hobbies: programming computer games. Working on

his school’s primitive teletype machine, the teenage

Garriott created a simple game that he dubbed D&D.

Eventually, he had progressed through so many

iterations that D&D had become D&D #28.

Then, in 1979, he made it commercial. He rewrote

the game for the Apple II, renamed it Akalabeth: World

of Doom and sold it in ziplock bags with photocopied

instructions and a cover illustration by his mother.

This original release would find its way into the

hands of the California Pacific Computer Company

who offered to publish the game on a wider scale.

It would become a hit for the young developer,

providing the profits he needed to lay the foundation

for the legacy that followed.

Sadly, for all it helped to foment, the game itself

has not aged well. You’re tasked by Lord British with

proving yourself worthy of being a knight in the royal

court. While there have certainly been adventures

that launched on less, Akalabeth never grows beyond

this bare-bones plot.

All it amounts to is entering a dungeon, killing

a specific monster and then reporting back to Lord

British so he can tell you to kill another one that’s even

tougher. Do this a few times and you win.

This on its own isn’t necessarily a deal-breaker.

In fact, none of the CRPGs that came before had

any goals beside gathering treasures, so it’s already

an evolution of sorts. Unfortunately, Akalabeth’s

gameplay is just too thin to stand on its own.

As you start, the game lets you pick a “lucky

number”, which serves as seed for its randomly

generated overworld. Regardless of what number you

pick, though, the worlds it creates are universally dull.

The towns you visit have no real NPCs and you won’t

encounter any monsters outside of its dungeons.

Character creation and development is almost

non-existent. Your stats are rolled randomly and your

one big choice between playing a Fighter or a Mage is

mostly just picking between more weapons options or

being able to use the Magic Amulet, which holds a few

magic spells. While combat can have some strategy,

you’ll often just press the attack button until someone

dies. Akalabeth is the CRPG genre boiled down to its

most rudimentary parts.


“Akalabeth was not made to

be published. I made it merely

for myself and my friends. It was

John Mayer, the manager of the

Computerland store where I had a

summer job, who encouraged me to

spend the large sum (in those days

for a high school senior) of $200 to

‘publish’ it on the store wall.”

– Richard Garriott,

Akalabeth’s creator

That’s not to say there’s no charm or fun to be

had. In its best moments, Akalabeth almost feels like

a simple roguelike. Death can come quickly, and it

can genuinely be fun to see how long you can last

before you’re killed. Even this experience, however,

is derailed by the game’s punishing approach to food.

Food, even more than hit points, is life in

Akalabeth. Your character eats a ton of it and there’s no

leeway – if the food counter reaches zero, you starve

to death instantly. This would be fine if it were easier

to plan ahead. Unfortunately, the random dungeon

and town locations can make it hard to determine

how much you’ll need to find your next destination.

Dungeon layouts are likewise random and it’s

easy to get lost in their wire-frame corridors. If you

start off as a Mage, you can use the Magic Amulet to

transport yourself outside safely. If you’re a Fighter,

however, you’ll have no choice but to trek all the way

back out, scoffing down food with every step.

Nine times out of ten, this will be what kills you.

Worse than that though, it kills the fun. Play sessions

typically aren’t long, but it’s still frustrating when you

starve to death before even reaching the first dungeon.

I started giving up and restarting the second my food

supply began to run low.

None of this should be taken to mean that

Akalabeth’s not worth trying. It just means that you

need to approach it with the proper mindset. If you

start up Akalabeth intent on enjoying some good oldfashioned

CRPG fun, you’re probably going to be

disappointed. There are just too many other titles that

do what it does better.

Akalabeth feels best if you view it as a museum

piece. It’s Ultima in the infant stage; the birthplace of

now-traditional CRPG elements like the overworld

map and the quest-based progression, as well as

Richard Garriott’s testing ground for the ideas that

would make the Ultima games great. SS

Dungeons are

random and

explored in firstperson.

Combat

is turn-based and

very simple, but

enemies like the

Thief can steal

your weapons

and food, leaving

you defenceless.

The name

Akalabeth

comes from

Akallabêth, one

of the chapters

in J.R.R. Tolkien’s

The Silmarillion.

Another Tolkien

reference is that

the final enemy

you must hunt is

always a Balrog.

Akalabeth was the first CRPG with an overworld map.

Here you can see a castle, a nearby town and a mountain.

Each time you hunt and kill the monster that Lord British

requested he’ll raise your stats and present a new quest.

45


1980-1984

The boom,

the clones and the crash

The entire tech industry radically changed in the early 80s, starting

with the arrival of IBM in the home computer market.

An established tech giant that dominated mainframe computers, its

IBM Personal Computer (or IBM PC) forced the home computer segment

to professionalise. While Apple discouraged third-party developers, IBM

shared all information and had an open architecture. Empowered by the

company’s legendary reputation and a powerful marketing campaign,

IBM PCs quickly dethroned Apple and became the leading standard,

with an extensive catalogue of software and components.

But these were still costly, high-end products. Vital in popularising

home computers were new low-end machines like the Commodore 64,

ZX Spectrum and the MSX line. Costing a fraction of an Apple II or IBM

PC, they plugged into common TVs (instead of expensive monitors),

began to be used as educational tools in schools and were great gaming

machines, helping to introduce a whole new generation to computers.

Meanwhile, the console market had become a free-for-all mayhem.

Fuelled by the success of the Atari 2600, several companies decided to

jump on the bandwagon and make their own consoles, with over a dozen

console models now competing side-by-side on store shelves.

Countless companies also followed Activision, becoming third-party

developers and publishing their own games. Most were of terrible quality

or cheap copies of popular titles. Atari themselves also had poor standards,

with failures like its crude port of Pac-Man and the infamous E.T. game.

Still, profit was at a record high and companies and retailers kept betting

on ever-increasing sales for the holidays of 1982. However, customers got so

burnt out that they stopped buying. Left with massive dead stocks and no

way to recover their investments, the US market crashed in 1983.

What was a 3 billion dollar business in 1982 barely made 100 million

in 1985. Video games went from prized products directly to bargain bins,

and the US console industry was for all purposes dead.

The crisis also affected arcades, since many companies were active

on both markets, and the whole video game business declared a fad.

Despite this, computers were eager to satisfy those hungry for more.

No longer curiosities sold in ziplock bags, computer games started to

professionalise. EA, Interplay, Origin, Infocom, Brøderbund, SSI, Sierra

On-line and New World Computing were all founded around this time,

and would rule the market until the late 90s.

Meanwhile, in Japan, an odd coincidence occurred. On the same day

– July 15, 1983 – two companies released their first consoles: the Nintendo

Famicom and the SEGA SG-1000. It was a sign of things to come.

46


Trends:

IBM PC-Compatibles: Computers like the Apple II and Commodore PET had closed,

proprietary architectures, but the IBM PC was produced with off-the-shelf components –

only its BIOS was copyrighted. This allowed companies like Compaq to produce their own,

cheaper machines that could still run IBM’s software – the famous IBM PC-Compatibles,

or PC Clones. They would be extremely popular and help IBM attain market dominance,

but years later the clones would actually overthrow IBM.

Released in 1983,

the Compaq Portable

was the first 100%

Compatible PC

Clone, created by

reverse-engineering

IBM’s BIOS.

The 1983 Video Game Crash: Video games were the icon of the digital revolution that

began in the mid 70s, with the Atari as its poster boy. Its massive success led to a gold rush,

with even companies like Johnson & Johnson making games for a quick profit. When it all

collapsed, a cloud of negativity and doubt started to spread – even home computers were

declared a fad by many analysts, arguing that there was still no compelling reason for homes

to have a computer and calling it “a technology in search of a use”.

Atari 2600’s E.T. cost

millions in licence

fees but got only five

weeks of development

time. A terrible game,

its catastrophic failure

is an icon of the crash.

The Golden Age of Arcades: The release of Space Invaders in 1978 led arcades to

the height of their popularity. Hits like Asteroids, Donkey Kong, Defender, Mr. Do! and

Centipede were making millions – Pac-Man alone sold over 400,000 machines worldwide,

becoming a pop culture icon with an extensive line of merchandise and even a TV show.

But it wouldn’t last long – arcades were soon crushed by the NES, only briefly resurging in

the late 80s / early 90s thanks to beat ‘em ups and fighting games.

Donkey Kong

(1981) was one

of the biggest

arcade hits, with

over 60,000

machines spread

across the world.

Mystery House was released.

Roberta Williams and Sierra’s

first game, it added graphics to

previously text-only adventure

games, redefining the genre.

The first IBM PC was

released. A massive success,

it would destroy Apple’s

dominance and pave the way

for the IBM PC-Compatibles.

The ZX Spectrum was

released. A British rival to

the Commodore 64, it greatly

popularised computers in

Europe and South America.

The Commodore 64 was

released. The “Ford Model T of

home computers”, it was hugely

popular and dominated the

low-end market for years.

The Amstrad CPC line began.

A popular all-in-one computer,

it came with a colour monitor

and tape recorder, yet was still

relatively cheap.

1980 1981 1982 1983 1984

Nintendo’s Game & Watch

was released. An LCD clock

with a single game, it had

several models and inspired the

Game Boy. In 1982 the Donkey

Kong Game and Watch also

introduced the D-Pad.

The MS-DOS was released.

Developed by Microsoft for

the IBM PC, it was also sold

separately, being used in all

IBM PC-Compatibles.

It would remain popular

until the late 90s.

3½-inch floppy disks began

to be sold. Initially 360KB

in size, they could hold up

to 1.44MB by 1986. They

replaced cassette tapes and

5¼-inch floppies, remaining

popular until the early 00s.

The MSX was an attempt to

create a new industry standard.

Designed by Microsoft and

several Japanese companies, it

was popular in Japan, Europe,

the Middle East and South

America until the 90s.

The Apple Macintosh

popularises the mouse,

graphical interfaces and other

innovations, but it’s expensive

and fails to compete with the

IBM PC, leading to Steve Jobs

being fired from Apple.

47


Eamon

Donald Brown, 1980

Apple II (MS-DOS, Atari ST and Windows)*

Eamon was

ported by

fans to other

platforms,

including

several different

versions for

MS-DOS. If you

want to give

the game a try,

there’s also a

handy browser

version.

The Main Hall,

where your

characters are

created and come

to rest between

adventures. The

shops offer only

a few items, so

you’ll need to go

out exploring to

find the cool stuff.

48

You walk into the Adventurer’s Guild, register

your name and abilities, then buy a weapon

and a piece of armour. After asking the nearby

wizard to teach you some spells, you enter a hall lined

with doors – each leading to a different adventure,

in a different setting, written by a different person.

Welcome to Eamon.

Eamon isn’t just one game, it is a game system – a

set of rules and tools for creating more games. Initially

circulating by word of mouth, it became popular via

Recreational Computing, an American computer

magazine. Their July 1980 issue was entirely dedicated

to “fantasy games”, with articles about how to create

such games, their future as a genre and also a few

games, such as Eamon and Wizard’s Castle, with their

authors explaining how they work and the next few

pages containing the game’s entire BASIC code.

Readers would type the code on their computers

and then save it on a tape or disk in order to play.

This was cheap way to distribute games before the

Internet, but also an invaluable resource in helping

aspiring programmers learn from other’s code.

Created by Donald Brown, Eamon’s heart is its

“Main Hall” program, used to create your character

and load adventures. You simply type a name and the

game will generate a character based on three stats:

Hardiness, which determines HP and carries weight;

Agility, used in combat and when activating traps;

and Charisma, which controls how friendly NPCs are

(mostly if they’ll attack you or not) and store prices.

You can buy weapons and armour at the store, as

well as spells from the wizard. There are five weapons

types, three armour categories and four spells – Heal,

Blast, Speed and Power – which heal, deal damage,

boost Agility or ask the gods for a favour, respectively.

The Main Hall also includes a sample adventure

called Beginner’s Cave, and it’s a good taste of what

Eamon is. It plays much like text adventures such as

Colossal Cave (1976): the game gives a description of

the room you’re currently in and you act by typing

commands, such as NORTH (or N) to head north,

GET SWORD to grab a sword on the ground, etc.

Eamon’s novelty was introducing RPG elements, with

combat being based on dice-rolls and your stats and

weapon skills slowly increasing as you use them.

Furthermore, as soon as you finish the adventure

you’re returned to the Main Hall (given you survive)

and can use your new weapons and skills in hundreds

of brand-new adventures, all created by other players

using Eamon’s Dungeon Designer Diskette.

This means you can take the magical sword at the

end of the Beginner’s Cave into a space adventure, use

it to stop an alien invasion and then bring your newly

acquired blaster rifle to Ancient Greece to battle the

Minotaur – or any other adventure whose disk you

managed to get at college or at work, trade by mail or

create yourself. Remember, this was long before the

Internet or even BBSs became popular!


“Unlike most games, there is no

clear single goal in a fantasy roleplaying

game. Instead, you are

directing the actions of a character

to achieve the goals you want him/

her to achieve. Although most

people accept normal goals such as

‘make lots of money’ or ‘become a

feared warrior’, you can choose any

yardstick you want to measure your

success. After all, it’s your life – you

ARE the character.”

– Donald Brown,

Eamon’s creator

Seeing the game’s success, Donald Brown created

SwordThrust (1981), a sequel to Eamon, but this time

a commercial product. Despite several improvements,

such as a better interface and more spells, it was never as

popular and had few adventures made for it, resulting

in Brown abandoning game development.

The free, public domain nature of Eamon had

made it spread across the US and, with Brown leaving

Eamon behind, the community rose to the challenge

of keeping the game alive. Programmer John Nelson

hacked the system to allow for more complex designs

and in 1984 founded the National Eamon Users Club,

an association that catalogued Eamon adventures and

published a newsletter with reviews and design tips.

In 1988 the club became The Eamon Adventurer’s

Guild, helmed by Thomas Zuchowski, and can still be

found at www.eamonag.org. Their records contain 256

adventures, most created between 1984 and 1994, but

sadly it stopped being updated in 2005.

Today it’s easy to download these adventures and

enjoy how diverse they are. You might be a pirate, a

cop or a time-traveller, delve into Moria, hunt hackers,

fight cyborgs, explore the inside of the Death Star, or

even play as Batman pursuing the Joker.

Of course, the problem with having a game

entirely based on user-generated content is that the

quality varies wildly. Some games are creative and

well-designed, while others suffer from poor writing,

cheap deaths, obtuse puzzles and tiresome combat.

The Star Wars adventure listed above sounds cool, but

it’s filled with endless battles against stormtroopers.

Yet, I finished it. Mostly because I really wanted

to bring a lightsaber with me. Mind you, the lightsaber

functions like any other sword, and it was actually

weaker than the weapons I had. The only thing special

about it was its name. But this incredible power that

words have to feed our imagination is precisely why

Eamon conquered so many fans. FE

I kill the last enemy

of the Beginner’s

Cave and he drops

his magical sword,

which I’ll carry to

new adventures.

It has the special

power to produce

fire, which can

be used to solve

puzzles in this

adventure.

The Eamon

Adventure’s Guild

produced a CD

which comes with

242 public domain

adventures, maps,

guides, all their

newsletters and

some emulators.

You can download

it here.

The status screen showing stats, gear and skills. Don’t get too

attached: weapons break and character death is permanent!

SwordThrust introduced several improvements, such as a

status window on top, but was never as popular as Eamon.

49


Rogue

Michael Toy and Ken Arnold, 1980*

UNIX (MS-DOS, Amiga, Atari ST, etc)

*Rogue first

appeared on

Unix terminals

in 1980. It was

then ported to

MS-DOS by A.I.

Design in 1984

and published

by Epyx in 1985

for several

platforms.

Monsters respawn

constantly, but

you’ll also have to

deal with traps and

hidden passages.

50

Rogue gave the roguelike sub-genre its name.

It was inspired by popular text-based adventure

games like Colossal Cave Adventure (1976), but

where adventure games emphasised world-building,

hand-crafted puzzles and story, Rogue’s primary goal

was replayability: its elements would be randomised

between each playthrough, producing a new experience

every time. Rogue’s objective is straightforward: descend

into a dungeon to find the Amulet of Yendor and bring

it back to the surface – without dying!

The game was developed by Michael Toy and Glen

Wichman, with later input from Ken Arnold at Berkley’s

University of California. Created using the university’s

Unix terminal, Rogue became so popular it was included

on the Berkeley Software Distribution (BSD), an opensource

operating system, spreading to other campuses.

Excited by the game’s renown, the developers

founded a company, A.I. Design, and made a deal with

Epyx to publish it as a commercial title. But it was too

late. People had already embraced Rogue as a public

domain game, creating and sharing their own “Roguelikes”,

spawning a an entire sub-genre.

I spent years banging my head against the

ludicrous complexity and idiosyncratic mechanics of

roguelikes like NetHack, ADOM, and Angband before

I got around to playing Rogue. I was a little surprised

at the simplicity of its design: There’s no character

creation to speak of. You name your rogue and the

game plops you down on the first floor of the dungeon.

The dungeon design is also relatively simplistic.

Each floor is composed of a 3x3 grid of rooms. The

only thing that changes in the layout is the presence

or absence of a room, how the corridors connect the

rooms, and the shape of the rooms. On later levels, the

hallways may become more complex and difficult to

navigate, and some rooms may be dark, limiting the

player’s field of vision. There is only one stairway down

on each level. You cannot go back to previous levels

until you retrieve the Amulet of Yendor.

As a result, the structure of Rogue is more linear

than something like NetHack, but that also makes it far

more accessible: the moment-to-moment decisions a

player needs to make are leaner, more focused.

This isn’t to say that Rogue doesn’t have a lot of

compelling depth to it. As with most other roguelikes,

it features potions, wands, staves, rings, and scrolls

– all of which have random effects and must be

identified by experimenting with them. Figuring out

different strategies to mitigate the risk involved in

identifying these items is one of the chief pleasures of

any roguelike, but here it feels a lot more manageable

than later versions, especially for new players.

In many ways, calling the games that were created

in the image of Rogue “roguelikes” is a bit of a misnomer.

The games that sprung from its combination of dungeon

crawling, procedural generation, and permadeath

expanded on its formula in a range of ways that give

them only a passing resemblance to their inspiration.


“In a lot of ways, I think playing

Rogue is to playing Diablo as reading

a book is to watching a movie.

When reading a book, you don’t see

the characters or special effects or

action, but you imagine it in your

mind, and the effect of the book

is just as strong as the effect of a

movie. The difference is that you get

to make up the images in your own

head. Just as some people prefer

reading to watching a movie, there

are still some (including myself) who

prefer Rogue to the newer, more

graphically intense games.”

– Glen Wichman,

Rogue’s co-creator

The MS-DOS

version of

Rogue. Combat

is turn-based

and very simple,

you just move in

the direction of

the enemy. But

there are several

items, scrolls and

potions, as well

as monsters with

special abilities.

Many in the roguelike community only bring up

Rogue as a marker of how far the genre has come in

implementing randomness and increasingly complex

systems on top of the core mechanics. I feel like that

interpretation sells the game short, and places too much

emphasis on overwhelming complexity. Playing Rogue

taught me the importance of clarity and restraint.

There’s something pure about its singular focus on

dungeon crawling. It leads to far fewer opportunities

for new players to get themselves killed. While there

will certainly be times where they’ll die due to a

miscalculation or misunderstanding of the game,

the sheer amount of information and knowledge

demanded is far lower than other roguelikes.

It’s rare, but the clarity of design found in Rogue

occasionally shines through in more modern designs:

Brian Walker’s Brogue (2009) takes Rogue’s classless

system to heart and even simplifies it further by making

it so the player doesn’t need to kill monsters to level up.

Similarly, Dungeon Crawl Stone Soup (2006) has a

design philosophy that emphasises the need for clarity

and an aversion to grinding or deaths that feel unfair.

They are not shy about removing mechanics or character

creation options that run counter to those goals.

Is it still worth going back to Rogue? It’s a tough

question to answer. I get a lot out of playing Rogue and

still replay it on a regular basis. But that interest is a

combination of nostalgia and the affections of someone

who is already deeply interested in roguelikes as a genre.

In many ways, it’s a shame that Rogue doesn’t come

up in discussion as frequently as ADOM or NetHack

does. Its simplified design provides a smoother onramp

than other roguelikes, whose idiosyncrasies and

impenetrability frequently place new players in utterly

inscrutable and fatal situations. To that end, I think it’s

a worthwhile starting point: the lessons you learn here

will help prepare you for the far more complicated (and

unforgiving) fare the genre is known for. RP

The game’s inventory, with some identified potions but

several magical scrolls whose effects I still don’t know.

Epyx also released a graphical version of Rogue for Amiga

and Atari ST, but the zoomed view made it harder to play.

51


Wizardry:

Proving Grounds of the Mad Overlord

Sir-Tech, 1981

Apple II, MS-DOS, C64, Mac, NES, SNES, etc*

*Wizardry was

exclusive to the

Apple II until

1984, but

has since been

ported or remade

for dozens of

systems, such as

the SNES, PS1,

Saturn, mobile

phones, etc.

Sadly, many of

these versions

only came out

in Japan.

Characters can be

Fighters, Mages,

Priests or Thieves

depending on

their stats. Those

with high stats can

change into elite

classes: Bishop,

Samurai, Lord

and Ninja.

52

Back in 1978, two university undergraduates,

Andrew Greenberg and Robert Woodhead,

started to develop their own computer RPG.

They took a lot from the PLATO games (especially

Oubliette), but also added some revolutionary ideas,

which kept their friends playing for nights on end.

This would be the first game to give players

control over a party of characters instead of just a

lone hero, sending them to explore an expertly crafted

dungeon full of perils and secrets. It was the birth of the

most influential dungeon crawler of all time: Wizardry.

However, they coded the game using Pascal and

had to wait months for Apple to actually support the

language before the game could run on any Apple II.

In the meantime, they kept improving its technical

aspects, as well as balancing the gameplay, creating

the most complex and polished home computer game

released so far. It even had an animated intro!

Wizardry quickly became one of the best-selling

computer games of the 80s – a true phenomenon that

topped sales and rating charts for years and led to the

birth of unofficial game guides, trainers and edit tools.

Wizardry: Proving Grounds of the Mad Overlord

is a pure dungeon crawler. Unlike Might and Magic

or Ultima, it makes no attempt at creating a detailed

setting with a rich history. It doesn’t even provide a

world outside its dungeon – the town of Llylgamyn is

nothing more than a menu from where you can access

services like a shop, an inn, a tavern and a temple.

There is, of course, a quest you’re supposed to

accomplish: defeating the evil arch-wizard Werdna

and retrieving his amulet. But the game is ultimately

about exploring a massive dungeon, surviving tough

battles and power-building your party. This is where

Wizardry’s secret lies: a focus on a seemingly simple,

yet highly addictive and replayable gameplay.

Wizardry is a claustrophobic experience, and it

uses difficulty to enforce this concept. There’s no save

feature – if a party member dies you have to find and

drag his body to the temple for a chance at bringing him

back, use rare resurrection spells that would reduce the

character’s Constitution, or just re-roll a new character.

The same applies if the entire party dies, obviously.

Thus, Wizardry is a game of danger assessment

and resource management, in which your ability to

win encounters unscathed decides how deep you’ll be

able to go. This makes every fight relevant; if you lose

hit points or waste spells in non-lethal encounters,

they’ll quickly add up and force you to return to town

– not via a handy Town Portal, but by walking back.

Besides the battles, the dungeon itself proves to

be a big challenge. There’s no auto-map, of course, and

each level is full with false walls, spinners, teleporters,

chutes and other nice surprises. The huge dungeon is

divided into ten descending levels, and your primary

task in each of them is to find the stairs or elevator

that allows you to go deeper. All of this may sound

more frustrating than fun, but believe me, it’s both.


“Both Andy [Greenberg] and I were

active on the PLATO system, which

was a tremendous influence on us.

PLATO had email, chat, newsgroups,

multiplayer real-time game, and

much more, all starting in the early

70s. The multiplayer dungeon games

were particularly good [...] Wizardry

was in many ways our attempt to

see if we could write a single-player

game as cool as the PLATO dungeon

games and cram it into a tiny

machine like the Apple II.”

– Robert Woodhead,

Wizardry’s co-creator

Wizardry has some balance issues (Thieves

are useless in combat) and rather unfair mechanics

(levelling up can decrease stats), but a common criticism

is how empty some parts of the dungeon are, as special

encounters and locations are rare and far between.

This was addressed in the two next Wizardry

games, Knight of Diamonds and Legacy of Llylgamyn.

They focused on bringing better content, with only

minor gameplay adjustments. While nowadays these

games are referred to as sequels, they were originally

sold as “scenarios” – extra content for the first game.

Knight of Diamonds was released in 1982 and

originally required that you transferred your party over

from Wizardry I (later ports added character creation).

The characters are then tasked with finding the pieces

of a legendary armour set, which can be used by them.

Each level featured distinct puzzles and had more

interesting encounters aside from just combat, making

exploration much more meaningful.

The final entry in the original trilogy is Legacy of

Llylgamyn (1983). This time your previous party isn’t

exactly imported, but rather used as ancestors for new

characters; their stats carry over, but you’ll start with a

level 1 party. The game expands the role of alignments,

as some areas can only be entered by good characters,

while others are exclusive to evil ones. This forces the

player to handle two parties, or to plan an alignment

switch mid-game. More importantly, the design of

the dungeons remains great and features more unique

puzzles, locations and content than previous titles.

Wizardry is more than a series: it’s an entire genre.

Besides the eight main titles developed by Sir-Tech,

there are over 30 official Wizardry games made in

Japan, plus hundreds of clones and variants known as

DRPGs (Dungeon RPGs). There’s a reason why this is

one of the most influential and long-lasting series ever:

it remains extremely fun. But don’t take my word for it,

the dungeon awaits you! DB

Wizardry wasn’t

the first game to

have first-person

dungeons, but

their complexity

was revolutionary.

Instead of randomly

generated, they

were hand-made

and filled with

secrets, events,

traps and many

other surprises.

Nowadays the

best way to

play Wizardry

is with the fantranslation

of

Wizardry: Story

of Llylgamyn, a

Japanese remake

of the first three

games for the

SNES, featuring

much better

graphics, UI

and balance.

Wizardry has a deep magic system with 46 spells in two

schools. To cast them you must manually type their names.

The SNES remake of the initial Wizardry trilogy has much better

graphics and interface, making it a great entry point.

53


Ultima

Richard Garriott, 1981

Apple II and Atari 8-Bit*

*In 1986 Ultima

was re-released

as Ultima 1:

The First Age of

Darkness, with

new versions for

the Apple II,

C64, IBM PC and

various Japanese

computers, such

as the MSX2 and

FM-Towns.

The innovative

overworld map.

I’m inside a forest

fighting an Evil

Trent. To the

north lies the

town of Britain

and the Castle of

Lord British.

54

Ultima was the first real professionally released

RPG from Richard Garriott, and it shows.

He threw in everything his young computer

geek self thought fun, so anything went!

Combining a huge, colourful and innovative

overworld map, the randomly generated wire-frame

dungeons from Akalabeth and even an incredibly

frustrating space battles – similar to the Atari 8-bit

game, Star Raiders – Ultima gave players many fun

and interesting things to do, and it’s easy to see why it

was so successful.

As the game begins, the four continents of

Sosaria have already been conquered by the evil

wizard Mondain, who used the Gem of Immortality

to become invincible. Your only hope is to collect four

magic gems to power a time machine to go back in

time and slay the wizard before he gains his powers.

You can basically explore the world as you

want because of how loosely intertwined the game’s

solution and mechanics are. Which is good, as at its

core Ultima takes about 2-5 hours to complete, if you

know what you are doing.

Most of that time is spent gaining enough gold

to buy food and supplies to survive, along with getting

enough experience from killing monsters in order to

qualify to acquire the time machine and complete the

game. This is all XP is good for – character levels are

otherwise irrelevant in this game.

Hit Points are gained through killing monsters

inside of dungeons and then escaping, or by giving

money to one of the eight kings that inhabit the world

(one of which is the famous Lord British, Garriott’s

alter ego). Attribute scores are improved by locating

and interacting with signposts spread throughout

the world, with bonus points rewarded for going to

these signposts as a quest for four of the kings. Doing

quests for the other kings involves killing monsters in

the dungeons you would go into anyway, and you can

also try to rescue captive princesses from castles.

Combat itself is very similar to Akalabeth, but

you have a time limit to act, or you’ll lose your turn.

And now there are random enemy encounters on the

overworld map as well, not only inside dungeons.

Towns and castles are one-screen areas where

most of the game’s solutions are uncovered via jesters

talking out loud, or by spending money in bars. Items

and food can be bought – or stolen, though that may

anger the tough guards. As the player progresses, the

technology of the world advances, and various new

weapons and armour begin showing up in the stores,

going from swords and bows to pistols, energy swords

and even a “phazor”. That also includes vehicles, such

as a hovercraft with lasers and a space shuttle.

Ultima allows you to play a Human, Elf, Dwarf or

“Bobbit”, as either a Fighter, Cleric, Rogue or Wizard.

Those mostly just change your initial attributes, as

anyone can use any equipment, but only the Wizard

can cast some of the spells.


“With the success of Akalabeth,

I decided to start fresh with my

first work intended for public

consumption. I began a game

originally entitled ‘Ultimatum’! Built

on much of the same code base as

Akalabeth, it continued to refine

the Richard Garriott virtual worldbuilding

techniques. The game

maps were largely based on the

D&D worlds I created called Sosaria.

When finished, we launched it

under the name Ultima.”

– Richard Garriott,

Ultima’s creator

The magic system is quite simple, with only a

few different spells sold as one-cast scrolls. And really,

only two are useful: Ladders Up & Down. Those aid

in making dungeons much easier, as they allow one to

avoid having to seriously map or look for secret doors.

This is part of why Ultima was so revolutionary:

while other RPGs were dungeon crawlers, Ultima was

an epic adventure – you would explore a large world,

visit towns, talk to kings, ride horses, travel in time,

go to space and, yes, also battle monsters in dungeons.

Yet it was easy to get started; just read the gorgeous

manual illustrated by Denis Loubet to get immersed

in the world, and then use the Command Summary

Card to learn the few keystrokes required to play.

Ultima was my first real RPG experience. While

I had some understanding of this sort of thing thanks

to the Endless Quest and Choose Your Own Adventure

books, this game was like nothing my 13-year-old

mind had experienced back in 1988 on my new C64.

It taught me keyboard layouts and how these

“RPG things” worked. To look for clues. To explore

a world with much of its flavour in the manual’s

wonderful text and artwork. To BE in an adventure,

as opposed to just watching the animated Hobbit film.

This game took me a good month to complete –

with only a single call to Origin’s hint line towards the

end game – in those days before game solutions were

easily available. And it made me fall in love with the

genre as a whole.

Would a much more difficult and unforgiving

game like Wizardry have done the same, with its

deadly traps and multiple characters – who could all

be permanently wiped out in an instant?

Would Apshai, with its far more finicky control

scheme, world detail hidden within multiple

paragraphs to read in a booklet and far slower form of

character advancement have done the same?

Probably not. RM

At Lord British’s

castle, with the

Jester shouting he

has the key I need.

In an RPG, that’s

a death wish.

Fan Joseph

Propati created

a board game

adaptation of

Ultima, made

for solo play.

It’s free, and

you can find

it at www.

boardgame

geek.com

After buying the space shuttle, you must dock at star bases,

acquire a spaceship and shoot down TIE-Fighters. clones.

Here we are on the lowest floor of a dungeon, being

approached by a wire-frame Balrog... I mean BalRON!

55


Dragon’s Eye

Southern Software, 1981

Atari 8-bit, Apple II and Commodore PET

In combat you can

perform several

actions, like leaping,

dodging or executing

a barrage of attacks,

all which drain your

strength meter.

There are 40

locations to

explore, divided

into seven areas.

You can travel

quickly between

them, or move

slowly trying to

avoid random

encounters.

56

Among the several “proto-RPGs” made in the

late 70s and early 80s while the RPG genre

was still defining itself, a popular style was

the “gather treasures across the land” games.

Directly inspired by Colossal Cave (1976) and

board games like Magic Realm (1979), these were

games where you (often alternating turns with other

players) raced to explore an area and collect treasures,

competing to see who can earn a higher score.

Being a very early title, still sold in cassette tapes,

Dragon’s Eye is a simple game, beatable in an hour or

so. You start by naming your hero, then choosing a

weapon and a title, after which you’ll get a random

selection of spells and be sent to the world map.

Your goal is to find the mythical Dragon Eye and

return with it to the starting city within 21 days. Once

you do so, you win the game and will be rated on how

many battles you won and treasures you recovered.

You play by moving around the world map and

searching locations for treasures or clues to their

location. Actions like walking, searching and resting

take a certain amount of time based on factors like

your speed and weather, but you can use spells such

as Cure Self or Teleport to help with the time limit.

Unlike other games of this kind, Dragon’s Eye has

no competing AI opponents, quests, special events

or dungeons – you just walk around searching areas

repeatedly, as there’s a high percentage chance to find items.

What makes Dragon’s Eye stand out is its combat.

When you encounter an enemy, the screen goes to a

2D side-view and you control your character much

like in a fighting game, but in turns: you can order

it to move left or right, chop, do an overhead attack,

leap, dodge, block, use an item, fire an arrow, etc.

Each action drains your strength, reducing the

power of blows and forcing you to rest afterwards. It’s

primitive and unreliable but highly original, coming

from a time before fighting games even existed.

This unique blend of 2D combat and turn-based

RPG would be revisited in Windwalker (1989), and

later games like Wizards Wars (1988) and Moonstone:

A Hard Days Knight (1991) would greatly expand the

“find all treasures” concept, but Dragon’s Eye deserves

its praise as one of the many forgotten pioneers that

helped shape video games. FE


DynaMicro, 1982

Tandy Coco (Windows, Linux and PSP)*

Dungeons

of Daggorath

Tension flows at every step. The only sounds

you hear are your own heartbeats, and the

distinct roar of beasts who wish to stop it.

Dungeons of Daggorath is, in many ways, the logical

follow-up to the similarly brutal Akalabeth.

Players takes the role of a prophetic hero out to

defeat an evil wizard who spreads darkness over the

land. In desperation, your village sends you into the

wizard’s dungeons, with nary but a wooden sword

and a torch to light the way.

Daggorath ramps up the stakes from prior firstperson

dungeon crawlers by being fully real-time.

Commands must be quickly input in the text parser,

since enemies won’t patiently wait for their turn. To

make things easier, you can use abbreviations, such

as typing “A R” instead of “Attack Right” to strike with

the weapon in your right hand.

Linked in deep with this is the mechanic of a

constant heartbeat representing the character’s health.

It will steadily accelerate as the player takes action or

gets hit by enemies – exhausting yourself or taking

too much damage will send your heart into a tailspin,

possibly leading to a blackout. Players must find a safe

place and catch their breath for a bit, lest they want to

risk a heart attack ending their adventure.

Exploration is limited by torches the player

collects. If a torch begins to dim, your hit rate against

monsters becomes lessened as their outline becomes

dimmed. Having to replace torches or other items

requires real-time inventory management, during

which a slow player can be decimated.

The real defining characteristic of Daggorath

is its atmosphere, using its monochromatic colour

palette and foreboding heartbeat sound to the fullest.

Each step carries not the just the fear of being overrun

by monsters, but also of getting lost in the dungeon.

The game culminates on the fifth level of the

dungeon, wrestling with the parser to activate a magic

ring which finally gives the wizard what for, and the

player taking his position as the ruler of Daggorath.

Dungeons of Daggorath is certainly still worth

experiencing, being an important precursor to

Dungeon Master (1987). It’s not easily digestible, but

every single element has a purpose. The RPG legacy

owes at least a respectful nod to Daggorath. EJ

*Douglas

Morgan,

former

president of

DynaMicro,

released the

source code

of Daggorath,

which led to

fans creating

various ports

that can

be legally

downloaded.

The dungeon has

no traps, but is full

of fake walls. It also

changes colours:

some floors are

black while others

are white.

Powerful enemies

such as the Stone

Giant can kill you

in one blow, so

quickly attacking

and running is key

to your survival.

But be careful

not to mistype!

57


Telengard

The Avalon Hill Game Company, 1982

C64, Apple II, Atari 8-bit, TRS-80, etc

Over the

years fans

have created

enhanced

versions of

Telengard, and a

Windows port.

The latter was

created by

Travis Baldree,

co-founder of

Runic Games.

Telengard is

brutally unfair.

You can start the

game, encounter

a very powerful

monster and die

permanently in a

few seconds.

Instead of directly

controlling your

character, you

input cardinal

directions and

move from

screen to screen.

58

When I was eleven, I discovered Telengard.

While not the most advanced CRPG at

the time, it was incredibly addictive and

replayable. The game is built around almost arcade-like

runs into the dungeon to see just how far you can get

in a single session before inevitably conceding defeat.

Every few years, I still wander back to try my luck

delving the depths of the dungeon. Telengard’s biggest

strength, however, is also its greatest weakness.

Apart from the dungeon layout, everything is

randomised – your initial stats, which monster you are

going to face, what their levels are, and what treasures

you will manage to scrounge up. The wild nature of the

RNG ensures that every session is wildly different, but

can also lead to frustration. It’s a game that requires

patience to get a good start, and tenacity to not despair

when you lose everything from one uncontrollable

moment – especially since you have a short time limit

to input your actions every turn.

This is why I keep coming back to Telengard; most

CRPGs are carefully designed around difficulty curves,

balance, and making sure the player is always in control.

Telengard just ruthlessly throws the player in and starts

delivering the fun. The feeling of having survived a

mid-level dragon early in the game is unsurpassed by

what other games give you when they have a encounters

perfectly balanced for where you are in the game.

In the end I still do crave control, and will drift

away from Telengard for a while every time, but that

feeling when you get back to it is hard to beat.

While Telengard is often mislabelled as a roguelike,

its dungeons aren’t random but procedurally generated,

spanning 50 massive floors. On the other hand, there’s no

end goal – you just survive as long as possible.

The game’s developer, Daniel Lawrence, claims he

created Telengard as a home computer port of a game

called DND that he wrote while at Purdue University.

The controversy is that Lawrence’s DND and Telengard

have many elements that are similar to PLATO’s dnd.

This led to criticism and many plagiarism accusations,

since Telengard was released as a commercial title.

Regardless, we didn’t knew about any of this at

the time. Telengard became a popular title among early

CRPG fans, and many like myself still enjoy challenging

its unforgiving RNG from time to time. DM


Ultima II:

Revenge of the Enchantress

Richard Garriott, 1982

Apple II, C64, Atari 8-bit, DOS, Mac, etc

After the success of Ultima I, Richard Garriott

spent over a year working to create a sequel.

During this time he taught himself how to

program in assembly language, allowing for several

improvements in graphical variety and scale.

But what really defined Ultima II was that in the

meanwhile Garriott saw Terry Gilliam’s Time Bandits

(1981), a light-hearted fantasy movie about a kid who

meets a group of dwarves and travels through several

time periods by using a magic map.

Heavily inspired by the movie, Garriott moved

Ultima II from the magical land of Sosaria to Earth.

After the wizard Mondain was defeated in the

previous game, his apprentice and lover Minax learns

time travel and floods Earth’s past, present and future

with her evil minions. Lord British calls upon a new

hero to step forward and undo Minax’s wicked work.

To do so, the hero travels across five time periods

using magical gates – which would become an iconic

feature of the Ultima series. As in the movie, a map

shows all the gates and where and when they lead to.

This map was actually a physical cloth map, included

in the game’s box. Back then most games were still

being sold inside crude ziplock bags, and Garriott was

snubbed by several publishers until Sierra On-Line

agreed on producing a box with the map.

If time travel isn’t enough for you, Ultima II also

goes into space, allowing you to visit the nine planets

of our solar system (back when Pluto was a planet!).

Sadly, all these areas have barely any content or story

to them – apart from a few Easter eggs – and even the

first-person dungeons are mostly pointless.

Truly, you’ll spend most of the game battling

monsters for key items that randomly drop, cursing

the poorly balanced character system and grinding

until you’re strong enough to attack Minax’s fortress.

Another reason why Ultima II isn’t discussed

much today is because its events were retconned in

future games of the series. This solved the confusing

mess of why Sosarian characters were on Earth and

any plot holes derived from timeline-altering events.

Ultima II had great ideas that impressed gamers

back then, but the repetitive gameplay and lack of

meaningful content makes it the most dated game in

the series. Still, greater things were yet to come. FE

In 1983,

Sierra On-Line

published

Ultima:

Escape from

Mt. Drash, a

crude dungeon

crawler for the

VIC-20. It has

nothing to

do with the

Ultima series,

but Garriott

allowed Sierra

to use the

series’ name.

Fighting an Orc in

1423 BC Europe.

The world map

isn’t very big,

but it’s slightly

different in each

time period.

While Ultima II

looks a lot like

its predecessor,

it packs discrete

improvements

such as large

towns to explore

and animated

water tiles.

59


Moria

Robert Alan Koeneke, 1983

VAX-11/780 (MS-DOS, Amiga and Linux)*

*The original

Moria was made

for VAX-11/780

computers,

but its creator

shared the

source code

freely, which

allowed various

versions and

ports – under

the requirement

that it was kept

non-commercial.

The town shops

allow you to

prepare yourself

for the dungeon.

But beware,

as beggars and

thieves also roam

the streets and

may steal your

gold – or life.

60

First released in 1983, Moria started out as a

Rogue clone for University of Oklahoma’s VAX-

11/780 mini-computer (not to be confused with

the 1975 Moria game for PLATO). As development

went on, the game started to differ significantly from its

predecessor: the setting became Tolkien’s Middle Earth

and the objective was to kill the Balrog.

More importantly, Moria introduced several

features that would later become essential to certain

sub-genre of roguelikes: a town with shops at the top

of the dungeon, scrolling multiple-screen maps, spells,

artefact items with special properties, character classes

and races and the need to carry a source of light.

At the beginning of each game, a new character

must be created. Race, class and sex are chosen by

the player while all the stats, as well as the character’s

background, are randomised (the game allows rerolling

so one shouldn’t worry too much). From then

on, Moria is pure dungeon crawling with occasional

trips back to the town in order to sell useless

equipment and buy better ones, replenish food and

torches and identify unknown items.

The game (as well as others inspired by it) is

focused mostly on combat and exploration and doesn’t

feature NetHack’s item-based puzzles or ADOM’s

quests – like Rogue before it, it’s all about getting to the

bottom of the dungeon while fighting against hordes

of monsters. Levels (with the exception of a town) in

Moria don’t persist – when you return to the dungeon

floor you’ve visited, it will be generated anew.

Moria’s interface differs a bit from the one of

Rogue: this time, playing area occupies the right side

of the screen, with the character information placed

on the left. There are also a few graphical differences

like the walls being denoted by a hash sign and the

inequality signs being used for staircases.

The game is played through a text terminal (with

the usual possibility of playing the game remotely

through Telnet or SSH) and controlled with the

keyboard. The control scheme might be a problem

for laptop owners as most versions of Moria are

controlled with the numpad, without the possibility

of using arrow keys or the VI-style controls.

Unfortunately, Moria is an early roguelike and

it suffers from many of the same problems a player

might encounter with Rogue or Hack: it’s difficult

while not being complex enough to provide you a way

of preparing yourself for the worst encounters.

That would be enough to make your survival in

any game dependent on the mercy of random number

generators, but Moria takes it a few steps further: while

the game was being developed, each new version was

supposed to be a challenge for the veteran players

who’ve managed to beat the previous ones. As a result,

Moria’s difficulty makes the game unwelcoming even

to those who’ve played roguelikes before and don’t

have a problem with procedurally generated levels,

permanent death and a high level of difficulty.


“I listened a lot to my players

and kept making enhancements

to the game to fix problems, to

challenge them, and to keep

them going. If anyone managed

to win, I immediately found out

how, and ‘enhanced’ the game

to make it harder. I once vowed

it was ‘unbeatable’, and a week

later a friend of mine beat it! His

character, ‘Iggy’, was placed into

the game as ‘The Evil Iggy’, and

immortalised. And, of course, I

went in and plugged up the trick

he used to win.”

– Robert Alan Koeneke,

Moria’s creator

Surrounded by

giant white louse,

our desperate

dwarf resorts

to one of the

unidentified

potions in his

inventory. Sadly,

It was a potion

of slowness.

After being abandoned in 1987 by its original

creator, Robert Alan Koeneke, the game lived on

as Unix Moria – or UMoria – a port that, thanks to

being written in C, provided new players with the

possibility of playing Moria on different hardware

(contrary to what the name suggests, UMoria can be

played on systems other than Unix, e.g. MS-DOS).

This is by far the most popular version of Moria and

the one that inspired the creation of games such as

Castle of the Winds, Angband and even Diablo.

Nowadays, the popularity of Moria and UMoria

has been far surpassed by derivative titles, especially

Angband (in fact, the sub-genre of roguelikes that

has been codified by this game is often described

Angband-like). While it’s sad that such an important

game in the history of CRPGs is being overlooked,

it’s easy to see why: Angband is extremely faithful to

the gameplay and setting (although this time players

are tasked with defeating Morgoth) of original Moria

while greatly improving it and expanding upon it.

It’s simply a better game that, while still challenging,

won’t scare off less experienced players.

While everyone with an interest in roguelike

games should play a few sessions of Moria to

experience an important part of the genre’s history,

chances are that more fun will be had with games

that descended from it. MM

Angband

Angband was first released in 1990 but is still in active

development. Its gameplay and visual style are similar

to that of Moria but it has more enemies (including

boss monsters), spells and items as well as a longer

dungeon, while at the same time being more balanced

and streamlined. In contrast to Moria’s monochrome

look, Angband gives colours to different enemies, items

and HUD elements. It is also notable for the ease of

modding as all its data is stored in text files – this has

resulted in the creation of numerous variants, such as

ZAngband and MAngband, and helped to popularise

the Moria/Angband sub-genre of roguelikes.

The Amiga version had mouse support and very simple

graphics, but both were more confusing than helpful.

Angband allows for tilesets, as well as ASCII graphics.

61


The Return

of Heracles

Stuart Smith, 1983

Apple II, Atari 8-bit and C64

Stuart Smith

would go on

to create the

Adventure

Construction

Set in 1984,

an influential

toolset that

allowed players

to create their

own CRPGs.

Each of the 19

characters has

its own traits.

Palaemon,

Heracles’ original

name, begins by

facing two snakes

sent by Hera,

while Odysseus is

accompanied by

his dog, Argus.

62

Stuart Smith is a somewhat enigmatic figure from

early CRPG history. His output was top-notch,

reflecting his belief that creating mindless games

without educational value was a pointless exercise,

which may have led to his seemingly early and

permanent exit from the game development world.

His first game was Fracas (1980), an early RPG

where up to eight players could explore a maze-like

city, competing (or cooperating) to see who would

complete self-imposed challenges first. A defining

feature of Fracas and Smith’s subsequent games is

the autonomy that NPCs have: every single creature

in the game is unique, and explores the maze just as

you do, picking up items, fighting enemies from other

factions and eventually even levelling up!

The concept evolved with Ali Baba and the Forty

Thieves (1981), which gave players a more complex

dungeon to explore, populated by 40 thieves, shops,

NPCs like Aladdin and other unique creatures. Your

goal here is to rescue Princess Buddir-al-Buddoor and,

besides the obvious Arabian Nights influence, the game

also took cues from Tolkien’s books and folk tales.

Smith’s next game would be more coherent and,

for many fans, remain his best. The Return of Heracles

is so embedded in Greek mythology that it likely falls

in the category of “edutainment”, but in the same way

The Oregon Trail does – you virtually have no choice

but to learn about myriad (mostly-accurate) aspects

of Ancient Greek myths, legends, and culture.

There is a relatively shocking degree of nonlinearity

in the game, as you can choose everything

from which Greek hero to play (Perseus, Hippolyta,

Jason, Achilles, Odysseus, etc.), how many characters

you’ll control (anywhere from one to all 19 of them)

and whether you’ll spend your time trying to avoid

combat or killing every character you meet.

Some combat is unavoidable, as the purpose of

the game – completing the Twelve Labours of Heracles

– does necessitate fights such as the traditional slaying

of the Hydra and the Nemean Lion. But you are free

to try to duck and weave your way around the vast

majority of characters, and there are even wholly

optional areas in the game.

The learning aspect should definitely be

emphasised; charming vignettes explain various myths

and historical information, and characters come to life

even with the hardware limitations of the time. My

childhood memories of the tragic figure of Endymion

(in myth and, usually, in-game) stayed with me my

whole life, and my son’s middle name is Endymion

almost entirely because of the experiences I had here.

The switching between the overworld maps of

Greece and the “interior” maps is fairly innovative for

the time, and someone with a passing knowledge of

Greek geography and mythology could likely guess

where to go for various quests (to some degree)

without having to stumble randomly through the

game’s sizeable world or consult the Oracle of Delphi.


Each hero has its own stats, which can be improved by

training, acquiring new equipment or earning blessings.

The score system greatly increases the game’s replayability,

with players still competing for high scores and speedruns.

Knowledge of Greek myths is vital to avoid certain deaths,

such as being cursed and then devoured by Actaeon’s dogs.

But make no mistake, the role-playing adventure

aspects of the game are fabulous for the era as well.

The time limit of 200 turns per quest keeps the game

fast and intense, while random elements like roaming

NPCs and the whim of the gods (climbing Olympus

might earn you either a gift or a curse) keeps every

playthrough fresh. There is a solid economy which

enforces tough choices as the monetary resources are

(mostly) finite. Thus, the more characters you have,

the more difficult it becomes to properly equip them.

Minimal-character “speedruns” are evidently

popular within the retro community but, if you do

choose to take the full panoply of characters, then it can

be heartbreaking when your nearly-naked characters

succumb to the hordes in the Trojan War segment.

Compared to today’s 100-hour RPGs, it’s amazing

how The Return of Heracles throws virtually the entire

“greatest hits” of Greek mythology at you rapid-fire,

one screen after another. Certainly any game where

you can obtain the Golden Fleece, triumphantly

board the Trojan Horse, and climb Mount Olympus

in the span of a few minutes does not lack in action.

For all its complexity, the game is extremely easy to play.

All you need are the four arrow keys, Space and Enter.

Speaking to other aspects of immersion, the

relatively minimal amount of sound in the game is

implemented so well that it remains striking even

today. There are ambient sounds of crashing waves

in maritime scenes, sounds of gates opening and

closing, and distinctive tones indicating the amount

of damage done by an attack – from a barely-audible

glancing blow, to a bass-heavy deathblow dirge. The

musical score is easy to call masterful for the time,

as the few songs are all excellently memorable and

thematically appropriate.

Overall, The Return of Heracles stands out for

the sheer amount of entertainment stuffed into it,

particularly given its age. The only real competition

in 1983 were the third releases from Wizardry and

Ultima. But Wizardry was never meant to be a similar

sort of game, and it would be another two years before

Lord British refined his own technique and released a

CRPG with the kind of narrative depth and resonance

that Stuart Smith had already mastered – although

Smith did have the advantage of using stories that had

already been honed for thousands of years. QX

63


Ultima III:

Exodus

Origin Systems, 1983

Apple II, MS-DOS, C64, Amiga, NES, etc

Those who wish

to play Exodus

can try the

MS-DOS version

with the Ultima

3 Upgrade mod,

which adds

VGA graphics,

MIDI sound and

many other cool

improvements.

You start Exodus

by creating four

characters for

your party. It’s

the only Ultima

to allow this, and

the last one to

feature fantasy

races like Elves

and Bobbits.

64

Ultima III is an important departure from its

predecessors, allowing players to control a

party of adventurers for the first time in the

series. The enemy you face is also one of the strangest

in gaming history: the half-demon, half-machine

offspring of Mondain and Minax called Exodus.

This creature threatens Sosaria, requiring you to

return to the setting of Ultima I, though my advice to

you is not to get too attached to the place.

One of the reasons Richard Garriott has a great

reputation as a programmer is due to how well he

handled technical improvements from game to game.

While the Wizardry series saw small incremental

changes through the first five games of the series, the

transition from Akalabeth, Ultima I, Ultima II, and

then Ultima III is startling, especially knowing that

each of these games was coded by the same person.

Once more, the geographic area was expanded

from the previous game. In sound, the game made

another impressive jump with more rhythmic tunes

that changed depending on the party’s game location,

which strongly pushed the mood.

In the previous two games, combat was simply

a matter of attacking a foe standing in front of you,

but Ultima III moves all battles to a separate, tactical

combat map. Now you must carefully consider the

position and movement of all your characters, greatly

expanding your options in combat. On top of this,

the game also adds new character races, classes and

different spell groups for Wizards and Clerics.

Outside combat, the game is also much tighter.

The space battles and most sci-fi elements of Ultima

I and II were removed, and talking to NPCs is more

important now, as conversation trees were added. The

game also packs a twist, with a final encounter that

requires more puzzle-solving than combat.

Although a cloth map was once again included

with the game box, a new continent that could be

found off the map was made available, adding a sense

of wonder. The same could be said for a secret spell

that was not included in the manual and required

puzzle-solving and exploration to discover. The time

gates of Ultima II were back, now officially called

Moongates, and would allow travel dependent on

phases of the planet’s twin moons.

Garriott felt that allowing the character to be able

to interact with his or her surroundings was vital to the

CRPG experience, so he sought to improve upon the

things that one could do. Players could pick up more

objects and manipulate them on the screen, allowing

for further puzzle design and problem-solving.

Of course, all of these improvements would be

the result of brand-new programming code. Garriott

had left Sierra On-Line after Ultima II was published,

claiming that they stopped paying him his royalties,

and started his own game company – Origin Systems.

If his fledgling creation was to survive, then Ultima III

would have to be a hit.


“Once I published Ultima III

suddenly a large number of people

wrote to the company, and I began

to see exactly what people thought

of the game. They would often

describe how they would play the

game. As I quickly realised, people

were playing completely differently

than I thought – they were minmaxing

for power, versus roleplaying

as the hero. It was really

eye-opening.”

– Richard Garriott,

Ultima III’s creator

Luckily, his hard work and brand-new code was

successful enough to sell over a hundred thousand

copies of Exodus, resulting in Origin’s continued

survival and the game receiving a Gold Award from

the Software Publisher’s Association.

A transition piece, Exodus’ game design feels

much closer to Ultima IV than Ultima II, but the game

is narratively tied to its predecessors. This is the last

we’ll see of Sosaria, and the last we’ll see of some of

the character classes and races we were able to play in

the previous games. Exodus ends with a cataclysmic

event that will reshape the world into Britannia and

destroy the social order of those that survive.

We’ll still see some familiar locations in future

games, such as Britain and Yew, but this is goodbye

to places like Grey and Monitor. Remnants of Sosaria

will be brought up in future games, but I can’t help

but wonder what the series would have been like if

Garriott had kept them in his future games.

Ultima III would have a deep, lasting influence,

popularising tactical party- and turn-based combat

among Western developers – which would later be

expanded by Wizard’s Crown (1985), Pool of Radiance

(1988) and many others.

And it would also be a hit in Japan. The previous

Ultima games were ported to Japanese computers,

inspiring games like 夢 幻 の 心 臓 (Heart of Fantasy,

1984), but Exodus was the first game of the series to

be ported to Nintendo’s NES/Famicom consoles. This

port, released a few months after Dragon Quest (1986)

had redefined JRPGs, was the first Western RPG of

many Japanese developers, as well as many console

gamers across the world.

While not as fun as some of the games that would

come after, this is where the series really begins to kick

off, and I would still recommend Ultima III to fans of

old PC games and those that enjoy experiencing the

origins of an important RPG series. DT

While obscure

CRPG Tunnels

of Doom (1982)

pioneered the

tactical partybased

and turnbased

combat,

it was Ultima III

who popularised

this feature.

Players who

beat the game

were told to

send a letter to

Origin reporting

their deeds.

In return, they

would get a

completion

certificate,

signed by Lord

British himself.

This tradition

would continue

up to Ultima

VIII (1994).

Ultima III added a line-of-sight system, so walls, doors,

forests and mountains all block how far you can see.

Dungeons now have solid colour walls, while encounters

are more sparse and fought in the tactical combat view.

65


Questron

Strategic Simulations, Inc., 1984

C64, Apple II and Atari 8-bit

Questron

was SSI’s first

published RPG.

It became a

hit, surpassing

all the strategy

games the

company was

known for.

Once you arrive

at the Land of

Evil, you’ll be able

to explore firstperson

dungeons.

While most RPGs

used straight

wire-frames,

Questron’s

dungeons are

more cave-like.

66

The early years of CRPG history show a wide

variety of game styles. They all look and

play quite differently. It was a new frontier;

people where still trying to figure out how an RPG

should play on the computer. Some brought ideas

from the PLATO RPGs, but most stories are about

programmers who bought an Apple II and tried to

make a game on it, using their favourite tabletop

RPGs, books and movies as reference.

Questron is different. It was born when Charles

Dougherty played Ultima I and fell in love with it. He

had never played an RPG before, but he was a skilled

programmer, so he decided to see if he could make his

own game – based on the only RPG he knew.

When the game was done, he sent it to publishers,

hoping for a deal. Brøderbund began displaying the

game at conventions, and in one of those Richard

Garriott happened to pass by and complained about

how similar the game was to Ultima. Brøderbund gave

up on publishing it, but Strategic Simulations Inc.

(SSI) wanted to get into the CRPG market and decided

to strike a deal with Garriott.

And so, after a few changes, Questron was released

in 1984, featuring a disclaimer: “Game structure and

style used under licence of Richard Garriott”.

It sounds a bit mean today, considering how often

popular titles are copied, and that the following years

saw dozens of RPGs heavily inspired by Ultima, like

Shards of Spring, 2400 A.D., Magic Candle, Deathlord,

Dragon Quest, Exile, etc. But Questron was the first,

and it’s indeed extremely similar to Ultima I and II.

There’s no character creation, you simply type a

name and spawn on the game’s massive open world.

Your first goal is to gather gold and grow stronger,

buying weapons and armour in the various towns,

and visiting cathedrals to increase your HP.

Questron has no XP system; to improve your

stats you must pay to play mini-games, e.g. skeetshooting

will slowly increase your Dexterity. While

quite original, this means that fighting monsters is

mostly pointless – it wields little gold, no XP and will

drain your HP. You’re better off gambling in town,

playing blackjack or roulette. Not very heroic.

Once you’re rich and powerful enough, the king

will summon you. You’ll be tasked with travelling to the

Land of Evil, where you must defeat the evil wizard.

This new land is another large continent, but it features

more dangerous enemies, a few first-person dungeons

and a giant eagle you can mount to fly around.

While the journey has few innovations, Questron’s

ending was revolutionary. Today we expect extensive

cutscenes that will bring closure to our adventures,

but, back in the day, games would just say “You Won!”

and shut down. Questron was the first CRPG – and

possibly the first video game – that rewarded you with

a long animated victory ceremony, with trumpeters

announcing your arrival, the king appointing you

Baron and even some sequel-teasing.


“One of my regrets was never

calling Richard [Garriott] to talk

about it [the similarities with

Ultima]. But, bear in mind he was

a big name, I was a nobody living

disconnected in the Midwest, and

Brøderbund and SSI were telling me

that he was pissed. I had no idea

what to say to him.”

– Chuck Dougherty,

Questron’s co-creator

A town with four

shops, a casino

and a jail. I bribed

the guard to let

me speak with

the prisoner,

who is giving

me some hints.

Like Ultima, the

shop’s inventory

is time-based,

with new items

being available

over time.

Questron became a best-selling hit, so Charles and

his twin brother, John, founded Quest Software and

made their second game, Legacy of the Ancients (1987).

It features an updated engine, with large towns, better

graphics and an item durability system, but follows a

very similar formula to Questron, where you must earn

gold by gambling or fighting and then raise your stats

in mini-games until you can defeat the evil bad guy.

However, Legacy had a unique hook: you start

the game inside a Galatic Museum, where the exhibits

are magical – they may teleport you to a city or secret

dungeon, or grant an item or stat boost. To interact with

them you need special coins, which must be found by

exploring. The game still doesn’t use XP; instead you

must do quests for the museum’s caretaker, who will

grant you levels and unlock new areas of the museum.

After releasing Legacy under Electronic Arts,

the brothers partnered again with SSI, who assigned

Westwood Studios to help them create Questron II.

Released in 1988, Questron II had fancy new

graphics, but was practically a remake of Questron I –

the same single-character RPG based around getting

gold to buy gear and raise stats. Lacking the novelty of

Legacy’s Galactic Museum and with a primitive style

of gameplay, it had little to offer next to big 1988 titles

like Wasteland, Ultima V and Pool of Radiance.

The brothers still made one more game in 1988,

The Legend of Blacksilver. It mixes the best of Questron

and Legacy in a polished package, but it’s ultimately

more of the same. Furthermore, its publisher, Epyx,

went bankrupt and failed to properly promote the game,

so the twins decided to retire from game development.

It’s an interesting story. Neither Charles nor

John had any previous experience with RPGs – they

simply loved Ultima and decided to make games like

it. This led to several iterations of the same concept,

but unfortunately it all fell apart when they failed to

move on as times changed. FE

Legacy of the Ancients features an iconic Galactic Museum,

where you can use exhibitions as gates to faraway lands.

Questron II’s graphics were improved, but the gameplay felt

simplistic next to games like Ultima V and Wasteland.

67


1985-1989

Here come

the new challengers

After the crash of 1983, video game consoles had become a dirty

word in the US – neither retailers nor parents were willing to spend

money on one. But where people saw a dead fad, SEGA and Nintendo

saw an opportunity to cross the seas and conquer a new market.

Nintendo’s solution was to sell their Famicom console not as a video

game console, but as a toy – a “Nintendo Entertainment System” (aka NES),

bundled with a Zapper Light Gun and ROB, a plastic robot that would assist

players in some games (and was quickly abandoned after release).

Still, Nintendo’s masterstroke was the “Nintendo Seal of Quality”,

the company’s answer to the countless bad, buggy and sometimes even

obscene “shovelware” games that flooded the market. Now Nintendo

guaranteed the quality of each game they published, and a lockout chip

prevented other companies from releasing unlicensed NES games. This

would reshape the console industry and become the new norm, with

developers now being forced to sign deals with console companies.

These tactics, together with a library of titles like Super Mario Bros,

The Legend of Zelda, Metroid, Castlevania, Mega Man and Final Fantasy

made the NES a cultural phenomena, resurrecting game consoles.

Meanwhile, computers were also facing a change of guard. A new

generation of personal computers arrived, led by the Commodore Amiga

and the Atari ST. They brought in massive improvements in performance,

audio and graphics, but the outstanding revolution was the adoption of

the mouse and Graphical User Interfaces. This allowed home computers

to become more intuitive and accessible, as even a child could drag the

mouse across the screen to click on objects and icons.

While IBM PC-Compatibles remained the most popular platform,

they also faced several changes. In 1985, Intel released its i386 processor

and Compaq quickly incorporated it in its DeskPro 386, gaining market

by producing an IBM clone more advanced than IBM’s own machines.

IBM tried to recover its throne with the PS2 family in 1987. It was

an innovative machine, with an all-new operational system (OS/2), new

ports and a new VGA graphics card that allowed it to rival the Amiga

and ST. However, IBM doomed itself by trying to enforce a proprietary

architecture in order to regain control over the clones. Simply put, IBM’s

new machine wasn’t IBM PC-Compatible. It faced severe backlash

and only further increased the dominance of clones, who managed to

replicate its features without relying on IBM.

Overall, the second half of the 80s brought in a wave of innovation

that revitalised the whole industry, setting the foundations for the

creative explosion that would follow in the 90s.

68


Trends:

Graphical User Interface: People often mistakingly believe that before Windows 95

the only operating system computers had were black DOS screens, but the Xerox Alto,

created in 1973, already had a mouse and a graphical operating system. The Apple Lisa

popularised the concept in 1983 and soon every big company followed suit. The Amiga,

Atari ST and Macintosh all had their own graphical operating systems with mouse support,

while IBM-PCs could use OS/2, GEOS, GEM or Microsoft’s newly released Windows.

Apple’s Lisa already

had its own graphical

interface in 1983,

with mouse support,

multiple windows

and drag-down

menus.

Graphic Modes: One of the most noticeable advances of the new generation of

computers were the graphics. Previously most computers could only handle up to 16

colours, but now 64 colours became the standard – and special modes like the Amiga’s HAM

rendered up to 4096 colors at once. IBM PC-Compatibles relied on CGA cards, which

allowed only 4 colours. In 1984, EGA cards raised that to 16 colours, and in 1987 the VGA

cards pushed it to 256 colours, finally standing up to the Amiga, Apple IIGS and Atari ST.

An image

created on

Amiga’s Photon

Paint, using the

machine’s 4096

colours at once.

Sound Cards: Early computers could produce nothing but a few “beeps” as sound.

Dedicated Sound Cards were first created as tools for professional musicians, with later

machines like the Amiga and Atari ST offering built-in audio chips. IBM-PCs were left

behind until 1987, when the AdLib sound card arrived, followed by the Sound Blaster,

the Roland MT-32 sound module and many others. Sound Cards would be a competitive

business until the mid 90s, when they began to be replaced by built-in audio chips.

King’s Quest IV

was released in

1988 and was

the first game to

support IBM PC

sound cards.

The Commodore Amiga

family begins with the Amiga

1000, an accessible home

computer with cutting edge

CPU, graphics and sound.

The Nintendo Entertainment

System arrives in the US.

A cultural phenomena, it

reignited game consoles and

sold over 60 million units.

The Apple IIGS is released.

Apple’s answer to the Amiga

and Atari ST, it was cheaper

and ran Apple II software,

but was slow and outdated.

SimCity is released.

Selling over one million copies,

it expanded the horizon of

video games beyond combat

and epic adventures.

The Genesis / Mega Drive

is released. SEGA’s biggest

success and the eternal rival

to the Super Nintendo, it sold

over 30 million units.

1985 1986 1987 1988 1989

The Atari ST family is

launched. A cheaper

alternative to the Amiga, it

was also the first computer

with a coloured GUI. Its builtin

MIDI ports made it very

popular with musicians.

SEGA’s Master System arrives in

the West. While technologically

superior to the NES, it suffered

from a smaller game library. It

sold over 10 million units at the

time, being very successful in

Europe and Brazil.

Dragon Quest is released

in Japan for the Famicom.

Blending Wizardry with

Ultima and Akira Toriyama’s

unique art style, it defined

JRPGs and sold over

2 million copies.

The IBM PS/2 was IBM’s

attempt to regain control

of the PC clones market.

Although it did introduce

several innovations, it was

heavily criticised for its

closed architecture.

The Game Boy is released.

While it faced competition

from handhelds like the Atari

Lynx and SEGA Game Gear,

its low price and excellent

games made it the victor,

selling over 118 million units.

69


Wizard’s

Crown

Strategic Simulations, Inc., 1985

Apple II, Atari 8-bit, C64, Atari ST and MS-DOS

While SSI had

published

RPGs before,

Wizard’s Crown

was the first

one created by

their internal

team, a group

of wargaming

veterans led

by Paul Murray

and Keith Brors,

who would also

create the Gold

Box series later.

The city offers

some shops and

taverns, but most

of your time will

be spent in the

ruins next to it,

trying to find new

locations and

fighting random

encounters.

70

Wizard’s Crown is a turn-based, tactical

CRPG created by my favourite gaming

company of all time, SSI. The backstory

is simplistic, involving a ravaged land, crazed wizard

evil guy, and a McGuffin held by said wizard. The

player puts a team of eight heroes together, has them

explore their surroundings, and eventually gathers

enough skill and special equipment to kill the evil

wizard and take his crown back home.

The game features five classes – Warrior, Thief,

Priest, Ranger and Sorcerer, but character creation

is done through a point-buy system, allowing you

to customise a character’s stats and skills. Thus, you

can create a powerful pure warrior who excels as a

sword and shield fighter, but the system also allows

for multi-class characters, such as a lightly armoured

Ranger/Priest with some points in healing in order to

complement the party’s dedicated Priest.

Characters never level up, but instead earn more

skill points, which can be used to improve how well

they use a particular sort of weapon, block with a

shield, identify items, cast spells, etc.

The entire game takes place in a very limited

area, consisting only of a crime-ridden half of a city,

bandit-filled woods north of the city, and the ruined

remnants of the second half of the city to the south.

Overworld movement is done from a 2D topdown

perspective through a map of grid squares,

though the party can enter certain structures and

shops. When the party enters a building or dungeon

that requires exploration, it is brought into another

map. Non-combat skills become important, as there

are often locked doors and secrets to discover.

Similarly, when the party encounters enemies

the game goes to a combat map, complete with walls

and furniture that affect movement and line of fire.

Combat is really where this game shines. Here

you can see the sort of design choices that would later

come into play in the famous Gold Box series, which

SSI began in 1988 with Pool of Radiance.

You start battles by positioning your heroes, and

the direction a combatant faces is important, with

better defensive values against frontal attacks, while

attacks from behind are more devastating.

Once combat begins, there’s an outstanding

number of actions available. Characters can go prone

or zig-zag to avoid arrows, sacrifice defence for a more

reckless attack, spend an entire turn aiming their bow,

break shields with axes, guard against approaching

enemies, hide, etc. Besides hit points there’s also a

detailed injury system, and unconscious companions

can die by bleeding out unless one of your characters

stabilises them. Furthermore, if a battle takes too long,

morale starts to drop, making it harder.

Wizard’s Crown is by far the most tactical RPG of

its time – battles are an elegant dance, with forward lines

of soldiers protecting allied archers and spellcasters,

while supporting healers running in between.


Character creation offers a great amount of options, and you

also get to pick icons to represent each hero in battle.

Characters can be injured in several ways, and can go down

unconscious even if they still have all their hit points.

After battles you must carefully treat your characters.

Unconscious heroes will be left behind if you move on.

However, if fighting long tactical battles against

random hordes of enemies gets tiresome, Wizard’s

Crown offers a novel “Quick Combat” option – the

game does all the fighting, you just monitor your

party status and order a quick retreat if needed.

The downside is that the AI won’t fight as well

as a decent player – it’s especially inept with magic,

leading to some costly victories. But the real issue is

that if you skip combat, there isn’t much game left.

The biggest problem with Wizard’s Crown comes

from how limited the backdrop is. There simply isn’t

enough territory to explore to justify the amount of

hours it takes to beat the game. Once you clear out the

beginning portion of the city there is nothing left to

explore, but the northern woods and southern ruins

have enemies too tough for you to defeat.

So you will spend a large amount of time

running through places you’ve already cleared, trying

to attract wandering monsters for a few earned skill

points and items to sell. Wizard’s Crown requires

ridiculous hours of grinding so you can eventually

improve your characters enough to move on.

The Eternal Dagger added new features, like being able to talk,

surrender or hide from enemies, but it was still tedious.

The sequel, The Eternal Dagger (1987), tried to

fix this by introducing a larger world map, with varied

terrain types and even adding puzzles. Sadly, it also

added a new fatigue system, more micro-managing and

longer travelling times, demanding even more patience

from players. More complicated than complex, it was a

step back from its predecessor.

I really can’t recommend Wizard’s Crown to new

audiences, especially when the Gold Box games took

much of what was good here and made for a much

better experience. Still, Wizard’s Crown will always

have a special place in my heart.

When I was a tween, my father purchased

an Atari PC version of the game for me, though I

was unable to get far in it back then. In 2015, I was

watching over my dying father during many long days

alongside his bed. I showed the Wizard’s Crown end

screen to him when I beat the game and asked if he

remembered buying the game for me and he gave me

a warm smile. He was dead a handful of days later.

So although I can’t recommend it to others, I have

no regrets over my time with it. Thanks again, Dad. DT

71


The Bard’s Tale

Interplay, 1985

Apple II, Amiga, Atari ST, C64 and MS-DOS

Eight novels

were written

around the

Bard’s Tale lore,

by famous

authors such

as Mercedes

Lackey, Josepha

Sherman

and Michael

Stackpole (who

also helped

to design The

Bard’s Tale III).

The original

Apple II release may

look simple today,

but the smooth

animations were

revolutionary

next to Wizardry’s

crude wire-frame

corridors.

72

Designed in the halcyon days of computer

role-playing games, where using graph

paper to map out every explorable space

was practically the norm, the irrepressible Bard’s Tale

trilogy is a deeply treasured series of games developed

by Interplay through the mid to late 80s.

Highly inspired by its older brother, Wizardry,

Bard’s Tale helped push the party-based dungeon

crawler forward with its emphasis on tactical turnbased

combat, deviously creative and eminently

memorable dungeon design, sheer atmospheric

writing, monster sprite animations and its deeply

unique magic system, requiring the player use four

letter code words. (ARFI, MAMA, NUKE anyone?)

Michael Cranford’s ambition came in the form

of a windowed first-person perspective which moves

with a pseudo-3D effect as the textures change,

creating an immersing sense of truly moving through

a virtual world. The player’s characters 1-6 were listed

below, with a slot available for summoned creatures or

NPCs who may occasionally join your intrepid group.

Arguably one of Bard’s Tale’s greatest pleasures

lies in the party creation: making a diverse range

of characters to explore Skara Brae and meet

its challenges. The rich party design gives these

games a fantastic longevity and I can vividly recall

experimenting with many combinations of Paladins,

Warriors, Hunters, Bards, Rogues and the spellcasting

classes, seeking that “perfect” party balance.

A distinctive aspect to the Bard’s Tale character

system is the array of magic classes at the disposal of

the player. In addition to the classic Bard class, who

can weave a limited number of magical songs in

and out of combat to influence proceedings before

requiring a stiff drink, the player can also take

advantage of the tiered magical class system. Whilst

Magicians and Conjurers are the only two spell-casting

classes initially available in character creation, after

some levelling, players can choose to change the

classes of their spellcasters to Sorcerer (Illusions) and

Wizard (Summoning), adding depth to combat.

During the early phases of the game, Bard’s Tale

is an intensely demanding experience as players have

to familiarise themselves with Skara Brae’s important

locations relatively quickly, else suffer the wrath of one

of the many random encounters which could easily

send low-level characters to their collective doom.

The incredible sense of danger one has when simply

making one’s way to Garth’s Shoppe, exploring a new

dungeon for the first time, or the sense of dread when

making one’s way back to the stairs with low magic

points to the sanctuary of the Adventurer’s Guild

and the safety of a well-saved game, are memorable

highlights of this wonderful trilogy.

Thus, a slow careful approach in nurturing and

managing one’s characters in the beginning pays off as

the group progressively becomes stronger and moves

with greater assurance through the wintery streets

and dungeons: to finally face Mangar himself!


“I had a vision for abandoning

Wizardry’s wire-frame corridors and

introducing framed animation of

textured walls that moved toward

you (a pseudo-3D effect). I wanted

a world that looked more real than

Wizardry’s. That was my primary

design departure. I also wanted

more magic involved in the game;

hack and slash wasn’t as interesting

to me.​”

– Michael Cranford,

The Bard’s Tale creator

Later ports of the

game, such as the

Amiga version

released just one

year after the

Apple II version,

vastly improved

the graphics.

Released a year later, Bard’s Tale II: The Destiny

Knight, saw a much larger game world with six cities

and large outdoor areas, plus more save-game chances.

Players could transfer their parties from Bards Tale I

or Ultima III, use the services of banks, gamble in

casinos and take advantage of ranged combat.

Also new is a starter dungeon to assist players

in getting up to speed with their chosen characters,

alleviating the first game’s entry barrier. As portrayed

in the title screen animation, the main quest in the game

was to reunite the seven pieces of the destiny wand

and foil the plans of the evil Archmage, Lagoth Zanta.

Ardent fans of the series will also recall the

“Snares of Death” within the many challenging

dungeons. These were real-time puzzles and often

had a slightly esoteric element which befuddled and

flummoxed gamers worldwide. I would argue that

Bard’s Tale II is the most arduously challenging game

of the trilogy – which is no small feat.

Michale Cranford left the company afterwards,

but in 1988 The Bard’s Tale III: Thief of Fate brought

an even wider scope to the series. You must traverse

the dimensions and solve their individual quests to

collect magical items and topple the mad god Tarjan.

The addition of an auto-map feature and the

ability to save one’s game anywhere added a layer

to accessibility and convenience to the series. Due

of the variety of locations, descriptive prose within

dungeons and overall story, the third game remains

my favourite and closest to my heart.

Personally, I found much delight in the writing as

it’s richly atmospheric and yields many poetic moments

– from the articulate to the poignantly romantic and

even tragic. I fondly recall using some of the riddles

from the game in AD&D sessions with friends!

May ye all live to see why the thief was so fateful!

Raise a tankard to the great Bard’s Tale! Huzzah! RB

Interplay lost the

Bard’s Tale name

to its publisher,

Electronic Arts,

so the fourth

game in the

series had to be

transformed into

Dragon Wars

(1989). Many

failed attempts

to make Bard’s

Tale IV followed

until 2018, when

Brian Fargo’s

inXile released

a crowd-funded

sequel to the

original games.

The series is often criticised for the massive amount of

random encounters, and it’s quite self-aware about it.

The series received a faithful remaster in 2018, featuring

redrawn graphics, bug fixes and a new automap system.

73


Alternate Reality:

The City

In 1999, Philip

Price and Gary

Gilberson teamed

up again to create

an MMO called

Alternate Reality

Online, but the

project was

cancelled due to

lack of funds.

The character

creation screen,

where your

stats and wealth

are rolled. The

graphics were

quite impressive

for the time.

Paradise Programming, 1985

Atari 8-bit, Amiga, Apple II, MS-DOS, etc

Created by Philip Price, Alternate Reality was

originally planned as an ambitious series

of seven scenarios – City, Dungeon, Arena,

Palace, Wilderness, Revelation and Destiny. The City

would be patched by subsequent scenarios, creating

a huge, seamless adventure. Sadly only the first two –

The City and The Dungeon – were ever released.

Kidnapped by an alien spaceship, you find

yourself dropped into the hostile city of Xebec’s

Demise, fighting against the elements and a wide

variety of inhabitants from thieves, robbers and noblemen

to fantastical creatures of the night, as well as

trying to understand why you were abducted.

As you step through the doorway of the spaceship

the spinning numbers above your head will roll your

initial statistics within the world of Alternate Reality.

As well as the traditional Strength, Stamina, Skill,

Charisma, Wisdom and Intelligence, the game featured

a number of additional statistics about the character,

such as hunger, drunkenness and exhaustion, which

remain hidden from the players. Even 30 years later

there’s still discussion about the impact stats have on

events and certain types of encounters.

You explore a large city (64x64 squares) through

a small first person window in the centre of the screen,

using either keyboard or joystick. Unlike Wizardry

and Bard’s Tale, which used relatively simple 3D views

which “jumped” as you moved to each map square,

Alternate Reality provided full-colour textured walls

which scrolled smoothly by as your character moved

from one map square to another.

Combine that with other graphical effects such

as numerous sprite animations, day-and-night cycle,

rain and flashes of lightning and you have a game

which was graphically and aurally way ahead of its

peers. It made use of the Atari 8-bit unique strengths

to achieve some special effects, such as maximising

the number of colours on-screen, that programmers

found challenging to port to other computers later

on. It’s elaborate opening sequence (almost 5 minutes

long and with a theme song), movie-style credits and

careful sync of sound and image were novel features

which only became common many years later.

The music by Gary Gilbertson is memorable and

well employed. There’s a variety of songs for special

locations and events – including a Game Over song –

with lyrics appearing on-screen. During encounters,

the type of music can be used to determine the nature

of the encounter and how hostile it is likely to be.

With the absence of any defined quests within

The City, your goals are simply to develop a character

with powerful stats, obtain high-quality equipment

and amass sufficient wealth so that you may have a

chance to survive in future scenarios. This is done

through encountering the city’s inhabitants and

defeating them in combat, though wealth can also

be increased through the use of variable-rate bank

accounts – although a higher interest rate also means

there is a higher risk of you losing your money!

74


“Life is very short and one must try

to do what one can that best serves

man. It’s too short to just sit back

content and watch the world go by.

One is obligated to find ways to help

one another. I received much less

money creating games than when I

worked on the B-2 Stealth bomber,

but the joy I brought to so many

people with the games is priceless,

completely without measure. Never

underestimate the power of joy.”

– Philip Price,

Alternate Reality’s creator

After the release of The City, Phillip Price left

due to issues with the game’s publisher. And so the

sequel, Alternate Reality: The Dungeon, would arrive

only in 1987, developed by Ken Jordan and Dan Pinal

with some notes from Price and with Gary Gilbertson

again providing a rich variety of music.

The Dungeon is a solid dungeon crawler that can

be played without The City and feels like a full game.

It offers several quests found either through exploring

or by visiting the Oracle, who will assign quests if a

suitable offering is made. Through completing these

quests the player learns a lot more about the nature

of Alternate Reality’s environment and his kidnappers.

New features included a greatly expanded range

of items such as scrolls, tarot cards, magical eyes,

wands, as well as more unique locations across four

dungeon levels, spell-casting and an interesting guild

system where membership in one guild made you an

instant enemy with a rival guild.

Sadly, the series was never completed. A design

document for The Arena was completed but coding

never began. By that time 16-bit computers such as

the Amiga, Atari ST and the IBM PC were the rule,

and the market had moved away from all the 8-bit

machines. The City would be ported to these new

computers, now featuring vastly improved graphics,

but the developers did not include the patch system

Price had created, so the ports were unable to link

with other scenarios.

In the end, that didn’t matter, as The Dungeon

never got a 16-bit port. Versions for the Amiga and

IBM PC were about 70% complete when the game’s

publisher, Datasoft, went out of business.

Today players still brave the streets of Xebec’s

Demise and the corridors of The Dungeon, trying to

discover yet more secrets of the mysterious Alternate

Reality and hoping that one day they will be able to

finally bring their characters back to Earth. GS

Alternate Reality

features intense

use of music.

Some locations

have unique

songs, with lyrics

that appear in

sing-along style

on the screen.

Alternate

Reality X is a

modern, fan

remake of

the first two

games, that

allows you to

freely move

between

The City and

The Dungeon.

It’s currently

in development,

but you can

try it at www.

crpgdev.com

Besides fighting, players can also try to Charm or Trick

foes if their Charisma and Intelligence are high enough.

The Dungeon added a four-level maze to explore, with

various new interactions, events, enemies and quests.

75


Phantasie

Strategic Simulations, Inc., 1985

Atari ST, Amiga, C64, Apple II and MS-DOS

In a 2013

interview,

Winston Wood

revealed he

was working

on Phantasie V

during his spare

time. However,

in 2014 the

project was put

on hold due

lack of funding.

The overworld

map is quite simple,

containing only

cities, dungeons and

inns. But it’s full of

enemies that can

even take the party

by surprise at night.

76

Ask CRPG fans who Lord British is and chances

are they’ll know – he’s Richard Garriott’s alter

ego in the Ultima series. Ask them who Lord

Wood is, and the answer is less certain.

In the mid-80s, SSI released a three-game series,

Phantasie (1985), Phantasie II (1986) and Phantasie

III: The Wrath of Nikademus (1987), all created by

Winston Douglas Wood. In the games, he’s known as

Lord Wood, the noble leader of the forces of good and

the adversary of the evil Nikademus.

Phantasie’s original box touts the game as a “roleplaying

odyssey”, and this is a truly fitting description.

For just as Odysseus wandered throughout ancient

Greece on his journeys, the Phantasie series draws

much of its inspiration from Greek mythology. The

sorceror, Nikademus, is bent on conquering the world

with the help of his patron, the dark god Pluto. Zeus

cannot allow this to go unanswered and, like the

myths of old, he finds mortals – a party of adventurers

– to help his cause. The god also enlists the aid of Lord

Wood and a wizard, Filmon the Sage, to guide and

assist players throughout all three games.

Throughout the games, your journeys are

many and varied. Not only do players venture across

medieval-fantasy lands, but they also visit different

planes of existence. In fact, interdimensional travel is

a crucial and exhilarating aspect of the series. Players

travel to the Astral Plane, the Planes of Light and

Darkness, and multiple layers of the Netherworld.

These aren’t just dungeons to explore, but rather small

overworlds, complete with towns and locations. Not

only do players hear about the gods, but they also meet

them, Zeus at Mt. Olympus and Pluto in his “smallest

castle”, which is so vast it defies mortal comprehension.

One of the most unique aspects of the series is

the wide range of playable races available for players’

parties (15 in total). Not only can characters be

humans, elves, dwarves or gnomes, but they also can

be any number of D&D-inspired races, such as gnolls,

orcs, goblins, minotaurs, Lizardmen and sprites.

Each race has its own graphical representation on

the combat screen, which was quite advanced for

the time. It’s also possible to transfer characters from

game to game in the series.

The flow of the games follows a pattern that has

become quite familiar in console games and JRPGs.

Players’ parties advance from town to town in the

overworld, explore dungeons encountered along the

way and gain more experience and better equipment

in the process. The dungeons are displayed in a basic,

mini-map-style view, but are embellished with text

descriptions to bring them to life.

The story is mainly told through scrolls found

scattered across towns and dungeons. These scrolls do

an excellent job of introducing players to the people,

places and events that shape the world of Phantasie.

Players also encounter many puzzles and personalities

in the dungeons, such as Filmon and Lord Wood.


The dungeons are a highlight. You’ll encounter various

skill checks, interactions and secrets while exploring.

Upon defeat, your characters’ souls are judged. They can

be resurrected, destroyed or turned into undead.

In combat, enemies organise themselves in rows, while

your party remains on the bottom of the screen.

However, few encounters are so benign, and

combat is an ever-present reality in the Phantasie

series. The battle system is phase-based with enemies

organised in rows and closely resembles the early

Final Fantasy games, which arrived several years

later. This system is the same in the first two games,

but it’s improved with the addition of ranged weapons

and the ability to hit different body locations in the

third game.

Not all battles are random though, and there

are many unique encounters to experience in the

Phantasie III offers improved graphics and locational

damage – you can injure, break or even cut off limbs.

games, such as a creature called J.R. Trolkin in the

first game, an obvious homage to J.R.R. Tolkien.

More memorable though are Pluto’s Minions from

Phantasie II (1986), a collection of nine unique and

challenging monsters whom Pluto keeps as pets.

This all leads to a final confrontation with

Nikademus in Phantasie III (1987). Though the series

is mostly linear, players are presented with a choice

before the final battle. Should they defeat Nikademus

and be hailed as heroes by Zeus, or should they betray

Lord Wood and side with Pluto? You decide. BS

Japanese Games:

The Phantasie series was localised in

Japan by Star Craft Inc. Several changes

were made, such as altering the art style

and using a side-view combat screen.

The games were a success, and in 1991

Winston Wood travelled to Japan to

develop Phantasie IV: Birth of Heroes,

which remains unreleased in the West.

The side-view

battle interface

of the Japanese

Phantasie MSX

port (left), and

the Japan-only

Phantasie IV

(right).

77


Ultima IV:

Quest of the Avatar

Origin Systems, 1985

Amiga, C64, Apple II, MS-DOS and Atari ST

An upgrade

for the DOS

version was

made by fans.

The Ultima IV

Upgrade Patch

fixes bugs,

improves the

graphics, the UI

and the music.

Moongates allow

fast travel; ships

can help get you to

inaccessible places.

78

It’s a very old game now, designed originally for

8-bit systems with 64K RAM and CPUs running

about 1 MHz. Regardless, the achievements of

Ultima IV are astonishing.

It begins with a novel method of character

creation: the Gypsy woman and her quasi-Tarot cards.

She presents several situations, each with a choice of

two responses. There are no right or wrong answers.

The reading is designed to gauge your mental

outlook, your morals and ethics, and give you the

profession closest to them. Each profession represents

one of the eight virtues: Valour (Fighter), Honour

(Paladin), Spirituality (Ranger), Humility (Shepherd),

Honesty (Mage), Self-Sacrifice (Tinker), Compassion

(Bard) and Justice (Druid).

With many games, that’s as far as it would go.

You’d have your mage or fighter or bard or whatever,

and play on from there – killing monsters, collecting

loot and saving the world. In Ultima IV, this is only

the start of a long journey of the soul, a journey that

depends on building character; on perfecting yourself

in all eight virtues and becoming the Avatar.

No game, before or since, has had such an

objective. All others have been concerned with making

you a better warrior or spell-slinger, concentrating

entirely on developing physical or magical prowess.

Combat is the means to this, and it is easy to see why

other CRPGs have so much. It’s the main way to get

ahead; in some cases, the only way.

You certainly have fighting in Ultima IV. It’s how

you prove your Valour – but Valour is only one virtue.

Developing those other seven depends upon how you

react to and treat other people.

There’s no backsliding here either. Each “eighth”

(enlightenment in a virtue) is hard to earn and not

permanent. The game watches every move you make.

Start acting the wrong way, and you’ll be losing those

eighths. Only a true Avatar can finish this game.

There’s also Ultima IV’s open design. You can go

almost anywhere you want, any time you want; the

game is very much not linear. There are many things

to do, and quite a few objects to gather, but, for the

most part, these can be done in any order. Eventually,

of course, everything narrows down to the end game.

Until that time, the player has a lot of discretion as to

where to go and what to do.

While combat isn’t the main focus of the game,

there is plenty of it, and it’s turn-based. Opponents

are carefully controlled, so you won’t, especially at

the start, be overwhelmed. You can explore without

worrying that a horde of orcs will show up and wipe

you out. Also, enemies will sometimes run away if

they take too many casualties.

You aren’t alone, either. Over time, you gather

in seven members to your party. They represent the

other seven virtues, and you will need every one of

those people. Further, levelling is not a big item; eight

is the maximum level you can reach.


“The point is not whether you

have strong enough muscles or

big enough guns to win, the issue

should be: What have you learned?

What wisdom have you gained

from the beginning through to the

end that really means you’re now

the appropriate person to solve

the problem?”

– Richard Garriott,

Ultima IV’s project leader

Conversation has always been a staple of the

Ultimas, even if it was very limited in previous

games. An important aspect here is that people give

you information because they like you, trust you, or

respect you. This is trust or respect you earn by your

actions during play. The closer you are to the ideal

of Avatarhood, the more likely people are to tell you

important things.

There is none of the “quid pro quo” that infects

so many games. You know: “So, you want the location

of the +30 Sword of Instant Death? First, you must

travel to the lair of the Dread Funny Bunnies, and

bring back to me the Drum of Ages (batteries not

included).” Nowhere in Ultima IV are you ever

someone’s “gofer”.

People don’t send you off to retrieve lost/stolen

items as though you’re some sort of pet dog. Nor

do they ask you to do any “favours”. Everything you

learn, every item you obtain, is for your own use.

Perhaps the most iconoclastic part of Ultima IV

is the ending. As a friend of mine put it, “It’s the only

game where the goal is to read a book”. Not trashing

Foozle, not saving the world (again), but penetrating

to the depths of a dungeon to read the Codex of

Ultimate Wisdom. There have been other games with

nonviolent endings, but none so original as this.

For all that, some of today’s gamers may find the

game unplayable. The graphics are primitive. There is

no log, no journal, no automap, no big loot drops, no

hand-holding. Patience and extensive note-taking are

crucial, because there is so much to learn. You’d better

learn it all too; you’re tested throughout the final

dungeon to ensure you really know what it means to

be the Avatar.

However, if you’re looking for a unique experience

that doesn’t rely on hack-and-slash or endless “side

jobs”, then Ultima IV is still one-of-a-kind, even after

all these years. SC

Creating your

character with

the Gypsy’s Tarot

cards. Your choice

is always the right

one... for you.

Created by fan

Chris Hopkins,

Ultima IV

Part 2: Dude,

where’s my

Avatar? is a

parody of the

Ultima series.

It takes place

in the gap of

time between

Ultima IV and

Ultima V.

There are no quests in the sense of doing a task to get

a reward. What you must do is be (and remain) worthy.

Ultima IV introduced seven recruitable companions,

who became important recurring characters in the series.

79


Autoduel

Origin Systems, 1985

MS-DOS, Apple II, Amiga, C64, Atari 8-bit, etc

80

Autoduel was

created by

Chuck Bueche

and Richard

Garriott, in

one of his

rare ventures

outside of the

Ultima series.

There are 16

cities you can

travel to, either

by taking a bus

or by manually

driving there

(and surviving

the trip). You

can even visit

Origin’s HQ in

Manchester.

Building your

own car is

Autoduel’s high

point. There are

many options

and factors to

consider, from

weight, speed

and cargo room

to weapon

and armour

placement.

Dystopian futures often feel like interesting

RPG settings, but late 70s cinema delivered

two cult classics that just begged to be played:

Death Race 2000 and Mad Max. Steve Jackson artfully

translated that drive into 1980’s Car Wars, a popular

tabletop RPG all about building your own vehicle of

destruction and driving it across post-apocalyptic US.

Autoduel, born of a deal between Steve Jackson and

Origin Systems, is its CRPG adaptation.

Although a licensed product, Autoduel features

a massive difference: while Car Wars was turn-based,

Origin’s team took some lessons from Midway’s 1983

arcade hit Spy Hunter and made the game an arcade-y,

top-down real-time driving game that requires fast

reflexes and is best played with a joystick.

True to its source material, Autoduel features an

incredibly detailed car-building system. You’ll choose

from various car types (compact, van, pickup, luxury,

etc.) and equip it with your choice of chassis, armour,

suspension, tyres, weapons and power plant.

This is where the game shines. It’s a joy to build

your own vehicles, creating a fast car that can outrun

enemies and lay mines or buying a large power plant

to use laser weapons. There’s also a robust locational

damage system, as weapons, tyres, armour layers and

even the driver have their own hit points. Get shot at

a side that has no armour left and you’re likely dead.

You can freely drive across the Northeastern US,

hunting outlaws (and salvaging their cars), battling

in arenas and taking delivery quests. It can get a bit

repetitive after a while, but build enough prestige and

you’ll unlock a final mission for the FBI.

Unfortunately, Autoduel’s top-down driving and

combat aged badly. Yes, it was great for 1985, but lacks

that visceral feedback we have in modern 3D driving

games. However, its real flaw is the extreme difficulty.

The combat is fairly challenging, but gets frustrating

when paired with permadeath – if you die the game

erases your save, forcing you to restart from scratch

unless you have a very expensive clone of yourself.

If you enjoy such high challenge (or don’t mind

making manual backups of your save files), then be

sure to take Autoduel for a ride. While there are many

other vehicular combat games out there, very few can

match the complexity of this classic. FE


Strategic Simulations Inc., 1986

Atari ST, DOS, Apple II and C64

Rings of Zilfin

Rings of Zilfin is one of those early CRPGs that

really makes you wonder how differently

the genre could have evolved. The game is a

unique mix of light RPG mechanics with King’s Queststyled

adventure and fast-paced arcade-like battles.

The plot is the usual save-the-world fare, but

it’s played with some twists. The world of Batiniq is

threated by the evil Lord Dragos, who has one of the

two legendary Rings of Zilfin. Your rather ambitious

goal is to somehow get both rings for yourself and use

them to destroy Dragos once and for all.

The world is divided into a series of locations,

such as villages, forests, mountains, dungeons and

deserts. You must journey the land, collecting items,

purchasing equipment, talking to NPCs in search of

hints and battling the occasional enemy.

Most of these foes are fought in the ground, in

real time; you can slash them with your sword, cast

spells or use the bow at point-blank range. However,

some foes are flying creatures that must be shot down

with the bow or with projectile spells – Space Invaders-style.

Your endurance will go down with each hit you

take, but you’ll also have to manage fatigue, which

is necessary to perform actions such as attacking,

casting spells or just travelling. Luckily, there are

plenty of magical mushrooms and healers in Batiniq.

However, while Zilfin has an interesting world,

it bears a critical flaw. Instead of directly travelling

from one area to another, you must always go through

a long and repetitive side-scrolling journey, battling

monsters, collecting food and resting. These journeys

all look and play exactly the same, which gets boring

really fast, especially when you must cross a large

number of areas. You’ll eventually gain access to a

teleport spell that speeds things up, but few players

will still be playing by that point.

It’s disappointing really, for the rest of the game

is surprisingly smooth and well-crafted, even though

it’s an easy game, clearly designed for beginners. It

wouldn’t be far-fetched to consider Rings of Zilfin a

lost precursor to the famous Quest for Glory series.

The creator of Zilfin, Ali Atabek, would move on

to develop The Magic Candle series in 1989, where a

few of these concepts would get a second and much

more enjoyable chance to shine. FE

Night Birds might

appear during

your travels. You

must quickly

shoot them

down, in Space

Invaders fashion,

or they will call

more monsters.

Towns and

villages provide

healers and

places such

as shops and

taverns. Talking

to the NPCs

will provide

important clues

to succeed in

your quest.

81


Might and Magic:

Book I - Secret of the Inner Sanctum

*Might and

Magic was

a huge hit,

earning several

awards and

being ported

to multiple

systems,

including later

remakes for

the NES and

the Japanese

computers.

Might and

Magic’s openworld

structure

was novel at

the time, and a

refreshing change

from linear

dungeon crawls.

New World Computing, 1986

MS-DOS, Amiga, Apple II, Mac, C64, etc*

Might and Magic - Book I is the first of a

long series of party- based “blobber” RPGs

initiated by John Van Caneghem, founder

of New World Computing. It offered a new take on the

sub-genre then dominated by Wizardry, with a large

outdoor open world and a “real” turn-based combat

system, as opposed to the popular phased one.

In games like Wizardy and The Bard’s Tale all

commands were issued in bulk at the beginning of

the turn, then played out. Might and Magic made

every command be executed immediately, both for

the player and the enemies, allowing players the

opportunity to instantly react to how events unfold.

Preference for one or the other is a matter of

taste, but this new way to handle a party in combat

offered an interesting alternative.

The open world brought a sense of liberty

few games had dared offer until then. The map

lured the player in with promise of discovery and

developments, and that the promise the game does

keep. Environments include forests, deserts, swamps,

mountains, oceans and ethereal realms.

The world is a large patchwork of puzzles. Forest

mazes are not designed to appear natural, but rather

offer a challenge to access secret areas that reap higher

rewards, including keys to unlock areas you may have

run into previously but were unable to enter.

The game’s artful use of impenetrable forest,

mountain walls, portals and secret passages make

many areas a challenge that needs to be revisited

repeatedly before you can confidently draw that last

square and complete your own map.

Many will be shaken off by the necessity to

draw the maps and keep notes. But these challenges

to the player’s rigour will make stepping out of the

comfort zone worth it. Every challenge brings its

lot of satisfaction when it is overcome, and carefully

building your own maps is no exception.

The combat system, backed by dozens of tactical

spells, is an experience in nail-biting suspense where

one poor decision can often turn the tide against you

and spell defeat. A good one can lead to a satisfying

victory against apparently disastrous odds. Granted,

not every battle offers these situations but they come

around enough to make the game memorable.

While there is, to some extent, a bit of level

scaling (as encounters adapt to the strength of

your party), it only goes so far. Roaming the world

therefore leads to encounters that inevitably lead to an

untimely death. Even within the same map, accessing

a remote area might lead to scripted encounters that

offer an unexpected level of resistance, keeping you

on your toes.

Another aspect that keeps you alert is the fact

that the only way to save your progress is to return

to the inn. This saves in a single slot, overwriting the

previous entry, and can lead to intense frustration,

but it also makes each battle more suspenseful.

82


“The biggest challenge for me

was being the designer/creator

of the games and the CEO of the

company. This dual role always

created personal conflict. On one

hand I wanted to make every

game perfect, more features,

better polish… and on the other I

had to pay the bills. My ongoing

compromise was: if I stayed

profitable, I will always be able to

make another game.”

– Jon Van Caneghem,

Might and Magic’s creator

Then there is the world and story. Little regard

is given to realism. You will run into an odd mix

of magic and alien technology, and be attacked

by unlikely parties where insect swarms, vampire

bats and clerics can just as easily form an alliance

against you as more typical formations of Orcs and

hippogriffs. This gives an out-of-this-world sense that

adds to the experience without wrecking it as a less

abstract title probably would.

Might and Magic I is light on text, but it manages

to form the foundation of a rich lore and a storyline

that will be expanded upon with future titles. NPCs

will offer quests that contribute to this, and mention

is made of legendary characters in short bursts of text

found in key locations throughout the world.

All these intricate pieces and hard-won victories

of this large world fall together toward a finale that

opens the way to one of the longest series of roleplaying

adventures (ten titles!).

The second of which, Might and Magic II: Gates

to Another World (1988), largely offers more of the

same. The combat system, for one, is quite similar,

albeit with a new list of spells, new skills to acquire at

higher levels, and running away is riskier.

The levelling system evolves as well, offering

many more levels but with less noticeable effects.

There are two new classes (Ninja and Barbarian), noncombat

skills that can be acquired while adventuring

(path-finding, mountaineering, etc.), a rudimentary

automapping feature (which requires the acquisition

of a skill to be enabled) and much improved visuals.

While the early Might and Magic games have a

challenging (and sometimes frustrating) gameplay,

the satisfaction in overcoming them is still something

special that’s rarely rivalled. As an indie developer,

they inspired me to undertake my own series, Swords

and Sorcery, following on John Van Caneghem’s

footsteps decades after these were published. CC

The high difficulty

and the long play

hours one can

lose by dying

makes retreating

or surrendering

very useful

options.

SPOILER:

Might and

Magic II had

a unusual and

controversial

ending: after

the final battle

you had to solve

a cryptogram

in under 15

minutes or you

would die.

Combat is text-only, but offers great tactical depth. Actions

are performed one at a time, giving you time to react.

Might and Magic II introduced improved graphics, new

character skills and an automap, but still plays similarly.

83


Starflight

Binary Systems, 1986

MS-DOS, C64, Amiga, Atari ST, Genesis, etc

At a time

when games

were made by

two or three

people over

6-12 months,

it took a fiveman

team over

three years

to develop

Starflight.

The five races

you can recruit

all have very

different skills,

learning rates and

durability. Your

crew composition

also affects your

dealings with

other races.

84

Starflight perfectly captures what made Star Trek

so endearing: exploring, negotiating with alien

races and life-and-death space battles. All set

in an open-world procedurally generated galaxy you

could explore for hundreds of hours. Not bad for a

game crammed in 64KB of memory.

Planet Arth is in trouble. Deadly solar flares are

occurring all over the galaxy, threatening to wipe out

civilisation. Your task is to must find fuel for refugee

ships leaving Arth, find colonisable planets for them,

uncover ancient alien artefacts, and figure out why

the solar flares are happening in the first place. All this

is accomplished through scanning planets, exploring

their surfaces and speaking with the star-faring aliens.

The adventure begins at Interstel’s space

port, where you walk your avatar through various

departments preparing for your journey, in one of the

first “walking menus” in games. There you can recruit

up to six brave crewmen from five different races, such

as a quick learning plant-based species and a highly

skilled robot race. The robots are an interesting first

choice, as it starts with high initial skills, but can never

improve through training like the other races.

You begin with a small budget to equip your ship

and train your crew. These are tough initial choices.

Should you add weapons and shields or train your

Science Officer to scan planets accurately? There’s no

hand-holding here: leave the star port without cargo

pods and you have cut yourself off from much of the

revenue-generating opportunities in the game.

Once ready, you can open the ship’s galactic map.

It’s awash in nebulae, worm holes, hundreds of stars

and over 800 procedurally generated planets waiting

to be explored, making one feel very small and alone

in this sea of opportunity. Your only limitation is fuel.

The ship is easily piloted by the cursor/numpad

keys, no pesky Newtonian physics to deal with. Further

actions are spread across your officers, in a simple and

immersive UI – e.g. to heal a crew member, select the

Doctor, open its menu and choose the Treat option.

Once you reach a planet, you can order your

Science Officer to scan it, and based on his skill you

will see important details like gravity and average

temperature. Should you decide to land, simply

select a landing area and confirm. The game will then

render a first-person landing into the exact point you

selected – quite an impressive feature at the time!

The crew will then disembark into a tank-like

rover and start exploring the procedurally generated

surface, using a scanner and your intuition in search

of resources. Where do you go? Anywhere you please!

But don’t stray too far from the ship, as your rover’s

fuel won’t last long. This creates some of the most

stressful risk/reward decisions in gaming: to travel

just a wee bit further to get some valuable mineral or

alien creature, or head back to the ship.

Mistakes are deadly. Permadeath means not only

does your intrepid crew dies a horrible death, but the

game bounces out to DOS and deletes your save file.


Having a well-trained Communication Officer is vital to

avoid misunderstandings with the many alien races.

You start the game with limited resources, and will be forced

to make hard choices when first configuring your ship.

Always analyze planets before landing, else you risk being

crushed by gravity or destroyed by extreme temperatures.

Exploring the universe will also inevitably bring

you into contact with alien ships. This displays the

scariest line one can read in this permadeath game:

“Scanners indicate unidentified object!”

These encounters are real-time events. You can

manoeuvre around the aliens ships and make choices

such as raising shields, arming weapons, scanning or

hailing the aliens. Firing is as simple as pressing the

space bar, with the game choosing the appropriate

weapon based on range from the target. Your actions

will obviously affect communication opportunities.

In an age dominated by text parsers, conversation

is, thankfully, abstracted to a few efficient questions,

postures and statements. It may seem sparse but the

game does it surprisingly well, filling out your choices

with richly worded text. As you learn more, questions

get better and responses reveal more.

It’s interesting the designers chose a real-time

conversation system. After making a choice, you wait.

Are they simply not responding, are they preparing

their weapons, or are they just thinking? This kind of

tension hasn’t been explored much in other games.

Your goal when exploring planets is to capture specimens,

collect rare minerals and survive their many hazards.

The game also pioneered a system they called

“story network”. Time passes in the universe while you

are off exploring, with solar flares and other events

occurring on a regular schedule. When you return to

the star dock, new missives are available either based

on time, your actions or both – propelling the story

forward to the next node.

The sequel, Starflight 2: Trade Routes of the Cloud

Nebula (1989) is simply a better Starflight 1. With a new

story, improved graphics, reduced emphasis on mining,

higher emphasis on trading and interacting with aliens,

it generally smoothed out the sharp edges. Years later,

Protostar (1993) began development as Starflight 3

but went its own way due to contract issues. The series

would also go on to inspire Star Control (1990), and

its lasting influence is still strongly felt on games like

Mass Effect and even on Dwarf Fortress.

A genre-defining game, it was perfectly summed

up by famed science fiction author Orson Scott Card

(of Ender’s Game): “Starflight is the first science fiction

computer game that actually gives you something of

the experience of roaming through the galaxy”. TH

Starflight sold a

very respectable

100,000 units on

DOS, then was

ported to multiple

systems and sold

over 1 million units.

In 1991 a heavily

updated Mega

Drive/Genesis

version was

released.

85


Alter Ego

Activision, 1986

Apple II, MS-DOS, C64, iOS and Android*

*Alter Ego

was recently

re-released for

iOS, Android,

and browsers.

Its stewards are

also working

on expanding

and updating

the game for

today’s society.

Based on several

interviews by a

psychologist on

memorable life

events, Alter Ego

touches on family,

relationships,

work, drugs, and

sexual life.

After each event

you’re shown

moods and

actions you can

choose in reply.

The outcome of

those is based on

your personality

and past history.

86

The phrase “computer role-playing game” brings

to mind certain connotations. Heroic battles,

esoteric character systems, medieval European

pastiche, player control of the narrative, etc...

However, few games express the idea of roleplaying

quite like Alter Ego. Helmed by Peter J. Favaro,

a child psychologist, the game is more concerned with

the endless permutations of mundane modern life

than with slaying orcs or uncovering conspiracies.

In Alter Ego you’ll play through key life events

with probability altering statistics behind them. The

game starts with a series of questions, akin to Ultima IV,

that will determine the character’s initial personality.

Afterwards, the player can choose one of seven life stages

to begin, or start all the way from the womb.

Gameplay consists of selecting a series of themed

vignettes represented by symbols for love, family,

career, etc. Each scenario presents the player with an

age-appropriate situation and offers choices as to how

to react. Honest answers or true role-playing are both

options, as is kicking the hornet’s nest in order to put

one’s avatar through the wringer. These choices impact

character relationships, finances, career and health

through a set of statistics. Though most stats are visible,

worrying about them isn’t necessary for play. Becoming

wrapped up in stats in Alter Ego is missing the point.

So many RPGs claim that no two games will play

the same, but Alter Ego provides such a wide variety

of esoteric situations that it feels like it delivers. You

can become a money-hungry business tycoon or be

murdered in an alley. Remain single or take a spouse.

Die alone or die surrounded by family. When a game

ends, you’re tempted to start over to see what would

have happened if you had just chosen differently – a

ludic expression of an all too common real-life dilemma.

One major criticism of Alter Ego is that it definitely

feels of its time. Originally sold in separate “male” and

“female” versions, the game is rather sexist sometimes,

fails to account for homosexual / bisexual relationships

or being a single parent and seems to reward playing

according to 80s’ conservative values.

Regardless, Alter Ego remains essential to this day,

especially for fans of modern adventure games such as

Telltale’s offerings. Haven’t you ever wondered what it

would be like to live a different life? GB


Alien Fires

2199 A.D.

Jagware Inc., 1987

Amiga, Atari ST and MS-DOS

The first thing to be said about Alien Fires is that

it’s a very bad game. A terrible one, among the

worst in this book. Yet it’s such an interesting

title that it would be a disservice not to talk about it.

The manual explains you are a Time Lord, sent

by the enigmatic Elders to find a scientist by the name

of Dr. Samuel Kurtz. A genius, he built a time machine

and wants to use it to go back to the Big Bang and

witness the moment of Creation. You must stop him,

as some secrets are not meant for mortal eyes.

It’s a creative premise, and expectations remain

high as you boot the game, see a colourful intro with

a nice soundtrack and reach character creation, where

you’ll distribute points between seven skills.

Once that’s done, you board the oddly-shaped

Galaxy’s End space station. While almost every other

dungeon crawler is built and navigated in a square

grid, Alien Fires uses all sorts of odd angles and allows

players to turn in increments of 45 degrees, making

exploration and mapping quite a challenge.

You’ll soon meet a friendly alien, who greets you

not with text, but with voiced dialogue! Turns out

Alien Fires uses the Amiga’s text-to-speech feature to

make its NPCs “speak”! The technology is primitive

– every NPC has the exact same “voice” and it’s often

hard to understand what’s being said. But the real

issue is that dialogue is pointless.

You’ll talk to many exotic NPCs via a text parser,

navigate oddly-shaped rooms and collect several keys

and items, but it’s all for nought. Keys are useless, NPCs

don’t say anything of value and all you really need to do

is cross six small levels until you reach the last floor and

find Dr. Kurtz – then fight a shoehorned boss battle.

In fact, you could beat the game in a few minutes

if not for the frequent random encounters. And here,

once again, the game fails to provide any satisfaction.

During combat you just press the “Fight” button

and watch as you character and the enemy trade blows.

There are no tactics involved, fights play mostly the

same and the most important factor is luck.

In the end, Alien Fires feels like an ambitious

tech demo. The premise is original, the art and music

are often great and ideas like using text-to-voice and

creating dungeons in odd angles are interesting, but

unfortunately there’s no real game beneath them. FE

Alien Fires was

later ported to

Atari ST and

DOS, losing the

text-to-voice

feature. The

game hinted

at a sequel

and even asked

players to keep

their character’s

save file, but

Alien Fires 2

never arrived.

Dialogues use

a text-to-voice

system and a

competent text

parser, but the

NPCs themselves

have nothing of

value to say.

The game offers

melee and

ranged weapons,

limited ammo

and armour for

specific body

parts, but during

combat you just

click on “Fight”

and watch.

87


Ys

The Vanished Omens

Nihon Falcom, 1987

MSX2, MS-DOS, Apple IIGS, PC-88, etc

Nihon Falcom

is one of the

most important

Japanese game

developers. In

the 80s it stood

side-by-side with

Square and Enix,

but focused on

the Japanese

PC market – a,

reason why

they aren’t as

well-known in

the West.

Boss battles

can be difficult,

forcing you to

grind. But there

are a few items

and equipment

available at shops

(or hidden) that

can help you.

88

There were a number of action-based RPGs in

the early days of Japanese computer games,

such as T&E Soft’s Hydlide (1984) and System

Sacom’s Märchen Veil (1985), but the most well-known

is Falcom’s Ys (pronounced “eese”). The company had

previously eschewed turn-based RPGs with earlier

games like Dragon Slayer (1984) and Xanadu (1985),

but Ys was a more ambitious game.

It told the story of red-haired hero Adol Christin

and his journey to uncover the legendary land of Ys,

which had broken free from its spot on the Earth and

flown into the sky. With the help of a mysterious fortune

teller, Adol learns of six magical books and two

ancient goddesses of Ys, who have since descended

from their thrones to live among the humans.

The game was so large that it was split up into

two separate games – the first, Ancient Ys Vanished

(also known as The Vanished Omens) is where Adol

searches for Ys, and the second, The Final Chapter, has

him finding and exploring the sky-bound kingdom. In

most modern re-releases, these are bundled together

as a single release, which makes sense.

The first Ys game consists only of two towns, a

tiny overworld and three dungeons, one of which is

so gigantic that it occupies about half of the game.

The second game is much longer and more involved,

sending Adol through lands of ice and fire before

reaching the shrine to defeat the evil Darm.

Like many early Japanese Action RPGs, you fight

enemies by bumping into them, where your rate of

success is based on your experience level. However,

your power is much greater if you hit the enemy at

an off-angle. The second game introduces a magic

system that allows Adol to throw fireballs, which is

much easier to deal with. Amidst other combat spells,

there’s also a spell that turns you into a monster,

allowing you to talk to other bad guys, whose various

musings are not only funny but provide valuable hints.

It may all sound overly simplistic, considering

much of what one does is to roam the landscape,

ramming into every enemy in sight, but that’s really

part of the fun. Ys doesn’t bog itself down with puzzles

or aimless wandering. For the most part, they’re

straightforward adventures that are fairly short, but

full of the same sense of wonder and adventure that

made the Zelda games so consistently popular.

Ys was originally released on the Japanese

PC-8801 in 1987, but was ported to several home

computer and consoles. It was released internationally

on various platforms, first on the SEGA Master

System, then on the MS-DOS and Apple IIGS.

These were OK conversions, though the PC

ports butchered the excellent soundtrack. They had

limited success, but the TurboGrafx-16 version was

included as a pack-in for the US TurboDuo console,

leading to much greater exposure. This version also

included new cinematics, professional voice acting

and incredible redbook arrangements of the music.


“Recent RPGs have been very

difficult, and it takes a lot of

willpower to finish them. So

eventually we came to have our

doubts: was this really ‘fun’?

With Ys, therefore, we set out to

create the opposite kind of game,

something that would be accessible,

easy to play, and not geared toward

hardcore RPG maniacs.”

– Masaya Hashimoto,

Ys’ programmer and designer

Falcom revised these two games several times

over the years, the most significant starting in 1998

with the Ys Eternal games for Windows 95, which

included an expanded world map for the first game,

remade SVGA graphics, new music, and smoother

controls. These were later ported to the PSP and to

modern PCs, then localised into English courtesy of

XSeed. Outside of those who prefer the 90s-era rock

synth soundtrack of the TurboGrafx-16 version, these

are widely viewed as the definitive releases.

The Ys series has become Falcom’s flagship

franchise over the years. While the first two Ys games

tell a complete story, Ys III: Wanderers from Ys (1989)

switches to a side-scrolling perspective and changes

the setting to an entirely unrelated scenario. After this

point, Falcom experienced a significant staff shortage,

resulting in the fourth game getting licensed out to

two companies for two very different titles, one for

the Super Famicom, the other for the PC Engine.

Ys V (1995) was developed in-house by Falcom,

though only for the Super Famicom, which attempted

to modernise the series by replacing the “bump”

system with a standard Zelda-style attack button.

The series returned to PCs with Ys VI: The Ark of

Napishtim (2003), which was something of a series rebirth,

switching the background graphics to 3D (but

keeping the 2D sprites). This engine was used for the

next two games: Oath in Felghana, a remake of Ys III,

and Ys Origin, a prequel with many storyline ties to

the first two games. Falcom then shifted development

back to handheld platforms, with Ys VII (2009) and

Ys: Memories of Celceta (a remake of Ys IV).

Despite being one of the most important CRPGs

in Japanese history, Ys never quite reached worldwide

popularity in the way of Final Fantasy or even Dragon

Quest. A shame, for the series is full of fast-paced

action and adventures in faraway lands, with some of

the best music in the history of gaming. KK

In combat all

you have to do

is bump into

enemies. But you

must do it slightly

off-centre, as in

the picture, for

attacking head-on

will likely just get

you killed.

The Ys series

also inspired

quite a bit of

tie-in media,

including a

manga series,

two separate

anime OVAs

and a whole

series of

soundtrack

releases.

Ys II was only officially released in English for PCs in 2013,

but the game is very light on text and was fan-translated.

The remakes vastly expand and improve Ys I and II, but

remain faithful to the series’ simple yet iconic gameplay.

89


Deathlord

Al Escudero and David Wong, 1987

Apple II and C64

Deathlord

was originally

inspired by

Norse mythology,

but five weeks

before release

Electronic Arts

demanded that

it was changed

into a Japanese

setting.

Exploration

and battles are

all shown in

an Ultima-like

top-down view,

but the combat

system is actually

very similar to

Wizardry.

Unless you’re

well-versed in

Japanese, you’ll

need the manual

to understand the

races, classes and

spells. Yabanjin,

for example, is a

kind of Barbarian.

90

Some say Wizardry IV is the RPG that hates you

the most. Others – the more elitist types who

snicker at something as mainstream as Wizardry

– might name Deathlord instead.

Combining Ultima’s top-down exploration with

a Wizardry-like combat system, Deathlord takes place

in an Oriental fantasy world with Japanese names for

everything. As a result, Deathlord lets you play a Toshi

and an Obake, a Mahotsukai and a Ronin.

There are eight races and 16 classes, including four

Mage classes, each with its own compelling set of spells.

The character system is solid, and every level-up brings

you a significant increase in power, allowing you to brave

areas you previously would not dare to.

And with Deathlord’s 17 continents and

archipelagos, there are a lot of areas to brave. This huge

world may feel too empty at times, but the locations are

consistently good. They have traps, clues, and secrets

to find. Many show more than they explicitly tell, by

way of their surroundings and the NPCs that inhabit

them, such as the masterful portrayal of the eternal

yet unstable opposition between Fort Demonguard

and Malkanth, the volcanic city of demons.

There are no quest objectives, or quests at all.

There is only the starting clue that Deathlord, the

game’s villain, gives you. Further clues are obscure

and difficult to find. There are some places, such

as prisons or private residences, that you cannot

simply enter; you can only break into them, with the

consequence of angering on the entire town’s guard.

However, you might learn something valuable

if you do take the risk – all the greater given the

game’s “permadeath” save system with only one,

automatically overwritten slot.

The ingenuity of Deathlord’s design is to make

its blend of Ultima exploration and Wizardry combat

flow really well despite the difficulties involved in

bringing traditional dungeon hazards – chutes,

secret doors, teleporters, etc. – over to a top-down

perspective. Most dungeons have a unique theme,

and are as unforgiving as they are inventive. You will

not make it far without mapping them out, and some

secrets are only noticeable if you study the map.

To an enthusiastic dungeon crawler, Deathlord

is one of the ultimate games. CB


Sir‐Tech, 1987

Apple II, DOS and PC-98

Wizardry IV:

The Return of Werdna

Wizardry IV: The Return of Werdna, is not

just the fourth game in the legendary

Wizardry series – it’s famously the hardest

game in the history of computer RPGs. The majority

of those who have played the game were unable to

leave the very first room. Incidentally, Wizardry IV

remains to this day one of the most innovative RPGs.

Wizardry IV turns the standard RPG premise

on its head. In this game you play Werdna, the villain

you defeated back in Wizardry I, trying to escape his

escape-proof underground prison. Stripped of his

powers, Werdna starts out extremely weak.

Doing away with the customary experiencebased

character development system, the game has

you rely on summoned monsters and only increase

your power at magical pentagrams – specific, sparsely

placed points in the dungeon – so that your power is

directly tied to your progress. Allied with monsters,

you battle parties of adventurers fully intent on

banishing you back to your eternal rest. Simply put,

Wizardry IV has you fight as a monster party against

an adventuring party.

Monsters are, however, an unruly bunch. They

do not follow Werdna’s orders directly. To make

things worse, most enemies you encounter – Werdna

sarcastically dubs them “do-gooders” – can kill you

in one or at most two hits, and you tend to encounter

them every other step. An unlucky roll of a die, a

wrong step or a foolish decision, and bam! you’re

dead and have to reload the game.

Beginning at the bottom of the dungeon, you

struggle to climb up to the surface. Useful loot is

minimal, being mostly limited to puzzle-related items,

and there’s no way of telling a plot-critical item from a

fluff one beforehand. And even if by some miracle the

enemies don’t get you, the dungeon itself will.

To that end, Wizardry IV features the most

sadistic, and brilliant, dungeon and puzzle design that

no other RPG, except maybe Chaos Strikes Back or

The Dark Heart of Uukrul or can compete with, where

the dungeon itself is basically one large puzzle that

you must figure out to progress or at least survive.

If you’re in the mood for some fantastic and

incredibly punishing dungeons, be sure to check out

Wizardry IV. CB

Wizardry IV was

delayed for many

years. During the

development,

Robert Woodhead

and Roe Adams III

began to subtitle

Japanese anime

as a hobby, later

founding AnimEigo,

an official anime

distributor.

The enemies you

face are actually

other player’s

parties from

previous games

that were

submitted to

Sir‐Tech by mail.

Each pentagram

offers a different

set of monsters

to be summoned.

91


NetHack

Dev Team, 1987

MS-DOS, Windows, Linux, Amiga, Android, etc

NetHack

is free and

open-source.

Download the

latest version

at www.

nethack.org

NetHack offers

13 classes, five

races and 39 skills.

However, its real

depth comes not

from character

development, but

items, monsters and

their interaction

with the complex

sub-systems.

92

NetHack is one of the “major” roguelikes. Like

Rogue, it send players into a large, randomly

generated dungeon that gets tougher as they

descend. Also like Rogue, the goal is the “Amulet of

Yendor,” which they must escape with once found.

But the devil, as they say, is in the details.

NetHack is a game with fearsome complexity –

the logic of its world defies belief: a player can take a

potion, dip it into a fountain to dilute it with water,

then drop it on a co-aligned altar and pray to turn it

into holy water. Then he can dip another item to bless

it, or instead dip a pile of other potions of water into

it at once to make lots more holy water in a single go.

Or he could throw it at a monster to attack it with its

vapour, mix it with other potions, or dip other items

into it. Rumor has it the player can even drink them.

That’s just a quick overview of one of its features.

Even if I wrote just one grossly vague sentence on each

aspect of the game, it would require an entire book.

Despite this overwhelming depth and its reputation

for being extremely challenging for new players,

NetHack is also almost always winnable.

The path to becoming good enough to “ascend”

(win the game) takes unaided players years, but with

guides and heavy spoilers can be crossed in weeks.

NetHack demands a lot from players, but it’s a carefully

balanced game that promotes experimentation and

even has its own internal system of hints, in the form

of fortune cookies and pronouncements by an Oracle.

Players also write a lot about NetHack online. You

can read about monsters and their abilities, the dungeon

and its contents, the best ways of traversing levels, the

many, many ways in which one can die, etc. There are

also the YAAPs (Yet Another Ascension Post), where

players tell of their victories, often role-playing or with

optional challenges in the form of “conducts” – being

vegan, atheist, pacifist or even playing the entire game

with their characters wearing a blindfold.

The process of playing NetHack requires gaining

levels like most RPGs, but even more important than

that is finding the items needed to complete the quest.

We might say that a player’s power is item-bound –

a Level 1 player with excellent equipment is more

powerful than a naked Level 10 character. A good item

found randomly on the dungeon floor (or provided

by a lucky magical wish) can greatly change the game.

This helps NetHack to remain interesting through many

plays, even if the player doesn’t get very far.

One can consider NetHack to have three major

phases: early, mid and late game. The early game is the

most challenging, as the player is low-level, doesn’t know

what most things are, and is preparing his “ascension

kit” – the items he’ll need to win. By contrast, the long

mid-game period is pretty boring, both because of

monotonous maze levels, and because there’s little to test

a knowledgeable player. The end game brings several

novel situations that liven the game up, but a properly

prepared player will probably be able to handle them.


“Most titles run their course

because they can only be played

so many times before becoming

repetitive. That cannot be said

about NetHack. People who have

been playing the game for years

still get excited when something

good happens to them, when

they ascend, when they discover

something that the dev team

thought of that impresses them.”

– Paul Winner,

NetHack’s developer

NetHack is an open-source game, and this has

resulted in the creation of several variants, fan-made

versions that seek to remedy some of its flaws or add

new features. There are several variants: NetHack:

The Next Generation, adds a “geek” class and many

Douglas Adams references; UnNetHack improves

the UI and ramps up randomness to increase variety;

Slash’EM Extended adds even more stuff to the game,

like new classes and races; and so on.

Most variants, as tends to be the way of fans

making mods, are even harder than the original game,

and are even more heavily reliant on spoilers. The

most popular of these changes are sometimes adopted

by the developers back into the original game.

While many players prefer the efficiency of the

ASCII graphics, NetHack comes with the option to

play using a graphical tileset. There are many custom

ones, and fans have also created the Vulture’s Eye client,

which provides a GUI, music and an isometric look.

NetHack is a descendant of Hack, a 1982 variant

of Rogue created by Jay Fenlason during college. In

1987 the dev team re-wrote Hack and released it on

the Usenet (an early Internet), adding the “Net” prefix.

While updates have been irregular since then, the game

is still under active development – in late 2016, they

released version 3.6.0 after a hiatus of six years.

The dev team is devoted but busy, and mortality

has begun to take its toll. With over thirty years of

history on their backs, team members who were

college students when they began working on NetHack

are now in their fifties, or older. While its original

members age, as do all human beings, the team has

brought in a steady supply of new blood, some of them

creators of balance variants, and so new ideas have

infiltrated the game.

What will NetHack become under the stewardship

of these newcomers? Not even the Oracle may say with

certainty. JH

The complexity

of NetHack is

legendary – it

has hundreds of

items, monsters,

effects and

variables, yet they

all interact with

each other in

logical ways. This

led to a popular

mantra among

players: “the dev

team thinks of

everything”.

Newcomers

should check the

handy beginner’s

guide on www.

nethackwiki.

com. It provides

important tips

without going

into spoilers.

Having a list with

the keyboard

commands is

also advisable.

NetHack also supports a variety of tilesets, which replace

the ASCII graphics and make things easier for newcomers.

Vulture’s Eye is a free tool that adds graphics, sound effects,

music and a graphical interface to NetHack and its variants.

93


The Faery Tale

Adventure

MicroIllusions, 1987

Amiga, MS-DOS, C64 and Genesis

David Joiner’s

career as a game

designer began

by surreptitiously

writing a “space

war” game on

a mainframe at

U.S. Strategic

Air Command

headquarters and

ended working

on SimCity 4 and

The Sims 2 for

EA-owned Maxis.

94

In true fairytale

fashion, the

game opens

with a book-like

presentation

introducing

the three the

brothers.

Created entirely by David Joiner in seven months,

The Faery Tale Adventure was perhaps the first

RPG original to the Amiga. In good fairytale

fashion, the background story consists of a necromancer

kidnapping the king’s daughter while unleashing a

plague of monsters upon the land of Holm.

Three brothers from the village of Tambry have

taken up arms to save the realm, but the player controls

only a single brother at a time, starting with Julian, the

eldest. If Julian’s luck should run out – dying gradually

diminishes it – then the next oldest, Phillip, falls under

the player’s control, and finally the youngest, Kevin.

Reaching the remains of a deceased brother will yield

whatever treasures he had accumulated, but otherwise

each brother starts afresh and plays the same, aside

from minor differences in starting attributes.

Exploration is the focus of the game, which is

fortunate as it is easily its strongest aspect. Most of the

challenge consists in discovering what exists in which

locations, and what needs to be done to accomplish

other tasks and ultimately win the game by reaching

and defeating the necromancer.

Open-world before the term existed, Faery Tale

from the beginning confronts the player with a vast

land – equivalent to 17 thousand screens-worth of

material – that can be explored in (nearly) any order one

chooses, striding freely across open meadows, tundras,

farmlands, dense and forbidding woods, desert, bogs,

and volcanic wasteland. Punctuating the landscape are

various buildings, caverns, or other indoor locations,

sometimes named on the paper map accompanying the

game. Showing the contours of the world and various

sites scattered about it, the map is an essential tool and

also serves as copyright protection, as when booting

the game you’re required to input three words from the

rhyme wrapping around the map.

The immense charm of the game contributes

greatly to the fun of exploration. Although the music

consists of only half a dozen tracks, the game makes

the most of them and of the Amiga’s superior sound

capabilities. Both the daytime and night-time themes

are superb, and will be interrupted by a tense battle

theme as enemies randomly spawn on the fringes on

the map and pursue you.

If the player tires of hiking, it is possible to gain

the ability to summon a sea turtle that will graciously

permit the brother to ride on its back over the seas,

reaching otherwise inaccessible locations. Later still,

a magic lasso permits the taming of a giant swan,

allowing the brother to literally “wing forth in flight”

as the rhyme indicates. Logistics are present in the

game, not only in a day-and-night cycle (magical

green jewels provide short-lived light), but also in

the need for food and sleep. Going too long without

buying food from an inn results in starvation eating

away at the brother’s vitality, but going too long

without sleep means the brother will move in a

drunken fashion, unable to walk a straight line!


“I think I mostly made it up as I

went along. In this, I think I was

inspired by Jon Van Caneghem’s

approach to making Might and

Magic, which was to start with a

basic engine and then add detail like

crazy. It’s interesting too, because

many years later in working on

SimCity 4 and Sims 2 at Maxis, I ran

into the same principle, which is this:

there’s really no way to measure

how fun a game will be until you’ve

built it, or at least built enough of it

that you can start playing.”

– David Joiner,

The Faery Tale Adventure’s creator

Other RPG elements are relatively limited,

however, contributing to the game’s reputation as

an “RPG lite”. Each brother has only four attributes:

Bravery, Luck, Kindness and Vitality. Success in combat

depends on the Bravery attribute, which increases

with victory in combat (as does Vitality more slowly),

creating a feedback loop in which a successful brother

becomes powerful enough to trivialise combat.

With few exceptions, there are only three types

of enemies – skeletons, ogres, and wraiths who

look suspiciously like Nazgûl – all of which appear

randomly and are defeated by pointing the brother

in the right direction and pressing a button to attack.

The only other progression consists of

accumulating gold pieces and inventory items. The

game is spiced up with several magic items: for example

blue stones allow teleportation between circles of stone

pillars, while bird totems reveal a map showing terrain

around you, and gold rings briefly freeze time.

While it sold well, Faery Tale Adventure lacked

substantial impact on other RPGs of the time, and a

sequel didn’t appear until 1997. Halls of the Dead: Faery

Tale Adventure II kept a focus on seamless exploration

but radically revised gameplay, keeping the brothers

together as a party and making combat turn-based.

Sadly, the overambitious, mouse-driven controls

combined with faulty path-finding made it difficult

to even move the brothers around. Released after the

bankruptcy of its developer, The Dreamer’s Guild, Halls

of the Dead also suffers from extensive last-minute cuts

to content, and it passed with little notice.

Nonetheless, the basic design of FTA pointed the

way forward to the open-world “hiking simulators”

of a later era. Those indifferent to its charms may

find it monotonous, but despite its limitations Faery

Tale Adventure will remain a sentimental favourite of

those fortunate enough to have experienced it on its

original platform. ZD

The ghost of a

deceased brother

will urge the nextin-line

to find his

remains.

The game’s

manual includes

a much more

extensive

background

story, detailing

the three

brothers,

their father,

the village’s

talisman, and

even the Red

Knight, but

this is entirely

irrelevant to

actual gameplay.

The giant swan allows you to quickly fly across the map,

reaching new areas and avoiding a lot of combat.

The sequel, Halls of the Dead, features an isometric view,

expanded character options and full voice acting.

95


Dungeon

Master

FTL Games, 1987

MS-DOS, Atari ST, Amiga, SNES, etc.*

Dungeon

Master was

a massive hit

at the time,

becoming the

bestselling

Atari ST game

of all time and

winning dozens

of awards,

including a

“Special Award

for Artistic

Achievement”

from CGW.

While most

other RPGs were

still using text

parsers, Dungeon

Master’s interface

was mouse-driven,

graphical and

very intuitive.

96

Dungeon Master is one of the games that has

had the biggest impact on me. I’ll never forget

when I faced my first zombie. It was behind

bars, I had a dagger, and to my joy throwing the dagger

at the zombie through the bars actually worked!

Immediately I knew this game was something special.

Dungeon Master was a revolutionary CRPG

featuring a pseudo-3D world presented in firstperson

perspective. Players controlled a party of four

characters that acted as a single “blob” (hence the

term “blobber”), moving in real time from square to

square. Controlling four characters in real time may

sound like a daunting task, but the game is fairly slow

and all actions take a certain time to execute, with the

various types of attacks having different speeds, so

there is no frenetic clicking involved.

The combat is the weakest aspect of the game,

since it’s too easy to sidestep enemies, attack them,

and sidestep again – the infamous Two Step Dance

– but that is a general problem with all real-time

first-person party- and tile-based RPGs – aka “blobbers”.

Apart from the combat, however, Dungeon

Master was a step forward for RPGs in most respects.

The audiovisuals were unrivalled for a long time.

DM was one of the first games to use 3D audio, so

you could actually use sound to keep track of your

enemies. And while there’s only one type of dungeon

graphics throughout the game, it looked very good.

Dungeon Master was also one of the first CRPGs

to discard the traditional XP system, and instead used

a system where skills increased by usage, something

later adopted by the Elder Scrolls games. The game did

have the traditional character classes of Fighter, Priest,

Wizard and Ninja, and characters could advance in all

classes. Using melee weapons increased Fighter levels,

missiles, weapons, and generally throwing things

increased Ninja levels, casting spells increased Wizard

levels, while making potions increased Priest levels.

You didn’t create your own characters, but

instead had to choose up to four heroes from The Hall

of Champions. And what a colourful and diverse lot

those champions were! Who can forget characters like

Hisssssa, Wuuf the Bika or Halk the Barbarian?

Dungeon Master featured a wide assortment of

enemies, from skeletons and zombies, to shrieking

slow moving trees, to giant rats, scorpions and purple

worms. And the most annoying creature of them all –

the Gigglers, who would run up to the party, steal an

item, giggle and run away.

There wasn’t really much of story in the game,

but the manual included a well-written backstory to

introduce players into the game. It tells that one day

the Grey Lord found a Power Gem, but unleashing its

power resulted in his essence splitting into two halves

– a good wizard and the evil Lord Chaos. The player

takes the role of Theron, Lord Grey’s apprentice, who

selects and controls the four champions. The task is

to enter the dungeon, find the Firestaff and then use

it to stop Lord Chaos.


“We had a ‘hunch’ that Dungeon

Master would do OK. I guess

because we felt we were trying to

do a type of game that had never

been done before. That is a game

that blends real-time action with a

rich environment to play in. I guess

the closest analogue to what we

were trying to do was to create

the dungeon equivalent of a

‘flight simulator’.”

– Wayne Holder,

Dungeon Master’s producer

DM was followed by Chaos Strikes Back (1989),

at first advertised as an expansion, but then released

as a stand-alone game. It allowed you to import your

characters from DM and also came with a Champion

Editor tool, which allowed players to customise the

Champions’ names and portraits – pixel by pixel.

Chaos Strikes Back was like Dungeon Master on

steroids, with even more deadly enemies, fiendish

puzzles and possibly the most intricate 3D dungeon

ever created, with all 13 levels interconnected via

numerous stairs and pits. In my opinion, it was the

ultimate game in the real-time blobber sub-genre of

CRPGs. One of my best gaming moments ever was

on a level containing both illusory walls and dragons.

Unlike me, the dragons could see through the walls,

and even breath fire through them. But I could hear

each dragon stomping about, which meant I could

locate them by sound and then do the “Two Step

Dance” though the illusory walls!

Later RPGs would have prettier and more varied

graphics, and have more of a story and better NPC

interaction, but none could rival the level design and

puzzles of Dungeon Master and Chaos Strikes Back.

Another thing that set DM and CSB apart from

later games is the interaction with the environment,

from using doors and traps, to chopping and fireballing

doors, to something as basic as throwing things

through bars. For example, in DM a fireball actually

has a physical presence in the dungeon and can burn

wooden doors or be sent through teleporters.

Dungeon Master is a landmark in gaming history,

creating a new CRPG sub-genre and inspiring dozens

of clones – even after Ultima Underworld appeared

in 1992 with a natural evolution of the formula.

However, all the real-time blobbers that followed were

evolutionary dead ends; even though some of them

were fun to play, for me they were all anti-climaxes

after Dungeon Master and Chaos Strikes Back. OC

The various

attacks have

different speeds

and power.

Characters can

also throw their

weapons and

pretty much

anything in their

inventory.

*Dungeon Master

still has an active

community of

fans that created

various ports

(Windows, Java,

Mac and Linux),

tools and over a

hundred custom

dungeons for DM.

Visit them at

www.dungeonmaster.com

If the dangers of the dungeon weren’t enough, players

still have to keep all their characters fed and hydrated.

Spells are cast by inputting the correct runes at the

right side of the screen – if your character has enough skill.

97


Zeliard

Game Arts, 1987

MS-DOS, NEC PC-8801 and X1

As happened

with many

other games

at the time,

Zeliard’s US box

tries to mask

the Japanese

aesthetic of the

game, featuring

a viking on the

cover instead

of the mangastyled

character

that actually

stars the game.

There are special

magic items you

need to collect to

explore, such as a

cape that protects

you from heat.

The hints provided

by the townsfolk are

vital to uncovering

secrets and finishing

the game. Be sure

to write them down.

98

I

remember Zeliard mainly for three reasons:

the game is huge, extremely difficult and I only

finished it a few years after my progress stalled in

the final dungeon. When I first played it, I could barely

understand English, so I missed an important hint.

The game was clearly inspired by Nihon Falcom’s

Xanadu (1985) but, while that game remained in

Japan, Zeliard was actually translated into English,

being released in the West in 1990.

One of the early “metroidvania” games, it set

itself apart by having a slight influx of RPG elements.

It features a hidden XP system that allows you level up

when sages in town deem you experienced enough,

increasing hit points, damage and magic.

Zeliard also has a simplistic inventory system:

one slot for a weapon, one for armour and one for a

shield – which will break after a certain number of hits.

The various potions you can buy in towns regenerate

health, magic, raise damage or repair your shields.

You can attack with horizontal, upwards and

downwards sword slashes, and after defeating each

boss monster you will also get new spells – all of them

offensive in nature. As in other “metroidvania” games

there are also items that grant you access to otherwise

unreachable areas, such as boots to climb slopes, or a

cloak to resist intense heat.

Zeliard stands out among its kind for recapturing

the feeling of old-school CRPG dungeon crawlers.

It cannot be mastered by just being good at the

action part, you have to also map the entire game

meticulously, explore every inch and also note down

every hint the townspeople utter to succeed.

Mapping is made difficult both by the fact that

later levels consist of two or three layers intricately

interlinked and by a very unusual quirk of the overall

topology: the maps are circular. Wherever you may

be, if you go far enough right or left, up or down, you

will end up where you started. It easy to get lost even

in the first level, and without a map you won’t get far

in the later ones.

Zeliard’s platforming mechanics have long

been surpassed and its fusion of 2D action and RPG

elements is by no means unique these days, but the

overall dungeon design make it stand in a class of its

own even today. If you enjoy a challenge, that is. JG


Interplay, 1988

Amiga, Apple II, C64 and MS-DOS

Neuromancer

Cyberpunk is one of those genres I wished

had gotten as much play in CRPGs as they

did on tabletops. For their part, Interplay

went straight to the source with William Gibson’s

Neuromancer. The result was a sort of cross between

a traditional 2D adventure and a CRPG, a year before

Sierra’s Quest for Glory hit retail.

The game doesn’t follow the events of the book,

but uses the same setting and some of the characters.

In the year of 2058, people plug into the ‘net in a literal

sense thanks to a surgically implanted jack in their

head transforming all those 0s and 1s into a digital

hallucination. And someone or something in there is

making all of your friends disappear one by one.

As a cyberspace ‘cowboy’ that only has six

credits to his name and who spent the last night face

down in food he hasn’t paid for yet, you’ll be pulled

into the same mystery – interrogating NPCs for leads

and finding ways into places you’re not wanted, then

eventually hitting the matrix in search of data and the

credits for upgrades and connection time.

Skills are learned via chips that can be bought and

upgraded the same way software and your cyberdeck

can be. Spells are software. Those are used in combat

within cyberspace against intrusion countermeasure

electronics (ICE) and the occasional AI watchdogs,

protecting their fortress of corporate secrets.

One could also sell organs, replacing them with

cheap plastic, though don’t expect what’s left of your

meat body to survive more than a minor biofeedback

shock in cyberspace. While conceptually interesting,

these interactions are when the tone difference stands

out. While Neuromancer was a dark, frightening

novel, the game takes a tongue-in-cheek approach.

No event is more emblematic of this than meeting a

sect of Pong worshipers. Yes, the video game.

As unique as Interplay’s vision was, others had

even higher aims. Timothy Leary, the LSD-advocating

psychologist, was the book’s licence owner and pitched

a different game – a CYOA “Mind Movie” where you

played as celebrities and saw cyberspace as fractals.

No matter the interpretation, Neuromancer’s

cyberpunk manifesto continues to influence dystopian

futures where flesh is cheap and information can flashfry

the wetware between your ears. RE

“I suppose

the ultimate

Neuromancer

game would pit

you against a

real AI...”

– William Gibson

A big part of

the game is

spent trying to

get money to

survive, in any

way possible.

Surfing through

cyberspace,

you’ll use

‘warez’ to

infiltrate

databases.

99


Wasteland

Interplay, 1988

MS-DOS, Apple II, C64 and Windows*

*Wasteland was

re-released in

2013 by InXile,

featuring a new

soundtrack and

reworked art.

It also included

all the text in the

game itself, with

no need to check

paragraphs in the

manual anymore.

Heavily derived

from tabletop

RPGs, Wasteland

features seven

attributes and

over 30 skills, but

not all of them are

equally useful.

100

I

almost passed on Wasteland on the shelf of EB

Games way back when. Like, way way back when.

I had tried almost every other CRPG in the store,

from the big companies like Interplay, SSI, Origin –

checked out their games from Wizard’s Crown, Bard’s

Tale, Ultima, Eternal Dagger, Might and Magic... until

Wasteland was the only thing left in the store.

Yet I didn’t want to get it. It looked weird. Finally,

two things lured me in: the Bard’s Tale character layout

screenshot on the back cover, and the Interplay name.

I loved Bard’s Tale, I trusted Interplay, and I trusted

Brian Fargo. And when I sat down and plugged in

this spiritual ancestor to Fallout into my Commodore

64, I could not stop exploring this unique, highlyimaginative

world devastated by nuclear war.

I upheld Desert Ranger justice, communed with

a drunken hobo who saw the future in Snake Squeezins,

cloned my party members (!), repaired toasters, fired

howitzers, got wasteland herpes from a three-legged

hooker, and fought a menagerie of enemies from

killer robots, giant garden pests and leather jerks to

rad angels that glowed with a life of their own.

At the end... I didn’t want it to end (you can keep

playing, too!). I was floored. I didn’t realise CRPGs

could be this way. I still refer to Wasteland’s mechanics

in game design, a brilliant blend of area design context

and RPG systems used to create amazing scenarios.

Wasteland has numerous strengths and

weaknesses, but the strengths definitely overshadow

the weaknesses. The area design, ambiance, the system

spread and applications, and the narrative itself were

top-notch, while the system balance, attribute use,

healing and the rare application of the ability to divide

your party diminished the experience somewhat.

The narrative shines through in the game content

itself, and also in the well-written (and amusingly

so) narrative book included in the game, filled with

richly described characters. The wasteland is simply

an amazing blend of raider-occupied towns, mutant

agricultural centers, robot factories, Las Vegas and

even the inside of an android’s brain, where I almost

feared the game had jumped the shark.

The quests and encounters there are innovative

and interesting, and although the overall quest

doesn’t kick into full gear until over halfway through

the game, there’s plenty to keep you going. The people

of the world respond to your actions, even as soon as

the first area of the campaign, and remind you of the

harsh world that you’ve found yourself in.

Wasteland comes with a slight learning curve not

present in other RPGs at the time, reflected first in its

character creation. Loosely based on the Mercenaries,

Spies and Private Eyes tabletop RPG, its skill-based

and attribute-based system was a bit more complex

than say, Bard’s Tale, but allowed for a richer character

role-playing. If I wanted to create a Russian explosives

expert who liked to throw knives, I could. And that

was a much richer development tree than “Fighter.”


“I think the things that drew

people to Wasteland and Fallout

are the similarities. [...] There was

this open sandbox world and we

weren’t preaching to you as to how

to behave, in terms of a morality

perspective. The ‘correct’ thing to

do was never clear, and sometimes,

there weren’t clear, correct things.

There was also a lot of cause

and effect and a lot of subtlety;

layers and layers of gameplay in

a post-apocalyptic world, with an

interesting combat system.”

– Brian Fargo,

Wasteland’s director

The system is elegant, difficult and confusing

at the same time. The elegance comes in the simple

mechanic of being able to select any attribute, item,

or skill, and then select an object in the environment

for that to act on. An adventure game mechanic taken

to the extreme with brilliant results. If you want to use

Intelligence on an object, you can. If you want to use

your proton axe on a wall or door, you can.

It is touches like this where Wasteland shines.

Similarly, the fact the skill tree grows beyond what’s

in the manual adds a powerful element of mystery,

driving you to explore more of the world and see

what’s in the next library, making the world deeper.

That said, Wasteland has its share of design

confusion. It’s difficult to see the differences in combat

between Pugilism, Melee Weapons and Brawling.

Some skills are largely useless, while others are critical

(Doctor, for example). The same is true for stats: some

attributes, such as Charisma, hold little value.

Wasteland also had an annoying auto-save

function that could sometimes trap you in dead-end

situations (some area designs can push you out of an

area, say, by falling into a river and irradiating everyone,

then saves the game right after, almost guaranteeing a

slow death). This often forced me to quickly yank the

disk or, when I was older, set up copies of the game to

prevent being trapped with no hope of salvation.

Wasteland is one of the best role-playing

games I’ve ever played, and it’s echoed in the design

philosophy and how they accomplish so much by

exposing their systems to design. That, matched with

the sheer creative brilliance of the levels and the novelty

of the setting, has kept it in my heart for over 20 years,

Scorpitrons, androids, bloodthirsty rabbits, and all.

I swore that if I ever had the chance, I’d work

on a sequel, and, thanks to Brian Fargo, I got the

opportunity with Wasteland 2 (2014). I hope the next

generation enjoys the wasteland as much as I did. MCA

Cults, cults, and

yet more cults,

all willing to

embrace you

with radioactive,

glowing arms.

Due to memory

limitations, most

of the game’s

text is in the

printed manual.

The game then

asks you to

read certain

paragraphs.

To stop players

from reading

them early,

fake ones were

added, such as

false codes or an

entire storyline

about a Martian

invasion.

Wasteland’s combat is similar to Bard’s Tale, but it also

displays the position of all foes when you press Space.

The game offers a large open world to explore at

your pace, but you better equip a Geiger counter.

101


Pool of

Radiance

Strategic Simulations, Inc., 1988

MS-DOS, Amiga, Apple II, C64 and NES

In 1987, after

two console

games for the

Intellivision,

TSR announced

they would like

to license D&D

to a computer

game company.

Origin, EA and

SSI were the

final bidders.

SSI won with a

broad plan of

various games

across multiple

genres.

You can create

a party of up to

six characters,

customising their

portraits and

combat icons.

Then play them

all the way to

Pools of Darkness,

reaching epic

levels of power.

102

Pool of Radiance would be the first in a series of

four computer role-playing games set in the

Forgotten Realms Moonsea region. It would

also launch the acclaimed and influential “Gold Box”

titles developed by SSI – so called due to the iconic

golden boxes they were packaged in.

The first officially licensed Dungeons & Dragons

computer game, it faithfully adapted the extremely

popular AD&D pen-and-paper rules to the virtual

environment for the first time, paving the way for

many games to follow. A remarkable feat at the time,

the game packed a meticulous implementation of the

expansive ruleset, from its spell book and combat

mechanics to a statistically accurate bestiary. Even

the monster portraits can be traced to AD&D’s 1st

Edition Monster Manual, recreated in pixelated form.

Other iconic mechanics adhered to include resting

and the time needed to heal or memorise spells.

From the very start Pool of Radiance provides

the basics of the role-playing genre, requiring players

to create a party of up to six characters, built from

AD&D’s multiple races and class combinations.

The heroes would then begin at the port city of

Phlan, motivated by fortune or glory to win back the

city from its monstrous overlord. A novel feature,

Pool of Radiance is a mission-based adventure, with

characters receiving assignments from the Council,

or taking up tasks that are completely optional. The

open nature of its structure allowed players to go

about quests in any order, and most objectives could

be accomplished through multiple solutions.

Exploration is done in first-person; with a 3D

view port window into the fantastic world – similar

to The Bard’s Tale series. The interface is clunky and

slow, but individual character sheets display all the

vital information one would expect from the tabletop

game. Players must learn to track hit points, THAC0,

armour class, inventories and spell books, contributing

to the pervasive feel of pen and paper.

When diplomacy fails and a battle begins,

the player is switched to a top-down “isometric”

view of a field, derived from Wizard’s Crown. The

characters are represented by icons (you can even

customise yours), and movement and positioning is

crucial. Staged against foes in tactical turn-based resolution,

the game boasts some impressive large-scale

battles, sometimes with dozens of enemies at once.

Also featured is the overland map. Upon leaving

the city or one of the many dungeons in the outskirts,

the party is changed to representation by a single icon

in order to traverse the open land. This includes the

possibility of random encounters, discovering new

locations or other hidden secrets.

After finishing Pool of Radiance, players may

transfer their heroes to the next game in the series, all

the way to the fourth game. Characters can progress

in a sweeping campaign, similar to ongoing play with

pen and paper, reaching epic power levels.


Pool of Radiance features a vast city and its surrounding

wilderness, packed with many missions and side-quests.

Curse of Azure Bonds introduced many improvements

and a story set after events of the Azure Bonds novel.

Secret of the Silver Blade had huge areas, far bigger than

the standard 16x16 maps, filled with enemies to battle.

The sequel, Curse of the Azure Bonds (1989), was

a more story-focused adventure, the party awakening

to find their equipment stolen (a cheap balance trick)

and their arms branded with mystic blue sigils, which

rob them of their free will. The characters would then

follow the footsteps of Alias and Finder Wyvernspur,

as told in the TSR-published novel Azure Bonds.

The game expanded upon the Gold Box engine,

introducing the Paladin and Ranger classes and adding

a “fix” command to facilitate the healing process

in the camp menu. The overland map now included

small utility towns, which offered temple, tavern and

shop services from only a menu. Also included were

mini-dungeons for the party to explore, as a bonus

content loosely tied to the main storyline.

The third title of the saga, Secret of the Silver

Blades (1990), sends the party to an entirely different

region, the mining town of New Verdigris – although

events still tie in to a wider tapestry being weaved.

Gone was the overland map portion of adventure,

replaced by confinement around the mysterious Well

of Knowledge, using teleporters to access areas.

Pools of Darkness made the jump to VGA graphics and

delivered a high-level adventure across dimensions.

Unfortunately, Secret of the Silver Blade might

be considered not only the weakest of the series, but

perhaps of all the Gold Box games. Its plot is simple

and linear, with few role-playing opportunities and far

too many random encounters, which can get tiresome.

Finally, in 1991, SSI released the culminating

title Pools of Darkness, delivering an epic conclusion

in the truest sense of the word. The characters would

level up to dizzy heights advancing to forty, and be

thrown against the very pawns of a vengeful god.

The overland map was back – but multiplied –,

taking the party to different dimensions. Supremely

memorable was the section taking place in the spider

realm of the Marilith Kalistes, which should strike a

chord with any AD&D fan who played the Queen of the

Demon Web Pits module. And there was still a high-level

post-game dungeon, designed by Dave Shelley.

A massive commercial and critical success, the

Pool of Radiance games were remarkable not only for

bringing an authentic Dungeons &Dragons experience

to computers, but also for allowing players to forge a

heroic story across four expertly crafted titles. DO

The Gold Box

Companion

is a free fanmade

tool that

can be used

to enhance

the Gold Box

games, offering

features such

as automap,

info HUDs

and cheats.

103


Star Saga: One

Beyond the Boundary

Masterplay Publishing, 1988

MS-DOS and Apple IIGS

In the early

2000s a group

of fans from

the Home of

the Underdogs

created the Star

Saga Game Kit,

which contains

an interactive

map and all of

Star Saga’s text

in HTML form.

Star Saga’s box

was huge, with a

large sector map,

player tokens,

game disks

and 20 printed

booklets that

added up to over

700 pages.

The software

has no graphics

whatsoever.

After you input

your actions, it

calculates the

outcome and

directs you to one

of the 888 texts in

the booklets.

104

The very first computer RPGs, created way back

in the 70s, were born out of a simple realisation:

tabletop RPGs are full of rules, numbers and

percentages, and a computer is much better at keeping

track of those than a human being. Star Saga: One, by

Andrew Greenberg – one of the Wizardry creators – is

that idea taken one step further.

The game can be described as a mix of CRPG,

boardgame and Choose Your Own Adventure book.

It’s a space opera to be played by 1-6 players on a large

map, with all the rules being handled by the computer

– a reliable and always available Game Master.

You start by selecting one of six pre-made

characters, each with their own illustrated booklet that

richly describes their background, starting resources

and secret motivations – such as finding an item and

taking it back home. You then open the sector map

and choose a planet to visit in search of your goals.

Each turn, players input their actions into the

computer, which will reply with the number of a text to

be read on the printed booklets, showing the outcome

of their choices and the options now available. A single

turn has several phases, allowing for multiple actions,

such as talking to NPCs or trading fuel and resources.

The computer will keep track of all these, as well as

handle Star Saga’s simple item-based combat.

It’s a clever concept. Thanks to the computer, the

game has a depth that no CYOA book can match, while

the printed booklets allow for funny, well-written text

that was miles ahead of any CRPG of the time, making

every new planet and encounter feel unique. Sadly, the

technology wasn’t there yet. The back-and-forth from

the PC to the booklets to the map is slow and awkward,

while completing your objectives takes far too long –

one playthrough can last weeks, or even months!

The game still had a sequel, Star Saga: Two - The

Clathran Menace (1989), which continued the story of

the six main characters. In fact, the series was planned

as a trilogy, but poor sales ended it prematurely.

From today’s perspective, it’s almost absurd how

all these booklets, maps and inputs could easily be

handled by a single phone app. A bold game, Star Saga’s

biggest flaw was to be way ahead of its time. FE


Sir-Tech, 1988

MS-DOS, Apple II, C64, NES and SNES

Wizardry V:

Heart of the Maelstrom

Around the time the first Wizardry game was

released, an enthusiastic programmer known

as David W. Bradley started working on an

ambitious RPG called Dragon’s Breath. In 1984 he sent

the game to Sir-Tech, which agreed to publish it on

one condition: to remake it as the fifth Wizardry.

Wizardry IV, however, got stuck in development

hell and would only be completed at the end of 1987,

forcing Bradley’s game to be postponed for years.

This tortuous story explains why Heart of the

Maelstrom is so similar to the original Wizardry on

the surface, despite being released seven years later.

Yet all that time wasn’t wasted idling. Maelstrom

is an iterative title that meticulously improves the

most lacking aspects of previous games. The Thief,

for instance, used to be a pretty useless class; now he’s

required to pick locked doors and search for secrets,

can sneak around in combat to launch surprise attacks

and is able to use a bow to fight from the back row.

Other additions include polearms with extended

range, the ability to swim and friendly NPCs that roam

the dungeons. There are also new spells, including

creature summoning, magical barriers and monster

charming, all which add new tactical elements.

While these gameplay improvements make the

game much better, what stands out in Wizardry V is

D.W. Bradley’s writing and design. Humour is ever

present, making each dialogue or description feel like

a reward to the player. The game allows players to

interact with memorable NPCs like the annoying Pot

of Gold, the pitiful Mad Stomper, the Duck of Sparks

or the drunk sorcerer, and many of these characters

can be bribed, pickpocketed or even attacked.

The dungeon also gained personality. With few

sentences, Bradley turns wire-frame walls into dens of

thieves, shady taverns or even disco ball rooms.

Their very shape comes into play; in previous

games they were limited to a 20x20 grid, but now huge

levels stretch in unpredictable shapes, challenging the

map-making skills of any player.

Heart of the Maelstrom is, for me, the last Wizardry

game with a child’s heart. The following titles grew

increasingly more advanced and became objectively

“better” RPGs, yet I always felt something intangible

was left behind with the series’ “come of age”. DB

Much like

Wizardry I-III,

nowadays

we suggest

playing the

SNES remake

of Heart of the

Maelstrom, due

to its superior

graphics and

interface.

The friendly

NPCs that roam

the dungeons

are one of the

big additions

to Wizardry V.

They are vital to

solve the game’s

many puzzles.

Wizardry V’s artist

was clearly skilled,

but the game’s

CGA graphics were

terribly outdated

next to games like

Dungeon Master

and Might and

Magic II.

105


Ultima V:

Warriors of Destiny

Origin Systems, 1988

MS-DOS, Amiga, Apple II, Atari ST, NES, etc

Ultima V carried

on the proud

tradition from

U4 of including a

physical trinket

in the box that

was key to the

plot: in this case,

the Codex coin.

From chairs you

could sit in to

torches you could

steal and barrels

you could move,

Ultima V created

a living world.

106

The entire Ultima series is near and dear to my

heart, but none more than Ultima V – a game

I spent over five years of my life striving to

recreate via a Dungeon Siege mod called “Lazarus”.

What makes Ultima V so special? While the first

three Ultima games established foundational design

tenets for CRPGs in general, and Ultima IV pioneered

the concept of morality in games, Ultima V was the

first RPG to introduce true world simulation.

By “world simulation” I mean the collection of

systems which grant players the illusion of a living,

breathing world that exists independent of their

actions, rather than simply a game board upon which

the player can stab monsters.

Earlier Ultimas had already introduced primitive

day-and-night cycles where visibility and monster

spawning varied based on time of day, but Ultima

V took that a step further and introduced NPC

scheduling – merchants get out of bed in the morning

and walk to their shops to open for business, while

guards close down city gates after nightfall to keep out

wandering monsters.

On top of that, environmental objects were

actually recognised by the game for the first time –

each potted plant or bookshelf wasn’t just a painted

bit of the background, but a physical thing you

could move around. Harpsichords could actually be

played, and a careful look through the game’s manual

could teach the player how to play a specific tune

with special effects in the game world. While this

sometimes allowed for puzzle-solving, it mostly just

served to make the game world feel more real and to

give players more opportunities for interaction.

And that was the beauty of it – Ultima V was

perhaps the first time a game designer realised he

could generate a tremendous amount of fun by simply

creating an immersive world with some limited

agency and letting players run wild. The groundwork

laid with this philosophy would later emerge (with

improvements) in everything from Grand Theft Auto

to Skyrim.

On top of its accomplishments in world design,

Ultima V pushed forward on the narrative front,

turning Ultima IV’s focus on virtue upside-down

as Lord Blackthorn – the primary antagonist of the

game – codifies the eight virtues of Ultima IV into

draconian laws. To some characters you meet, Lord

Blackthorn is a vile usurper and his laws are unjust,

while others are benefiting from his rule and see the

player character and his friends as dangerous outlaws.

You play a Robin Hood-esque role, never

entirely certain who you can trust and who might

turn you in to the authorities. This situation leads

to interesting questions like “does virtue still have

meaning when compelled?” and introduces shades

of grey to the moral equation of Ultima, creating

situations where “what’s right” isn’t always readily

apparent and keeping players on their toes.


“[...] where Ultima IV was fairly

black-and-white – I mean good

guys are good guys and bad guys

are bad guys – Ultima V unfolds in

a grey area. Lots of characters try

convincing you that Blackthorn is

doing things just right; some say

he’s an evil force; and others realise

he’s wrong but are taking advantage

of the situation for personal profit

and are willing to fight anyone who

opposes Blackthorn.”

– Richard Garriott,

Ultima V’s creator

With Lord British

now missing,

Blackthorn took

control and

imposed a darker,

extremist version

of the virtues.

Another place Ultima V worked wonders

was in the Underworld – a massive new region

added to the game world for the first time in the

series. The Underworld was a sprawling cavernous

region every bit as big (and as open) as the surface

world, linked to the realm above by a network of

dungeons. The impetus for the game’s story is the

disappearance of the rightful king (Lord British)

into this shadowy expanse, and the developers

of Ultima V used this fact as an opportunity for

immersion by providing a written chronicle of the

king’s expedition into the darkness.

Smart players could read carefully through

the chronicle and use its words to guide them ingame

as they followed the lost king’s footsteps. The

ensuing connection between shared experience of

the real player and the character they controlled was

remarkably powerful.

In conclusion: From its morally ambiguous

dilemmas and intriguing story premise to its primitive

world simulation and vast play space, Ultima V paved

the way for all the great RPGs to come.

If you haven’t already played it, you owe it to

yourself to pick up a copy and experience this key

piece of RPG history! IF

Mods:

Ultima V Update Patch: If you’re playing the MS-DOS

version of U5, use this mod to add the full soundtrack

found only in other versions of the game.

Ultima V: Lazarus: a 60+ hour Dungeon Siege mod that

recreates Ultima V from the ground up, with modern

3D graphics, CD-quality music, real-time combat, richer

quests and dialogues, and an optional “evil” path through

the game.

You can find it here: www.u5lazarus.com

Ultima V would be the last game of the core series to

use a first-person “blobber” view when inside dungeons.

Ultima V: Lazarus uses the Dungeon Siege engine

to recreate Ultima V with more modern technology.

107


Prophecy I:

The Fall of Trinadon

Activision, 1989

MS-DOS

The game is

called Prophecy I

because creator,

Richard Seaborne,

originally planned

to make it into a

series. He couldn’t

get funding from

Activison, so he

moved on to make

Escape from Hell

(1990) for EA.

Each area screen

is accompanied

by a brief but

rather charming

descriptive text,

adding much to

the overall sense

of wonder.

Spells can be

modified by

adding prefixes:

“Harlok” heals

10 HP, while

“KruHarlok” heals

30 HP but costs

more to cast.

108

The late 80s is not what comes to mind when

envisioning Action RPGs, which may be why

Prophecy I: The Fall of Trinadon never found

much of an audience and is largely forgotten today.

Its VGA graphics were not particularly beautiful,

it only used PC Speaker for sound effects and music,

and its interface was not terribly elegant. Yet Prophecy

still packs a surprising amount of fun into an easy-toplay

package.

The game starts in medias res, the protagonist

having apparently slept through the massacre of his

hometown. He rouses in time to begin his quest – to

avenge his kin by finding and killing Lord Krellane.

As expected in a CRPG of the era, Prophecy

features a full array of Dungeons & Dragonsdescended

statistics and generous expository text. But

there’s also plenty of unexpected elements, such as a

Zelda-like real-time combat where hits and misses

are driven entirely by player reflexes, while damage is

calculated by character’s stats and equipment.

There is indeed a surprising array of equipment

to find in the game, and though the multiple-bodypart

armour system has no impact on your character’s

appearance, the weapon and/or shield your character

has equipped does appear. This is important, as a

weapon’s size directly correlates with its range.

However, the game’s most innovative and

mechanically enjoyable feature is the ability to create

spells through a rudimentary magical language.

The manual presents you with a few dozen basic

incantations, but spells can be further enhanced by

adding prefixes to increase their strength and range,

in exchange for increased energy costs.

It’s difficult to envision a simpler system for

allowing a basic set of spells to actually remain useful

throughout the entire game.

There are of course anachronistic annoyances,

including manual-based copy protection, randomlygenerated-on-load

treasure, mildly obtuse puzzles,

processor-speed-based gameplay, and QuickBASICdriven

PC speaker sound/music (and fonts).

Still, no matter how long it has been since I first

bought the game new, I still find it rewarding to return

to Prophecy – which is high praise for an Action RPG

from the 1980s. QX


Drakkhen

Infogrames, 1989

MS-DOS, Amiga, Atari ST and SNES

Drakkhen is a very original game, starting from

its story. A glory-seeking Paladin slayed the

Great Dragon – but it turns out that he was

the keeper of magic, so now all the world’s magic is

gone, leaving humanity in chaos and unprotected.

You must create a party of four heroes (Warrior,

Scout, Wizard and Priest) to explore a mystical island

inhabited by eight warring dragon princes, collecting

their treasures to resurrect the Great Dragon.

You explore the island through a free-roaming

3D first-person view. This was an amazing feat at the

time and the island is huge, even if mostly empty.

There are eight castles, a shop, a temple, some inns,

houses and teleporters, plus a nice day-and-night cycle.

Once you enter one of the castles, the game

switches to a 2D side-view, where you can control

each of your heroes individually, fighting monsters,

collecting items and solving very simple puzzles.

Unfortunately, the combat is also very simple.

Battles happen in real time and automatically – once

you’ve ordered the party to attack all you can do is

change the spells the Wizard and Priest are casting.

The difficulty is rather unfair, as the game is filled

with traps that instantly kill a character (or the whole

party), and you’ll have to grind a lot to beat the game.

There’s only one save slot and you can’t save when

inside the castles, so things can get frustrating fast.

Besides the novel 3D world map, the 2D graphics

are also impressive and very original, blending

detailed pixel art with more exotic styles, such as 3D

wire-frame soldiers or rotoscoped human silhouettes.

The interface also deserves praise – Drakkhen is one

of the first RPGs to allow the player to control each

party member individually in real time, yet it does it

in a simple and intuitive way. It’s just a shame that the

adventure game-like actions aren’t used much.

The game was ported to multiple systems, but

the SNES version is by far the best. New dialogues,

tips, items and a world map were added, while the

difficulty was reduced, with cheap deaths removed.

Overall, Drakkhen is an outstanding feat of both

technology and creativity – an experimental title that

was way ahead of its time. The result is an original and

weird title, but also an opaque and frustrating RPG.

Regardless, it’s definitely worth a look. FE

The ending of

Drakkhen teased

a sequel, but

Infogrames never

made it. Kemco,

the Japanese

company

responsible for

the SNES port,

released Super

Drakkhen in 1994,

a loosely related

side-scroller.

Drakkhen has

exotic enemies

such as giant

dog heads, 3D

polygons and the

silhouette of a

woman dancing

and shouting

“I love you”.

While the game

has an open

world, your quest

must be done in a

specific order and

manner, which

isn’t always clear.

The dialogues

don’t help

much either.

109


The Magic

Candle

Mindcraft Software, 1989

MS-DOS, Apple II, C64 and NES

Mindcraft

Software was

founded by Ali

Atabek, who

previously

created Rings

of Zilfin. The

company would

be best known

for its Magic

Candle trilogy

and for Siege

(1992).

Your goal to

search for a

way to stop the

magic candle

from melting,

and then collect

the various items

required to do so.

110

The Magic Candle is one of those rare CRPGs,

along with Ultima V, Betrayal at Krondor and

Baldur’s Gate II, that does everything right.

From background story, NPC interaction, puzzles,

exploration and combat, Magic Candle does it all well,

and the end product is a well-rounded, solid CRPG.

The background story is a variation of the tired

old “evil demon/mage/warlord is threatening to

conquer all the world and only YOU can stop him”

plot. The twist is that, in this game, the evil demon

starts imprisoned in a magic candle, but said candle is

melting. The goal of the game is to prevent the candle

from melting down and the demon from escaping.

You have a limited number of days to do so, which is

different based on the difficulty setting you choose.

So time is of the essence in Magic Candle - literally.

The logistics of time management is one of the things

that sets the game apart from so many other CRPGs.

Everything takes time, from travelling to memorising

spells, working for money and training skills. So while

on a ship voyage that takes three days, your spell casters

can memorise lots of spells, for example.

Which brings us to another novel thing in the

game – splitting the party. It’s possible to have some

characters exploring a dungeon, while one character

is making money in a city in another part of the

world and yet another character is memorising spells

at an inn in a different town. Usually you’ll want all

you characters present in dungeons, though, but

when exploring a city, it can be a good idea to have

one character (preferably one with high Charisma) do

the exploring, while others make money, rest, train or

memorise spells. The party splitting is also important

in order to solve some of the problems in the game.

Magic Candle looks like an old Ultima game,

where you control a party or a character on a topdown

map. There are several types of maps – the

overland map, the castle and town maps, and the

dungeon maps. Combat either takes place directly on

the dungeon map, or it switches to a separate combat

map if you are on the overland.

The combat system is among the better turn-based

systems. It’s not very complex, but has many unique

features, like different kind of mushrooms you can eat

to get various combat bonuses, the ability to sidestep

attacks (if not blocked on the sides), and the ability to

pierce several enemies with one arrow. It’s quite simple,

but also quite tactical and fun. The monsters are a mix

of generic types like orcs and trolls, and original, exotic

ones like hraffels, zorlims and bargs.

An important part of the game is talking to NPCs

to find clues on how to stop the candle from burning

down. Lots and lots of note-taking (or screen-capping)

is needed. NPCs also have schedules like in Ultima

5-7, and finding them can sometimes be a challenge

in itself. Some of them won’t even leave their houses

and you have to knock on their doors, but they won’t

open unless you address them by their names.


Your party moves as a block, but you can split them into

various parties to explore, solve puzzles, train and work.

Combat is turn-based and quite simple, but you’ll have

to manage character’s ammo, food and rest to succeed.

Magic Candle II introduced mouse control and improved

graphics, but also removed the ability to split your party.

Magic Candle III had nice graphics and a good story, but

its gameplay felt archaic next to other RPGs at the time.

Speaking of names, you take the role of Lukas, a

young Ranger, and can recruit up to five companions

from around 30 NPCs of five different races and nine

different professions, who have different strengths

and weaknesses. The characters have most of the

traditional CRPG stats and skills, but also some rare

ones like hunting and armourer, to unique ones like

gem-cutting, tailoring and carpentry.

There are no XP or levels; character’s stats

and skills increase through various methods, from

practice and training to more adventurous ones, and

various characters have different aptitudes in various

stats and skills.

The Magic Candle feels more like a simulation

than most CRPGs do. You need lots of items to survive

in the wilderness, like food, arrows, ropes, and many

special items that are useful in dungeons. There is

also a day-and-night cycle, a need to sleep and rest,

and need to repair weapons and armour. Shops open

and close, and ships leave on certain days. If you like

logistics, you’ll like The Magic Candle.

If there are any negative things I can say about

The Magic Candle it’s that the weapons and armour

selection is rather sparse and there are no random

drops, and maybe that the game is a bit too long, with

too much combat towards the end. Skills and stats

maxing before the end and no random loot, makes

combat too much of a chore in the end.

Speaking of the end, The Magic Candle has one

of the most unique ways of winning a CRPG, ending

not on a battle or dungeon crawl, but by asking you

to perform an elaborate ritual to rebuild the candle.

The Magic Candle was followed by two sequels:

The Magic Candle II - The Four and Forty (1991) and

Magic Candle III (1992). While their plots remained

unique, gameplay was streamlined and padded with

combat, faring poorly against games like Ultima VI.

Mindcraft Software also produced two spin-offs

set in the same world: The Keys to Maramon (1990), an

early Action RPG, and Bloodstone: An Epic Dwarven

Tale (1993), based on Magic Candle III’s engine. The

company would close doors soon after. OC

The Magic Candle

was chosen “RPG

of the Year” by

Computer Gaming

World in 1989,

where it also

won an award for

“Most Rewarding

Ending” in 1996.

111


Hillsfar

Westwood Studios, 1989

MS-DOS, Amiga, Atari ST, C64 and NES

112

You can visit

guilds, stores,

pubs, or you

can break in,

by lock-picking

or using a

magical Ring

of Knock.

To pick locks you

must find the

correct pick for

each tumbler.

Besides the time

limit, you must be

careful of traps

and of breaking

the picks.

Part of SSI’s AD&D series, Hillsfar is a very

elaborate side-quest and, like all side-quests,

there are rewards to be had for those daring

enough to seek them.

Instead of importing your characters from Pool

of Radiance straight into Curse of the Azure Bonds,

you can import them into Hillsfar, then transfer them

back out. Characters cannot level up in Hillsfar, but

the experience they earn will transfer with them.

The game plays much differently than its Gold

Box brethren. Your party camps outside the city of

Hillsfar, where the mage Maalthiir has taken power,

outlawed magic and oppressed the populace.

You take individual characters inside the city

to quest alone. Based on their class, they find quests

by visiting their respective guilds. Quests range from

finding lost items to investigating a kidnapping, and

may require you to fight for information in the arena or

check out the latest gossip in the taverns. Three quests,

with increasing rewards, are available for each class.

Most of the action takes place in the form of arcade

segments. Travelling to outlying areas requires riding

a horse across dirt roads while avoiding obstacles.

Investigating locations (or breaking into them) takes

place in a top-down perspective as you explore mazes

for treasure and clues, avoiding the town guards and

magical traps. There is an archery range where you may

compete for prizes and an arena where you may fight

for the same (sometimes your life).

All combat takes place in the arena, and since

magic is outlawed, magic users will not be permitted

to cast spells during the game. The mini-games are

the same despite your class, though class will affect

certain aspects of them. For instance, chests that you

find will often be locked, and you can either force

them open, risking dangerous traps, or if you are a

thief you may engage in a lock-picking mini-game

that requires good eyes and fast fingers.

Although as a standalone title the game can be

tedious considering the lack of an overarching quest,

as a companion piece to Pool of Radiance and Curse of

the Azure Bonds and a chance to build your characters

beyond the usual methods of experience farming,

Hillsfar is an entertaining diversion and a fun place

to explore. CA


Castle

of the Winds

SaadaSoft, 1989

Windows

Castle of the Winds is one of the few CRPGs

I remember playing and winning as a child

of the 90s, partly because it was available as

shareware to set up the commercially released second

part of the story, so the first part was shorter. Beyond

that, it has an addictive charm derived both from its

roguelike tile-based dungeon-delving and its clean

window-based interface.

Originally produced in 1989 as an early piece of

software using the Windows graphical shell in MS-

DOS by Rick Saada, it was released with its sequel in

1993 by Epic MegaGames. In the first part, A Question

of Vengeance, you are an orphan who must avenge

the destruction of your hometown and retrieve a

stolen amulet given to you by your parents. After

two dungeons and a boss, finding and activating

the amulet allows the character to be imported into

the second part, subtitled Lifthransir’s Bane, which

features a much larger town and many more items,

enemies, and encounters. Its deep dungeon has 25

levels with multiple bosses and monster hordes.

What earns Castle of the Winds a notable place in

CRPG history is its unique blend of Norse mythology

and addictive dungeon crawling in one of the earliest

Windows-based graphical interfaces. Today that gives

it a utilitarian aesthetic but, unlike most roguelikes,

its gameplay is mouse-driven with a drag-and-drop

inventory and a customisable spell button bar.

There are no classes or races, so characters can

use every item and spell. A new spell is granted each

level, and more can be learned from books. The game

is entirely turn-based, but time passes in varying

increments depending on actions taken. Inventory is

measured in both bulk and weight, so packs can run

out of room even if the PC can carry more weight.

The dungeon levels are persistent once generated,

plus a few have set encounters, such as a memorable

potion-shaped spider room, or a prisoner to free

within a limited time. Foes include vicious wildlife,

humans, standard fantasy creatures, undead spirits

and specifically Norse monsters like jotun – giants.

While some aspects of the game are very simple,

Castle of the Winds has enough complexity to satisfy

that itch to explore dungeons, increase in strength

and tackle ever fiercer enemies. AS

In 1998, Saada

released both

parts of Castle

of the Winds

as freeware

on his website.

The Windowsbased

interface

sets the game

apart from others

of the time, with

its drop-down

menus and

mouse-driven

gameplay.

The stats

and items are

simple, and

the graphical

interface is

very intuitive,

keeping the

game accessible

to those new

to roguelikes.

113


Quest for Glory:

So You Want to Be a Hero

A remake

of Quest for

Glory I was

released in

1992, sporting

new colourful

VGA graphics

and a full

point-and-click

interface.

You can create

hybrid characters,

such as a fighter

who can cast

spells or pick

locks, but some

acts are locked to

specific classes.

Sierra On-Line, 1989

MS-DOS, Amiga, Atari ST and PC-98

What’s in a name? In the case of Quest for

Glory, an unfortunate story. The series

originally began as Hero’s Quest, before

Milton Bradley pointed at the board game and gave a

meaningful cough. It’s a shame, because while Quest

For Glory is arguably a better title, it’s really not what

the series has ever been about.

For creators Lori and Corey Cole, heroism

is a thing to aspire towards for its own sake – the

importance of being the light in the darkness, of

saving the world through simple human compassion

as much as beating up whatever threatens it, and of

doing the right thing not because you’re thinking of

the reward, but because it’s the right thing to do.

Quest for Glory started its hero’s journey like

many others – a young man approaching a small

town, hoping to make his name. (Originally there

were plans for other character options, including

races, but space was at a premium.) It offered a mix of

classic graphic adventure gaming and RPG elements,

though unsurprisingly for a Sierra game with ‘Quest’

in the title, it leaned heavier to the adventure side.

In particular, it didn’t matter how good your

stats were, the game was full of instant death if you

annoyed characters or got caught breaking the rules.

Pick a fight with a thief, for instance, and there’s not

even a battle. Just click, boom, comedy death message.

The RPG side breathed a lot of life into the world

though, with your choice of character class allowing

three paths through the game – Fighter, Magic User

and Thief. Later games would add Paladin to this,

either by importing the hero from the previous game

or as a title that had to be earned through good deeds.

In the first game, that meant a Magic User

could challenge local wizard Erasmus and his pet

rat, Fenrus, (or local rat Fenrus and his pet wizard,

Erasmus, depending on who you ask) to a magical

mini-game duel, while the Thief could join the local

guild and break into houses to somewhat unheroically

liberate them of their loot.

They also have one of the best deaths in Sierra’s

murderous history – using the Lock-pick on yourself

with low skill would lead to you stabbing yourself

in the brain and dying instantly. With high skills?

Congratulations! You successfully picked your nose.

Warning: Avoid Quest for Glory if you don’t like puns.

The adventure side of the game mostly came

through in puzzles, in dialogue, and the general feel of

the game, though never to the crazy lengths of most

dedicated adventures. It was more about using tools at

your disposal, with the games playing fair.

If you need to retrieve an item and you have a

spell to do that, then said spell will either work or

at least give a reason why it doesn’t. If it looks like

a surface can be climbed to get an item, it probably

can be. It might take some stat grinding to get good

enough, and there might be an easier way like casting

Levitate, but it’ll usually work.

114


Combat is very simple. You can dodge or parry attacks

with a shield, but often it’s better to just keep attacking.

The game uses Sierra’s SCI0 engine from King’s Quest IV,

allowing for mouse control but still requiring a text parser.

Quest for Glory II sends you to a labyrinthine Arabic city,

imperiled by elementals and surrounded by a vast desert.

The downside of this is that the RPG elements

are limited. Combat especially is mini-game hell from

the very start to the very end of the series, only the

details changing. There’s very little in the way of gear

too, with usually only a couple of upgrades per game.

It’s best to think of these elements as seasoning

rather than a major part of the meal, manifest more

in elements like side-quests that you can take on, the

ability to wander more or less freely around the world,

day-and-night cycles where the worst monsters usually

come out at night, and the need to eat and sleep.

Being based on adventures did however allow

for much stronger narrative than most RPGs had back

in 1989. The series made great use of this, with each

game set in a different location with its own rules.

For Quest for Glory I, it’s the European village

of Spielburg, where everything is familiar. Quest for

Glory II: Trial by Fire (1991) took the hero to Arabia,

with most of the action taking place in one big city

where events happened on set days and had to be

dealt with before it was too late – before then leaving

on a caravan to sort out the mastermind behind it all.

The third game made the transition to VGA graphics and

replaced the text parser with point-and-click controls.

Quest for Glory III: Wages of War (1992) remains one

of the few games to explore Africa, focusing on war

and the hunt for a lost city.

Collectively, these become more than just a

travelogue, with the hero constantly being exposed to

both what people want, and what they really need –

facing evil enemies who have to be stopped, but also

learning that appearances can be deceptive.

In QFG1 for instance, there’s a group of bandits

terrorising the valley. The big reveal is that their leader

is the local baron’s enchanted daughter, but the route to

learning that makes a point of showing her to be more

than just a snarling villain. She has honour. She makes

a point of personally intervening when her men attack

one of the villagers and getting him medical treatment.

She has nuance, and while not all of the baddies are

similarly redeemable, that nuance runs through every

plot point and every decision made in the series.

Heroism, it repeatedly emphases, relies just as

much on seeing the good in people as the bad. There

are worse lessons for a game to teach, whether you

want to be a hero or not. RC

While the

second game

was only

released with

EGA graphics,

a free fan

remake with

VGA graphics

was released in

2008, made by

AGD Interactive.

115


Knights of

Legend

Origin Systems, 1989

MS-DOS, Apple II and C64

Not only

Knights of

Legend not

only had great

artwork for

the time, but it

also came with

an edit tool,

allowing players

to customise

their character’s

appearance and

shield design.

The world

map is large

and diverse,

but there’s

nothing to do

in it besides

fighting random

encounters and

searching for

the location of

quest battles.

116

Knights of Legend’s manual opens with a brief

tale on how the game was created: in 1981 a

group of four tabletop RPG players sat down

in a restaurant to debate tabletop RPGs. They loved

complex rulesets, but doing all the calculations they

required was slow and tiring.

One of those friends, Todd Mitchell Porter, was

a programmer, and upon returning home he began

to design a computer RPG that could deliver all that

complexity, but was quick and easy to play.

He spent eight years working on the game. When

a prototype was done, he showed it to Richard Garriott,

who signed him under Origin Systems and published

the game in 1989 as Knights of Legend.

This little backstory helps to understand what

kind of game we’re talking about here. From the

150-page manual that describes the fantasy realm of

Ashtalarea – including a timeline and an appendix on

Elven language – to the fact that every single NPC has

a unique portrait and personality, Knights of Legend is

a gorgeous and extremely ambitious RPG, filled with

handcrafted details and passion.

You start by creating a party of six characters. There

are Humans, Elves and Dwarves, but also Keldens, a

race of gigantic flying humanoids. Instead of classes,

you choose from 33 richly described backgrounds, like

Dark Guard (former guards of the evil wizard Pildar)

or Usip (a small tribe of Elves in danger of extinction).

These affect characters’ initial stats, weapon skills and

wealth, and also how NPCs react to them, as many will

refuse to serve a Dark Guard or dislike Dwarves.

Magic is based on Elven words, which must be

learned from wizards to create spells that target the

enemy type and stats you need. For example, the spell

DAYNALON is made of DAY (human), NA (body),

L (moderate) and ON (nearby), and will moderately

damage the body of a nearby human. Using YR

instead of ON would make it a long-range spell, while

using AR instead of DAY would make it target Elves.

It sounds cool on paper, but spells are expensive

and ridiculously specific: a spell against Ogres is useless

against Stone Ogres, making them very hard to use.

Once your party is set, you explore towns in a topdown

view, talking to NPCs via Ultima-like keywords

until you get a quest. The game contains 23 quests

you must complete in order to unlock the final quest,

but they are all mostly unrelated and follow the same

formula: an NPC asks for an item, you ask around for

clues, learn vague hints (like “search north of town”)

and go to the world map searching for it – which brings

us to Knights of Legend’s defining feature: combat.

Once a battle begins, you’ll be overwhelmed by

the amount of options available. Combat is turn-based

and each turn your characters can move in three speeds

(Walk, Run or Sprint), select from dozens of attack

combinations – Hack at Head, Slash at Legs, Thrust at

Body, Headbutt at Legs, etc –, and prepare a defensive

manoeuvre, like Dodging, Jumping or Backing Up.


Character development amounts to improving weapon skills

and gaining social ranks, which have little gameplay impact.

The inventory screen shows a detailed “paper doll” of

your characters, something new to RPGs at the time.

Every NPC in town has a unique portrait and personality,

reacting differently to the various races and backgrounds.

All these options impact damage and hit Chance,

but also Fatigue – a vital stat in Knights of Legend. Every

action causes Fatigue, based on the equipment being

used, the wounds sustained and the type of action.

A heavily armoured Kelden may be tough, but he

won’t be able to fly (or even run) for more than a few

rounds without passing out with exhaustion. As such,

it’s important to balance equipment load, as well as to

know when to attack relentlessly and when to rest.

A key feature here is that characters with high

Foresight can read enemy movements, allowing you to

see what the creature will do and respond accordingly.

If he’ll target the head of the character in front of him,

you can order that character to duck to avoid the blow.

It’s one of the most complex combat systems in

any RPG, but it has a huge flaw: it’s excruciatingly slow.

Every turn, for each of six characters, you must select

where to move, how fast to move, how to attack, where

to attack, how to defend and confirm each action. Not

only is there a lot to do and the interface is sluggish, but

enemies require several blows to be defeated. Killing a

single Orc in an open field can take more than 10 minutes.

The enemy has a wounded arm and I can see it will target

my legs, so I can avoid the attack by jumping next turn.

Moreover, while random encounters are always

fought in small areas, quest battles take place in massive

dungeons, exacerbating the issue. If repositioning your

party is already a slow task, then scouting huge areas

in search of quest items and surviving enemies is the

CRPG equivalent of Chinese water torture – a single

battle against a few enemies can last over three hours!

To make matters worse, enemies act predictably

and you never face more than one enemy type at once.

And not only does the formulaic quest design provide little

incentive or sense of reward, but the last quest has a bug,

asking you to report your victories to the wrong NPC.

Still, there’s a final nail in the coffin: the only way

to save your game is to go back to town, enter an inn

and pay for each character to rest. Not only does this

mean you can’t save and quit during the hour-long battles,

but you won’t be able to save at all if you’re out of money!

It’s an ironic fate – Knights of Legend was born from

a desire to quickly play tactical tabletop RPGs but, while

the computer does handle all calculations, the game is

so slow and demands so much micro-managing that it’s

easier to just go back to tabletop RPGs. FE

Knights of

Legend was

designed to

support multiple

expansions;

the main menu

even has an

“Install New

Region” option.

However, the

game sold

poorly and

no expansions

were ever made.

117


The Dark Heart

of Uukrul

Brøderbund Software, 1989

MS-DOS and Apple II

“We did set out

to make the game

memorable, and

the things the

player remembers

most are solving

challenges,

not hacking up

monsters.”

- Ian Boswell,

Uukrul’s designer

You explore the

dungeon in firstperson,

following

the visions and

remains of a party

who came before

you but failed to

slay the evil Uukrul.

During

encounters the

game switches

to a top-down

tactical turnbased

combat,

similar to the

Gold Box series.

118

The Dark Heart of Uukrul is my favourite

RPG of all time. I should be angry that it is

so obscure and overlooked, but I realise this

game caters only to a very specific kind of RPG fan.

Uukrul’s achievement lies in the unorthodox

ideas inherent in each of its components – it features

some of the best dungeon, puzzle and character

development design in the history of the genre, but

also combines them into a highly memorable whole.

Uukrul emphasises teamwork in a way that few

other RPGs do, requiring each of your characters’

input for combat and puzzle-solving alike. That,

however, comes at the cost of making the party

composition fixed – your group inevitably consists of

a Fighter, a Paladin, a Magician and a Priest.

While the first two classes are fairly traditional, the

magic system is where Uukrul shines again. Both the

Priest and the Magician gain not only in levels, but also

in the number and quality of rings they have equipped,

each dedicated to a specific deity or magic arcana.

Obtaining new rings is a separate form of character

progression, unique in how tightly DHoU ties it to

the exploration process as well as to the dungeon lore.

Deciphering the Priest’s prayers is also an exciting task

– a puzzle that relies as much on studying the manual

as it does on in-game experimentation.

What made me completely and irreversibly fall

in love with the game, however, are its dungeons.

The Cube, designed in “true” 3D so that the overall

layout is seamless and makes sense; the oddness of

the Battlefield maze with a spinner trap that haunts

me still; the Palace, a “meta” role-playing area

emphasising the concept of chance via the roll of a die;

and, of course, the Chaos, the most unorthodox and

ingenious level ever created for an RPG – encounterfree

and illusion-based, yet logical and climactic,

alone worth a full playthrough of the game.

I can’t think of any other dungeon crawler that

can top Uukrul when it comes to dungeon design;

Wizardry IV and Chaos Strikes Back are probably the

only ones that come close.

Released just a bit too late to become popular,

with dated graphics and sound limitations, The Dark

Heart of Uukrul has since been rediscovered and is

now enjoying a niche cult classic status. CB


Windwalker

Origin Systems, 1989

MS-DOS, Amiga, Apple II, C64 and Atari ST

In 1985 Origin published Moebius: The Orb of

Celestial Harmony, an odd RPG by Greg Malone.

It was a mediocre Ultima-clone, but it stood out

due to its Chinese-based setting, bizarre art style and,

especially, its real-time martial arts combat, inspired

by fighting games like Karateka (1984).

The sequel, Windwalker, went one step further.

While its predecessor’s combat was reflex-based,

you can now battle in turn-based mode, creating

a fascinating fighting system that allows you to

carefully choose your next move from a menu.

Moreover, a real-time replay can be seen afterwards,

making it all look like a fierce martial arts duel.

So why isn’t such cool game talked about more?

Because combat quickly becomes one of Windwalker’s

worst aspects. Attacks have a rock-paper-scissors logic

to them – once you understand your opponent’s moves,

you’ll know how to counter their attacks. But you

can use only two fighting styles and there’s only four

enemy types in the game – one being the final boss!

Worse yet, enemies spawn constantly, turning battles

into a chore that drags the entire game down.

Regardless, there isn’t much to see here anyway.

There’s no character creation, stats or skills – you just

grow stronger as you play. The world is small, composed

of tiny islands, a huge empty ocean, very few NPCs and

only three quests. Thus, the frequent battles feel like lazy

padding for what’s otherwise a 2-3 hours game.

The Chinese-inspired setting is richly described

in the manual (with a bibliography!) and there’s even an

NPC that will read your fortune using the I Ching, but

otherwise it’s tragically underused. You get some magic

chants, a mostly irrelevant honour code, mythological

creatures and that’s about it. Still, the game does look

very distinctive, using heads as icons and a perspective

that rolls vertically, as if the world was a cylinder.

Finally, there’s a clever save and permadeath

system: guards will only capture you if you lose, not kill

you. And you can save anywhere. But if do you die, the

game autosaves – die 10 times and it’s game over.

In the end, Windwalker is one of those games that

I really wanted to like – it looks so original and creative!

Sadly, what looks like its greatest strength – the combat –

only drags it down instead. And the rest of the game

simply isn’t good enough to make up for that. FE

In Moebius: The

Orb of Celestial

Harmony and

in Windwalker

you’re guided by

Moebius, Greg

Malone’s alter

ego. Malone

would later work

on Ultima VI

and direct Duke

Nukem 3D.

The turn-based

martial arts

combat feels

great at first,

but the frequent

battles and lack

of enemy variety

quickly turns it

into a chore.

You’ll only battle

human opponents.

Other creatures

serve as obstacles

that you must

avoid, usually by

using magic or

special items.

119


Bloodwych

Mirrorsoft, 1989

Amiga, Amstrad CPC, Atari ST, MS-DOS, etc

Bloodwych was

followed by

Hexx: Heresy

of the Wizard.

Released in 1994,

it was an early

3D dungeon

crawler featuring

the same

heroes, but no

multiplayer.

One player

battles a giant

crab, while the

other tries to

bribe his way

through a pair of

ghost warriors.

The first player

tries to figure out

a locked door,

while the second

buys a spell

from the magic

fairy, which visits

heroes when

they sleep.

120

One interesting aspect of 1980s CRPGs was

how they dared try out new ideas, both to

be better games and adapt new technology.

Sometimes it worked, sometimes not. Bloodwych is a

great example of the latter, a game full of cool ideas but

barely any praise and recognition for them, especially

today. So what happened?

The screenshots show the biggest idea: split-screen.

Now two players can try to save the world together.

More ideas pop up in the character creation

process: Pick one of 16 pre-generated champions,

sorted by colours and card suits to determine their

character class and school of magic. Spades are

fighters, Hearts are bards, Clubs are wizards and

Diamonds are rogues. With this one champion the

player walks about the starting dungeon to find

and recruit three more champions using a versatile

keyword-based dialogue system that was years ahead

of its time. The biggest problem with the two-player

mode reveals itself here: the game has the same

amount of resources regardless of whether a friend

tags along or not, meaning that players have to

compete for champions, XP, food and gear. As there’s

nothing stopping players from attacking each other, a

friendly game can turn nasty in a heartbeat.

The dungeons themselves are basic fare; key

hunts, fake walls, pressure plates and spinners, and yet

the concept of a second player doesn’t play into the level

design. In fact, another of the game’s cool ideas is that

the party can be split up, which opens up many new

gameplay options but they are never used. At no time

are multiple parties required to complete the game.

Players can also stop and (try to) talk to

monsters they encounter, but short of trade offers or

using shops there’s little reason to bother. So many

cool ideas, so little done with them. The 8-bit versions

of Bloodwych even cut out many of these cool ideas.

This was somewhat addressed in the game’s

expansion pack, The Extended Levels, where monsters

are more chatty, offer valuable trades and can even

be recruited into the party. Sadly the dungeons are

no better designed this time around. As a result

Bloodwych stands as a house full of unused ideas,

ignored by history as bigger games with bigger ideas

strode past it to become known classics. ÁV


Sandcastle, 1990

Amiga, Atari ST, MS-DOS, Genesis and NES*

The Immortal

Even for a time where there was much less handholding

in games, The Immortal stands out

as exceptionally unforgiving in the gory and

creative ways your character – an old wizard searching

for his mentor in a ruined city – can and will die.

A refreshing mix of action, adventure and RPG,

the game features real-time fights, puzzles, NPCs,

spells and many items – each with a purpose, even

if that purpose is to kill you in a gruesome manner.

The Immortal boasts great graphics for its time,

a novel save system for each level making up for the

many ways you die, varied environments to explore

and a short but surprisingly engaging story told

through dream sequences and characters you meet

during your travels.

Although the game’s manual provides some

hints, each level of the carefully handcrafted dungeon

involves a lot of trial and error to traverse – one wrong

step can mean getting immolated, crushed, drowned,

spiked, webbed, swallowed whole by worms or simply

attacked with few opportunities to replenish health

after a fight. Fights are limited in number however,

and thus always feel like a significant accomplishment

once you have won or managed to bypass them.

Puzzles are diverse and mostly unique, from

reflecting light with a certain item so a hidden exit

appears and planting spores that will poison everyone

present in a room to avoiding invisible enemies

through creative use of a fireball. Though it is mostly

linear, the game also incorporates some choice and

consequence, with different outcomes depending on

whether you chose to kill or aid certain characters.

Not a huge hit for its time, I nevertheless have

very fond childhood memories of the game. It had an

immersive quality to it that, in my mind, outshines

many newer and bigger games.

I fought hard for the rather fragile wizard,

*wanting* him to succeed and see what happened next,

wanting to know who the elusive girl was and whether

there was an actual dragon living down below.

If you can stomach real-time fighting and a few

punishingly difficult parts, this is a forgotten gem –

one that gives a real sense of accomplishment upon

completion, as well as one that entertains, immerses

and frustrates until then. CH

*The Immortal

versions are very

different, some

featuring extra

areas and traps.

The Apple IIGS is

the original, but

the Genesis port

became famous

for adding

bloody death

animations to

each enemy.

The wizard drinks

a shrinking potion

to sneak past the

goblins and enter

a small crack in

the wall.

Fights are in

real time and

very arcade-like.

You have two

different attacks

and can dodge

left or right to tire

your opponents.

121


1990-1994

The creative and

technological explosion

The early 90s are often brought up as a golden age of gaming, filled

with innovative and creative releases, and it’s hard to disagree. In just a

few years entire new genres were invented or perfected, spawning stillongoing

series and classic titles still unrivalled.

Dune II set the standard for RTS games; Wolfenstein 3D and Doom

introduced FPS (or “Doom-clones”, as they were known); Civilization

popularised 4x games; Alone in the Dark brought in survival horror;

Street Fighter II, Mortal Kombat and The King of Fighters dominated

the arcades; platformers had Super Mario World, Donkey Kong Country,

Sonic, Megaman X, Castlevania: Rondo of Blood and Super Metroid;

JRPGs had Earthbound, Final Fantasy VI, Breath of Fire, Secret of Mana;

LucasArts and Sierra released dozens of amazing adventure games;

Ultima Underworld showed the world how to do 3D games, and the list

goes on and on: Need for Speed, Warcraft, SimCity 2000, Mario Kart,

X-COM, Lemmings, F-Zero, Wing Commander, Star Fox, etc.

With more people having dial-up conections and access to BBSs,

“shareware” began to spread – games like Epic Pinball, Duke Nukem and

Doom, as well as several applications, could all be tried for free then fully

unlocked by registering them via mail. It was a way for small studios to

circumvent retailers and market their games directly. Eventually many

game magazines began to include CD-ROMs filled with shareware titles,

as well as demos and game trailers, helping them spread even more.

The hardware side also saw a fierce competition. The Super Nintendo

vs. SEGA Genesis/Mega Drive is one of the most famous rivalries in gaming

history, but lesser-known consoles such as the TurboGrafx-16, Phillips CD-I,

NeoGeo and 3DO were also fighting for a spot in the sun.

Deadlier yet was the battle for personal computers. Powered by new

technology like VGA graphics and Intel i386 processors, PCs had proved

themselves unstoppable. In 1993 Atari left the battle to focus on their

Jaguar console. Commodore would soon follow, going bankrupt in 1994.

Only Apple endured, struggling to keep its Macintosh relevant.

IBM wasn’t the winner either. In 1994 Compaq replaced it as the

biggest PC vendor in the US. IBM PC-Compatibles evolved, the industry

standard became having Windows and an Intel chip – the “Wintel” combo.

While computers were steadily growing popular, it was still a daunting

task to buy one, as technology evolved fast, competing standards appeared

and several factors had to be considered – platform, processor, operational

system, modem, audio card, graphics card, CD-ROM drive – all very

poorly explained to consumers.

But, if you made the right choices, you had the time of your life.

122


Trends:

CD-ROMs & FMV: While a floppy disk could hold up to 1.4MB, the new CD-ROMs

carried 650MB. This massive gain in storage allowed developers to pursue their wildest

dreams: not only pre-recorded music instead of MIDI files, but pre-rendered backgrounds,

cutscenes and even real actors instead of animated pixels using FMV (Full Motion Video).

While it aged poorly, at the time it was hailed as the long-awaited fusion of games and cinema.

But system requirements were high: expensive CD-ROM drives, sound and graphic cards.

Released in 1993,

The 7th Guest used

real actors as ghosts.

It’s often credited

alongside Myst

for popularising

CD-ROMs.

The Entertainment Software Rating Board: While violence and sex in video games

was nothing new, the use of real actors in games like Mortal Kombat and Night Trap

led to a reignited controversy and a hearing on the topic in 1993. Nintendo responded

by censoring their games, while SEGA created its own rating system. Eventually several

game companies partnered to form the Entertainment Software Association (ESA),

which led to the creation of the self-regulatory ESRB rating system in 1994.

The ESRB rating

was the industry’s

way to deal with

demands for

censorship.

Modding: Programmers have been tinkering with the code of other people’s games

since the dawn of video games, but id Software noticed how cumbersome it was to mod

Wolfenstein 3D and decided to make Doom easily moddable – everything needed was

contained in WAD (“Where’s All the Data?”) files. With Doom’s massive popularity and

the dawn of the Internet, thousands of mods were created. This philosophy was carried into

Quake and later Half-Life, leading to legendary mods like Team Fortress and Counter-Strike.

Aliens TC is a

total conversion

mod for Doom,

based on the

movie Aliens and

released in 1994.

The World Wide Web,

the Internet as we know it

today, begins as the first web

browser, HTTP, HTML and

web pages are created.

The Super Nintendo is released.

Despite arriving much later

than the Genesis/Mega Drive,

it “won” the 16-bit generation,

selling 41M units.

Linux is first released.

Created by Linus Torvalds, it

led to free and open-source

operational systems used by

many companies and users.

Myst uses CD-ROMs to

deliver a gorgeous, welldesigned

and accessible

Adventure game, becoming

the PC’s best-selling game.

The PlayStation is Sony’s first

console. Created after a failed

partnership with Nintendo, it

would dominate the market,

selling over 100 million units.

1990 1991 1992 1993 1994

Windows 3.0 is released.

Microsoft partnered with

many companies to sell

IBM PC-Compatibles with

Windows 3.0 pre-installed,

leading to it becoming

extremely popular.

Sonic: The Hedgehog is

SEGA’s answer to Nintendo’s

Mario. Faster and edgier, the

mascot would become an

icon of gaming in the 90s,

especially of the Nintendo vs.

SEGA console war.

Mortal Kombat not only

conquers the arcades and

begins a long-standing

rivalry with Street Fighter,

but also has parents up in

arms against its violence,

paving way for the ESRB.

Doom arrives, reaching

millions of people as

shareware. One of the most

important games of all

time, it popularised firstperson

shooters, multiplayer

deathmatches and modding.

The SEGA Saturn is released

as a successor to the Genesis/

Mega Drive. Expensive,

poorly marketed and with

many games available only in

Japan, the console failed and

sold only 9 million units.

123


Ultima VI:

The False Prophet

Origin Systems, 1990

MS-DOS, Amiga, Atari ST, C64 and SNES*

*Thanks to

Nuvie, Ultima

VI can also be

played under

Windows, Linux

and Mac OS X.

The game also

had a Japanese

FM-Towns

version that

added voice

acting by Richard

Garriott and

other Origin

employees.

The Shrines of

Virtue allow the

Avatar to level up,

once they have

been liberated.

Each confers

different stat

bonuses, based

on its respective

Virtues.

124

Ultima VI must have come as a shock to

Ultima fans when it was first released, so

wildly did its graphics depart from the design

of the first five titles in the series. Gone were the

overhead tiles and dual-scale worlds that had been

staples of the series; full-colour isometric graphics

and a continuous, open world awaited the Avatar.

From the first moments of its introduction,

Ultima VI marks itself as different. The turn-based

combat is the first aspect of the game that players

experience, and the initial battle plays out in the

middle of Lord British’s throne room!

It’s a grim picture that is painted as the game

opens: Britannia is under attack by a new and

terrifying foe. The Gargoyles have marched out of

the depths of the world, killed many of the realm’s

soldiers, and have seized the eight Shrines of Virtue.

And it’s up to you to stop them. Ultima VI thus seems

to set up a very generic tale about a hero ridding a

fantasy realm of an army of monsters. And were this

any other game, that might well have been the scope

of its story.

But this is an Ultima; Ultima VI twists its story

around in a brilliant act of narrative subversion. The

Gargoyles, we soon learn, have a legitimate grievance

against Britannia, one which upends the Avatar’s

seemingly noble actions in Ultima IV and Ultima V.

For, as the player will soon learn, the Codex

was not Britannia’s to claim; it has, in fact, been

stolen. And the rescue of Lord British precipitated

a horrifying cataclysm that devastated the Gargoyle

people and their home. Now, bereft of their holy book

and reeling from the destruction of much of their

world, they have set out to pay back Britannia in kind

for its misdeeds. And it is only by finding a way to

reconcile the warring sides that the Avatar can prevail.

In fact, Ultima VI gives players the option to

almost completely avoid the use of violence. It isn’t

even necessary to level up to finish the game, and

there are only two or three fights that are genuinely

unavoidable. (The opening battle, notably, is not one

of these.) Clever players can, for the most part, find

ways to carry out each piece of the game’s plot using

non-violent methods, and some parts of the plot can

even be skipped entirely.

Not that one can’t find combat if one goes

looking for it; there are plenty of random encounters

scattered across Britannia. Ultima VI’s monsters are

usually not difficult to best even at lower experience

levels, but some of them can be truly devastating in

combat. (Battle-hardened Avatars can even test their

mettle against the dragons of Destard... if they dare.)

Of course, you don’t need to throw yourself out

into Britannia alone. The Avatar’s companions from

previous games can be found all across the land, some

of them eager to join you again. New NPCs can also

be found, to further fill out the ranks, and up to seven

party members can be recruited.


“I began to reach into things like

racism, and what I did with Ultima

VI was I brought in a race of beings

that look very demonic: they have

horns, they have leathery wings,

they have long claws. [...] I set you

up to assume that they were evil,

when in fact they have families and

literature and science, and their grief

with you is associated with things

that the human society has been

doing to them over time. In fact, the

way to lose the game is to win the

battle. The way to win the game is to

force peace.”

– Richard Garriott,

Ultima VI’s designer

The concept of “open-world” gaming is not new;

even the first Ultima game can be considered “openworld”.

But Ultima VI expanded upon it by doing

away with the dual-scale world design that had been

a key characteristic of previous Ultimas (and, indeed,

of most other CRPGs to that point).

Gone were the depictions of cities and towns as

single-tile icons on an “overworld” map, which had to

be “entered” for the player to be taken to another map

full of buildings and NPCs. In Ultima VI buildings

and NPCs are present alongside mountains and

forests – all of Britannia can be explored in one go.

Nuvie

The New Ultima VI Engine began as an attempt to

create an open-source implementation of the U6

engine that could run natively under modern operating

systems. But Nuvie has since grown far beyond Eric

Fry’s original design and now offers various new

features, such as a new UI, dialogue keywords, new

graphics and much more.

And Britannia itself feels alive. NPCs are fully

scheduled; they sleep at night, wake in the morning

and sit down to eat, and go about their day tending

a shop or wandering about town. They close up shop

for the evening, eat dinner, and then return to their

bed to rest for another day.

Ultima VI can be different games to different

players. It can be approached casually, but offers

much for the seasoned CRPG veteran to enjoy as well.

It can be completed in under two hours, or explored

for months on end. It’s a classic title well worth

purchasing and exploring. KE

The Ultima 6 Project

Created in partnership with the team behind Ultima V:

Lazarus, this mod offers a recreation of Ultima VI using

the Dungeon Siege engine. It adds new subplots and

side-quests, but it’s also more combat-heavy than the

original game. Get it here: www.u6project.com

Ultima VI is

widely regarded

as the first Ultima

which had both

a deep narrative

and a highly

detailed world.

Numerous

utilities exist

to allow players

to edit the map,

graphics, and

dialogue of

Ultima VI. For

more details, go

to: www.ultima6.

ultimacodex.com

Nuvie allows you to hide U6’s intrusive UI and use new

features from Ultima VII, such as dialogue keywords.

Encounters that could be avoided in Ultima VI typically

have to be fought out to their bitter end in U6P.

125


Wizardry VI:

Bane of the Cosmic Forge

Wizardry VI

was remade for

the SNES and

Saturn, sporting

much improved

graphics and a

handy minimap.

Sadly,

these versions

never left Japan.

Wizardry VI

finally replaced

the wire-frame

dungeons with

colourful EGA

graphics. But it’s

very limited: the

game only has

one tileset, so

forests, mines

and pyramids all

look like stone

dungeons.

Sir-Tech, 1990

MS-DOS, Amiga, Mac, SNES and Saturn

Wizardry VI: Bane of the Cosmic Forge is

often overlooked as a stepping stone for

the sprawling sequel Wizardry VII, yet in

my opinion it’s the best of the whole series.

There are lots of objective reasons why it’s

important for the evolution of the series, but for me

it conveyed such an incredible sense of place without

losing the gamey and addictive maze-ness of previous

Wizardry entries that just made it hard to put down.

I remember mapping the main hub of the game, the

entry level of the castle, and suddenly realising that

it actually resembled a castle when you looked at the

map. At that time that blew my mind more than many

of the more far-reaching changes to mechanics.

That said, Wizardry VI marked a major turning

point for the series. David Bradley was now the sole

designer, and he wasn’t afraid to break conventions.

Some changes are immediately obvious, such as the

new EGA graphics, while others are more subtle.

For example, when you enter the Bane castle for

the first time the gate ominously closes behind you,

never to be opened again.

If you didn’t play any of the previous games in

the series, this detail might not mean much to you.

Otherwise you will immediately understand that with

one swift move you have been cut off from one of the

main support pillars of past games. There is no going

back to the city to rest and heal, to identify or buy

items, or restore or replace fallen comrades.

Where Wizardry V improved on mechanics of

the early Wizardry games with small iterative steps,

Wizardry VI boldly rips out the guts of the series and

replaces them to an extent never done before or again.

Instead of five races and eight classes, you get 11 races

and 14 classes, all with distinct career paths and

strengths and weaknesses. The typical fantasy races

from previous games remain, but they are joined by

new furry options like humanoid cats, dogs, lizards,

dragons and others.

Moreover, an extensive skill system was added,

with over 20 skills spread across three categories

(Weapons, Physical and Academic), further

differentiating the various classes. As with previous

games, items are restricted by class and race, with

most of the restrictions making at least some sense.

Quantity doesn’t always translate into quality

but, together with the already existing class-change

feature, character development in Wizardry VI went

into overdrive – seeing your characters go from total

pushovers to killing machines is as satisfying as ever.

Magic is another area that was completely

overhauled. Spells are now sorted into six schools,

including Psionics and Alchemy. The more poetic

spell names were replaced by functional ones (e.g.

MAHALITO became Fireball), which decreased style

but increased usability. More importantly, spells now

cost mana and can be cast in six distinct power levels,

each increasing its effectiveness and cost.

126


“Bane was a breakout – it was time

to take the next step, time for our

adventures to grow up and leave the

safety of the nest, it was time that

there should be no going back. Bane

retained the full spirit of traditional

Wizardry, braving ever deeper into

the castle dungeon, but then, what

happens?! At the point of climax we

reach not the lowest depths, but

instead ascend outside the confines

of the dungeon prison, freed forever

from the shackles of the past, and

the end is now the prelude for what

is to follow.”

– David D. Bradley,

Wizardry VI’s creator

Another area the game improves upon are locks

and traps. Wizardry VI introduces separate gameplay

for both unlocking doors and opening treasure chests.

Usually I hate mini-games in RPGs, as they often feel

completely disconnected from the core gameplay of

the rest of the game, but I always loved the various

iterations of lock-picking and trap-disarming starting

with Wizardry VI, as they felt like such an integral

part of the game’s world.

It would be easy to go on with a list of all the

things Bradley changed with Wizardry VI (improved

NPC interactions, different attack modes for weapons,

increased number of status effects, etc.), but all it boils

down to is that the changes pushed the series into a

new era without sacrificing complexity along the way.

That isn’t to say that nothing was lost in the

transition. Not everyone enjoyed the verbose NPCs,

the ability to rest anywhere and the removal of the

“explore dungeon, return to town” gameplay loop.

Japanese developers prefer the old ways, and

have polished the gameplay of earlier Wizardry entries

to perfection, their best “dungeon RPGs” offering the

same mechanical depth that Wizardry VI introduced.

But their worlds remain constrained and limited – as

awesome as they are – to abstract mazes.

Wizardry VI, on the other hand, broke free from

these constraints, with maps that felt like real places

yet are still maze-like enough to provide a challenge.

Unlike its open-world sequels, Wizardry VI’s maps are

tightly designed, with many paths between the various

areas. Instead of a series of dungeon levels, you really

had the feeling of slowly exploring a massive, densely

layered castle and its surroundings.

Wizardry VI is much more than a transition

piece – it managed to repackage the classic Wizardry

experience, by both pushing forward and yet keeping

the elements that have always been most appealing

about the series. JG

NPCs are more

complex and

play a much

greater role

than in previous

Wizardry games.

Some may even

lie to you, and

the game offers

three different

endings based on

whom you chose

to believe.

You can use

the Cosmic

Forge Editor to

apply bug fixes,

patches that

alter gameplay

mechanics and

edit many of

the game files.

Wizardry VI finally adds mouse support, but its interface

is unwieldy and works much better with the keyboard.

Magic plays very differently from previous Wizardry games,

as spells now cost mana and have multiple power levels.

127


Tunnels & Trolls:

Crusaders of Khazan

New World Computing, 1990

MS-DOS, PC-98, PC-88 and FM-Towns

Tunnels & Trolls

was first released

in Japan, and then

almost entirely

re-written by Neal

Hallford (writer

of Betrayal at

Krondor) to be

released in English.

Combat is turnbased

and can be

automatically fought

by the AI. While

most battles are

simple, some

are practically

unwinnable.

Events are spread

all over the maps,

but are invisible.

You never know

when you’ll come

across a life-anddeath

choice, so

save often!

128

Tunnels & Trolls is based on the tabletop RPG of

the same name, designed by Ken St. Andre in

1975 as a light-hearted and accessible alternative

to the recently released Dungeons & Dragons.

When Tunnels & Trolls was released in Japan in

1987, it became extremely popular. And so Starcraft,

the company who published the Japanese versions of

Wizardry and Might and Magic, asked New World

Computing to co-design a licensed T&T CRPG.

As such, Tunnel & Trolls: Crusaders of Khazan’s

design was done in the US, then sent to Japan, where

the game was programmed. This can be immediately

noticed in the unusual mouse-driven interface, similar

to early Japanese graphical operational systems.

Overall the game plays mostly like an Ultima

clone, with various cities, a large overworld, turnbased

combat and a customisable four-character party.

What truly sets it apart is the presence of countless

Choose Your Own Adventure-like events, most taken

directly from T&T’s solo adventure game books.

Instead of having interactive NPCs, the game is

filled with countless text-heavy encounters and events

where you can pick one of many options, leading to

vastly different outcomes; from a nice reward to

instant death – some may even change depending on

your race, class, stats and/or known languages!

However, while events are well-written and offer

many role-playing opportunities, far too often a blind

choice will wipe your party – for example, ignoring

a castaway’s plea for help can lead to an impossible

battle against a horde of angry water elementals.

To make matters worse, enemies scale to your

level in an unfair way. If there’s a dragon blocking your

way and you decide to grind a few more levels, chances

are next time you’ll face three dragons instead.

To survive you’ll have to save after almost every

step, because any harmless-looking empty square

nearby may actually contain a deadly trap, ambush or

event that can take you to the Game Over screen.

It’s a shame, but these annoying issues ended up

dooming what’s otherwise an intriguing game. The

excellent CYOA-like events set it apart from any other

CRPG of the time (and even of today), but only those

willing to endure a frustrating difficulty and many,

many reloads will get to enjoy them. FE


Westwood Associates, 1990

MS-DOS

Circuit’s Edge

Circuit’s Edge is an interesting Adventure/RPG

hybrid, based on George Alec Effinger’s 1987

book When Gravity Fails. It takes place in a

dystopic cyberpunk future which, like most of the

sort, owes a tremendous debt to William Gibson’s

Neuromancer. The major difference is that, instead of

the world being overtaken by the Japanese, it’s instead

been influenced by Islamic culture.

You control Marîd Audran who, per usual pulp

standards, is a down-on-his-luck detective that has

resorted to running goods for his pals. During a

seemingly innocuous delivery, you find your client

dead, presumably murdered. A mafia boss saves

you from being arrested, but now you must help

him investigate the murder, exploring the seedy

underground of a city known only as The Budayeen.

The gameplay leans more towards the RPG end

of the spectrum, as real puzzles are sparse and most of

the time is simply spent running to different cafes and

bars, talking to people, and finding leads. You’ll also

end up gambling, beating up punks and selling junk

to get enough money to buy cybernetic modifications,

which can be equipped to improve various skills, such

as combat and hacking.

Not all of the events are linear, making it

relatively free-form compared to a standard adventure

game. The game runs in real time, meaning certain

people are at certain places during certain times and

it is entirely possible to miss stuff if you take too long.

While the story is standard and the interface

is a pain, Circuit’s Edge really nails the atmosphere.

The 16-colour graphics are perfect to depict the

city’s grittiness, and the music, while sparse, is

appropriately moody. There’s quite a bit of nudity,

many of the females are “sexchanges”, and you can

sleep with practically anything or even light up.

There are over 60 locations in The Budayeen,

and you can easily spend the first few hours trawling

the bars, trying to pick up hookers, gambling and

watching holo peep shows, just taking in the game

world. While the interaction is somewhat limited,

there’s enough depth to the hellhole that is the

Budayeen to make the trip worthwhile, even decades

later. As a whole, Circuit’s Edge flounders as an RPG

but succeeds as a work of interactive fiction. KK

Circuit’s Edge

had the help of

When Gravity

Fails author

George Alec

Effinger, who

claimed to

have written

“about 75%

of everything

on screen”.

You explore the

city in first-person

view, like an urban

dungeon, using a

drop-down menu

or typing keywords

to interact with

items and NPCs.

You can be randomly

attacked by muggers,

but winning these

fights usually just

requires that you’ve

installed the proper

cybernetic mods.

129


J.R.R. Tolkien’s

The Lord of the Rings, Vol. I

In 1994 Interplay

released another

game called

J.R.R. Tolkien’s

The Lord of the

Rings Vol. I,

this time for the

SNES. Despite

having the exact

same title, it was

an entirely new

game, made by

a different team.

While the graphics

where good for

the time, they lack

variety and fail to

convey a sense

of wonder. This

screenshot shows

the gates of Moria

and its tentacle

guardian, but they

look like many

other areas.

Interplay, 1990

MS-DOS and Amiga

I

remember exactly why I bought Lord of the Rings

Vol. 1. The box art was cool. The title had quite

the catchy name. And since this was the CD-ROM

version, it featured lots of animated cutscenes from a

movie I had no idea was animated by Ralph Bakshi

nor that it was adapted from apparently quite the

famous book. I was a 10-year-old kid, OK?

Yet this was a game that changed my life: you

can explore a huge game world however you like?

And you can do things in the order you want? And

there are several solutions to problems, some the

developers have not actually thought about?

While mostly forgotten today, LOTR Vol. 1 has

many of the features that defined the great RPGs of its

time, presented in a colourful and acessible game that

still remains rewarding and highly replayable.

You start alone with a band of three weak

hobbits, grow nearly invincible as the full Fellowship

is formed, explore dungeons, talk to characters with

a system of keywords very much akin to Ultima, get

side-quests, fight in many turn-based battles, and

eventually, prevail (at least until the sequel).

The game uses an overhead view similar to

Ultima VI, with a mouse-driven interface and graphics

that are colourful but lack in variety. The soundtrack,

however, is memorable and features tunes that feel

both adventurous and peaceful.

The player controls a large party of up to

ten adventurers at once, but there’s actually many

more characters available to be recruited. There’s

no character creation and levelling up is pratically

meaningless, so customisation comes from selecting

who will join your Fellowship and equipping them.

The game world, fully fleshed out from the Shire

to Lothlorien, is lengthily described on-screen (or

in the game’s manual, if you were playing the floppy

disk version) – a similarity it shares with Wasteland,

another Interplay game. And not the only one: skills

are to be used often outside of combat. Your characters

can climb a hill, jump over pits, pick locks, or even use

their knowledge to display additional text that gives

important clues or just interesting lore.

The reader of Lord of the Rings often wished she

could explore Middle-Earth at her own pace, and this

is a game that pretty much allows this; walking off

tracks, entering every house, talking to everyone and

inspecting every cranny is the most rewarding aspect

of this game. And it is quite a big game.

Combat, on the other hand, is the game’s main

weakness. It’s turn-based but allows for very few

strategies, with the large party being more of a burden

than a tactical advantage – the walk order of your

party, for example, is of utmost importance to avoid

getting strong characters stuck behind weaker ones.

Overall, it boils down to having the highest strength

and being lucky. Magic is scarce and used mostly for

puzzle-solving, but it’s disappointing that not even

enemy spellcasters will use magic against you.

130


“I had obsessed over the books

when I was little, had the calendar

and everything. And inside the

front cover of The Fellowship of

the Ring was a computer program

I’d written down by hand when I

was in seventh grade. I brought it

to them [the Tolkien Estate] and

showed them: ‘This was my first

computer program, written inside

the cover of this book.’ I don’t know

if that’s what got them to agree,

but they did. I think they knew they

were dealing with people that were

passionate about the licence.”

– Brian Fargo,

Interplay’s founder

Lord of the Rings, Vol. 1 had another controversial

feature. Anyone who read the book will be confused at

seeing references to Sharkey quite early in the game,

at meeting the wizard Radagast in such circumstances,

and even being able to recruit another very special

character so early in the story.

This is because LOTR Vol. 1 doesn’t follow the plot

of the novel entirely. It says this straight away in the

manual: “The reason we did this was not to ‘improve’

Tolkien’s work, but to challenge the computer gamer who

is familiar with Tolkien’s work. Expect to be surprised.”

As such, there are many plot elements, quests, and

even main story events that didn’t appear in the books.

A huge betrayal and blasphemy to some, a fair bit of

fresh air to others – especially as it allowed for events

and quests to have multiple solutions.

The game also played loose with its cast, as you

can “win” even if characters like Frodo, Gimli, Legolas

and Aragorn are dead or were never recruited.

Despite this, some moments in the game can be

very confusing if players aren’t familiar with the books.

There are no hints on how to deal with the Balrog in

Moria, for example. It’s also easy to miss important

events and characters, as some of them will only appear

if you walk over the exact tile that triggers them.

The game was followed by a Volume 2 in 1992,

based on The Two Towers. The engine and gameplay

were mostly similar, but one could tell the developers

were struggling with a source material featuring vast,

open fields and a less linear story. The sequel erraticaly

moved you from one party to the other and featured

rather dull environments. And how to show the

massive Helm’s Deep battle with 1990 technology?

Volume 3 was never made; poor sales sealed its

fate. It could be just as well, as Return of the King’s story

is hardly fit for this kind of game. Thus ends this first

attempt at a Lord of the Rings CRPG; not a major title,

but a small curiosity that can be easily enjoyed. MI

Combat is

turn-based and

very simple; the

most important

thing is the

marching order

of your party, as

characters need

to get close to

attack and might

get stuck behind

weaker party

members.

The game was

re-released

for CD-ROM in

1992, adding

an automap,

an extended

soundtrack,

scenes from

Ralph Bakshi’s

Lord of the

Rings movie

and removing

the need

to look up

paragraphs in

the manual.

The CD-ROM version replaced its cutscenes with clips from

the 1978 Lord of the Rings movie directed by Ralph Bakshi.

There’s a great degree of narrative freedom; events have

multiple paths and you can win without key characters.

131


Captive

Mindscape International, 1990

MS-DOS, Amiga and Atari ST

The Ultimate

Captive Guide

is an excellent

fan-site entirely

dedicated to

Captive, filled

with trivia,

useful tools,

tips and stats.

You can replace

the droids’ parts,

upgrade your

equipment and

install shields,

scanners, minimaps

and other

useful features

directly to the UI.

Captive 2 is a

very exotic and

ambitious game,

with a massive

scope and some

very unusual

design choices.

132

Captive is a real-time sci-fi blobber where your

character wakes up imprisoned somewhere

unknown. Your only hope now is to remotely

control four droids, who must find and liberate you.

The droids are highly customisable, as they have

detachable individual parts (hands, arms, legs, feet,

chest and head), each with its own stats, energy cost

and utility. For example, a droid with a damaged head

will display distorted graphics to the player.

Captive relies heavily on procedural generation.

When you start the game, you first have to fly with

a spaceship to one of the planets on your star map,

land, locate an enemy base, enter, locate a space probe

inside the base, destroy the generators and then run

like hell. If you don’t manage to get out in time, you’ll

die when the base explodes. The goal of the game is to

do this ten more times, allowing you to free yourself.

If you succeed, you get the chance to start over

again, and again and again. Hundreds of bases with

countless procedurally generated levels, all sprung

from the same seed to make sure every player sees

the same sets of levels. This is both the game’s greatest

strength and weakness. Once you understand how

the game constructs levels and even puzzles, you’ll

realise just how bare-bones and repetitive it is.

Playing Captive as a kid, that didn’t bother me.

What kept me going was seeing something new every

base. New monsters, different tile graphics, more

weapons, body parts and ingenious tech upgrades.

That first run with 11 bases is quite fun and has

enough to offer to overcome the simplistic gameplay.

But after that it gets tedious.

The sequel, Liberation: Captive 2 (1994), was

truly ambitious. Once again in charge of the four

droids, you have to investigate a murder cover-up

in a futuristic, hostile city. The city is massive – a

sprawling open world with shops, libraries, offices,

houses, etc. The game also featured fully 3D graphics,

a customisable UI and introduced the ability to talk to

NPCs, pursuing more peaceful approaches.

Still, just as with the first game, most of it was

procedurally generated and, combined with the

insanely large city, made for a game easy to admire for

its ambition but hard to finish due to sheer size and

lack of compelling, handcrafted content. JG


Champions

of Krynn

Strategic Simulations, Inc, 1990

MS-DOS, Amiga, Apple II and C64

Champions of Krynn is the first entry in the

second of SSI’s “Gold Box” series, this time set

on the then-popular Dragonlance setting. I

bought it when I was 14 years old, attracted by the box

art and the back of the box description. I had only just

discovered Tolkien and entered my first fantasy phase,

I guess. (“It’s not a phase, mum!”)

When I bought the game, I had never played D&D

and I didn’t really know what it was. I thought it was

something very American, probably expensive, and

surely I wouldn’t find anyone to play it with anyway.

(I did have Hero Quest and it was already tough finding

friends who wanted to play that.) A computer game

was the ideal solution to my fantasy role-playing needs.

The manual first describes how to play the game,

then explains the AD&D rules (often in great detail),

followed by several journal-like entries to which the

game refers to once in a while in order to advance the

story. It was all quite overwhelming. Just by reading

these, I understood that Krynn was something real,

complex and detailed. I knew it was made for me.

I think you remember your first computer RPG

because it draws you in. You are absorbed by it and you

care about your characters so much, you dream about

them. In hindsight, the story wasn’t exactly the strong

point of the Krynn series, but the stories you come up

with yourself, these live forever.

Now that I know Dragonlance, I appreciate the

attention to details. How a lot of iconic characters

make their appearance in these games. How magical

items are rare and mages aren’t trusted. How they made

the gods, and even the three moons and their cycles a

gameplay feature, boosting certain magic depending

on their phase. How you could create a Kender or a

Solamnic Knight, and how there were already quests

that only a certain class could solve.

A lot later, when I traded my Commodore 64 for

a PC, I could finally play the rest of this epic trilogy:

Death Knights of Krynn, released in 1991, and Dark

Queen of Krynn (1992). And so I restarted Champions

(probably for the fifth time), in order to import my

party into the sequels. And even though I was almost

10 years older, and it was the ugliest game at that time,

it was still my favourite RPG.

Now I’m almost 30 years older, and it still is. DW

The Dragonlance

setting by Tracy

& Laura Hickman

grew extremely

popular in the 90s,

with a dedicated

D&D line and a

shared universe

spanning over

190 novels.

The Gold Box

games are

known for their

challenging

tactical combat,

and Krynn adds

new threats like

Draconians that

explode after

being killed.

The Krynn series

is filled with

iconic characters

and set pieces

from the books,

such as Death

Knights, flying

islands and

dragon battles,

remaining a fan

favourite.

133


MegaTraveller:

The Zhodani Conspiracy

The Traveller

tabletop RPG was

first published in

1977 and became

quite popular in

the 80s. It had

several versions,

like MegaTraveller,

T4, T5, Mongoose

and adaptations

for Hero System,

GURPS and d20.

Character

creation is

faithful to the

MegaTraveller

tabletop ruleset

and almost a

game by itself;

you can even

die to injuries!

It would later

by mimicked by

System Shock 2.

Paragon Software, 1990

MS-DOS, Amiga and Atari ST

Based on the MegaTraveller pen-and-paper RPG,

The Zhodani Conspiracy brings one of the most

complex rulesets in any video game. However,

complexity doesn’t equate to quality, and much of the

game is overshadowed by pointless rules, a cliché plot

and a combat system that turns duels with laser rifles

into a chore – a sin for any sci-fi game.

Upon starting the game (and passing the

multiple-choice copy protection test), players have

the option of creating five characters from scratch or

quick-starting with a pre-generated party.

MegaTraveller offered one of the most extensive

character generation process ever made. Hours can be

spent here. After rolling (and most likely re-rolling)

your attributes, your character can attempt to sign

up for one of the five major services (Marines, Army,

Navy, Merchant, and Scout), or enter the draft.

Signing up for a branch is by no means assured:

the Marines, for example, are quite difficult to enter

and, even if you’re successfully accepted, there’s no

guarantee that you won’t be pulling kitchen duty and

peeling potatoes for a term – literally.

Each term you’ll learn new skills but, instead

of manually selecting them, you choose a category

and the game randomly gives you one of its skills,

e.g., Personal Development might give you Physical,

+1 Dexterity, Vice, Hand Combat or Blade Combat.

Yet some of these can still have sub-options! For

example, Vice can have you learning Bribery, Forgery

and other types of skulduggery.

After each term, you can choose to re-enlist or

retire and become a mercenary. The longer you serve,

the better trained your character, but serve too long

and your stats begin to decrease due to old age – you

might be expelled or even have an accident and die

during character creation! Once you retire, you get

one random benefit for each term served – bonus

attributes, weapons, armour or simply some cash.

With your party finished, a mysterious woman

barges into a bar and hires you to deliver a disc with

information that can end the ongoing war. You then

leave the bar and get ambushed, starting under enemy

fire with no time to prepare or learn the controls.

To make matters worse, the combat is atrocious.

Battles play in real time, but the interface is slow and

only one character can be controlled at a time. This

means your party will stand still while you awkwardly

try to order one character to fire at the enemies.

This was such an issue that Paragon Software

made a patch for the game, changing the combat to

allow players to pause and issue orders. Still, battles

remain the worst part of the game – there are no tactics

or useful feedback, you just shoot until someone dies.

Moreover, hearing about a patch in a pre-Internet era

was a challenge, so many players never saw the fixes.

If you manage to survive – or flee – the ambush,

the game finally starts properly and you’re free to

explore the planet’s tiny city in a top-down view.

134


Walking out of the starport without using a vacuum suit

is a recipe for instant death in planets with no oxygen.

Your ship has eight stations that must be manned. During

combat, for example, you need someone firing the guns.

Space flight was originally too hard, with variables like

gravitational fields, and was patched to be more arcade-y.

MegaTraveller’s main quest is really just an excuse

to gather money to upgrade your characters and ship

for the endgame. In this regard, the game can be

overwhelming, as every aspect is filled with options.

Shops are packed with several types of weapons,

armour, items and upgrades. You can enter buildings

and talk to a few NPCs (though they won’t say much),

rent one of three unique vehicles to explore the planet’s

surface or just travel to other planets and systems.

The spaceport allows you to board your ship – or

buy a new one. Also available are computer programs

that increase your chance of evading attacks or allow

you to jump between solar systems – yes, not only

does your ship need to have a Jump Drive to travel,

but it also needs the software to operate it! The

computers themselves can also be upgraded to allow

for more programs to run simultaneously.

The spaceport also allows you to buy and sell

commodities. Different planets have different prices,

so it’s possible to start by playing as a trader. Another

valid option is attacking other spaceships, destroying

them and tractor-beaming their cargo.

The sequel expands upon the first game, but doesn’t fix

glaring flaws like the terrible combat and useless skills.

Where MegaTraveller falls flat is that most of this

is wasted. The game’s quests, battles and exploration

are bare-bones, with nothing that justifies having all

these systems, e.g. why have over 30 weapon types but

only a few enemies that all behave the same way?

The game bolsters 85 skills, but the manual itself

states that 25 are useless, left there for those who wish

to use their characters to play the pen-and-paper

version of MegaTraveller. Still, the remaining 57 skills

are just as meaningless and can be mostly ignored.

The sequel, MegaTraveller 2: Quest for the Ancients

(1991), features a non-linear story that’s slightly better,

but still has terrible combat and doubles down on the

pointless complexity – now there are 125 skills!

In the end, enjoying the MegaTraveller CRPGs is

all about the illusion – if you ignore (or don’t realise)

how pointless its systems are, you can dive into them

and create your own enjoyment – trading, pirating,

learning which weapons can be legally carried in

each city, managing air tanks while exploring toxic

atmospheres, etc. Whether they are meaningful or not,

few games offer so many systems to play with. FE

The Zhodani

Conspiracy had

an unusually high

amount of patches

for a 1990 title.

First they added

a pause feature

to combat, and

a second patch

improved the

interface and the

space controls.

These changes

were included in

the Amiga and

Atari ST ports.

135


Spirit of

Excalibur

Synergistic Software, 1990

MS-DOS, Amiga, Apple IIGS, Atari ST and Mac

In 1989

Synergistic

Software

released J.R.R.

Tolkien’s War in

Middle Earth,

a very similar

game to Spirit

of Excalibur,

but set in

Middle-Earth

and focused

on large-scale

battles.

You can send

multiple parties to

explore the world

and choose how

to react to the

various events and

challenges they

come across.

136

In Spirit of Excalibur you play as the mythical

Knights of the Round Table, in a time after

Arthur’s death where the realm is in turmoil and

needs saving.

Harking back to a time where developers often

mixed and matched genres, the game contains a bit

of everything – exploration, strategy, adventure and

RPG elements. You control armies in (simple) tactical

battles, direct your multiple parties of knights around

the campaign map in search of clues, quests and items

you need to overcome obstacles. On the way you

will meet many colourful characters to interact with,

trading with some, getting information from others,

helping the local populace and working to create

alliances and get new knights to join.

All this is done within a narrative divided into

several episodes, with each containing an overarching

objective, new NPCs and armies on the map and

several side-quests you can choose to engage in or not.

The amount of knights you can move out into

the world, saving damsels and slaying dragons, is

limited at first but as you conquer territory and solve

quests, more and more knights and parts of Britain

join you, giving you more manpower and leading to

your ultimate goal of reuniting the land.

Some knights have old rivalries and should be

kept apart, others are of questionable moral fibre

and may join the enemy, but mostly you’ll come to

rely on only a few key knights, sorcerers and monks.

Some will have an army under their command, which

you’ll need to counter Saxon armies and robbers on

the campaign map, but most knights you’ll employ

in RPG fashion, facing opponents in single combat,

supported by magic, potions and other helpful items.

Spirit of Excalibur is divided into five parts, each

containing a challenge to the realm that must be

dealt with – in many cases swiftly and under severe

opposition. Navigating through this in the most

effective manner requires a lot of experimentation and

a lot of restarts for each chapter. This is both part of the

charm and the frustration of the game – it will make

you work for its perfect ending and you will feel quite

some accomplishment if you ever get it.

Battles are relatively few in number, and many

can be avoided. A nice touch is that you can mix and

match multiple parties, directing each of them around

the map as you please, completing multiple objectives

such as countering enemy armies in several places at

once or having quicker knights scout ahead, buying

things from peddlers and gathering information, while

your best party focuses on the storyline.

I remember originally filing the game under

‘adventure’, because while it has progressing stats

and several ways to solve (some) situations, at its

heart, the game is about exploration, puzzle-solving

and above all, even for its time, trial and error. In its

hardest parts you be under time constraints and need

to do everything just right.


Like in adventure games, you can explore locations and

use a list of verbs to interact with characters and items.

Sir Ector duels Morwick to rescue a maiden. Combat is

real-time and mostly automatic, but you can give orders.

During army battles you can order individual troops to

perform tactical actions or use special items and spells.

Losing certain characters or using key items

before their ‘right’ time might get you through one

episode, but make the game unsolvable because you

needed those characters/items later. Needless to say,

maintaining a save from both start and end of each

episode is recommended.

While the game has a problematic interface,

horrid pathfinding and at times frustrating gameplay,

I nonetheless remember my elation at finally ‘solving’

it, figuring out the puzzles and completing battles with

strong knights equipped with the right items. The

story is well-done, the world was beautiful for its time

and the exploration, the curiosity to see what the next

sleepy hamlet or gloomy ruin held, was captivating.

The sequel, Vengeance of Excalibur (1991) largely

reuses the same engine and gameplay mechanics

as Spirit. It moves the action to Spain, as a band of

knights chase after a traitor who stole the artefacts of

the realm. The game has improved path-finding and

interface, making it potentially less frustrating, as well

as markedly easier gameplay due to more linearity in

the story and less trial and error.

Vengeance of Excalibur sends your knights to Spain, where

they’ll meet Gypsies, Basques, Saracens and even Djinns.

Locales are evocative however, and the game

retains the attractiveness of its predecessor in exploring

and fighting your way across a detailed and changing

map, though you only control four knights and hardly

need to split your party this time around. One new,

nice feature of the sequel is the ability to import your

knights from Spirit, complete with gear and stats.

In summary, Vengeance is a smoother, more

streamlined and linear experience, with a completely

fresh setting, retaining most of what was good about

Spirit, although failing to evoke quite the same level

of fondness. Still, if you like the first, you will like the

second as well – it is a charming game in its own right

and certainly more forgiving than its elder brother.

Both games are quite forgotten by now, but I see

them as rough gems with lots of enjoyment to be had

for the right aficionado looking for both challenge

and atmosphere. As a child I stayed up many long

nights playing, admiring the graphics and making

up Arthurian lore of my own – as such, this series

definitely sparked my imagination and still shines

clearly in my memory decades later. CH

137


Worlds of Ultima:

The Savage Empire

The game’s

manual was

stylised as a 50s’

pulp magazine,

covering its plot,

items, tribes

and enemies,

as well as a fake

expedition by

the developers.

Savage Empire

features cutscenes

at key

moments of the

game, moving

beyond the usual

beginning and

ending cutscenes.

Getting around

the huge valley

can be tricky, as

you’ll have to

pack food, fend

off dinosaurs and

navigate a mazelike

landscape.

Origin Systems, 1990

MS-DOS, Mac and SNES

After developing an expensive 16-bit engine

for Ultima VI, Origin decided to use this new

engine to produce a series of smaller scaled

Ultima spin-offs, titled Worlds of Ultima.

The Savage Empire was the first of said series,

sending the Avatar to the Lost Valley of Eodon, a

Land of the Lost-like world populated by primitive

tribes and pre-historic dinosaurs, heavily inspired by

pulp magazines and the Allan Quatermain novels.

The valley’s numerous tribes all resemble various

different ethnic groups from Earth’s past, including

stereotypical African, Polynesian, Neanderthal and

Asian cultures. Along with these human tribes and

the aforementioned dinosaurs, The Savage Empire also

features more fantastical creatures, such as a lizard-like

tribe, Aztecan automatons and evil giant ant-people

called Myrmidex – the game’s main antagonists.

Your goal as the Avatar is to bring all the different

warring tribes together to defeat the Myrmidex and

bring peace to Eodon. In typical Ultima fashion each

tribe expects you to accomplish some tasks in order for

them to pledge their support. These tasks range from

rescuing a chief ’s daughter and blocking a lava flow to

drugging a T-Rex and hanging a bell on its neck.

The gameplay is very similar to Ultima VI – those

familiar with it will feel right at home with the clunky

UI, turn-based combat system and day-and-night NPC

schedules. The new crafting system is robust, allowing

you to skin animals, use ovens to bake clay pots and even

grind sulfur, charcoal and potassium nitrate to make

gunpowder. Another big difference is the magic system:

the Avatar must make spirit offerings to cast a rather

limited amount of spells (only nine in total).

In The Savage Empire the Avatar won’t meet his

traditional companions from the main Ultima series,

like Iolo, Dupre or Shamino. However, he’ll be joined

by rather familiar-looking natives who just so happen

to closely resemble his friends, such as Triolo, Dokray

and Shamuru. He’ll also have the choice to romance

the brave warrior Aiela or her adopted sister, Tristia –

the first interaction of this kind in CRPGs.

While Savage Empire is much smaller in scope

than the main Ultima games, it still manages to retain

the exploration, quest structure and semi-open world

aspects of Ultima VI, offering a solid experience. M2

138


Escape

from Hell

Electronic Arts, 1990

MS-DOS

Your girlfriend has disappeared, along with your

best friend? Your life has gone to Hell? A lot of us

have been there, I am sure, but Richard Seaborne’s

Escape from Hell takes those moments literally, turning

them into a unique RPG premise – a cross between

Dante’s Inferno and Bill & Ted’s Excellent Adventure.

You are Richard, and due to a powerful magic

incantation, or perhaps for your unexplained sins, you

suddenly find yourself alive in Hell. Your girlfriend

and your best friend are somewhere around, too, so

you need to find them – and escape. Not without

taking revenge on Satan for playing such a trick on you

first, though. Which means it is time to grab an antitank

rifle, team up with Stalin and Hamlet, and show

Satan what you are made of, the way RPG heroes do!

Exploring Hell’s wasted landscape and banding

together with (in)famous historical and literary

individuals is, in fact, what Escape from Hell is all about.

Indeed, seeing as the game’s difficulty is fairly low, the

main challenge lies precisely in deciding who will join

or leave Richard’s side. Mechanically, Escape from Hell

is a simpler version of Wasteland: a top-down, turnbased

RPG, with stats, skills (mostly combat-oriented,

but sometimes not), and first-person fights featuring

animated enemy portraits.

Like many older CRPGs, Escape from Hell’s tone

can get really wacky. (Remember Might and Magic’s

roasted peasants or Wasteland’s bunny master?) It

stays tongue-in-cheek throughout and never gives a

damn about setting consistency. If that sounds fun to

you, then you will enjoy the game’s humorous design

and often clever writing, and the way it thematises

Hell’s bureaucracy and dynamics of power, among

other things. It’s the kind of off-the-rails creativity

that, in these days of post-Kickstarter nostalgia and

the AAA RPG crisis, the genre seems to sorely lack.

Sadly, due to EA’s all-too-familiar shenanigans,

the game was downscaled and rushed out. Alternative

endings, six further circles of Hell, a lot of individual

quest chains, and an alignment system, all had to be cut.

That often leads to loose ends, and ultimately prevents

it from reaching true RPG greatness. And yet, even in

the state that it shipped in, Escape from Hell remains an

unorthodox and one-of-a-kind RPG, bound to remain

in your memory long after you have beaten it. CB

You can read

an extensive

interview with

the game’s

developer at

the RPG Codex.

One of the

game’s unique

mechanics

involves using

golden tridents

to alter the

environment or

even travel in

time. This helps

compensate

for the game’s

small world and

present new

challenges.

Being set in Hell,

the game offers an

unusual variety of

recruitable NPCs,

such as Dante,

Stalin, Genghis

Khan, Hamlet,

Spartacus, Juliet

and Mozart,

among other

real and fictional

characters.

139


Eye of the

Beholder

Westwood Studios, 1991

MS-DOS, Amiga, SEGA CD and SNES

If you’re having

difficulties, The

All-Seeing Eye is

an automapper

for the first

two Eye of

the Beholder

games, that also

provides some

cheats and a

character editor.

140

The character

system is

presented as

a full AD&D

adaptation, but

some stats and

even classes

are borderline

useless.

Eye of the Beholder was a point-of-no-return for

me when it came to RPGs – it looked like a

deep and complex game with stunning visuals

and a gripping atmosphere. I had never heard of

Dungeons & Dragons before this, and in hindsight Eye

of the Beholder served as a wonderful entry point into

that realm, not to mention other games like it.

The intro blew me away as it laid down the

plot: a party of adventurers is sent to look for an

evil presence within the city of Waterdeep, and told

to start in the sewers. The game mesmerised me so

much that I didn’t stop to ask “Wait, sewers?” but was

instead eager to start my adventure and see where it

would take me.

Eye of the Beholder’s character creation

appeared both simple and complex at the same time,

but it wasn’t until much later that I realised why

that was; the developers decided to merely use the

AD&D rules as a guideline instead of wrapping the

game in them. Turns out that half of the main stats

are useless and many smaller rules are either ignored

or hidden from the player.

Looking back on that I can imagine that hardcore

roleplayers would be miffed, but to a newcomer like

myself it was perfect. I did as the manual suggested

and created a mixed party of four characters that

could deal with whatever dangers lay ahead, knowing

that I could recruit two NPCs in-game if something

went wrong.

Once the game starts it won’t take long to get

immersed in the game’s atmosphere. Bare bones lie

piled up in the corner and glowing eyes stare at me

from a sewer grate. No music is played beyond the

title screen, which left me only with environmental

sounds to break the silence. After checking my gear

and opening a rusty door I stood face-to-face with my

first monster, a small kobold with a vicious glint in

his eyes. I was familiar with games telling me in plain

text what monsters I had run into, but here I saw firsthand

that I was facing one murderous kobold, and

that I had to act fast to deal with him as the game is

real-time, after all.

The game’s design firmly suggests that players

figure things out for themselves. Except for a crude

map of the starting levels, a compass in the UI and

a few vague clues gleamed from the (mostly useless)

manual, I was utterly on my own and trapped in

a sewer. Even when I accidentally discovered that

the game has hidden “Special Quests” I was mostly

clueless as to how I found them. Not that I cared, I

was having too much fun exploring.

At first I thought my party would never meet

anyone to talk to, but I was quickly proven wrong

after I cleared the sewers. NPC interactions are just

walls of exposition text, but sometimes I was given

a choice like slaying an injured dwarf or sparing the

drow leader’s life... not that any choices mattered in

the long run.


The various plot-locked doors and undetectable

traps make the Thief class almost useless.

Combat is real-time, inspired by Dungeon Master, but

magic follows the AD&D rules and must be prepared.

Eye of the Beholder 2 was an improvement in every

regard, including much high-quality NPC artwork.

Death was never far away, and while characters

could be raised from the dead, there were few

opportunities to do so. The early monsters didn’t pose

much of a threat, but then I stumbled upon spiders

that wiped out my party several times due to their

poison. And that was just the start of my adventure...

Around the time I first played EotB, the sequel

Eye of the Beholder 2: Legend of Darkmoon (1991) was

already out. The sequel improved on the original in

every way, and I could even import my EotB1 party to

EotB2! What a joy I felt!

Not even the large outdoor areas and fancy monsters

could save EotB3 from being the weakest in the trilogy.

When Eye of the Beholder 3: Assault on Myth

Drannor was released in 1993, I snapped it up

immediately, hoping for an epic conclusion to my

adventures. What I got was a game that lacked

the magic touch of its prequels. Turns out that the

developer had parted ways with the publisher, which

then had to finish the game in-house in a hurry.

The result was a game more in tune with the

AD&D rules, but not in a good way. Despite the poor

third entry, the Eye of the Beholder series still stands

tall, even after all these years. ÁV

Ports & Remakes

Eye of the Beholder’s success resulted in faithful conversions to the

SNES and the SEGA CD in 1994 that added a new soundtrack by

famous composer Yuzo Koshiro. Curiously, a new remake for the

Game Boy Advance was made in 2002. This remake made various

changes, such as employing the D&D 3rd Edition rules, adding

non-combat skills like Bluff and Intimidate, and even using a new

isometric tactical combat, similar to that of the Gold Box games.

Unfortunately, the slow combat and awkward interface don’t fit

well, resulting in a mediocre game.

141


Cobra Mission:

Panic in Cobra City

INOS, 1991

MS-DOS and PC-98

Cobra Mission

was released in

Japan in 1991,

then localised

into English

by Megatech

Software in 1992.

Battles require

you to drag

your weapon

into the body

part you want to

attack, as many

times as you can

while the enemy

attack charges.

Cobra City is

divided into six

main areas you

can explore.

You’ll spend a lot

of time aimlessly

walking around

and fighting

random battles.

142

Erotic Japanese RPGs date back to the early 80s,

before even Dragon Quest and Final Fantasy

existed. Titles such as 団 地 妻 の 誘 惑 (roughly

“Housewife Temptation”) had players be a salesman,

visiting apartment blocks, fighting gangsters and

trying to “score” with the ladies, way back in 1983.

Cobra Mission’s claim to fame is being the first

erotic Japanese game to be fully translated into English

and released in the US, courtesy of Megatech Software.

This was before the violence and sex controversies

surrounding Mortal Kombat and Night Trap which led

to the ESRB being formed, when game publishing was

still a wild, new frontier.

You play as JR, a hotshot private eye visiting

Cobra City. You meet with Faythe, a childhood friend,

and must help her to solve a kidnapping. The game

is divided into six city areas, which you must unlock

one by one, investigating the crimes in the area and

defeating the local gang leaders.

Cobra Mission is a rather crude Adventure/

RPG hybrid. You explore the city in a top-down

perspective, visiting locations, talking to people,

doing simple side-quests for money and searching for

opportunities to ogle at naked ladies (such as peaking

at a nude beach through a telescope).

The problem is that most of the time you’ll be

walking around aimlessly, with no clues whatsoever.

And every few steps you’ll be thrown into a random

encounter. Moreover, some events must be done in an

specific order or manner (including the sex scenes!),

forcing retries and more aimless walking.

Combat is easy, but unique. To attack, you drag

your cursor into the enemy part you want to hit –

each enemy has different weak points. You must do

this repeatably and as fast as you can, while the enemy

charges a power bar to execute his attack.

Oddly, the Japanese version has a standard

JRPG turn-based combat. It was the team at Megatech

who overhauled the combat and other parts of the

game, adding more enemies, side-quests, sexy scenes

and re-drawing many of the characters.

Still, Cobra Mission is very mediocre. Its appeal

came from novelty – an erotic game drawn in anime

style made in distant Japan. For a teenager in 1992,

it was a new, exotic and slightly off-limits treat.

While standards are a bit higher today, it’s still

a style of game Western audiences aren’t used to, and

Cobra Mission’s “so-bad-that-it-is-good” charm might

just be enough to warrant a look. FE


Knights of

Xentar

ELF Corporation, 1991

MS-DOS, PC-88, 3DO, X68K and PCD

The second (and last) erotic RPG to be localised

by Megatech, Knights of Xentar was originally

called Dragon Knight III. The first two games

in the series were simplistic first-person dungeon

crawlers, but DK3 draws its inspirations from early

Final Fantasy games, sporting a top-down perspective

and a full party instead of a lone adventurer.

The game continues right off where the previous

ones left off. Having rescued a group of maidens

from an evil witch, our hero Takeru (localised to

“Desmond”) wakes up from his celebration festivities

suffering from a horrible hangover. And to add insult

to injury, a group of local thugs robs our hero blind.

Takeru starts the game literally stark naked. A simple

innocent quest to recover our hero’s stolen jewels and

his magical sword soon turns into an epic endeavour

involving high Heavens and lowest depths of Hell.

You spend the majority of the time in a topdown

2D mode, exploring locales, talking to citizens

and performing simple quests – with the game’s lewd

humour keeping things interesting. While you can

freely travel between locations, the game is relatively

linear, with artificial roadblocks limiting progress.

Combat itself is automatically resolved in real

time, allowing you to occasionally interject using

items and magic at the opportune moments. As in

most JRPGs, itemisation is extremely simplistic,

being limited to armour and weapon upgrades, while

level-ups automatically increase your base stats.

Overall, Xentar isn’t very challenging. Some

stronger enemies may pose as temporary roadblocks,

but most of the challenge can be eliminated by

simply grinding random encounters until you match

your foes. Throughout the game Takeru will also

be meeting some familiar characters from the two

previous games that will permanently join the party.

While the game features explicit (and bizarre)

sex scenes, including rape, its US release was barely

noticed and Megatech soon folded. Critics were more

concerned with the dated visuals and the “archaic

gameplay mechanics” than the kinky contents.

Despite the lukewarm reception, Knights of

Xentar remains as something of an achievement. For

many adolescents, it was their first introduction to the

depraved world of Japanese adult gaming. HB

Knights of

Xentar was

localised into

English by

Megatech

Software in

1995. Both a

censored and

an uncensored

version were

released.

Combat is in real

time and mostly

automatic; you

can only select

character’s

behaviours and

order them to use

items and spells.

Xentar’s humour

is its first noticeable

aspect, as you are

immediately robbed

and forced to run

around naked.

143


Moraff’s World

Moraffware, 1991

MS-DOS

Moraff’s World

has a rare trait:

it supports 12

different video

modes, from

4 colour CGA all

the way to 256

colour SVGA,

which made

it easy to run in

any computer.

Combat is

turn-based and

very simple.

Fighters can only

attack, but magic

users have over

100 spells at

their disposal.

Dungeon floors

are random and

massive. The

game gives tips

on the location of

special enemies,

but navigating

towards them is a

big challenge.

144

CRPG fans that had access to the Internet in the

90s might have seen one of Steve Moraff’s games:

Moraff’s Revenge (1988), Moraff’s World (1991)

and Moraff’s Dungeons of the Unforgiven (1993), a trio of

widely distributed shareware dungeon crawlers.

Moraff ’s World is the best-known, but they all

offer basically the same gameplay, with incremental

graphical upgrades. Regardless, the series never goes

beyond a crude Microsoft Paint-like art style.

What really stands out in Moraff ’s games is the

four-way first-person view: you constantly see what’s

North, South, East and West of you. There’s no “facing”

– you can attack in any direction, and pressing the left

arrow key moves you left, instead of turning.

Gameplay is a blend of roguelikes and Wizardry.

You create a character, choosing from eight races and

seven classes, then delve into an enormous, randomly

generated dungeon. You battle, gather XP and return

to town to heal, level up and buy better equipment.

There’s little variety in items or monsters, but it

still makes for a surprisingly addictive loop, as you try

to go as deep as possible, balancing risk and reward.

There’s no real story or goal either, but there are floors

where you can hunt a monster that holds a treasure,

following simple hints like “Go East” or “Go North”.

These floors are the game at its best. The sheer

size of each floor and the countless hidden pits that

drop you a few floors make navigation very tricky.

You’ll have to think three-dimensionally, using the

floors above and below to move towards your goal.

The shareware version of Moraff ’s World offers four

of these hunts, on the 4th, 8th, 12th and 16th floors.

The registered version, however, has 200 floors! Not

only does this become insanely repetitive, but it breaks

parts of the game. Character progression stagnates and

Fighters becomes useless, as spells are mandatory to

quickly ascend and descent floors, teleport, heal, enchant

and protect yourself from level-draining monsters.

In an age when computers were still novel and

retail RPGs like Ultima were expensive, Moraff’s games

were accessible and seemingly endless. Perhaps the best

way to understand them (and many 90s sharewares)

is to compare them with mobile or browser-based games

– some discard them as not “real” games, yet they are

widely played, often more than acclaimed classics. FE


reLINE Software, 1991

Amiga and Atari ST

Fate:

Gates of Dawn

Fate: Gates of Dawn is an obscure, superlative

German game. It’s a first-person turn-based

blobber with quite a few interesting features.

You are able to control as many as four different

parties with up to seven party members each – one of

your parties can crawl through a dungeon level while

another is in the city collecting rumours and a third

one is out in the wild exploring the gigantic world.

To do so, you’re able to recruit almost every

(friendly) NPC you meet. Every encounter lets you

choose from several menus – chatting, charming,

joking, bragging, etc. Depending on several (maybe

random?) factors the NPCs react differently to you,

from being upset and leaving without a word, to being

angered and attacking, or to starting to like you and

wanting to join your quest.

Combat encounters are done by menus too, and

feel incredibly satisfying. The mix of 11 races and 31

classes available to the player makes up for interesting

party composition – you really have to think about

it and have several parties to be able to prevail in the

sometimes hard-as-hell combat situations. There is a

total of over 150 spells to choose from, with characters

being able to learn spells from different classes to

satisfy all your character-building needs.

The world itself is one of the largest in old-school

games, brought to life by wandering NPCs and dayand-night

cycles. Be it a magic well that replenishes

your magic points, a hole in which you find an NPC

that might join your party, or an incredible item – it’s

full of things for you to discover.

Then there are the dungeons, which are enormous

too. There are several carefully crafted lairs, crypts and

castles, riddled with complex puzzles, deadly traps and

combat encounters that will all make you curse at the

screen – but are very rewarding to complete.

Fate also has nudity, which was censored in the

English release. This version is rare, as few copies

were made, but the game has since become freeware.

I cannot overstate how large the game is; even

playing it with a guide would still easily require over

100 hours. If you enjoy large and complex RPGs, you

should definitely play Fate. But I advise making good

use of the eight save slots – there are multiple ways to

completely screw up your game. SR

Olaf Patzenhauer,

Fate’s creator,

passed away in

2011. He had

created a sequel

named Fate 2 as

a private project

and freely gave

custom versions

of it to a few fans.

Perhaps due to

German humour,

there are some

odd options in

combat, such as

closing your eyes,

groping, mocking,

or asking party

members to kiss.

Fate has a

“cavetrain” that

runs across its

massive world,

connecting the

major cities.

145


Disciples

of Steel

MegaSoft Entertainment, 1991

MS-DOS and Atari ST

Disciples of

Steel was the

only game from

Texas-based

MegaSoft.

A sequel was

planned, with

greater focus on

army battles,

but piracy, poor

sales and fierce

reviews ended

the series.

You explore the

world map and

its various towns

in a top-town

view, but the

towns are huge

and mostly

empty, with no

real NPCs besides

stores, inns and

temples.

146

If an RPG is announced today, no matter its form or

setting, one can assume it will have certain elements:

meaningful character development; a rich backstory;

combat that offers a variety of tactical options; a full

inventory of weapons, armour, and accessories; dialogue

and role-playing encounters; a large explorable game

world; a variety of quests and, side-quests; etc. These

elements have become so codified in what we understand

as a “role-playing game” that even its sub-genres, such as

roguelikes, have found ways to incorporate them.

There were no such assurances in the 1980s

and early 1990s. The decade was full of games that

excelled in one area or another but rarely presented

a complete “package” of role-playing elements the

way that the players of today might understand them.

Ultima, for all its strengths, never had an excellent

combat system, while Dungeon Master and its clones

could never tell a coherent story.

Disciples of Steel offers such a complete package.

It’s a bold game, ambitious beyond the capabilities of its

year. It does so many things that, even though it gets a lot

of them wrong, there’s still an awful lot that it does right.

A fully voiced intro with animated graphics sets

up the backstory. Twelve years ago, a horde of orcs

appeared and, to counter the threat, the kingdoms of

Lanathor united under the banner of warchief Ustfa

Nelor and his elite Disciples of Steel. Although they

drove off the hordes, it was a Pyrrhic victory, as few

Disciples survived, and they all disappeared on the

return journey. The game casts the player as Nelor’s

step-son, encouraged by a mysterious sorceress to

reform the Disciples and destroy evil for good.

You start by creating a party of eight characters.

For most of its mechanics, the developers were heavily

inspired by SSI’s Wizard’s Crown (1985). The similarities

exist in the types of races (human, dwarf, elf, half-elf,

gnome, halfling, ogre, and troll) and classes (Warrior,

Knight, Priest, Mage, Illusionist, Rogue, Monk, Ranger,

and Blacksmith), their associated skills and the basic

mechanisms of magic and combat.

Thus, combat is wonderfully tactical. It takes place

on a top-down grid full of enemies and obstacles, with

characters acting in order of initiative and possessing a

huge number of actions – moving, attacking, casting,

scanning the battlefield, equipping items, hiding,

picking up items, performing first aid, aiming to

improve the chance of hitting the next round, etc. The

several dozen spells divided among the game’s three

spell-casting classes – all of which give you the ability

to adjust the number of points channelled into them –

only add to the tactical options.

Then there’s a myriad of other nuances – weapons

and armour can take damage and break; weight and

encumbrance greatly affect combat ability; individual

body parts can be injured and must be treated separately

from hit points, etc. Moreover, buying and selling items

is governed by a complex bargaining system, and the

economy itself is far more advanced than other RPGs.


Characters in Disciples of Steel have eight stats and 22 skills,

which are increased by directly spending experience points.

Combat occurs on a tactical map with terrain and obstacle

considerations, e.g. you can lock a door to divide the enemy.

Dungeons are explored in first-person mode, with a handy

automap and room descriptions that set the atmosphere.

Understanding these systems is vital, as Disciples

is a very hard game. You start with little direction in a

hostile environment. All areas and dungeons are open

at the outset, so it’s easy to stumble somewhere you’re

not ready to be—and that’s just about everywhere. A

new player might lose four out of five beginner battles,

and it takes about a dozen hours to stabilise the party.

Once you’re feeling ready, you should visit each

of the nine kingdoms and solve a series of quests for

each king. The quests vary considerably in length and

difficulty, and many intertwine. Reaching the end of a

king’s quest line results in the king either agreeing to

ally with the Disciples when the Big Battle comes or

actually turning over the kingdom to the Disciples,

letting them set tax rates and raise and equip armies.

At this point, an entirely different side to an

already complex game becomes available: the ability

to field large armies and attack other kingdoms on a

strategic map. You move stacks of troops against their

opponents, observing equipment, morale, and terrain.

That such a complex system is basically optional is one

of the amazing things about Disciples of Steel.

Once you gather allies (or subdue them), the game reveals

strategy battles inspired by SSI’s Sword of Aragon (1989).

The game even offers the ability to skip the quest

threads entirely and just assassinate the various kings

and queens and take over their kingdoms. This involves

storming their castles and slaying their guards – an

extremely hard battle, but absolutely winnable.

You can win the game in three ways: kill the

evil wizard Variz in his dungeon with your party

(a traditional RPG path); wait until the “Armageddon”

date when Variz leads his forces against Lanathor

and defeat him with your armies (a strategy path); or

conquer each of the enemy cities before the deadline.

However, to be a fan of Disciples of Steel – and I am

an unequivocal fan – is to forgive an awful lot of things.

There’s a food and water metre that never budges,

useless conversation options, a “search” function that

never finds anything, skills and spells that have no use,

a poor manual, many bugs, an unsatisfying ending, etc.

And yet, despite failing in so many things,

Disciples of Steel performs excellently in the core

areas that make a good RPG – tactical combat, magic,

equipment, character development, and quests – and is

thus enormously fun to play even today. CHB

Disciples of Steel

was heavily

criticised for its

initial difficulty,

so developers

released an

update in which

characters start

with 1,000

experience

points to spend.

147


Might and Magic III:

Isles of Terra

New World Computing, 1991

MS-DOS, Amiga, Mac and SNES

Scorpia, the

renowned video

game journalist,

wrote a harsh

review of M&M II.

As revenge, New

World Computing

added a poisonous

monster named

after her to

M&M III.

Enemies, traps

and points of

interest are now

visible in the

distance, allowing

for ranged

combat and a

more engaging

exploration.

Instead of the

classical name

list, M&M III

displays portraits

of your party

members at the

bottom of the

screen. Their

expressions

change as they

take damage or

suffer conditions.

148

One of the most remarkable things about the

Might and Magic series is how New World

Computing kept innovating on each title.

Might and Magic III: Isles of Terra is a good example

of this, with several changes from its predecessor.

As soon as you start, you’re greeted by colourful

VGA graphics, rich sound, a fantastic mouse-based

interface and several quality-of-life improvements,

such as the ability to save the game anywhere.

Gameplay-wise, the most important addition

is that now enemies are now actual entities roaming

the map, rather than just being random encounters

that spawn out of nowhere. You can see them from a

distance and even engage in ranged combat; sometimes

this is essential to defeat certain enemies with the ability

to kill party members in one blow, but it can prove to

be deadly against enemies such as dragons.

You start your adventure by creating a party of

six characters, choosing between five races and ten

classes. You can also hire two NPCs, who will ask for

daily wages to accompany you. Isles of Terra features

many new skills and equipment pieces (which now

have durability), plus a new realm of Nature magic,

expanding upon the series’ character system.

Once ready, your party sets off to fight against

Sheltem, your antagonist in previous titles, who must

now be defeated in his own homeworld of Terra. The

quest is very open and can be completed in different

ways, which gives you a chance to leisurely explore a

huge world full with secrets, riddles, tough challenges

and good humour, plus the rapid and explosive power

growth the series traditionally offers.

Exploration is another of the signature marks of

the Might and Magic series, and one of the strongest

points of Isles of Terra. Each location feels unique,

monsters are extremely varied and constantly present

different challenges that you can’t just defeat by brute

force. Despite the massive power inflation there

seems to always be a good item upgrade to be found

that makes you smile greedily – which you’ll certainly

need, because the game is very tough.

This balance between rewarding your curiosity

and punishing your carelessness is where Isles of Terra

excels, maybe offering the most satisfying exploration

in the whole series. DB


Worlds of Ultima:

Martian Dreams

Origin Systems, 1991

MS-DOS and Mac

It’s 1893. Percival Lovell builds a space cannon to

fire a team of trained volunteers to Mars. Instead,

sabotage sees it fire during the World’s Columbian

Exposition, while half the Victorian era’s greatest

minds are aboard. Jump to 1991. The Avatar receives

a mysterious book, explaining how the Orb of the

Moons can also be used to travel through time, and a

desperate plea to join the other half of the Victorian

era’s greatest minds on a rescue mission.

Martian Dreams has many problems, many of

them the fault of the already clunky and ugly Ultima VI

engine, and for most of the rest the fact that Mars isn’t

the most visually exciting of locations. It’s easily one of

Origin’s best ideas though, and full of ideas deserving

a remake. The combination of real history and classic

sci-fi, with several drops of Ultima for good measure

worked in superbly, even before the amusement of

elements like the Gypsy character creation system

replaced with psychoanalysis by Sigmund Freud. (“Ja,

ja, I am thinking you are sounding like great mage…”)

Aside from its regular combat sequences, Martian

Dreams is as much an adventure as it is an RPG, with a

very linear path. Much of the plot revolves around the

fate of the Martians, ignoring the fact that the Avatar

actually went there already back in Ultima II, and it’s

a decent story, spoiled only by the fact that the limited

dialogue system doesn’t allow for working alongside

the likes of Tesla and Roosevelt and Nelly Bly to have

the character it really needed.

When it hits its peaks though, it offers some

great moments. A definite highlight is when the

game’s villain declares that even with the Avatar’s new

ability to summon items from dreams – essentially,

the Martians are in a dream version of The Matrix –

humanity won’t be able to imagine a weapon capable

of stopping him for a hundred years or more!

Being a time-traveller and a time-traveller from

Texas at that, the Avatar wastes little time before casually

whipping up an M60 machine gun out of thin air.

To some extent, this kind of moment almost

makes trying to play Martian Dreams more frustrating.

It was a good game in its time, but now it’s hard to see

past the gulf between what it is and what its ideas

deserved. They’re all there for the stealing though, and

well worth a second outing. RC

Instead of

creating your

character with

the Gypsy

and her

cards/potions,

you answer

questions from

Sigmund Freud.

The Avatar will

be joined by

many great

personalities

from the

Victorian Era, as

well as the alter

ego of a certain

game developer.

149


The Bard’s Tale

Construction Set

Bt Builder is

an open-source

implementation

of the Bard’s Tale

Construction Set.

A build under

development is

available at www.

identicalsoftware.

com/btbuilder

The map editor is

the game’s best

feature, with

four tilesets, a

powerful tool for

creating events

and the option

to quickly test it

while you build.

the maze.

You can edit the

stats of items,

monsters and

spells to create

new ones, but

you can’t edit

the rules behind

them or add new

ones, limiting

your options.

Interplay, 1991

MS-DOS and Amiga

The Bard’s Tale series was a hit back in the mid-

80s, adding colourful graphics and a lighthearted

atmosphere to the classic Wizardry

formula. But was a short-lived one, as the series ended

in 1988 due to a legal dispute between interplay and EA.

Meanwhile, the genre kept moving forward, with

titles like Dragon Wars, Might and Magic III, Wizardry

VI, the Gold Box series, etc. Yet, in 1991 Interplay

returned to Bard’s Tale – this time with an editor!

Unfortunately, it’s a rather sad return. The goal

was to allow players to make their own RPGs – they

can even export them as stand-alone games – but the

editor suffers from severe limitations. Races, classes

and stats can’t be changed at all – you’re stuck with

the Bard’s Tale rules. And while you can create custom

items, spells and monsters, the variables are so limited

that even recreating the original Bard’s Tale I would

be impossible. The graphics, while good-looking,

lack variety, allowing for few interesting encounters.

Overall, there just isn’t enough flexibility to create

anything other than a lesser Bard’s Tale clone.

In fact, the Construction Set came with its own

sample scenario, Star Light Festival, which was just

that – an inferior Bard’s Tale game. Slow, grinding and

with none of the series’ original creators or charm, it

felt out of place next to the great RPGs of the era.

The killing blow came with the arrival of SSI’s

Forgotten Realms: Unlimited Adventures (1993), a much

more powerful editor for the popular Gold Box series.

From that point on, anyone still interested in creating

their own RPG had no reason whatsoever to choose

The Bard’s Tale Construction Set. This is particularly

noticeable in how rare fan-made modules are.

Searching online, the only surviving modules are

The Bard’s Lore 1 and 2, created by John H. Wigforss

in the late 90s, and The Bard’s Quest: Dungeons of the

Unknown (1994), by Visionsoft. The former are simple

games full of jokes and pop culture references, while

the latter is nothing more than Interplay’s Star Light

Festival module repacked with a new name – possibly

to be shamelessly resold as a stand-alone game.

As such, while there are still communities for

Unlimited Adventures and even for older games like

Eamon, the Bard’s Tale Construction Set never took off,

and now lies completely forgotten. FE

150


Stormfront Studios, 1991

MS-DOS, Amiga and C64

Gateway to the

Savage Frontier

The Savage Frontier duology is another entry

in SSI’s fabled Gold Box series, usually one

people play only after they’ve gone through

every other Gold Box game. This is kind of backwards,

as the first game, Gateway to the Savage Frontier, is

probably the best entry point to them overall.

Difficulty is pretty low at first, but after that you

get an epic scavenger hunt that offers a lot of content

and just hits all the right AD&D adventure buttons.

The game is basically a grand tour of the Savage

Frontier, a region of the Forgotten Realms, with each

of the cities you visit acting as a mini-adventure, until

you reach the big and satisfying finale. For me, that was

the biggest draw of the game. It’s not overly ambitious

in terms of complex mechanics or storytelling, but

it really captures the fun of a long-running RPG

campaign that starts small and slowly ups the ante.

While Gateway showed that Stormfront Studios

had a good grasp of the Gold Box engine, it’s really the

second game, Treasures of the Savage Frontier (1992),

where they came into their own. It’s where they really

stretched their coding muscles and improved a lot of

the series’ various gameplay elements.

Treasures enhances the overworld map with

weather effects (conveyed by text messages), different

movement speeds and increased encounter rates

based on the terrain type. Only roads and waterways

are safe. The further along you get in the game, seasons

change, with graphical changes to the overland map

and inside cities. There are rudimentary side quests,

while some of battles become more dynamic, with

enemies getting reinforcements if you don’t beat the

main force fast enough.

Still, the most famous “improvement” to the

gameplay is that, like Worlds of Ultima: The Savage

Empire before it, Treasures contains a romance plot.

More than just titillation, if one of the smitten

partners gets killed, the other goes into a rage until

the end of the fight. And later on, if the party doesn’t

support the romance, you lose the NPC and your main

character has decreased combat effectiveness.

While often overlooked, the two Savage Frontier

games offer the chance of following your adventurers

through a long and varied campaign, with a big climax

that makes it all the more fun to play. JG

Stormfront

Studios made

three Gold Box

games for SSI:

the two Savage

Frontier games

and the original

Neverwinter

Nights (1991),

the world’s first

multiplayer

online RPG

with graphics.

The large

overworld map is

one of Gateway’s

defining features,

and was expanded

in Treasures, with

weather effects

such as snow

slowing your

characters down.

Treasures of

the Savage

Frontier has two

romanceable

NPCs. Which

one you gets

depends on your

lead character’s

gender, and

they can directly

impact gameplay.

151


Realms of Arkania:

Blade of Destiny

Attic Entertainment, 1992

MS-DOS, Amiga and Mac

Das Schwarze

Auge was first

released in

Germany in 1984,

but it was only

translated into

English in 2001.

Blade of Destiny

was translated

by Sir-Tech and

published in the

US in 1993, but

they renamed

the setting

to Realms of

Arkania.

You should

prepare carefully.

Carry water, food,

ropes, tools, herbs

and torches,

take care of your

weapons and

bring blankets and

warm clothes for

cold areas – or

you’ll get sick.

152

To understand the effect the Realms of Arkania

trilogy had on the German market, one has to

look back at the state of tabletop role-playing

games in the early 90s in Germany.

Back then, Das Schwarze Auge (The Dark Eye)

– the German answer to Dungeons & Dragons – was

deep in its prime. Huge shelves of TDE books lined

not only specialist hobby stores, but every toy store in

Germany. Even today it remains the country’s most

successful RPG franchise by a great margin.

After cutting their teeth with a few small CRPGs,

Attic Entertainment got the TDE licence and created

a game that was as faithful to the tabletop game as

possible – exactly what fans at the time wanted.

In Blade of Destiny, players are pitted against

the threat of an invasion of orcs into medieval

Scandinavia-lookalike Thorwal. To repel them, the

heroes have to find the titular Blade of Destiny. Of

course, this being a video game, there is a map leading

to the sword; a map that has been split into many

parts and strewn across the land. You get your first

rough directions, then off you go.

After the intro, you’re free to do whatever you

like. Exploring is split between towns and dungeons,

seen in a first-person view, and a 2D overworld map

where you choose your travel destinations.

Travelling is a big part of the game. Your journey

is shown by an Indiana Jones-style red line on the

map and occasionally interrupted by events presented

in CYOA fashion – “Do you help the injured Elf?” –,

as well as ambushes and random encounters.

For the turn-based battles, the game switches to

an isometric view. Characters receive action points,

based on their individual speed and how much

armour they carry. These points can be used for

everything from various types of attacks, to spellcasting,

to movement and inventory management.

How faithfully the game adhered to the tabletop

game’s background and ruleset is still impressive

after more than twenty years. The developers worked

closely with the designers of TDE and everything –

from the dice-based character generation to the skill

set and the huge spell list – was lifted directly from

the tabletop game, with only a few concessions and

adjustments (for better or worse).

Thus, you’ll deal with an overwhelming amount

of stats: 14 attributes, 52 skills and 48 spells, plus

derived stats. Each spell has its own proficiency level,

and skills cover everything from herb-collecting to

haggling to ancient tongues. Creating the six members

of your party can take a long time – and yes, it’s very

easy to waste points on things you’ll never need.

The game also demands a lot of micromanaging,

from food and drink to carrying suitable clothing for

a northern climate if you don’t want your heroes to be

struck down with illness. And every time you camp

on the road you’ll have to assign who will hunt, heal

the injured, the guard shifts, hours of sleep, etc.


“The area where these games truly

excelled, in my opinion, was the

micromanagement of characters.

I know, it sounds bad, but for many

players this is what they were

looking forward to. We wanted to

make the most hardcore RPG out

there, and I think we succeeded,

all the way down to making sure

players were feeding their characters

on a regular schedule. Naturally, this

kind of level of detail did not sit well

with everyone.”

– Guido Henkel,

Blade of Destiny’s producer

Unfortunately, what was a huge selling point

for tabletop veterans made things difficult for new

players. As a TDE player, you knew all the tricks and

exploits. As a newcomer, you were often left to your

own devices, constantly flipping through the manual.

Still, the strength of the game has always been the

setting. Digital Thorwal is dripping with atmosphere,

with detailed text descriptions, small illustrations and

countless Choose Your Own Adventure segments.

Some of the texts are simply nonsensical jokes, but

most of them are well-written pieces that immerse

you in the setting. And the intricate (and often

unforgiving) rules help ground you in this land.

And boy, it’s a huge land. The main story is not

too interesting, but there’s just so much to explore!

You can travel through forests, climb mountains,

delve deep into various dungeons, eradicate a pirate

village, set sail with a ghost ship, etc. Wherever you

go, there’s always something interesting to find.

After the success of the first game, came the

sequels. Star Trail (1994) is commonly held as the high

point of the series and adhered closely to the concept

of its predecessor, while also adding a better dialogue

system, fully 3D towns and dungeons and other

upgrades that made the experience more satisfying.

The third game, Shadows over Riva (1996),

removed the overland travel altogether and took place

in a single, well-realised and fully fleshed-out city, with

a more elaborate plot. It also used its CD-ROM format

to add pre-rendered backgrounds and voiced cutscenes.

Moreover, a party created in Blade of Destiny could be

carried over the entire trilogy, in a truly epic journey.

After that, the Northlands fell into silence. There

have been ill-fated attempts to revive it, but the boom

of tabletop role-playing games had already passed.

Still, from time to time, I can feel the temptation to

return to Thorwal, to meet its people and explore its

lands. If only I could remember the rules. TI

Each turn your

characters have a

limited amount of

movement points

available, which

dictates how far

they can walk and

what actions they

can perform.

In 2013 a

remake of Blade

of Destiny was

developed by

Crafty Studios,

but it was

incomplete on

release, with

severe bugs

and translation

issues. It has

been heavily

patched since,

but it’s still

a crude and

poorly-made

title. Stick to the

original trilogy.

Towns and dungeons in the original game are explored in a

step-based first-person mode – but the sequels are fully 3D.

The third game has great art and many UI improvements,

but arrived in the US only in 1997 and was seen as outdated.

153


Ultima Underworld:

The Stygian Abyss

Blue Sky Productions, 1992

MS-DOS (and PS1)*

*A port of Ultima

Underworld was

released for the

PS1 in 1997,

which replaces

enemies’ sprites

with 3D models.

Oddly, this version

was only released

in Japan.

The icons on the

left allow you to

talk, grab, look,

fight and use.

There are also

several types of

attacks depending

on your mouse

movement.

154

Known as the first “true” 3D commercial RPG,

Ultima Underworld and its sequel were ahead

of their time in many ways, full of stand-out

ideas and innovations. So much attention is devoted

to the pioneering technology, long ago rendered

obsolete, that the other exceptional features of this

classic PC game series are often ignored.

Of course, the free-moving 3D was groundbreaking

even when compared with Wolfenstein 3D,

released later in 1992. Where the precursor to Doom

offered only flat, featureless floors and 90-degree angles

in exchange for fast gameplay, Underworld featured

fully texture-mapped environments with angled walls,

slopes, cliffs, rivers of swimmable, flowing water and

dangerous lava – all governed by a physics system that

influenced all moveable objects.

In spite of the 3D graphics being confined

to a limited window size for rendering speed on

early systems, the environments in Underworld are

immersive and complex. The floors and walls are

littered with interactive elements, from pull-chains and

levers to edible plants and hallucinatory mushrooms.

The story is a paint-by-numbers affair that starts

with the player’s character – unrecognised as the

Avatar of Virtue – being locked into the Stygian Abyss

to prove his or her innocence by rescuing the Baron’s

daughter. The titular Stygian Abyss is only eight levels

deep, but the sprawling, detailed levels traversed at

methodical pace represent hours of play each.

For me, the real story is the environment and

the dialogues about the history of the Stygian Abyss

– a noble attempt to build a peaceful utopia turned

into a hellish nightmare of bickering, isolated factions

scraping a minimal survival. Throughout the dungeon

are the remains of past battles and events. Combined

with the stories of the denizens and scrawled notes,

the player’s own imagination builds a history and a

new story with the player’s character as interloper.

There’s something about this claustrophobic

environment that remains compelling even today. The

confines of the dungeon and the limited resources

within define the player’s entire world. The details are

important: the quality and ownership of equipment,

the freshness of the food, the composition of the floor,

the apparent flaws in the wall texture indicating a secret

passage, the apparent mood of the creature down the

hall, and much more. Like the core Ultima games of the

era, the interactivity with the world was far beyond that

of most RPGs before and even since.

No shops or merchants exist within the depths

of this dungeon. There are several creatures inclined

to trade, but within the Abyss the barter system

rules. The creature type, disposition, and hints about

their preferences dictate the value of trades, not an

arbitrary gold-piece value. Not only does this make

sense and feed the narrative, but it also makes the

other characters more interesting. Simple as it was,

their likes and dislikes impacted the player’s world.


“We had a huge advantage in

that even though we were trying

to make a hybrid game and we

were trying to figure out what a

dungeon simulator was, we had all

the Ultima -ness of it to fall back

on. Sure, we were inventing how to

move and how to swing your sword

and all that stuff, but at the end of

the day it was an Ultima. You talk,

you get, you drop, you combine

reagents, you use runes.”

– Doug Church,

Ultima Underworld’s programmer

Perhaps because the team was, as a whole, fairly

inexperienced in game development, the puzzles and

challenges possess a raw, rule-of-cool wildness that, to

me, feels like the sort of thing a human game master

in a tabletop RPG might come up with just because it

sounds like fun. One section of a level is mapped like

a Pac-Man maze, requiring the player to pick up blue

nuggets pursued by a ghost. To communicate with the

Lizardmen, the player must learn their language a bit

at a time. Many challenges are open-ended, allowing

the player several methods to accomplish their goals

using the rules systems and 3D environment.

More innovations and improvements to the

genre are sprinkled liberally throughout the game,

including a beautiful automap that allowed free-form

note-taking, an early faction system, and even some

limited crafting. While limited by the technology of

the day, its design would still be considered ambitious

for anyone but a major AAA studio.

Ultima Underworld II: Labyrinth of Worlds

(1993) appeared shortly afterwards, providing a

number of incremental improvements. The story was

more carefully crafted and integrated as a follow-up

to Ultima VII. Characters had more to say, and what

they said and did would change as events transpired.

The game offered a cleaner interface, better balance

and technology. And, in spite of the extremely tight

development schedule, it still retained the fundamental

gameplay, feel, and creativity of the original.

Together, these games provide some of the best

dungeon-crawling experiences to be found on the PC,

something too often forgotten in their chief claims to

fame of being the first “true” 3D RPGs. Pioneering

and primitive they may be, but, not far beneath the

VGA graphics and clunky interfaces, the games

conceal wonderfully visceral dungeon exploration still

well worth playing today. Come prepared to kiss the

sunlight and outdoor air goodbye for a while. JB

You can talk, bribe

and barter with

various creatures

in the Abyss.

The Lizardmen,

however, require

you to first learn

their language,

word by word.

In the Masters

of Doom book,

it’s revealed

that John

Romero and

Carmack were

inspired by

an Ultima

Underworld

demo to make

Catacomb 3-D,

which later led

to Wolfenstein

3D and Doom.

The game features 48 spells like Levitate, Telekinesis and

Stealth, cast by combining runes you find across the Abyss.

Ultima Underworld II sends the Avatar to multiple worlds.

They are all underground, but offer some graphical variety.

155


Might and Magic:

World of Xeen

New World Computing, 1992

MS-DOS, Mac and PC-98

New World

Computing

released an

enhanced CD

version of

World of Xeen

in 1994 that

added new

voiced content

to the game.

Side-quests

usually are very

simple, based

on finding an

object or killing

a specific enemy.

But they are

creative.

156

Might and Magic: World of Xeen is actually an

adventure composed of two distinct games:

Might and Magic IV: Clouds of Xeen (1992)

and Might and Magic V: Darkside of Xeen (1993).

Played separately, these games are typical Might and

Magic games, but when both are installed in your

computer they combine into a continuous experience.

Xeen is a flat, square-shaped world, and on

each game you explore one side of the planet – first

defeating the infamous Lord Xeen on the Light Side,

then battling his master, Sheltem, on the Darkside.

Magical pyramids spread across the land allow you to

travel between both sides, exploring each at your own

pace. Furthermore, World of Xeen adds a new batch of

quests, requiring you to face challenges across all of

Xeen to reach the game’s true ending.

World of Xeen is the ultimate 2D game of the

series before the move to 3D in Might and Magic VI

and beyond. It was also the last game that New World

Computing published independently before being

acquired by The 3DO Company. As a game developer,

I find the games like Xeen at the cusp of a transition to

be particularly interesting.

Xeen’s production values show that New World

Computing wanted a grand game. The art is lush and

detailed, the world is massive by any standard, there

were voiced cutscenes not often seen, and the fact

that the two entire games combined together to form

a complete game set it apart from any other RPG.

Gameplay-wise, World of Xeen is a direct

descendant of prior Might and Magic games and

borrows many mechanics, particularly from the third

game. You create a party of six characters of various

classes and races. You have a standard selection of

weapon users, spell slingers, and hybrid classes that

can use heavy gear and spells. Your race choice gives

you some benefits and penalties in the short term.

Advancement comes from gaining new levels, as well

as acquiring skills to help you in your adventures,

such as Path-finding, Swimming and Linguistics.

Items created by combining base types with random

attributes also add to character power.

Power inflation is the hallmark of the Might and

Magic games, and you see it clearly here. Your party

starts out weak, but magical items and temporary buffs

to statistics, hit points, or magic points can make any

party’s orders of magnitude more powerful. While this

seems silly, it allows for the player’s knowledge to give

advantages that simply grinding levels could not. This

power inflation also makes it so that the adjustments

you got from your starting character choices have less

of an impact at the endgame.

Movement and fighting are the usual grid- and

turn-based affairs of first-person RPGs at the time.

Characters with ranged weapons and spellcasters can

fire at enemies approaching from a distance; but, be

warned, enemies can do the same. Knowing how to

move and not expose yourself to attacks can be the

difference between victory and defeat.


“I have always felt the game

systems I created were very robust,

probably the biggest strength of

the games and still hold up today.

Plus the free-form nature of the

game worlds is very appealing. [...]

Although I have a special fondness

for Might and Magic I since I did

the entire game myself, I would

still have to say World of Xeen was

my favourite and the pinnacle of

the game systems, universe and

conclusion to the original story.​”

– Jon Van Caneghem,

Might and Magic’s creator

The land in each game is large, with 24 map

locations, each of which are 16x16 squares. On top

of all this explorable area, there are ten towns, castles,

and dozens of dungeons to explore. Progressing across

the map often requires your characters to cast certain

spells or to learn special skills mentioned previously.

There are plenty of exotic places to visit. The

gorgeous physical maps included with the games

show a wide variety of biomes: huge deserts, lava

lakes, dense forests and frozen expanses. In addition,

there are fantastical places where you can levitate over

clouds and walk along roads in the sky. The game feels

like a heroic sword-and-sorcery story, with different

elements thrown together in a hodge-podge of fun.

The important part is the adventure, not necessarily

any thematic or logical consistent with the “real world”.

The puzzles are particularly interesting, as they

tend to rely on knowledge outside the game and can

be daunting to non-English speakers.

For example, one dungeon has you solving a

crossword puzzle using clues. The sheer number of

puzzles makes the game challenging more than just

hacking up monsters and taking loot. Of course, those

playing the game now can just look up a handy FAQ

to get past the tricky parts.

As mentioned before, the game also had

cutscenes as part of a larger story. The story continues

with standard fantasy tropes that blend with slowly

revealed sci-fi elements – another hallmark of the

Might and Magic series. As the player approaches the

end of the game, the true plot becomes revealed: the

events of the game are the conclusion of a grand fight

that spanned all the prior games in the series.

In all, World of Xeen is a game that includes

practically everything. If you look hard, you can

probably even find a kitchen sink somewhere. But,

because of its immense scope and place in history, the

game stands as a landmark RPG for good reason. BG

Enemies have

large, expressive

and sometimes

humorous

animations. But

even the silly

ones can inflict

nasty status

effects and wipe

out your party.

In 1995 a

group of fans

created a mod

of Might and

Magic V named

Swords of Xeen.

New World

Computing

then endorsed

and released

the mod as an

official bonus

scenario.

The game has a unique visual style, using an iconic colour

palette, a few digitised photos and a light-hearted tone.

Some areas have special requirements, like learning to

swim to cross a river or casting Levitate to walk on clouds.

157


Legend

Mindscape Ltd., 1992

Amiga, MS-DOS and Atari ST

A sequel was

released in

the same year,

called Worlds of

Legend: Son of

the Empire, this

time with an

Eastern setting.

A tricky riddle

room at the

Dark Tower. You

must mix and

cast a couple of

complex spells

to open the four

doors to the west.

Mixing a deadly

spell. All runes

are present and

our Runemaster

has a good stock

of reagents too.

158

When, as a 12-year-old, I first played Legend

(titled The Four Crystals of Trazere in the

US), I was left confused. Until this day

RPGs for me were always turn-based, but now my

party ran in real time, sometimes fighting monsters

faster than I could react. Nevertheless Legend quickly

became one of my all-time favourite RPGs, because of

the fascinating magic system and isometric view - two

features that were new to me as well.

The land of Trazere is in a state of emergency as

an ancient force of chaos begins to transform ordinary

citizens into monsters. Seeking to save the kingdom,

four heroic adventurers gather at the city Treihadwyl:

The Berserker, a warrior prone to uncontrollable rage;

the Troubadour, who plays magical tunes; the Assassin,

a master of deception who can turn invisible and

backstab enemies; and the powerful Runemaster.

Legend plays in two levels, the map view and the

dungeon view. On the map, the group can travel to

towns, villages, forts and special locations – including

enemy armies in the field. They can visit blacksmiths,

apothecaries, taverns, temples, artificers and level up

at the Guild – if they are experienced enough.

When the party enters a dungeon, the game

switches into an isometric view. Enemies appear

randomly and combat is mostly automatic – click

on the rally icon and the group will seek the nearest

enemy and start to fight – but you can also individually

control each character. Each dungeon level also has a

special puzzle room, which must be solved by casting

various spells with the Runemaster.

The magic system is the highlight of the game,

allowing the Runemaster to create various spells by

mixing reagents and runes. For example, to create

an offensive spell that first hits an enemy, then all

adjacent foes around, inflicting damage and paralysis,

the Runemaster needs the runes Missile (for the flight

characteristics), Surround (for the environmental

effect), Damage (for harm) and Paralyse (for

paralysis). The ingredients are then mixed in the

mortar through a nice animation and become a spell,

which the Runemaster can now cast once.

The combination of its unique magic system and

challenging dungeon riddles makes Legend a great

title, suitable for all fans of classic RPGs. MH


The best way to describe The Summoning is

“Dungeon Master meets Ultima”, which is little

wonder given the track record of its developer.

Event Horizon’s first game, DarkSpyre (1990) was

basically a single-character Dungeon Master clone

infused with roguelike elements. Their second title,

Dusk of the Gods (1991), was an open-world Action

RPG based on a very thorough recreation of Norse

mythology, with Ultima-like gameplay.

The Summoning meshes these influences and

past experiences into a solid single-character dungeon

crawler. Your character can be fully generated or

chosen from a couple dozen premade ones. Character

development is somewhat innovative, featuring both

combat and magic skills that improve with use and

the more traditional experience levels.

The gameplay is very similar to Dungeon Master,

focusing less on combat and more on resource

management and puzzle-solving. Most of the puzzles

boil down to a traditional mix of pressure plates,

teleporters, rolling balls, pits and key hunts. However,

they are expertly designed and never grow stale – no

small feat given the game’s impressive length.

The game is completely set within a single

dungeon, divided into several regions that are

unlocked in a linear progression. Within these regions

there’s a lot of interconnectivity between the levels, as

well as a few alternative paths and optional areas.

But where The Summoning shines is in its story.

On your way through the dungeon, you’ll meet many

characters and learn a lot about both your enemies

and your benefactors, as well as the world in general.

The game features not one, but two shocking twists –

that is, in the best-case scenario.

There are three basic endings and one hidden

true ending. Which one you get is entirely determined

Event Horizon, 1992

MS-DOS

by one or two choices made directly before the end.

However, those are presented not as dialogue options,

but as puzzles, which you can only solve successfully

if you paid careful attention to the lore.

The Summoning does not shy away from its

roots, at times blatantly copying gameplay elements.

However the result of combining two vastly different

styles is a unique and very entertaining game, more

than deserving of being placed among the classics. VK

The Summoning

Combat is in

real time, and

positioning is key.

Weapons have

different attacks,

but break often,

so use them

carefully.

You learn spells

by collecting

scrolls that

contain the

combination of

hand gestures

necessary to

cast them, like in

Dungeon Master.

159


Ultima VII:

The Black Gate

*Modders created

the Exult project,

which allows you

to play Ultima VII

on modern PCs,

with several new

features like

higher resolution,

status bar and

using Serpents

Isle’s inventory in

The Black Gate.

The Guardian

speaks directly

to you, then

constantly taunts

you during the

game – pointing

out you’re going

in the wrong

direction or that

a party member

just died.

Origin Systems, 1992

MS-DOS, SNES (Windows, Mac and Linux)*

Avatar! Know that Britannia has entered into a

new age of enlightenment. Know that the time

has come for the one true Lord of Britannia

to take his place at the head of his people! Under my

guidance, Britannia will flourish. And all the people

shall rejoice and pay homage to their new Guardian!

Know that you, too, shall kneel before me, Avatar.

You too, shall soon acknowledge my authority, for I shall

be your companion, your provider – and your master!”

As the red face mocked me with a menacing laugh

and began to sink back into the blue static background,

I was shocked. In most games, the antagonist just sits

on the sidelines, but in Ultima VII the Guardian shows

up right at the start, tells you his intent and then taunts

you throughout the entire game.

Anyone who has played through Ultima VII can

tell you what an immersive, amazing journey it is.

Quite a few things set it apart, including its story. As

the Avatar, you return to Britannia, meet your friend

Iolo and learn of the brutal murder of a blacksmith

and his gargoyle companion. Your first objective then

is to solve the mystery behind this tragedy.

It’s a very different experience from RPGs where

you just need to out-kill monsters to get a shiny new

weapon. In the Ultima series people matter. Their

dialogue is not something to be skipped so you can

just get on with the game. The text is something to be

savoured, like a compelling book.

Eventually, the trail leads you out of the starting

city of Trinsic, to Paws, then Britain, and from there

you can head wherever you want. However, Britannia

has become a much darker place since your last visit,

so adultery, drug abuse and class struggles are just a

few of the more mature themes you will find.

Adding to the immersion is the clean and fully

mouse-driven interface. Gone are the list of keyboard

commands needed to play – walking, talking, picking

up items, opening your inventory, moving objects

around, etc... it’s all done with a click of the mouse. Also

gone are the stiff dialogues based on typing “name”,

“job”, “bye” and other keywords. Now you just have to

click on the dialogue options that appear on-screen.

Another aspect is the sheer amount of detail that

went into Ultima VII’s world. Not only in the dialogues

and secrets, but in the simulation of the world itself.

Want to make bread? Cut the grain, grind it into flour,

add water to make dough, then pop it into the oven.

Now you have bread. You can also shear sheep and

make cloth, forge your own sword, go fishing, pile up

crates to climb, get a job as farmer, etc.

I obviously enjoy Ultima VII immensely, but it

does have its flaws though. One of them is the combat.

It’s real-time and mostly automatic – you basically

just toggle in between a “peace” or “combat” mode.

The frustration sets in when you go into combat

mode and everyone in your party runs off-screen. In

a dungeon this usually means at least someone will

die, no matter how high their level.

160


“In many ways, The Black Gate was

one of the very first SIMS! That was

the genius behind the engine that

was created by Richard [Garriott] and

Ken Demarest (lead programmer)

and his team. That was the idea – to

create a world you could run around

in and live in. The other writers

and I took great care to make each

individual NPC a whole person, as

much as we could.”

– Raymond Benson,

Ultima VII’s lead writer

Another flaw is that there’s no auto-eating. Use

of resources is the mark of a good RPG, but when

Shamino says he’s hungry I have to open up my paper

doll, then his paper doll, then his backpack, click on

some food and feed him – and then when I walk two

steps and Iolo complains he is hungry as well.

Ultima VII had a expansion, Forge of Virtue,

which sends the Avatar to investigate the Isle of Fire.

Relatively short, the game’s backstory is well-written,

although it’s not on par with the main quest.

In 1993 came Ultima VII - Part 2: Serpent Isle.

A full-length stand-alone release, it continues the

events told in Ultima VII and Ultima Underworld II.

The Avatar follows a villain to the eponymous

Serpent Isles, which are actually the “Lands of Danger

and Despair” from Ultima I. Shortly after leaving

your ship, a magic storm switches your items and

companions with other things. For example, your

spell book switches place with a piece of pumice.

Part of the game’s premise is you need to hunt

down all of your old equipment, as well as your nowmissing

companions. As you explore the Isle, you will

also come across three towns which have rejected the

Three Principles of Truth, Love and Courage, core of

the Virtues which you defined in Ultima IV.

Serpent Isle has a very different tone from other

Ultima games, having a more linear and event-based

story, with a heavy emphasis on dialogues. This displeased

some old fans, but inspired many developers later.

It eventually also got its own mini-expansion,

The Silver Seed – which oddly came with a complete

walkthrough in the box! Sadly, EA had already begun

to meddle too much, and this expansion was a rushed

release, with poor puzzles and a disconnected plot.

True masterpieces, both Ultima VII parts are well

worth playing, not only to see where modern RPGs

truly found their footing, but also for an incredible

story that has yet to be surpassed. DK

Double-clicking

on your character

shows you his

“paper doll”.

From there you

can drag items

into him to equip,

or drop them into

the bags to store.

Serpent Isle was

first planned as

a pirate-themed

game for the

Worlds of Ultima

series. Later it

became a main

Ultima game, but,

since Garriott had

declared that no

two Ultima games

should use the

same engine,

it was released

as Ultima VII -

Part 2.

You can give orders to your party in combat, but they

work more like suggestions that will be kindly ignored.

Serpent Isle brought improvements to the interface

and a more linear story, with a very different tone.

161


Ishar:

Legend of the Fortress

Silmarils, 1992

Amiga, Atari ST and MS-DOS

If you find Ishar

too punishing,

fan-made

patches exist

to remove the

need to pay

each time you

save the game.

This friendly man

is the first NPC

you’ll meet. He’s

eager to join

your party... and

run away with

your items.

162

At first glance, Ishar appears to be one of the

many games spawned by the success of the

Eye of the Beholder series. Fortunately, it’s

much more than that. Silmarils, a French veteran of

the Amiga scene, introduced many original ideas to

the formula.

You start all alone in the middle of Kendoria,

a vast kingdom, a bit lost too. Contrary to many

dungeon crawlers, Ishar let you spend most of your

time outside: no indications except a big map and

a simple objective: reach the fortress of Ishar to kill

the evil sorcerer Khrog. A direct sequel to Crystals of

Arborea, Ishar doesn’t require any former knowledge

of the series but offers interesting cameos.

Ishar is probably the ultimate capitalist dream

since you must pay for everything. Recruiting up to

four other characters? Pay. Getting precious food and

water to avoid starvation? Pay. Train your characters

to grow stronger? Pay. You merely want to save? PAY.

While disturbing at first, the system quickly becomes

a nice way to make dire choices at every step of the

adventure.

Combat is in real time, meaning a lot of

micromanagement on your end. Magic is useful and,

since most classes get specific spells, you don’t need to

focus too much on it. Still it can be extra costly thanks

to expensive potions to cure your characters and refill

your magic. The very “high fantasy”-looking bestiary

is well endowed and the general monster design very

nice. A cool feature regarding combat in Ishar is the

possibility to create a tactical formation for your

group, protecting your spellcasters behind your more

resilient warriors, for example. While a bit crude,

attacks and spells are entirely animated. Curiously,

enemies don’t chase you but, since the game is really

hard, that’s a relief.

The sense of scale is probably one of the things

that Ishar does best. Kendoria is a vast land and

navigating through its wilderness takes some time.

Cartography becomes vital as you step through miles

and miles of marshes, forests and open plains. Silmarils

has worked a long time on Amiga and excels in creating

beautiful lush nature that make long strolls enjoyable.

Strangely enough for a CRPG, there is only a handful

of underground dungeons but each one is memorable.

Spending most of the game outside makes dungeons

feel claustrophobic and deadly since you can’t avoid

enemies anymore. Civilisation is also present through

scattered villages and one gigantic city.

Adventure and dangers dwell within towns with

packs of thieves and bandits, but those places also

offer rest for our weary adventurers. Inns, smiths and

various shops are a good way to recruit fresh blood,

train your merry band or hear rumours. Additionally

to the main plot, various side-quests are available

through specific NPCs. For example, one of them

allows you to even cross the path of the former heroes

of Crystals of Arborea, the prequel to Ishar.


Characters will vote on key decisions. Here they refused

my request to dismiss one of the party members.

Some characters are clearly using you and

may refuse to even reveal their names.

The second game has you travelling through various

islands, in search of artefacts for your quest.

In Ishar, from the lowest human thief to the

greatest Lizardman fighter, everyone has a voice and

strong feelings toward other races. Every time you

want to recruit, murder or dismiss someone, a vote

occurs. The outcome is democratic and characters

each have their predetermined opinions. The most

powerful teammates usually have the most xenophobic

opinions, which can lead to dreadful consequences

such as a character leaving the group or, worst-case

scenario, total party kill. Having a 100% human team

is weaker than other combinations but is also the safest

way to control a group. Silmarils is keen to remind

you the “dog-eat-dog” nature of Kendoria as the first

recruitable NPC in the game will take your money and

flee after travelling a few days with you.

Ishar is a hard and demanding game but the

satisfaction and the novelty of the game makes it a

worthy addition to every CRPG library.

Bigger, better and less confusing, Ishar 2:

Messengers of Doom (1993) is probably the best of the

series but doesn’t have the awesome Basil Poledouris

soundtrack.

Ishar 3 features exotic settings and some really

impressive artwork, based on digitised photos.

You now play as the new Lord of Ishar, Zubaran,

who needs to kill Shandar, an evil sect leader. The

second entry offers an expanded playground with

an entire archipelago to explore and some major

improvements. Saving is now free and a GPS indicates

your location on the map. You can also import your

party from the previous game. However, NPCs will

send you all over the archipelago to get an object or

talk to someone, so taking notes is essential.

Sadly, the last game of the series, Ishar 3: The

Seven Gates of Infinity (1994), is a disappointment.

By using the Gates of Infinity, Zubaran & co time

travel to different time periods, displaying specific

environments, monsters and NPCs. While graphically

enhanced, most backgrounds feel like reused assets of

Ishar 2. The battle for the fate of Ishar consists mostly

of travelling back and forth between the Dragon of

Sith’s lair and the city to heal your wounds.

On a funny note, the now-speaking NPCs are

mostly digitised actors, like a bearded Mel Gibson or

Dustin Hoffman. TR

A fourth game,

called Ishar:

Genesis was

considered,

but never

got made.

163


Wizardry VII:

Crusaders of the Dark Savant

Sir-Tech, 1992

MS-DOS, Windows, Mac, Saturn and PS1

Wizardry Gold,

a new version of

Wizardry VII for

Windows and

Mac was released

in 1996. This

version is widely

considered to be

inferior, due to

its inconsistent

graphics, poor

music and

frequent bugs.

Characters can

change classes

at any time if

they have the

required stats,

and skills are

now divided into

three categories

– Weaponry,

Physical and

Academia.

164

I

didn’t finish Wizardry VII on my first try, or

my second a few years later. That first attempt

was right after it was published in 1992, when I

was still relatively wet behind the ears when it came

to computer games, having not played anything

really big. Wizardry VII was a revelation, a massive,

sprawling behemoth of a game that made it easy to

get lost in, both in terms of its geography as well as its

more opaque mysteries.

The second try was an attempt to brute-force

the game by sheer will, even though I wasn’t enjoying

myself all that much. I just wanted to beat the damn

game. As the Internet (and its easily available guides)

were still a year or so away, I was stopped by some

of the more obstructionist puzzles. As they say, third

time’s the charm.

Almost entirely the brainchild of D.W. Bradley,

Wizardry VII continued the transformation Bradley

had started with its predecessor. The roots of the

Greenberg/Woodhead Wizardry can still be seen:

movement is by discrete steps from square to square

– the building blocks of the world and its dungeons.

Battles are still phase-based and mostly

randomly triggered, apart from a few fixed ones. A

few new spells and skills were added, lock-picking

and trap-disarming were overhauled but, overall, the

core system remained the same.

What Bradley ingeniously did was to transpose

this refined dungeon-crawling formula to a huge,

handcrafted open world, long before this was a thing.

In Wizardry VII, you have an entire planet to

explore. And, unlike most games, you’re not alone

on your quest. Various other factions have joined the

fray, including the eponymous Dark Savant and his

robot legions, in a wild scavenger hunt for the Astral

Dominae – a powerful ancient artefact.

Your objective is to find various map pieces

spread all over the planet that, in theory, should help

you solve various puzzles and reach your final goal.

Though, in practice, some of these puzzles are almost

impossible to solve without the help of a guide. This

is not helped by a keyword-based dialogue system

that makes it easy to miss crucial hints. And there’s no

journal, so expect to make a copious amount of notes.

The game has six major factions you can ally

with, but much more interesting are rival parties

made up of individuals from those factions. Like

you, they roam the planet, collecting map pieces,

befriending, antagonising and fighting each other –

or you – giving an overall sense of urgency and of a

living game world.

To facilitate this new mechanic, the game

introduced a Diplomacy skill and expanded NPC

interaction options, allowing you befriend them and

trade items and information. That said, while I love

the concept of rival parties and expanded interactions,

their implementations are far too insubstantial and

fickle to be more than an illusion of world reactivity.


“Alas, Crusaders was my last

Wizardry title. On its heels came

the advent of 3D, Doom and realtime,

and as video games went

mainstream, recognisable brand

names and blowing people up

commanded massive profits, while

with rare exception innovation in

game paradigms were costly, and

all too often ended in failed titles.”

– David W. Bradley,

Wizardry VII’s creator

Yet, while it may not have been great, the game

tried something new that remains novel to this day,

and it improved the experience most of the time.

Wizardry VII also adds automapping, though

it’s skill-based and nearly useless without training.

A more subtle addition are the new ground tiles for

paved roads. There is only one road in the game and

it connects all major locations. Together with the

map, it makes orientation easy and yet feels much

less condescending than modern quests compasses,

mostly because it still was possible to get temporarily

lost or have that feeling of exploration and true

discovery so often lacking in modern games.

Since Wizardry VII takes place on a different

world than the first six games, another change comes

in the new races you meet and the more-or-less

creative monsters (two-headed tigers, walking octopi,

etc.). Where the previous games were pure fantasy,

the seventh part has a strong science fiction influence.

The sum of all these things is an experience

that feels both familiar and novel at the same time.

I loved discovering and learning all these new elements

on my first try, and yet at the same time I loved the

familiarity of playing an old-school Wizardry with a

large and extensive overworld.

On my third attempt to play it, armed with a

better understanding of the game mechanics and a

way to get around the more annoying puzzles due to

the availability of solutions on the Internet, I plowed

through the game and enjoyed every second of it.

Wizardry VII is a game that invites exploration.

It wants you to map its world exhaustively and look

into every nook and cranny. Like all the games in the

series, it expects you to know how to build a strong

party, but accommodates a lot of different builds and

approaches. It contains an endless number of battles

that can sap your energy, and yet it always makes you

come back for more. JG

Some NPCs

require specific

words to be said,

puzzles can be

very complex and

there’s no journal

system, so be

prepared to take

lots of notes.

The Automap

Mod can be

used to move

the game’s map

to a convenient

secondary

window, while

the Cosmic

Forge is a pack

of tools that

allows much

of the game

to be edited.

Battles are challenging and require a well-made party, but

the few monsters sprites can grow repetitive after a while.

The roaming NPC parties may find clues before you do,

forcing you seek them and try to trade, steal or kill them.

165


Star Control 2

Toys for Bob Inc., 1992

MS-DOS, 3DO (Linux, Mac and Windows)*

*In 2002 the

source code

of SC2 was

released. Fans

then started The

Ur-Quan Masters

project, to port

the game to

modern PCs.

Combat is similar to

Asteroid, but each

of the various ships

plays differently.

166

When I am asked what my favourite CRPG

is, people are often surprised when I

answer it’s Star Control 2. “That’s an

adventure game,” they reply. Oh, but Star Control 2 is

so much more than that!

You control a ship that starts off as a bare-bones

hull, and as you acquire resources and credits, you can

buy upgrades to improve your ship, as well as gain new

crew and landing craft to replace any that were lost

in battles and exploration. These features are a direct

analogue to the skills, items and hit points in a typical

role-playing game, making Star Control 2 closer to a

CRPG than an adventure game. And like any good

CRPG, Star Control 2 offers three areas of activity for

the player: exploration, storyline, and combat.

The area for you to explore in Star Control 2 is

huge. It’s nothing less than a whole galactic arm (and

then some), with hundreds of star systems to explore.

While a minority of these systems are important to

the game’s storyline, most of them contain valuable

resources that can be harvested by landing probes.

You’ll find everything from minerals to lifeforms to

special items needed to advance the storyline.

To me, one of the most amazing things about

Star Control 2 is that the explorable area is entirely

open and free-form. True, you are limited in your

exploration radius by your fuel reserves, but within

that restriction you can go anywhere. The dialogue

you have with main characters often gives you clues

on where to go, but you are free to ignore that advice

and go anywhere you want.

Like any CRPG, there were some areas that needed

to be unlocked before you can visit them (or get any

results from visiting them). The best example of this

is QuasiSpace, the strange dimension that the Arilou

Lalee’lay race comes from. Portals into QuasiSpace

were randomly scattered around the galactic arm,

and you are eventually granted the ability to enter

QuasiSpace at will by using a Portal Spawner that you

can create from pieces found on a wrecked enemy ship.

But until that time, many distant systems are difficult to

reach, and some are downright impossible.

The universe of Star Control 2 is filled with

many races, and the dialogues with those races are

varied and always humorous (if darkly so). Most

races have a unique perspective, ranging from the

insult-flinging Pkunk to the depressed Utwig to the

mysterious, multidimensional Orz. Conversations

with representatives of these races can be hilarious and

confusing, but they are needed to advance the plot.

The pacing of the game was remarkably

well-controlled by the designers, especially given the

open-ended nature of the playspace. New races were

found regularly, and each one gave you additional

information about the history of the conflict in the

region, as well as hints on where to go next and even

new avenues of exploration. It always felt like there

was somewhere to go and something to do that was

important to advance to the story.


There are hundreds of systems to explore, ranging

from our own solar system to even other dimensions.

Engaging in conversations with any of the numerous

alien species in Star Control 2 is always amusing.

At the Starbase you can upgrade your flagship, trade

resources, recruit crew members and buy new ships.

The storyline of Star Control 2 unfolded over

time, as you explored the stars and spoke with the

races you discovered. Some were friendly and some

were not, which led to one of the best features of the

game: the combat system.

Combat in Star Control 2 is nothing short of

fantastic. Each race has its own ship, with unique

weapons, defenses and propulsion. The ships fight in

a 2D top-down arena reminiscent of the old arcade

games Space War and Asteroid. Some ships have

powerful but short-range weapons, while others have

self-guided attack missiles, and others have inertialess

propulsion and can literally turn on a dime. The

crew on your ship acts as its “hit points”, because

successful strikes will kill crew members and the ship

is destroyed when all crew are dead. One ship even

uses its own crew to power its weapons!

Each combat consists of one ship fighting one

ship. Like the old rock-paper-scissors game, some

ships can handily defeat other ships, but, unlike RPS,

a highly skilled player can sometimes overcome a

deficiency in a ship’s capabilities.

When landing on planets you must weigh up the danger

of hazards such as electrical storms and intense heat.

And with over two dozen races, by the end of the

game there is a huge variety of ship types to choose

from, not counting the player’s own flagship, which is

itself uniquely upgraded.

Each race also had its own music that played

during its dialogue, and this music was based in MOD

format, which using digitised samples of instruments

to play the notes, which are stored independently of the

samples and in a much smaller format. This allowed

for wildly varying music for each race, but without

the large computational overhead (in 1994 terms) of

100% digitised music like an MP3. At the time, Star

Control 2 had some of the best-sounding music of any

game on the market, and that music helped define the

tone of each race that you encountered in the game.

Since its release in 1992, Star Control 2 has

been considered one of the best computer game

ever developed, and, for me, it remains my favourite

CRPG of all time. You can see its influence in the

open-endedness of Fallout and Arcanum, and I will

always remember this game fondly. Thank you Toys

for Bob for making such an amazing game! TC

Toys for Bob

was acquired

by Activision

in 2005. Fred

Ford and Paul

Reiche III, the

creators of Star

Control, went

on to create

the popular

Skylanders

games. The Star

Control license

was brought by

Stardock, who

released Star

Control: Origins

in 2018.

167


Darklands

MicroProse, 1992

MS-DOS

Darklands

comes with

an extensive

110-page

manual that is

required to play

the game and

even includes

a detailed

historical

background

on life in the

Holy Roman

Empire.

The character

system is classless

and extensive,

with seven

different weapon

skills and twelve

non-combat

ones, such as

Stealth, Alchemy

and Religion.

168

Ominously opening with a warning that “in

Medieval Germany, reality is more horrifying

that fantasy”, Darklands keeps its word,

whether the horror is a child-gobbling Satanist or just

the tedium of digging your scabbed and beaten body

out of jail with a spoon. Despite its age, the unique

mix of Choose Your Own Adventure progression,

immersive historical setting and classless builds make

Darklands a refreshing and original experience.

Set in the 15th-century Holy Roman Empire,

Darklands covers a large swath of medieval Europe and

portrays Greater Germany in the full glory of its grim

day-to-day survival, arbitrary law enforcers and superstitious

beliefs both rampant and fantastic. The game

world itself is history come to life, thorough and well-researched.

Dialogue and exploration choices are littered

with Germanic linguistics, and beautiful pixel art depicts

lush medieval scenes with accuracy and detail.

With a setting so rich and detailed, it is fitting that

Darklands is an open-world RPG, encouraging free

exploration from the start while you slowly unravel

your ultimate goal: avert an apocalyptic disaster.

From character creation, the game is admirably

committed to the time period, with a system that

raises characters from infancy to adulthood with a

multitude of options for occupations and backgrounds

commonly found in medieval Europe, each adjusting

the stats and skills in minor ways. If it’s your dream

to role-play a country commoner turned alchemist

turned hermit, this is a game for you.

In Darklands you’ll never gain experience points

or level up. Progression is the result of your actions,

successes and failures, increasing and decreasing your

attributes in small increments. With a massive variety

of skills and stats based on your chosen background,

the game creates an interesting party dynamic where

characters have a multitude of skills they are good at,

instead of the more typical singular focus of classes.

Although classless builds are not uncommon in RPGs

through the years, it was a rarity at the time, and is

still an exciting challenge to build a character without

the crutch of a predefined class.

A diversion from typical fantasy, the game has

no Mage character – the closest you’ll get to the

arcane arts is a brilliant system of alchemy and divine

prayer. It’s a welcome change, as your builds take on

qualities not often seen in RPGs, most notably with

characters that can call on specific saints to intervene

in a myriad of social and hostile situations.

The historical accuracy is charming and

immersive, all the while being consistently fun to

play, proving that once-existing nightmares, beliefs

and folklore can be just as entertaining as the usual

fantasy genre tropes. Similarly, equipment and loot are

wonderfully time period-appropriate. It’s refreshing

to equip a pike because in the 15th century it was the

best way to skewer a wolf with your arm intact, not

because it does +25 fire damage.


“At the very start, I wanted the

Darklands’ ‘hook’ to be that it

would use some beliefs from the

era to “justify” fantastical elements,

rather than trotting out the usual

bog-standard wizards, clerics,

bards, etc. Where possible, I like my

game designs to provide an insight

into history – a ‘you are there’

feeling. When searching for tactical

trade-offs and interesting details,

why goof around conjuring up stuff

when there is plenty of interesting

historical material to use?”

– Arnold Hendrick,

Darklands’ lead designer

Besides the unique setting and character system,

Darklands also shines in its Choose Your Own

Adventure gameplay. Locations, dialogues and events

are all explored primarily through illustrated screens

offering multiple choices based on your stats/skills and

a surprising amount of free will. These screens are all

expertly written, with vivid descriptions that enhance

the role-playing aspect of the game.

Whether you’re deciding how to enter a town

when you don’t have the money to pay the tax, deal

with an unwelcome bandit visit in the forest, or discuss

a loan with a shrewd banker, the game often allows

for multiple outcomes and consequences, many of

which do not end well. Darklands is as challenging

as it is rewarding, and your choices inevitably lead to

undesirable scenarios such as crawling through sewers

to escape a landscape of horrors, or surrendering to

a vicious pack of creatures only to see one of your

companions devoured as a penalty.

Interrupting your explorations are fast-paced

isometric battles, fought through a real-time-withpause

combat – both innovative concepts at the time.

These are usually prefaced with an opportunity to put

some divine power on your side or toss an alchemical

potion into the fray for a chance to escape. Without

the right equipment these encounters can be brutal,

leading to bandits robbing you of everything but a few

pfennigs hidden in your boot.

Despite all these notable systems and a carefully

crafted setting, the release of Darklands was met with

a mixed reception, mostly due to an unwieldy amount

of bugs and a tendency to crash.

The game endured, however, and has retroactively

been labelled one of the best RPGs of all time, with a

content-filled scale and scope that would influence

games like Bethesda’s The Elder Scrolls series and the

real-time-with-pause combat in the Infinity Engine

games. H&JW

Locations,

dialogues and

events are

explored through

Choose Your

Own Adventure

screens like

this, with nice

hand-drawn

illustrations in

the background.

Hendrick

hinted at the

possibility of

creating sequels

for Darklands,

set in historical

eras such as the

Hundred Years’

War, the War

of the Roses or

featuring Vlad

the Impaler but,

sadly, those

were never

realised.

Darklands’ map is huge and features many cities, villages,

keeps, caves, mines, churches and other places of interest.

Most battles end as soon as you slay all enemies, but

a few of them take part in large, trap-filled dungeons.

169


Shadowlands

Domark, 1992

Atari ST, Amiga and MS-DOS

Two characters

control the door

switches, while a

third one battles

a skeleton and

the fourth rests

in peace.

170

Shadowlands. The mere name inspires sweet and

dark memories. For most people, it’s the title

of an Anthony Hopkins movie about the life

of writer C.S. Lewis, a good friend of J.R.R. Tolkien.

But, to me, it recalls all the great time I spent inside

dungeons, accompanied by four adventures with

Japanese manga-styled faces. Of what is – without a

doubt – one my favourite RPGs.

Shadowlands was published in 1992 by Domark,

who would later would give birth to the best-selling

Prince of Persia games, but at the time were known for

their arcade games. In this context, it isn’t strange that

doubts were cast over Domark’s ability of delivering a

good RPG.

These doubts vanish as soon as you begin playing

Shadowlands. A 3D, real-time isometric world awaits

the four heroes chosen to avenge Prince Vashnar and

defeat the mighty Overlord in his underground lair.

Before reaching him, you had to define the

heroes, which was relatively simple, since each one

was characterised by four basic attributes: Combat,

Magic, Strength and Health.

Although these stats are important at the start

of the game, you’ll also be able to further define your

heroes as the game advances, since they gain Magic

and Combat points with practice. So, the more spells

they cast, the better they become at casting. This is the

same system used in the classic Dungeon Master, from

which Shadowlands takes many cues.

Expanding upon Drakkhen (1989), Shadowlands

was created in a way to allow players to control the four

heroes either individually or as a group. Today this may

sound trivial, but at the time it was a real revolution

in RPGs. Until then there were basically two systems:

either the group moved and acted together, with each

character performing his specific skills, or there was a

lone hero, typically in a top-down view.

The ability to spread the members of your party

and control them individually opened countless

combat and puzzle possibilities. In fact, in certain

moments of the game advances is of vital importance:

the formation in which the group advances: walking

in a line isn’t the same as advancing as a block to face

an enemy, for example. It was a strategic dimension

entirely new to RPGs.

But, without a doubt, the most challenging and

fun aspect of the game is its puzzles. Besides the usual

key-and-lock, sliding blocks and pressure plates,

Shadowlands added – for the first time – puzzles that

use light. I’ll explain:

The game features a system called Photoscope,

where each light source – in the scenery or carried by

characters – illuminates the environment in real time,

fading away with distance and creating multiple levels

of shadows (thus the name of the game). This system

was cleverly used by the game’s designers to introduce

a new type of switch that required a certain level of

light to be activated.


When creating your party, the game allows you to roll

their stats and also to customise their appearance.

Each character can only equip two items at a time, but

the game allows you to split the party into two groups.

You control each character by clicking on his body parts,

such as clicking the right arm to interact with objects.

The control scheme is simple and intuitive,

allowing players – after a bit of practice – to easily

control each of the four characters. And quickly too,

something vital in the more complicated situations

found later in the game. Among the things that players

have to master is how to throw objects, as the range

varies according to the nature and weight of each

object, plus the strength of the character throwing it.

There’s little to say about the other elements of

the game. The plot was simple and linear, basically an

excuse to introduce a series of dungeons, packed with

monsters to kill and traps to solve.

Your adventure begins in a grove that’s no more

than a tutorial. From there you’ll enter a dungeon,

five levels deep. Beating it leads you back to sunlight,

where a hedge maze leads the heroes into a pyramid.

Inside, you’ll face four levels packed with the game’s

most challenging traps.

Once you’re out, there’s another labyrinthine

garden, followed by a cave full of enemies and, finally,

the palace – where the Overlord awaits beside Vashnar’s

body, ready for a final battle.

The sequel, Shadoworlds, was also released in 1992. It has

a sci-fi setting and an updated UI, but feels uninspired.

Regarding the enemies, there isn’t much to see.

The first levels bring undead, as well as the usual

dungeon fauna: rats, snakes and deadly scorpions.

Further on you’ll face the memorable minotaurs, as

well as hell hounds and burning men. Among their

dangerous weapons are fireballs, which have unique

effects in Shadowlands’ Photoscope system. Since said

projectiles also harm monsters, you can use them to

find clever solutions to tough situations.

The graphics aren’t very attractive and offer

little variety to the alleged different environments.

And while the game’s theme song is memorable

and eerie, there’s no music in-game, and barely any

sound effects. Of course, none of this diminishes the

attractiveness of the game.

In the end, Shadowlands was (and still is) a

magnificent and revolutionary game in two aspects:

the individual control of heroes and the use of the

Photoscope system. It’s rare to see a game bring this

level of originality. The game also had a sequel called

Shadoworlds, set in space and using the same engine,

but without the same attractiveness of the original. FHG

171


Amberstar

Thalion Software, 1992

Amiga, Atari ST and MS-DOS

Amberstar came

with a 180-page

manual containing

a short novel

with the setting’s

backstory, as well

as a world map.

Inside dungeons

and towns you

play in a 2D firstperson

mode,

while encounters

moves the party

and its enemies

to a tactical grid.

Amberstar

doesn’t have

any random

encounters, but

while you’ll fight

way less than

in other RPGs,

its battles and

ambushes are

much harder.

172

First in a planned “Amber trilogy” of games set in

the fantasy world of Lyramion, Amberstar starts

out with the protagonist alone before the grave

of his parents, trying to decide what to do next.

Soon the story leads into the city sewers for the

usual rat-slaying to save a cat but, tellingly, even this

is a special event with a twist, leading to a unique

reward. Amberstar might seem conventional on the

surface, but it manages tropes with its own flair.

Right from the moment you exit the starting

city, you can go (almost) everywhere, easily getting

lost in swamps and forests, unless knowing where to

go. On your way, you’ll recruit others into your party

to search for missing pieces of the titular Amberstar.

With an evocative soundtrack, a clever dialogue

system based on keywords and quirky characters to

meet, recruit or help out, Amberstar oozes charm. As

you explore the land, your sense of accomplishment

grows each time you find a way to reach to new places

(riding horses, rafts, boats or even your own giant

eagle), figure out a clue or win a difficult battle.

Combat is turn-based on a grid, with orders

being given for all characters and then acted out all at

once. It’s an intuitive, albeit simple system, where your

level and gear have a huge impact. Who you recruit

for your party also makes for quite different strategies.

Amberstar doesn’t hold your hand and features

both subtle hints and infuriatingly hard riddles. There

is no quest log – you are supposed to pay attention

yourself (it’s advised to write everything down) and

act upon hints found in dialogue, deciphered runes

and journals, searching for the mentioned places and

solving elaborate enigmas to open up new areas.

At its core, Amberstar is all about exploration,

wondering what lies over the next mountain range or

behind the door inside the old ruin – though there are

no branching stories, side-quests, random encounters

or hundreds of items to collect, the world is sprawling

and contains many cities and dungeons waiting to be

found, all fitting into the main story.

While the sequel Ambermoon is even better, and

while many might not have the focus and patience

needed to enjoy this game in the modern age, for

me it’s a gem as enjoyable now as then – a game with

unique wit and charm. C


Ambermoon

Thalion Software, 1993

Amiga

Ambermoon is the second game in the never

completed “Amber trilogy”. Unfortunately,

the game was a huge flop sales-wise, closing

the doors of German developer Thalion even before

they could port the game or finish translating it.

Luckily, an official English version was later

leaked and made freely available, as all of Thalion’s

games became public domain after its demise.

That said, let’s look at the actual game. Taking

place decades after Amberstar, system-wise the game

is roughly identical – the same turn- and grid-based

combat, inventory and dialogue system. The two

exploration view modes remain: isometric for houses

and wilderness, plus a first-person view for towns and

dungeons – though now in 3D. As such, Ambermoon’s

design is similar to Albion (1995), a better-known

game later developed by former Thalion employees.

Ambermoon is huge, sprawling with locations to

explore, though these are done in a somewhat linear

fashion, with gates between areas – as opposed to the

mostly free overland map of Amberstar. However,

the charm, wit and storytelling of that game are

still present. We play as the grandson of the earlier

protagonist, who receives a quest from his dying

grandfather. From there, the game is about travelling,

finding companions for your party, solving quests,

puzzles and fighting a diverse range of opponents.

It’s standard RPG fare, but done with a certain

warmth and elegance, competent gameplay systems

and with lots of opportunities for exploration and

immersion – even if the game’s combat is somewhat

slow and challenging in the first few hours. Returning

players can also witness how the lands and its people

fared since Amberstar, when a moon crashed into the

planet, changing it into a fragmented post-apocalyptic

fantasy world.

Ambermoon, like Amberstar, is about the story of

a boy who is all alone in the world, and during his

journey he finds new friends, helps villagers and kings

but never loses his innocence. As such, it’s simple and

old-fashioned, but also endearing. Ambermoon might

be the most hidden game gem you’ll (n)ever come

across, but if you liked Albion and/or Amberstar, this

is a must-play. It’s well-made, has a clear direction as

well as engaging puzzles and story. CH

Thalion was a

German studio,

founded in 1988

and closed in

1994. Fans later

created a “web

shrine” to it,

with its history

and games:

www.thalion.

exotica.org.uk

Dungeons and

towns are now

shown in a freemovement

early

3D view, with

roaming enemies

and an excellent

automap.

The game doesn’t

hold your hand

in any way. UI

elements such as

compass, clock

and coordinates

will only show if

you find or buy

them first.

173


Quest for Glory:

Shadows of Darkness

The first release

of Shadow of

Darkness was

a rushed out

floppy version,

full of bugs

and lacking

the game’s

excellent voice

acting. Avoid it

at all costs.

The character

system remains

very similar to

previous games

in the series,

with three core

classes plus the

possibility of

making hybrids.

Sierra On-Line, 1993

MS-DOS

The fourth Quest for Glory game takes place in

Mordavia, a haunted valley fit for a Universal

horror film. Strange magic has summoned

you to this land, and your only hope of escape is to

find out why. But it won’t be easy: the locals don’t take

kindly to strangers.

Here vampires, werewolves, and gravediggers

cavort before tainted churches and squirming eldergods.

This is an autumn world, ever on the brink of

Halloween. Or, perhaps, its invention. But that’s not

to say the game takes itself too seriously. QfG4 is a

perfect blend of comedy and gothic horror.

Like most great games, there’s a bit of a learning

curve. Part RPG, part adventure game, it’s also very

much its own thing. You create a character, fight

battles, and raise stats by repeatedly using them.

But the highest priced item isn’t a sword, it’s a hand

broom (don’t worry, I’m sure it will come in handy).

And to get health potions you must beat a musical

memory game, win a round of twenty questions, trap

a Tribble-like creature and guide the bouncy little

sucker through a rotating rat maze.

Seasoned adventurers will try to combine every

inventory item with everything in sight. But the world

is so vast and there are so many items (you can get

over-encumbered!) that brute-force puzzle-solving

will get you nowhere. Progress is less about raising

stats or combining items than talking to the right

person, in the right place, at the right time.

You can play a Fighter, Thief, Magic-User, or

import a Paladin from the last game. Problems have

multiple solutions, ranging from casting the right

spell to picking the right lock to punching the right

face. I always picked the Fighter, much to the sarcastic

narrator’s delight: “You read the book, written entirely

in one-syllable words, obviously intended for Fighters.

It’s absolutely fascinating.”

Combat is a war of attrition. Fought in an

arcade-like manner (or set to auto-battle), individual

encounters aren’t overly challenging, but eventually

you’ll find yourself lost, poisoned and down to your

last potion. Flee in terror and you’ll be chased, screen

after screen, until you find sanctuary or eternal rest

– whichever comes first. Resting is only possible in a

few locations, and the feeling of relief when you step

into the warm safety of the inn should be familiar to

anyone who played the original Resident Evil.

Few games have such atmosphere. As you

leave town, the excellent soundtrack slowly fades,

as if afraid to follow you into the woods. Darkness

doesn’t fall in Mordavia, it slowly suffocates the light.

And as the gnarled trees look more and more like

grasping hands, you might catch yourself wondering:

Waitaminute... was that thing there before?

QfG4 was also one of the first “talkie” games,

using CD-ROM technology to store thousands of

spoken lines. Back then, actually being able to hear

people talk was something of a revelation.

174


The point-and-click controls are very accessible, with verbs,

items and spells placed in a hidden bar atop of the screen.

The game delivers a brilliant blend of horror and deadly

situations with silly gags and a charming sense of humour.

Combat is somewhat arcade-like, and enemies range from

poisonous wyverns to Monthy Python-esque killer bunnies.

The narrator (voiced by John Rhys-Davies, who

played Gimli in Lord of the Rings) acts like a skilled

Game Master, describing sights, smells and sounds.

Characters have pages of dialogue, ranging from dire

warnings to throwaway gags. The most memorable

is a trio of townsfolk who sound suspiciously like

Jack Nicholson, Rodney Dangerfield, and, er, Jack

Nicholson (the voice actors were asked which

celebrities they could impersonate, and when two

answered Nicholson, they went with it).

The story really comes together when you meet

the Domovoi, a house spirit who reveals just how

much the town has suffered. Usually NPCs can’t wait

to burden total strangers with their problems: step

into town and you’ll be mobbed by locals waving tales

of woe like street urchins thrusting baubles at tourists.

But Mordavians are too guarded, too devoid

of hope to even bother. It’s the Domovoi who helps

you realise these are more than one-joke characters.

They’re good people who’ve lived so long in darkness

they’ve forgotten about the light. The goal isn’t really

to escape Mordavia, the goal is to set it free.

Quest for Glory V is huge, but also a radical departure,

featuring 3D graphics and a heavy focus on combat.

On the surface, QfG4 seems like a light-hearted

comedy, the RPG equivalent of Young Frankenstein.

But this is a tale of love, sacrifice, and redemption.

It just happens to feature duelling Jack Nicholson

impersonators and enough puns to send the narrator

into a giggle fit. And trust me, you haven’t lived until

you’ve heard John Rhys-Davies giggle.

The first four Quest for Glory games were released

from 1989 to 1993, in a golden era of adventure games

but, sadly, the genre declined heavily in the following

years, and Quest for Glory V: Dragon Fire (1998) feels

torn between moving on with the world and pleasing

old fans. Troubled by a nightmarish development

cycle, it’s a huge game that offers an epic ending to the

series, but also features blocky early 3D graphics and a

heavy focus on combat, leading to a mixed reception.

After its release, the team was laid off by Sierra,

and the series’ distinctive gameplay was followed

only by a handful of fan-games – until 2012, when

Kickstarter brought a wave of spiritual successors,

including one from the series’ original creators, Lori and

Corey Cole, titled Hero-U: Rogue to Redemption. JRA

There are three

popular fan-made

games based on

the series: Quest

for Yrolg, Quest

for Glory 4 ½

(both parodies)

and the excellent

Heroine’s Quest:

The Herald of

Ragnarok.

175


ShadowCaster

Raven Software, 1993

MS-DOS

ShadowCaster

was re-released

in CD-ROM in

1994, adding

voice acting, FMV

sequences and

two challenging

levels after you

finish the game.

While most of

your time will be

spent fighting,

combat isn’t fun.

It’s slow, easy

and lacks both

the complexity of

an RPG and the

action of Doom.

Each form

has unique

advantages, cons

and powers. The

Caun is small

and weak, but

can heal himself,

sneak, cast light,

telekinesis and

other spells.

176

Raven Software is known today as an Activision

subsidiary working on the Call of Duty series;

in the mid-90s they were know as developers

of Heretic and Hexen; but they really began in 1992

with Black Crypt, a real-time blobber for the Amiga.

Sensing the death of the Amiga, they licensed a

new engine id’s John Carmack was working on after

Wolfenstein 3D (but before Doom), and made what’s

arguably the first FPS/RPG hybrid: ShadowCaster.

You play as Kirt, a guy who (very) suddenly finds

out that he is a shape-shifter from another dimension

who must defeat Malkor, an evil outcast god.

As a shape-shifter, Kirt will learn to assume

various forms during his adventures. He begins only

with the Maorin form – a huge werewolf with four

arms. In this form you’re stronger, tougher, faster and

can see invisible traps, but drown in water.

Later on, Kirk will also learn to transform into

Caun, – a small and fragile spellcaster that can sneak

around; Opsis, a floating eyeball that can scout the

map and scare enemies; Kahpa, a frog-like creature

that can breath underwater and perform elemental

attacks; Ssair, a red salamander that can breath fire;

and Grost, a nearly invincible stone giant that can

punch through walls and cause earthquakes.

However, taking the form of a creature and using

its abilities drains Kirk’s magical power. Once it runs

out, he’ll revert to his human form, which naturally

regenerates magic power but is much weaker.

While exploring the dungeons you’ll come across

(very) simple puzzles, weapons, armour, potions, keys

and magic items you can collect, plus gain XP and

eventually level up (thought all stats are hidden).

While all this sounds cool, ShadowCaster never

lives up to its potential. Kirk has all these interesting

abilities, yet they are used sparingly and in predictable

ways. Combat is the real focus, but it’s dull and slow

(especially for a Doom-like), with small, crude maps,

weak enemy design and over-reliance on melee.

A real-time blobber inside an (early) Doom engine,

ShadowCaster was a promising concept powered by

an impressive technology, but its parts never clicked

together. It’s not surprising that Raven Software would

next create Heretic, streamlining the RPG elements to

deliver a Doom-like fast-paced FPS. FE


Perihelion:

The Prophecy

Morbid Visions, 1993

Amiga

Released only in Europe and exclusive to the

then-declining Amiga, this obscure sci-fi RPG

oozes atmosphere with its audacious two-tone

palette, ominous soundtrack and exotic setting.

Inspired by Dune rather than Lord of the Rings

(why so few games do this?), Perihelion is set in a

planet ravaged by ancient wars, inhabited by cyborgs,

psionic cultists and genetically engineered mutants,

all ruled by a long line of Imperial clones.

The stylised intro sequence tells of a powerful

psionic god named “The Unborn” trying to breach into

this reality, causing chaos all across the planet. To stop

it, the Emperor summons six prophesied heroes kept

in stasis for centuries just for this moment: your party.

You start the game by creating said party from

several races and classes, in a complex but poorly

explained ruleset – you can do things like customise

the DNA composition of hybrid races, but the manual

won’t even tell you what each class stands for! That

finished (somehow), you start your quest.

Perihelion is a first-person dungeon crawler with

tactical turn-based combat, similar to the Gold Box

games. A core difference is that it’s much shorter –

about 8-10 hours long – and focus is more on its story.

Combat occurs sparingly and there are no random

encounters, which is welcome given how slow and

underwhelming the game’s battles are.

That, unfortunately, can also be said for most

of the game itself. The atmosphere is great, and the

story tries very hard to be interesting, but you’ll spend

most of your time roaming across empty cities and

dungeons, trying to figure what to do next.

There’s also the issue of the interface – while it

looks impressive, it’s cumbersome and unintuitive.

Simple actions such as examining an item or talking

to NPCs are way harder than they ever needed to be.

In fact, the entire game has this strong “form over

function” feeling. Features such as using computer

terminals for investigative work (you need to actually

type in commands like “read” or “login”) or crafting

your own spells via runes are all great in concept, but

become busy work due to their poor execution.

It’s a shame that such unique presentation and

setting are tied to such a weak RPG. In the end, it’s better

to just look at, rather than actually play Perihelion. FE

Perihelion

was declared

abandonware

by its designer,

Edvard Toth, who

put together a

game + emulator

pack for anyone

to download.

The tactical turnbased

combat

looks similar to

the Gold Box

games, but uses

action points and

psionic spells.

To examine an

item you must

select it on the

inventory screen,

move to the

network screen

and then type

“ANALYSE”. It gets

tiresome fast.

177


Princess

Maker 2

Gainax, 1993

MS-DOS, 3DO, Mac, Saturn and Windows*

*In 2004 a new

version called

Princess Maker 2:

Refine was issued

in Japan for PS2

and Windows,

featuring updated

art and full voice

acting. This is the

version released

on Steam in 2016,

thought some

fans still prefer

the original leaked

MS-DOS beta.

Each job has its

own pros and

cons. Working as

a farmer helps to

raise stats that

are important for

a fighter, but it’s

frowned upon by

the nobles.

178

Princess Maker 2 is a Japanese RPG, but its US

release was an adventure by itself. In 1995 Soft-

Egg Enterprises began to localise the game into

English, but ran into countless delays. By the time

things were sorted out, no one cared anymore for an

MS-DOS game. Without an official English release,

the game became a cult hit after a beta version of the

translation was leaked and started to circulate in the

early 2000s. It was only in 2016 that the game finally

was officially released in English, via the Steam store.

The series is worthy of a closer examination, as

Princess Maker (1990) pioneered the sim-raising genre,

spawning many sequels and inspiring similar games. It

also helps that the game was developed by Gainax, the

anime studio famous for Evangelion. So let us abandon

all prejudices and dive into this often overlooked gem!

Princess Maker 2 takes place in a fantasy-medieval

setting, where players take the role of a retired war

veteran to whose protection was entrusted a young

girl. As her father, players must raise the girl from her

10th birthday until she turns 18-years-old, taking care

of her jobs, studies, training and adventures.

Each of those activities takes 10 days of a monthly

schedule you must plan for your daughter. Working

increases some of her stats but decreases others and

a potential pay depends solely on her performance.

For example, working as a lumberjack will increase

strength but decrease her sensibility. If she works well,

she returns home with a pay. Schools are expensive,

especially in the early game, but as your daughter

studies, she can advance into more expensive master

classes, which yield even more skill points.

She can also participate in more traditional RPG

activities: going on adventures bringing back money,

rare items and having special encounters (tip: usually

by camping near interesting locations). There are four

places to go through, each moderately more difficult

than the previous. Every area has plenty of surprises,

even if their size feels underwhelming. Adventuring

won’t usually take more than a third of the game’s time

for most players. Sometimes random enemies will

appear, engaging your daughter into battle. Combat is

very simple, and consists only of attacking with either

physical hits or magical spells and using items.

Stats include many skills and attributes, both

visible and hidden ones; oddly enough, attributes

don’t affect skills in any way. Your daughter’s starting

stats depend on her sign and blood type and she’ll

face various hidden checks during the game.

Depending on players’ goals each stat is more or

less useful (although some may take a part in a wider

variety of goals). Increasing them may be sometimes

a challenge in the face of ever-decreasing funds,

especially since developers have foreseen that most

players would make their daughters warriors on a first

playthrough, thus making it the most difficult path.

But pure might won’t take her far; only investing in

social skills can take her up in the social ladder.


“Mr. Okada [Gainax’s President]

told me that, because he was born a

man, he often failed to understand

women. He wanted a game where

he could experience how it would

be to live and die as a woman. [...]

I also had a game I wanted to make.

I loved Nobunaga’s Ambition, but

didn’t enjoy the battle scenes. I

wanted a game that was Nobunaga’s

Ambition, but only the parts where

you train subordinates. [...] The next

week I returned with a smile in my

face, saying ‘let’s make a game about

raising a girl’.”

– Takami Akai,

Princess Maker 2’s director

Don’t want your daughter to become a fighter?

Worry not, Princess Maker 2 features more than 70

different careers. Once she completes 18 years, the

game ends and she’ll follow a path depending on

how she was raised, as well as her friendships and

actions during the game. She can become a hero, a

dancer, a painter, a general, a queen, a martial arts

teacher, a BDSM queen, a nun, a writer, a luxurious

prostitute, a thug, a knight or even the Princess of

Darkness. Sometimes there is also an extra check to

see how well she’ll perform in a given profession.

Dancer’s success depends on constitution and only

intelligent thugs can avoid pursuit.

At mid-game your daughter gets, based on her

stats, a rival which she will have the pleasure of facing

at festivals. These festivals take place once a year and

she can participate in a combat, cooking, painting or

dancing challenge – all which wield fantastic rewards

and a great deal of fame.

What really sets Princess Maker 2 apart are its

choices and consequences. Is your daughter refined

and charismatic? Then a rich man in love will start

appearing and giving her free money. Did she sell the

sword she got from a king? It will be found and her

reputation will go down. Did she befriend a prime

minister? Then as a judge of a dancing competition

he will make sure she gets an easier time beating the

challenge. Did she slay many monsters? Then she will

stop having any remorse about it. Should she paint a

good painting, it will be displayed in her room. Those

little moments are what make or break a game, and

Princess Maker 2 is outstanding in this regard.

Driven heavily by stats and by player decisions,

Princess Maker 2 is a great game for players who enjoy

those aspects of role-playing games.

You won’t find challenging combat or deep

plotline here, but rest assured, it’s a game you will

want to replay, again and again. JMR

The game overflows

with stats, skills and

numbers, but not all

of them are under

your control, e.g.

if you don’t treat

your daughter well,

she might become a

stubborn delinquent.

There are nine

Princess Maker

games, most of

them released

only in Japan.

However, there

are various

Western spiritual

successors, such

as Cute Knight,

Spirited Heart

and Long Live

the Queen.

During battles you simply choose between using physical or

magical attacks, and hope that all that training was enough.

When out on adventures, your daughter might find wild

beasts, treasures and some very special encounters.

179


Veil of Darkness

Event Horizon Software, 1993

MS-DOS, FM Towns and PC-98

After releasing

Veil of Darkness,

Event Horizon

changed the

company’s name

to DreamForge

Intertainment.

The dialogue

system uses

both highlighted

keywords and a

text parser.

Combat is realtime

and based

on clicking on the

weapons in your

hands – an odd

mix of Diablo and

Dungeon Master.

Your health is

measured by a

body in a coffin.

180

Veil of Darkness is an odd game. You play as

a cargo pilot whose plane suddenly crashes

in a remote Romanian region. Saved by the

daughter of a local baron, you quickly realise that

leaving the valley is out of the question. Indeed, an

evil vampire called Kairn magically sealed the region

using mist, hence the name Veil of Darkness.

The good news is that an ancient prophecy foretold

your arrival, nominating you as the “chosen one”.

Your task in the game is to fulfil the prophecy

stanza by stanza (it’s a HUGE pamphlet), following it

almost as a quest log, to learn the tragic tale of Kairn

and eventually kill him.

Your biggest allies are in a camp of mysterious

gypsies, acting as advisers and healers. The story feels

unique, the dialogues are well-done and the gothic

atmosphere itself is gripping. If you are half the nerd as

I am, you’re already screaming “dark lord, gypsies, fog:

RAVENLOFT!” Too bad that the generic protagonist

feels out of place with his lack of personality and

outrageous yellow jacket.

Even if it’s sold as an RPG, Veil of Darkness is

more like an adventure game in the end. It’s possible

to smash hordes of enemies without breaking a sweat

and most of the bosses or special enemies are glorified

puzzles. Indeed, combat is in real time but not very

difficult, that is IF you possess the right weapon.

Like in every horror story, each monster is weak to a

certain type of weaponry. Movement and combat are

solved through clicking, giving serious Diablo vibes.

Before dealing with Kairn directly, various tasks

given to you by villagers and linked to the prophecy

must be dealt with: hunting down a werewolf, curing

a child from madness, laying a ghost to rest, etc...

Progression is left to the player’s freedom but lack

of certain key objects or weapons tend to limit your

options. Quests are solved through specific actions,

chain of dialogue or just getting a unique item. It’s not

rocket science but some thinking might be required.

In a nutshell, Veil of Darkness is a great adventure

game but not really a good RPG. It was Event Horizon’s

last attempt to mix both genres, as they went back to

make more orthodox CRPGs and the excellent pointand-click

Sanitarium. Still, I would recommend it for

the nice story and the Ravenloft vibes. TR


BloodNet

MicroProse, 1993

MS-DOS and Amiga

Vampires are pretty cool, but you know what is

cooler? Vampires in a cyberpunk setting. At

least, that is what Microprose thought when

they created BloodNet.

The premise is quite simple, you play as Ransom

Stark, a private eye living in a futuristic Manhattan.

One night’s flirting with a cute girl ends up going

south as he is bitten by a hundred-years-old vampire

cleverly called Abraham Van Helsing. Stark escapes

but is doomed to slowly turn into a fully fledged

vampire. The objective of the game is simple: destroy

Van Helsing and find the ultimate icebreaker to

destroy once and for all the vampire “virus”. It’s mostly

Shadowrun with a touch of World of Darkness.

Being half-vampire, Stark has a humanity and

a bloodlust pool. You must drink blood to keep

the bloodlust under control, but you lose humanity

when biting humans. The story and the dialogues are

intriguing and usually well-done. Ransom is a funny

character, the supporting cast is extremely colourful

and the vampire/cyberpunk concept eventually

grows on you.

BloodNet uses a lot of stats: combat, hacking,

social but also vampire-related skills. Party members

can be enrolled to expand your panel of actions.

The controls are point-and-clicks with gigantic

environments and very tiny pixelated characters

evolving through them. It’s not very good-looking

and some cutscenes use those god awful old early

3D renders. You can also hack into the cyberspace to

access “pits”, private sectors through specific keywords

to solve major puzzles or reach sub-quests.

Combat is awful and badly explained. It’s a basic

turn-based system, but some stats don’t make sense

and others are useless. For example, initiative never

works and damage ratings seem completely random.

It’s just a mess and once you understand that

only firearms and high-tech weapons are useful, you

just save-scum and power your way through.

BloodNet starts with an interesting premise,

develops it halfway but never truly succeeds in

turning it into a fun game. The ending is also a copout

and feels like a sequel-hook. Unfortunately for

MicroProse, the planned sequel – BloodNet 2000 –

was quickly cancelled. TR

One of the

characters,Benny

Puzzle, speaks

in crossword

puzzles. Here,

he’s offering to

buy you a drink.​

Besides the skill

trees, there’s

also a good

amount of items

for you to equip

your characters,

including unique

weapons and

armour.

181


Betrayal

at Krondor

Dynamix, 1993

MS-DOS

Betrayal at

Krondor had

quite the

interesting

development

history, and

it has been

described in

detail by lead

writer Neal

Hallford on

his website in

a series titled

“Krondor

Confidential”.

You’ll face several

kinds of enemies

in combat, as well

as puzzle-like trap

encounters that

require you to

navigate the area

in a certain way.

182

Betrayal at Krondor was released in 1993 and still

remains one of the best games the CRPG genre

has to show. The reasons for this are many, but

they all, ultimately, come down to the same thing –

BaK offers all the “major” RPG design aspects (combat,

exploration, narrative), and it does so splendidly.

The combat might appear basic on paper. You

control 2-3 characters on a small semi-isometric grid,

taking turns smacking down enemies that usually

outnumber you. The real deal, however, lies in the

details, as the combat in Krondor is very fiddly.

Taking damage lowers combat efficiency, spells

are interesting and plentiful, but cost health to cast,

and some enemies may come back from the dead or

run away when low on HP. Preparation is also vital,

since foes not only outnumber you, but also employ

dirty tricks such as poisoned or blessed weapons (and

contrary to many other games, poison in Krondor is

serious business). Thus, it’s always good to keep a large

supply of consumables of your own to boost your gear

and even the odds. Especially if you’re about to face

five angry Moredhel warlocks.

While the combat in Betrayal at Krondor might

not be particularly groundbreaking, it has one major

job that it accomplishes exactly as it should – to burn

through your supplies and put blocks in your way as

you explore.

Exploration is a key part of the game. Not only

is the gameworld huge and full of content, it also

opens nearly all of its landmass to you from the getgo

and encourages you to uncover it. The shortest way

towards your goal might be the most perilous one,

while side-paths, hidden dungeons and seemingly

unimportant villages may hold hints necessary to

understand the events that play out in the game.

Another great aspect of Krondor’s exploration

is how involved it is. Your party needs food rations

to keep going, and you have to watch out for rations

that are poisoned or spoiled. You can use various

spells to light your way in the night or hide yourself

from enemies. You can go anywhere you want, dig

up cemeteries, catch diseases and die on the way to

the temple because you forgot to pack the necessary

medication, or get exploded in a naphtha mine after

you try to use a torch.

There are also plenty of puzzles along the way,

including the famous Wordlock chests that open only

when you give the right answer to their riddles. The

only thing that could be said to spoil the exploration

a bit are the game’s graphics, which haven’t aged all

that well. Or, at least, the ones showing the regular

outside world because underground sections and

general artwork (and the glorious live actors in goofy

costumes) are all top-notch. Not to mention the

terrific music that accompanies you everywhere.

Finally, the area where Krondor probably shines

the most, and which no game to this day has managed

to topple, is its writing and narrative.


“Unlike other games whose

progression mechanic largely

revolved around ‘clearing out’ levels

and always moving forward, we

made a radical decision. Our game

world would be persistent. It would

exist – and change – whether or

not the player showed up to see

what was going on. In answer to the

classic zen koan, our answer was

yes, the tree would definitely make a

sound when it fell in the forest, but it

would be up to the player to decide

whether or not they were going to

be there to hear it fall.”

– Neal Hallford,

Betrayal at Krondor’s writer

The game is loosely based on Raymond E. Feist’s

Riftwar saga, a high-fantasy book series from the 80s,

although it doesn’t share that many common elements

with the books (which is probably for the best, to be

frank). If you’re familiar with Riftwar, you’ll probably

recognise many of the characters and past events

described in-game, but that’s it, really.

Still, this grounding in literature lends itself

well to Krondor’s general writing format. That is,

everything here resembles a book. The story is divided

into chapters, each switching between different

characters and locations. Messages show up on paper

pages, descriptions are detailed and robust, and there

are very few “functional” texts to find here, such as

“this doesn’t work” or “wrong item” – no, the game

always presents you an intricate picture of something,

such as a character trying something nonsensical and

saying he has to stay focused or he’ll be putting jam on

his sword and poison in his sandwich the next time.

But the style is not all, for the story in Krondor is

also one of the best around. The game presents you a

political intrigue with a hundred million billion twists,

turns and hidden layers, and it’s up to your party,

caught in the middle of this maelstrom, to make sense

of it. Plus, as said before, simply going from plot point

A to B is never enough. To really connect the dots you

have to investigate the whole world and gather clues,

or you’ll just keep stumbling around.

Betrayal at Krondor is, suffice to say, quite

possibly my favourite RPG of all time. When you think

of most other role-playing games, you’ll always find

yourself saying, “it’s a great one, but…”. In Krondor,

there are no “buts”. This game is great through and

through. It has no underdeveloped or bad sides, nor

does it fall apart as it keeps going.

It’s the closest we’ve ever got to a perfect entry in

the CRPG genre, and I’ll be willing to fight you to the

death to defend this statement. DR

Like a book,

Krondor’s story

is divided into

several chapters,

each following

a set group

of characters

pursuing a certain

objective.

While Betrayal

at Krondor

was based on

Raymond E.

Feist’s books,

it’s actually

a whole new

story. It was

later adapted

by Feist into

a novel called

Krondor: The

Betrayal.

Exploration is in first-person, and you’ll venture through

caves and dungeons besides the large overworld map.

Items, spells, weapons and actions are all presented in a

book-like fashion, instead of the usual descriptive texts.

183


The Legacy:

Realm of Terror

Magnetic Scrolls, 1993

MS-DOS

Magnetic Scrolls

was a British

company that

developed many

text adventure

games during

the 80s, such as

The Pawn (1985)

and The Guild of

Thieves (1987).

The Legacy was

their last game.

The visuals of the

game were very

advanced for the

time, and the

interface is based

on resizeable

windows that can

be moved around.

The Legacy presents

several pre-made

heirs for you to

choose, such as a

retired marine, a

businesswoman

or a journalist,

but you can also

create your own.

184

The Legacy casts you as the heir of a mansion.

As soon as you enter it, the door locks itself,

zombies infest the hallways and you begin to

find disturbing notes detailing occult rituals.

If this sounds similar to Alone in the Dark (1992),

released in the same year, that’s because it is. A lot. They

even share a heavy Lovecraftian tone, even if the manual

insists that The Legacy was inspired by Edgar Allan Poe’s

The Fall of the House of Usher story.

However, while Alone in the Dark was about

puzzle-solving and a few deadly monsters, The Legacy

is an RPG. A dungeon crawler, to be precise. Each

level is a twisting maze, filled with one-way doors,

traps, teleporters and secrets – challenging to navigate

even with the help of the on-screen mini-map.

Monsters are also plentiful. From zombies to

extra-dimensional beings, be prepared to fight a lot.

Combat is in real time, much like Dungeon Master,

and each victory gives you XP to improve your stats

and skills – but will likely also cost valuable resources.

And that’s the challenge: resource management.

Health items are extremely rare, as are bullets and

crystals that restore magic power. You can rest to heal,

but only at rare safe areas – and sleeping makes you

hungry, so you’re limited by food availability.

As such, Realm of Terror can be a very difficult

and frustrating game – one that might force you to load

an old save file or even restart if you wasted too much

ammo, magic or health early on and can’t proceed.

Its first few hours can be punishing for newcomers,

especially if they spent points on the “wrong” skills,

but that’s also when the atmosphere is at its best.

Sadly, once you’re better prepared, the tension

dims and inventory management becomes the main

challenge. The game has dozens of weapons, items

and puzzle pieces, but you can carry very few of them

at once. You’ll often find a puzzle and be forced to

backtrack to grab its solution. Luckily, the monsters

don’t respawn – if you bothered to kill them.

Overall, The Legacy is an exotic and charming RPG,

with a presentation ahead of its time and some tense

moments. But once its Lovecraftian monsters become

trash mobs, most of that atmosphere vanishes. It’s still

great for dungeon crawler fans, but it’s easy to see why

Alone in the Dark is the superior horror game. FE


Hired Guns

DMA Design, 1993

Amiga and MS-DOS

Multiplayer RPGs released before the Internet

came along are rare treasures. While they’re

often limited in some manner, they more

than make up for it with the joy of not being alone in

front of the computer.

Hired Guns is such a game, one that aims for those

aspects of gaming: the companionship of friends and

teamwork. This real-time dungeon crawler allows up to

four players to squeeze in front of a single computer to

control a band of mercenaries on a top-secret mission.

The game pays for its multiplayer focus by being a

very “lite” RPG. There is no character creation process:

players pick their merc(s) from the pool of 12 available

characters, and besides included gear, three barebones

stats and a Human/Droid race factor, there is

nothing more to speak of in RPG terms. The XP only

serves as a high score counter, nothing more.

What helps give each character an identity is

their gear. The medic carries health kits and a stun

gun, the combat droid lugs a mini-gun about and the

mystery woman packs a plethora of psi-amps, the

game’s version of magic spells. These limited-use items

do things like act as weapons, build bridges, teleport

players and generally affect the terrain in various ways,

and are often essential to completing each stage.

There are three game modes on offer: practice

stages, single missions and the long story campaign.

Gameplay in each one boils down to finding keys,

killing baddies, solving environmental puzzles and

reaching the exit, sometimes under a time limit.

In order to fit in the multiplayer the UI has been

streamlined to a bare minimum: each character gets

25% of the screen, with tabs for their first-person

view, inventory, stat page and map display. Playing

with the mouse is surprisingly intuitive, but not so

much with the keyboard and joystick.

Hired Guns is truly a case of “the more the

merrier”; playing alone has you control four mercs at

once, while 2-player mode splits them evenly and 3

and 4 players get only one merc each, which is where

the game truly shines.

The campaign is long and challenging and I

strongly advise tackling it with a couple of friends,

just like I did in 1995, hence the fond memories I have

of this game. ÁV

A reboot of

Hired Guns was

being made in

the late 90s, as

a multiplayer

mission-based

FPS. The game

was cancelled,

but a demo is

still available

for download.

Character

selection screen,

showing one of

the 12 playable

mercenaries.

Each comes with

unique stats and

inventory.

A four-player

game where

each character

is accessing a

different screen:

first-person view,

map, stat screen

and inventory.

185


Dark Sun:

Shattered Lands

Strategic Simulations Inc., 1993

MS-DOS

The Dark Sun

setting was

quite popular

in American

prisons. TSR

received a lot

of fan mail

from prisoners,

who identified

themselves

with the slave

gladiators.

Dark Sun is an

AD&D campaign

setting, but its

ruleset allows

you to play with

some exotic races

and classes, such

as a Thri-Kreen

Psionicist, a Half-

Giant Gladiator or

a Mul Preserver.

186

Athas, the world of Dark Sun, was once a planet

full of life. It was turned into the desert by

power-hungry and mad wizards thousands of

years ago. Here we follow the story of four unlikely

heroes. Slowly rotting away in a prison of city-state

Draj, awaiting their death in the gladiator arena. Will

they rise and change the face of unforgiving Athas? Or

will they become more forgotten souls whose corpses

will be buried under the never-ending sea of sand?

The game starts with party creation. Dark Sun is

an AD&D campaign setting, so things should be quite

familiar. You can choose the race of your characters, their

alignment, their professions and adjust basic attributes

like strength, dexterity or wisdom. There are no skills,

feats or perks as we expect from the games of today.

There is, however, one thing that sets it apart

from other RPG games of its time: Psionics. Each

character has psionic abilities that allow them to

disintegrate animate objects, absorb diseases or

transform your arm into a weapon. Beware though,

almost all intelligent creatures on Athas have such

abilities, and they will not hesitate to use them.

Your party begins as slave gladiators, forced to

fight monsters to the death in the arena. The world of

Dark Sun is presented in top-down, slightly isometric

view, and fights are turn-based. The well-designed

interface is entirely mouse-driven, presented with

self-explanatory icons and is very easy to use.

In between the fights you wander around pens

talking to their inhabitants, solving small puzzles and

mini-quests. This is where you’ll slowly notice some

of the great elements of Dark Sun. The dialogues offer

a great amount of text and options for the players, and

most, if not all, of the quests have multiple solutions,

allowing you to choose whichever approach you like.

Since you don’t want to spend the rest of your

days counting hay straws and occasionally fighting for

the amusement of Average Joe, you need to escape.

If you want to use the brute-force approach you can

hack your way out, even teaming up with another

gang; or if you want to avoid confrontation altogether

you can try to bribe the Templars. This gives the game

an enormous amount of replayability. You can play

Dark Sun over and over and you will always find new

quests and new ways how to complete them.

After escaping the pens, the main quest begins:

to rally the free villages in a fight against the mighty

army of city-state Draj. They are preparing a military

campaign that is supposed to wipe out all ex-slaves.

This is another example where Dark Sun shines: its

openness and non-linearity. You want to help all

villages or none at all and face the army by yourself?

You can! Want to investigate a remote cave, visit the

travelling caravan or go deep into the lair of a mad

wizard? It’s up to you where to start and where to go

next. The game is divided into over 30 areas, each a

huge open space with many quests, adding to nice

40+ hours of gameplay.


Dark Sun’s dialogues look average today, but they were novel

at the time, offering players plenty of text and options.

Every character in Dark Sun can use Psionics, but

you’ll also see many of the traditional AD&D spells.

The combat system is turn-based, using the AD&D ruleset,

but the UI keeps things simple and accessible.

The sequel, Wake of the Ravager, expanded the game in

every sense, unfortunately even in the amount of bugs.

While exploring the game areas you’ll face many

adversaries. There will be zombies and spiders, but

these are just a nuisance. The real test of your skills

will be fighting extra-planar Tanar’ri, 15-foot-tall

Mountain Stalkers or the huge Mastyrial scorpions.

And it’s not only the fauna that wants to kill you.

Forget what you learned about fantasy races from all

the Tolkien-derived worlds out there – here Halflings

are xenophobic cannibals, elves are honourless

nomads and none of the other races are any better.

Graphically, Shattered Lands is very pretty, with

nicely drawn environments, each area with its own

distinctive look, feel and unique variety of monsters.

Unfortunately the game was set back by low-quality

animations and numerous bugs. While I have not

encountered a critical one, there were occasional

hiccups where I had to restart the quest or go back to

previous save positions.

The story continues in the follow-up game, Wake

of the Ravager (1994). Our heroes arrive at the city of

Tyr and need to stop the coming of the dragon.

In short, Ravager is bigger, louder and much

more buggier. Sprites got much bigger, animations

were improved and the overall mood became much

grittier and dark. The atmosphere was improved by

voiced dialogue, new cutscenes and a great CD-audio

soundtrack. Sadly, some of the bugs were gamebreaking

and you could face a complete restart of your

game due to an inability to finish one of the main quests.

The Dark Sun saga was concluded in Dark Sun

Online: Crimson Sands (1996), a short-lived online

RPG, preceding the likes of Ultima Online. Its brief

history is one plagued with development and budget

issues, many bugs and rampant cheating by players.

Dark Sun: Shattered Lands was supposed to be

a breakthrough for SSI, but it was plagued by bugs

and delayed releases. Furthermore, the game was

the product of a transition era – ahead of its peers

in many aspects, such as the UI, the open areas, the

dialogues, and the multiple quest solutions, while also

struggling on how to implement these features. Give

Dark Sun a spin, you won’t be disappointed. BM

You can

transfer your

party from

Shattered

Lands to Wake

of the Ravager.

This, however,

will cause all

enemies to

have twice the

HP, which will

make the game

really hard.

187


Lands of Lore:

The Throne of Chaos

Westwood Studios, 1993

MS-DOS

Not only is

the artwork is

fantastic, but

the game is fully

voiced, with

Patrick Stewart

cast as the King.

The game is full

of little details,

such as how

the characters’

portraits reflect

their injuries.

188

Westwood Associates had a great run with

SSI’s Eye of the Beholder and its sequel,

before Virgin Interactive snatched them up

in 1992, renaming the development house Westwood

Studios. In 1993, they put their experience to good use

with Lands of Lore: The Throne of Chaos.

Now free to build their own rules, they took the

AD&D crunch found in EotB and tried to make it less

intimidating, while providing no less of a challenge.

Much like titles from the Gold Box and Ultima

series, the game came with a more technical manual

explaining the interface and separated the fiction out into

a separate book. It detailed the evil of Scotia, her Dark

Army, and a short, mythic history of the land which laid

out the foundations for Westwood’s new world.

Players chose one of four heroes to take up the

quest up with, each with their own strengths and

weaknesses from the scaly Ak’shel and his magic to

the roguish Kierean, the well-rounded Conrad or the

straight-up basher Michael. Up to two NPCs could

eventually also join your chosen hero, making it more

of a “blobber” experience.

Attributes were cut down to two catch-all bins –

Might and Protection. Skills were similarly shortened

to three major categories – Fighter, Rogue, and Mage.

But instead of using experience points to determine

your character’s development, Lands of Lore followed

the example of titles such as Dungeon Master in

making it so that using actions most associated with

each character would improve them over time.

The game was also relatively linear as you fought

through one zone after the next during the quest, but

the first-person 3D world Westwood put together

was like EotB on pixelised steroids. Outdoor areas,

towns, and traditional dungeons peppered with traps,

hidden switches, beasts that could dissolve weapons

or disarm players, and interactive NPCs celebrated

Westwood’s last dalliance with grid-based dungeon

-crawling all automapped for your pleasure.

Tough, brutal encounters and dungeons later

in the game were offset only by the ability to rest

anywhere, but Lands of Lore knew when to take the

gloves off and punished unprepared players despite its

deceptive simplicity. It’s a formula that holds up well

even today, and a crawl still worth delving into. RE


DreamForge Intertainment, 1993

MS-DOS

Dungeon Hack

Dungeon Hack is, sadly, a good idea poorly

implemented. The game employs a reworked

version of the Eye of the Beholder engine

to create a real-time single-character graphical

roguelike that allows you to customise its random

dungeons. It also offers some new features, such as the

addition of an automap and a new class – the Bard.

However, making it a real-time single-character

roguelike that uses the AD&D 2nd edition rules is

also what virtually damns it.

Dungeon Hack is a very straightforward roguelike,

in which you descend through a dungeon without

any sort of shop or rest stops along the way, killing

monsters and finding loot in a randomly generated

labyrinth with simple puzzles normally involving

putting a dozen keys into a dozen types of door until

you find or kill the objective at the bottom of it.

Along the way you’ll battle some of the over fifty

monsters present in the game – including liches and

invisible feyrs – and face hazards such as underwater

levels, anti-magic fields and starvation.

Yet between the over-reliance on die rolls, the

awkward challenge of quickly controlling your actions

in real time and its AD&D adaptation, having a

properly fun time is distressingly just out of range.

Given that TSR’s AD&D rules are designed for

turn- and party-based RPG combat, it should be no

surprise that they are troublesome in a game built

around a single character exploring a dungeon in real

time. There was no effort in adapting the rules, so

classes such as the Bard, Mage, and Thief are practically

useless, as the game hardly provides any benefit to

playing them. Most locked objects require specific

keys, and the combination of real-time combat with

a slow spell interface make the Mage virtually useless

and easily killed here.

Had Dungeon Hack been a party-based roguelike,

the issues with its constant “Save or Die” elements

would have been lessened, and more than a handful

of character builds would be genuinely viable.

As it stands, the game is only worth trying if

you are a big fan of the roguelike genre, willing to

overlook the obvious gameplay flaws. It’s just sad that

the concept behind Dungeon Hack had so much more

potential than the game was able to deliver. RM

The graphics

are improved

over the already

excellent Eye of

the Beholder. The

added mini-map

is also welcome.

One nice touch

is being able to

customise the

random dungeon

and then share it

with your friends.

(You can also

get rid of boring

level-draining

undead.)

189


Forgotten Realms:

Unlimited Adventures

Strategic Simulations, Inc, 1993

MS-DOS and Mac

You can check

the Unlimited

Adventures

Hall of Fame

to learn all

about FRUA’s

most popular

modules, then

download

the modules

from frua.

rosedragon.org

While FRUA

was somewhat

limited at first,

players have since

created tools to

allow for custom

classes, races,

stats, artwork

and music.

190

The popular “Gold Box” series began in 1988

with Pool of Radiance and now, after six years,

twelve games and several big changes in the

industry, it was showing its age. SSI then concluded

the series with Forgotten Realms: Unlimited Adventures

(FRUA), a toolset intended to allow aspiring designers

to create their own Gold Box-like games, replicating

most of the functions that existed in the core games.

At first FRUA had some hard limitations on what

could be changed, but they were eventually overcome

with the use of hacks, such as UAShell. These hacks

allowed a designer to introduce a multitude of

changes to the default Dungeons & Dragons modules

and create other styles. Since the toolset’s release, the

FRUA designers have developed all kinds of fantasy

modules, as well as science fiction, cyberpunk, horror,

humour, superhero and even anime-style modules.

Over the years, a community of devoted followers

has sprung up around the FRUA toolset. This collection

of designers, hackers and players continually keep new

innovations and modules (also referred to as “designs”)

coming out at a regular intervals.

The community hosts a forum at www.ua.reonis.

com, releases an occasional newsletter and even holds

module creation contests based upon various themes.

They post reviews of modules, both new and old, in

order to help new community members find the bestquality

scenarios to suit their needs.

No mention of FRUA could be complete without

a discussion of the actual modules created for it. Many

of them rival the original Gold Box series of games in

design, scope and ambition.

Those looking to stick with D&D need look no

further than Ray Dyer’s massive “Realm” series. This

group of 40+ modules translate many popular AD&D

tabletop modules into playable FRUA scenarios.

Everything from “The Keep on the Borderlands” to

“The Temple of Elemental Evil” to even a remake of

“Pool of Radiance” can be found within Realm.

Original AD&D-style modules exist as well,

including Ben Jockish’s “The Sect,” John Rudy’s “The

Guild” and Ben Sanderfer’s “AT1: Dark Alliances”. These

adventures can take players through Dragonlance,

the Forgotten Realms, Greyhawk or any number of

AD&D’s established worlds, and anyone who wants to

roll up a party and delve into deep dungeons looking

for treasure is likely to find a lot to love.

Science fiction modules are less prevalent but still

popular, with several of them being based upon Buck

Rogers (in the style of the SSI’s Buck Rogers games).

Harri Polsa has created a series of sci-fi modules

around his main character, Millar Jade Vanderholle,

though they have met with some controversy due

their explicit sexual nature.

All modules are classified as either “Vanilla”,

which uses only FRUA’s assets, “French Vanilla”, which

adds new artwork, or “Hacked”, which has extensive

changes and requires the use of the UAShell mod.


Areas are 24x24 squares in size and can have multiple

tilesets at once, making for large and diverse dungeons.

Besides the first-person exploration, you can also create

overland maps with events and random encounters.

“Hacked” modules use UAShell to have more flexibility,

allowing them to modify FRUA’s rules and appearance.

It should also be mentioned that, while intended

primarily as a tool to create scenarios, FRUA did

ship with a sample adventure called “Heirs to Skull

Crag”, a forgotten 13th entry in the Gold Box line-up.

However, its reviews have been less than favourable

in comparison to the SSI classics that preceded it.

Given the limitations of FRUA, it was only a

matter of time before someone began work on a sequel

to the toolset in order to remove those limitations.

In development since 1995, Dungeon Craft has

seen several modules released for it. The advantages

of this toolset include being able to run natively in

Windows, the use of high-resolution artwork and

having an unlimited number of events and art assets.

The disadvantage is not being compatible with FRUA

modules. The engine is open-source, and still under

development, with a large following all of its own.

Another spiritual successor, the IceBlink Engine,

was kickstarted in 2012. Combining parts of FRUA and

BioWare’s Neverwinter Nights, it can be used to create

modules for both Windows and Android systems. It is

still lacking in features, but its future looks promising.

Some modules have a bigger focus on storytelling and

will provide a pre-made character for players to use.

Despite developments on these systems, though,

there still remains a hardcore following for FRUA and

its modules. New breakthroughs in hacking the engine

continue to happen and designers find new ways to

excite players through inventive use of artwork and

storytelling. For a toolset that is nearly 25 years old,

FRUA has stood the test of time.

As members of the community like to say: so

long as there are adventures to be played, there will

be someone there to play them. And so long as there

are stories left to tell, there will be someone there to

create them. BE

Mods:

UAShell: An important tool that applies the hacks

within a module’s directory, such as custom art and

music, then reverses those same hacks when the player

is done. It contains several tools to help designers affect

changes within the FRUA engine, so running a hacked

module without UAShell can lead to strange results and

even the odd bug or crash.

SSI abandoned

FRUA within a

year of release,

leaving some

bugs behind.

The FRUA

community has

since released

their own

unofficial 1.3

patch, fixing

several issues.

191


Ultima VIII:

Pagan

Origin Systems, 1994

MS-DOS (Windows, Mac and Linux)*

You witness an

execution as soon

as you arrive,

setting the grim

tone of the game.

No one knows

about the Avatar

here, and they

won’t hesitate to

execute you.

192

*Pentagram

is a fan-made

open-source

program

that enables

Pagan to run

on modern

computers.

Ultima VIII: Pagan is overall the 13th game

to bear the Ultima name, and it is one of

the franchise’s most controversial entries.

Rushed out, much of the game was scaled back, cut,

or – at worst – left unfinished in the final product.

The material that remained in the game unscathed

suffered from a strangely disjointed sense of direction,

as if competing development ideologies had not yet

been hammered into a cogent whole. A dark – at times

even morbid – tale of Machiavellian ethics and moral

expediency contrasted sharply with an inexplicable

focus on jumping mechanics and Super Mario-esque

platforming – leading some to derisively dub the game

“Super Avatar Bros”.

Yet despite its monumental development woes

and lack of overarching direction, Ultima VIII remains

a compelling and distinct entry in the Ultima series –

foreboding, unfamiliar, viciously morally ambiguous,

and possessed of a truly unsettling, claustrophobic

atmosphere. Had it been given the care it deserved,

it may have proven a worthy successor even to the

mighty Ultima VII duology.

Instead, it is an enduring testament to the way

in which the “business” side of the gaming industry

can cripple a promising project – a hard lesson, and

unfortunately still a very relevant one today.

The narrative of Ultima VIII begins directly

where Ultima VII: Serpent Isle ends. The Avatar finds

himself helpless in the hands of the Guardian, an evil

invading deity hell-bent on conquering the Avatar’s

adopted fatherland, Britannia. In order to punish

the Avatar for continually meddling in his plans,

the Guardian exiles him to the eponymous Pagan, a

barren land of darkness. From there, the Avatar must

search for a way to return to Britannia – all along in

a desperate race against time, as the Guardian has

already begun his grim conquest.

Though Ultima VIII’s story functions as a direct

continuation of the Ultima VII duology, the gameplay

mechanics are substantially different from its two

immediate predecessors – and even, to varying extents,

from any of the previous games in the series. Gone is

the slant-overhead camera perspective of Ultima VII –

Ultima VIII was the first, and is currently the only, game

in the series to have a pure 3D-isometric perspective.

The Avatar’s “companions”, iconic party members

present even in the earliest games, are missing for the

first time – the Avatar must journey alone.

The turn-based, battle-scene combat of earlier

Ultima games had already been simplified in Ultima

VII into a more fluid, real-time action system; in

Ultima VIII, that system was even further simplified

– some would say devolved – into what is, for all

intents and purposes, “hack and slash” combat.

The magic system was also overhauled from the

one found in Ultima VII – spells now require a lot

more effort and time to cast, arguably marginalising

them in favour of weapon-based attacks.


“With Ultima VIII, I wanted to be

even more severe with the sinister

elements. That’s where your

character went off to the land of

Pagan, which was the Guardian’s

home world. This world wasn’t

your standard, virtuous goodygoody-two-shoes

setting, to the

point where, if you tried to uphold

the goody-goody-two-shoes life

in the game, you couldn’t get

anywhere.”

– Richard Garriott,

Ultima VIII: Pagan’s producer

The newly added platforming sequences are

a chore by any metric, but the initial release of the

game coupled them with absolutely horrific jump

controls, clunky enough to be virtually broken. The

initial uproar caused by these jump mechanics was so

vehement that EA released a patch altering them into

a significantly more manageable endeavour.

So – with all of these caveats, flaws, questionable

design choices, and development woes, what worth

does Ultima VIII offer? For one, the atmosphere

holds up incredibly well. Despite the many cuts and

revisions, the developers have still managed to craft a

compelling, alien world, full of oppressive dread and

an inescapable sense of vulnerability. The Avatar is a

stranger in Pagan, and the player, too, is meant to feel

like a stranger – alienated from the grim, featureless

landscape, the vile NPCs, and even from the Avatar,

who commits progressively more uncomfortable

atrocities in his urge to return to Britannia.

Even today, Ultima VIII’s depictions of bloody

human sacrifice and demon summoning can still

provoke shock and disgust. The narrative – though

fraught with plot holes, dropped arcs and other

inconsistencies – nevertheless communicates its main

theme quite viscerally: that the Avatar, in pursuit of

his own “just” ends, is systematically perverting and

shattering his own code of virtues.

At the game’s conclusion, it is clear that the

Avatar’s victory is Pyrrhic at best; and at worst, it is not

a victory at all, but rather the final collapse of a moral

code that the Avatar has spent many Ultima games

striving to uphold and protect.

Ultima VIII is a very disappointing example

of squandered potential. And yet, beneath all of its

faults and missteps, there lies within it an important

philosophical counterpoint to the naive optimism of

Ultima IV: take care that you do not abandon your

virtues, even in pursuit of the greater good. CR

The Guardian is

worshipped in

Pagan and his

voice constantly

taunts you,

providing false

hints, laughing at

your actions and

describing how

he’s destroying

Britannia.

An expansion

called The Lost

Vale and a CD-

ROM enhanced

version were

planned, but

both were

cancelled due

to poor sales.

Read more

about The

Lost Vale on

page 508.

Each school of magic has a different way of preparing

spells – such as arranging reagents on a pentagram.

To jump you must press both mouse buttons at once.

I assure you, it’s even more awkward than it sounds.

193


ADOM

Ancient Domains of Mystery

Thomas Biskup, 1994

Windows, MS-DOS, Amiga, Mac and Linux

Thomas

Biskup created

an Indiegogo

campaign in

2012 to fund a

‘rebirth’ of ADOM’s

development.

It raised $90,000.

ADOM uses nine

main stats and over

40 skills you can

level up and train

for, as well as a

corruption system

which incurs random

mutations, such as

gills or acid blood.

194

I

was lucky enough to have a home computer in the

early 80s. I learned how to read and type by playing

interactive fiction games and roguelikes. The high

difficulty and complexity of those early roguelikes

means that many of them have been a fixture in my

life for decades, and of those early roguelikes, ADOM

(Ancient Domains of Mystery) has meant the most to

me over the years. The first release of ADOM was in

1994, and development continued until 2002. In 2012,

development resumed following a successful crowdfunding

campaign.

The first time I played ADOM it felt like a

missing connection between interactive fiction

and roguelikes. Interactive fiction games (the early

Zork games and Colossal Cave Adventure tend to be

the most enduring examples) give you the feeling

you’re exploring real places: handwritten stories

embroidered with puzzles, and rooms furnished with

enough clues to solve those puzzles but written to

suggest a lived-in world beyond that room.

Rogue, the game that gives ‘roguelikes’ their

name, was an attempt to solve a specific problem with

interactive fiction: once you figured out the puzzles,

there was little incentive to play them again (beyond

the comfort of returning to a beloved film or novel).

The way that roguelikes tried to solve the

problem was to focus on procedural generation: the

task of world-building was collapsed into algorithms

that would build it anew every time the player

embarked on a new quest. However, in the quest

to produce the perfect “forever” game, most of the

world-building was given over to the cold thrashing

jaws of procedural generation.

ADOM differentiates itself from other roguelikes

right from the start: before players begin the game,

they are invited to “Embark on the Postcard

Adventure” – an option on the main menu that lists

Thomas Biskup’s home address with the simple request

to send him a postcard if they enjoyed ADOM. It’s a

remarkably human gesture in a genre of game that

established itself as a vector for cold machine logic.

During character creation, there are 12 races

and over 20 classes to choose from. Certainly, some

combinations are more effective than others, but the

game will let you pick any combination you want. In

keeping with the concerns that motivated Rogue, the

choices you make during character creation will have

a major impact on how the game plays out.

Once you’ve created your character, a short

passage describing your upbringing is generated,

populated with some events that relate to your

race and class. It’s a brilliant way to prime players,

something that later roguelikes would replicate and

build upon to great effect.

After this, ADOM does what made me fall in

love with it, something that cut against the established

orthodoxy of roguelikes up until that point: ADOM

drops you right into the mountainous Drakalor Chain

of the world of Ancardia; not the top floor of an

astonishingly deep dungeon, but a whole corner of the

world, full of caves and towns and dungeons.


“ADOM was inspired by several

roguelike games: most prominently

NetHack, Angband as far as early

visualisations go and Omega for the

wilderness area. The commercial

RPG Wasteland (IMHO still the

best computer RPG ever) was

the prime sample as far as open

storytelling goes, the pen-andpaper

RPG Warhammer provided

the inspiration for Chaos and

Corruption.”

– Thomas Biskup,

ADOM’s creator

While dungeons are procedurally generated, the

overworld in ADOM remains static. The starting town,

Terinyo, is always in the same spot, as are the dungeons.

Ancardia is a lived-in mess of a place, with quests

to complete and people to meet. The quests come in

a range of flavours: many require the player to kill a

monster somewhere, some are epic, world-changing

fare – stop (or join) the chaos that threatens all of

Ancardia – and, to my delight, a few are cheerfully

banal: save a cute puppy at the bottom of a dungeon.

ADOM is an important game in the roguelike

canon, but what does that mean to someone who hasn’t

followed the genre for decades? At the time of writing,

Biskup has made good on his promise to implement

graphical tiles and release the game on Steam. He has

added an indispensable tutorial mode and a range of

difficulty options, making ADOM one of the most

accessible traditional roguelikes on the market.

Many traditional roguelikes, for all their

procedurally generated content and complexity, still

dabble with handcrafted sections, but that authored

content is often exclusively focused on small puzzles

that are disconnected from a wider world.

If you are not already sold on banging your

head against a vertical difficulty curve, there’s little

there to motivate you to stay; very few of those early

roguelikes care about the stakes of a wider world

beyond their dungeons.

ADOM’s gambit is that there are wider stakes

than simply getting the MacGuffin or killing the evil

in the dungeon. It’s no surprise that ADOM’s design

decisions inspired some truly phenomenal modern

roguelikes, such as Tales of Maj’Eyal (2012) and Caves

of Qud (2015). But what really makes ADOM special

is how it still holds up even in the context of that kind

of competition, even after so long. RP

ADOM’s fixed

world map

was inspired

by another

roguelike, Omega

(1988), and

would set it

apart from other

roguelikes.

If you want to

know more

about ADOM’s

history, check

out this 2016

presentation

Thomas Biskup

gave at the

Roguelike

Celebration

event.

ADOM Deluxe,

sold on Steam

since 2015, comes

with graphical tiles,

mouse support,

achievements,

more gameplay

customisation

options, special

challenges and

other nice updates.

195


Al-Qadim:

The Genie’s Curse

Cyberlore Studios, 1994

MS-DOS

Cyberlore

Studios was

founded in

1992 by ex-SSI

developers.

Later they

partnered with

their former

employer to

make Al-Qadim

and Entomorph.

Al-Qadim combat

and puzzles are

simple, but wellexecuted,

similar

to those on the

2D Legend of

Zelda games.

The dialogues are

interesting and

well-written, but,

despite the many

choices, few of

them have actual

consequences.

196

Al-Qadim is not your typical RPG. Usually,

CRPGs are about experience points, stats,

numbers, skills, plethora of weapons and

huge amounts of choices. And although Genie’s Curse

is based on the obscure AD&D setting Al-Qadim,

the game is nothing like that. You play a predefined

character and you won’t ever need to check your stats.

Yet still this game is for me one of the best role-playing

experiences I have ever tasted. Why, you might ask?

Al-Qadim puts you in the curly shoes of a corsair

finishing his training. Note that you are not a corsair

in the ordinary meaning – on the contrary, you are

a law-upholding hero, part of a respected family, that

adheres to a strict code of honour and is always helpful to

anyone in distress. That’s what I liked about the game, it

moves away from statistics and numbers to what I find

really important: character and storytelling. It’s true,

you don’t have much choice in how to play the game,

and the story tries to keep you very strictly on rails, but

in exchange it gives you the opportunity to really create

a connection with your character.

As you return home, you are joyously welcomed

by your family. That time is, however, cut short due to

a tragic event – your family’s genie has attacked the

ship of the Caliph. With your parents now in prison,

it’s your task is to find who is responsible for this. For

that you’ll battle foes with a very simplified real-time

combat and overcome many puzzles, usually based

on switches and maze navigation. When you are not

fighting or getting lost, you’ll be testing your wits

during conversations with NPCs.

The Al-Qadim setting is heavily influenced by

the Arabian Nights stories, so during your travels

you’ll seek advice from a sorceress, solve riddles from

djinns, sail the seas on a magical ship, ride on flying

carpets and other fantastical adventures. The game

has beautifully drawn graphics, with vivid details, that

give it a fairy-tale feeling. This atmosphere is further

enhanced by its rich Arab-inspired MIDI music.

Al-Qadim is worth trying for various reasons.

If you love good storytelling and you would like to

relive your childhood, when the fairy tales were full

of true heroes with pure heart, then it is definitely a

game for you. Just don’t come in expecting the complex,

stat-heavy RPG experience of other SSI titles. BM


Legend Entertainment, 1994

MS-DOS

Superhero

League of Hoboken

After releasing Zork in 1980, Infocom ruled the

text adventure genre during the 80s. When

the company was purchased by Activision in

1989, a few employees decided to jump ship and set

up their own company, called Legend Entertainment.

Their first games, such as the Spellcasting series,

were roughly text adventures with static images and

a friendly interface. However, in 1994, armed with a

new engine, Legend tried something truly unique.

Created by veteran Steve Meretzky, Superhero

League of Hoboken is a humorous Adventure/RPG

hybrid about a team of ridiculous superheroes who

live in post-apocalyptic New Jersey.

As the Crimson Tape, a hero whose only power

is to create organisational charts, your task is to gather

a team of similarly underpowered heroes and wisely

use them to complete various missions.

These missions are solved in the usual old-school

adventure game fashion: you collect countless weird

items, using them and your “unique” powers to create

rather unusual solutions – like playing Frank Sinatra

songs to kill an army of evil pigeons.

The game, however, is explored via an RPG-like

world map, where you can freely travel from your HQ

to various locations, such as villages, stores, museums

and decayed landmarks. More areas open as you learn

to cross rougher terrain and acquire subway passes.

You’ll also face random battles against bizarre

creatures, like psionic evangelists, mutant bureaucrats

and even a robotic version of Richard Nixon. Combat

is turn-based and very simple, even though it allows

for 9 party members. Most heroes will just melee or

shoot, but a few weird powers like Tropical Oil Man’s

“increase foe’s cholesterol” can be quite useful.

The downside of this unusual mix of genres is

that you’ll spend a lot of time walking across the huge

map and battling monsters while trying to figure out

the puzzles. Often the item you need for a mission is

on a dangerous and undiscovered area far away, or

even only available as a rare drop from battles.

What holds everything together and keeps the

game enjoyable is the brilliant writing. From missions

about buying guacamole to lawyers suing your party

mid-battle, Superhero League of Hoboken manages to

be as funny as it’s flawed. FE

Legend would

still produce

a few more

games, such as

the cult classic

Deathgate.

It then closed

down in 2004.

Some items are

used for puzzles,

others to reach

new areas, and

a few will even

increase your

stats or give

characters new

superpowers.

The RPG side is

very accessible,

with a simple

turn-based

combat system,

few stats and

heroes that

automatically

wear their best

equipment.

197


Realmz

Fantasoft, 1994

Mac and Windows*

*The Windows

version of

Realmz is

outdated and

doesn’t have

the Divinity

toolset. It’s

advised to

play the Mac

version, using

emulation

software such

as Basilisk II or

SheepShaver.

Realmz was quite

ahead of its time,

allowing events

to be solved in

multiple ways:

dialogue choices,

skill checks,

special items,

spells, etc.

198

Countless adventures across countless realms

– this might as well have been the slogan of

Realmz. Developed primarily for Macintosh,

Realmz is a game that proudly wore its genesis in

the 90s on its sleeves – bright colours, an incredible

assortment of character creation options, plus a

shareware philosophy and business model that led to

an incredible staying power, even as time wore on.

On first running Realmz, the player is presented

with a single “scenario” that they can play to their

heart’s content: the City of Bywater, a simple and

relatively bare-bones adventure that could be

completed in the haze of a summer afternoon. Not

counting the areas sealed off until you paid for and

registered your copy, that is.

Despite the simple and relatively spartan roots,

Bywater is still a fun and surprisingly versatile little

adventure. And behind it lies Realmz’s incredibly

complex character creation system. The plethora of

options and statistics is astounding, allowing you to

create truly complex parties of up to six characters,

with exotic heroes such as Leprechaun Cabalists,

Kobold Crusaders and Vampire Dabblers.

Each of the 19 races and 20 classes – or castes,

as they are known in Realmz – also possesses other

advantages or disadvantages, such as fire-resisting

demons or regenerating lizardmen. Stats range from

movement and attacks per round to racial resistances,

hated enemies and even complex ageing charts.

Fine-tuning your party leads to one of Realmz’s

many surprising strengths – the multiple approaches

to certain events. Wandering around Bywater, for

example, might lead you to a young boy whose dog

has fallen down the well. To help him you can use a

rope, have an acrobatic party member flip down into

the well, call the town guard, try to use a spell, etc.

This flexibility also lent itself well to combat.

Turn-based and highly tactical, combat is reminiscent

of SSI’s “Gold Box” RPGs, updated to include a

mouse-driven interface and improvements such as

terrain types, obstacles, guarding against approach

and much more. Every battle feels unique as large

enemies jump over obstacles, giant bees paralyse the

party, necromancers summon undead hordes, squishy

rogues chuck flasks of oil to save their lives, etc.

Realmz is a potpourri of old-school pen-andpaper

ideas, and nowhere is that more true than magic.

There are three different schools of magic, each with

their own utility, combat, and scenario-based spells.

The Waterworld spell, for example, makes your party

able to breath underwater, opening new horizons for

you to explore – or allowing you to survive a flash

flood in a murky cavern. Casting is mana-based, and

you can “overcast” a spell, increasing its mana cost,

but also its damage and area of effect.

The scenario is a melange of fantasy that does

whatever it pleases, and it’s all the more charming for

it. Barring some twists and turns, Bywater is a shallow

and linear story, but can be surprisingly effective.


“Most of the Realmz scenarios

have been aimed towards hackand-slash

as that area is really

lacking in RPGs. Sure, there are

games out there that give you

hack-and-slash, but they don’t go

into enough detail with character

development. I got so sick of games

that had your character broken

down into 3 coloured lines: Health,

Attack and Defense. I wanted a

game that let me get into the nuts

and bolts of a character’s stats.

That is where I think Realmz

top-of-the-line.”

– Tim Phillips,

Realmz’s creator

Regardless, the solid and multifaceted characterbuilding

combined with the flexible encounters and

events successfully convinced players to register their

games, which not only unlocked all of Bywater, but

gave access to the Prelude to Pestilence scenario, a

higher-level scenario, while also offering the ability

to create high-level characters. Which you’d end

up needing if you didn’t spend your time wisely in

Bywater (or spent too much time, and become a little

too strong). Combat can become very complex very

quickly, especially when magical enemies, buffs and

debuffs come into play.

But make no mistake – the meat of the game

was the stories you built around your characters and

party; as well as recruitable allies such as the friendly

wizard Vodalian, or Reppep Rd, a drunk dwarf found

in the local brothel. Being able to imagine your party

and their stories, however, is probably what lead so

many fans to want to create more, and developer Tim

Phillips allowed them just that.

The Realmz Divinity toolset is fairly primitive

by today’s standards for mod tools, but at the time it

allowed fans of the game to create their own scenarios

to do with as they pleased. You could even license

them in the hopes that someone would pay you for

your time, share them with friends or spread it freely,

on the wild and untamed Internet of the early 90s.

And many did. Though it never flourished in the

way gaming communities have now, with easier access

to the Internet and fewer barriers to entry, the fact that

a humble shareware game survived from 1994 to the

early 00s is a testament to the stories fans created.

For all the faults Realmz has – a hefty interface

and manual that wants players to pay respect to

them, a somewhat cumbersome weapon-swapping

mechanic that becomes remarkably intuitive the

longer you play, a blistering maze of hotkeys, and no

real end-state – those too are its strengths, as well, and

it deserves to be remembered for them. There are still

realms out there waiting to be explored, after all. TW

Combat is the

main strength

of Realmz.

Tactical, full of

options and with

a mouse-driven

UI, it feels like

an updated

Gold Box game.

In 2001

Fantasoft

released New

Centurions, a

sci-fi RPG based

on Realmz’s

engine. It was

only released

for Mac, and

is no longer

available for

download.

The interface is rather clunky, but it offers very detailed

information on all the game’s stats, rules and items.

The magic system allows players to boost the strength

and area of a spell by spending more magic points.

199


The Elder

Scrolls: Arena

Bethesda Softworks, 1994

MS-DOS

Arena can be

somewhat

tricky to run

properly under

DOS Box, so we

recommend

the handy

ArenaSetup

package, that

comes preconfigured.

Seasons alter

the weather,

clothing and races

change with each

region and even

landmarks, such

as Morrowind’s

Red Mountain,

can be seen on

the horizon.

200

The Elder Scrolls: Arena is the first game in

Bethesda’s long-running Elder Scrolls series.

It came out in 1994, roughly two years after

Ultima Underworld opened everyone’s eyes to the

concept of a first-person, free-roaming RPG.

But Bethesda had their own ideas. In 1990, they

sharpened their open-world teeth with The Terminator

license, casting players as either Kyle Reese or the

Terminator and set them loose in an open-world slice

of Los Angeles. It was crude, but it paved the way for

Arena. Instead of a dungeon, or a city, Bethesda set out

to create an entire continent filled with both.

Lead designer Vijay Lakshman and his team

went out to create their own world and lore, inspired

by old pen-and-paper RPGs. The continent of Tamriel

(Arena is the only game in the series to feature the

entire continent) measures “three to four thousand

kilometers east to west”, and is populated by a variety

of races, environments, flora and fauna. It also includes

a day-and-night cycle and even its own calendar, with

holidays and special dates unique to each region; all

that inside a stack of eight 3.5” floppies.

Tile-based CRPGs have been doing that for years

with smaller, 2D worlds, but taking those concepts

into the interactive intimacy of a free-roaming 3D

experience raised the CRPG bar as much as Ultima

Underworld did.

Fiction filling the opening pages of the manual

layout is a familiar starting point that Elder Scrolls fans

will immediately recognise – a captured prisoner. In

Arena, you languish in a dungeon beneath the Imperial

City, where careless exploration could easily kill you

even before beginning your epic quest to find the pieces

of the Staff of Chaos and end the rule of the usurper

hiding in the Emperor’s skin, Jagar Tharn.

18 classes await in Arena, along with D&D-like

stats to shape their your character from one of the

eight races in the game. Or, borrowing a page from

Origin’s Ultima IV, a series of questions suggest which

class will be best for the player. I remember spending

an hour or so carefully mixing different classes and

races together, testing them in the opening dungeon

against sewer vermin, and then starting over again to

try another class and mix of statistics.

Despite the Ultima IV inspirations, there’s no

alignment or strict moral fibre tying players’ hands.

You’re free to bash down doors in the middle of the

night to break into stores, steal everything and kill the

guards on the way out with the loot if you want, while

searching for a way to end Jagar Tharn’s rule.

Combat appears to be simple button-mashing,

but hides some unexpected depth. Melee attacks are

done by holding the right mouse button and moving

the mouse across the screen. Each movement executes

a different type of attack: moving sideways leads to a

slash, while a vertical movement results in a thrusting

attack. Attacking at the same time as your enemy will

parry the attack.


“Up to that time, Bethesda

had never done a role-playing

game, only action games like the

Terminator series and sports titles

like Wayne Gretzky Hockey.

I remember talking to the guys at

Sir-Tech who were doing Wizardry

VII: Crusaders of the Dark Savant

at the time, and them literally

laughing at us for thinking we

could do it.”

– Ted Peterson,

Arena’s designer

To help vanquish your foes, Arena features about

21 weapon types and 26 armour pieces, all of which

can be made from one of eight different kinds of

metal – such as Iron, Mithril or Ebony – each with a

different bonus. Furthermore, enchanted items might

be found in dungeons or bought in stores. And, if

you’re lucky, you might even hear rumours pointing

you towards one of the legendary artefacts of Tamriel.

Also, if the 50 spells available are too boring, you

could always try and create your own from a huge

number of factors and effects (which could sometimes

lead to making Mages wildly overpowered).

As you kept playing, the randomly generated

quests made it easy to ignore the main campaign. The

way that the game randomised the end-goals for sidequests,

dungeon locations, and the rumours one could

hear from one town to the next fed into that sandbox

illusion with more and more hours spent wandering

through each province just to see what was there.

As compelling as the smoke and mirrors were,

technology only went so far. The massive continent

is mostly empty, filled with procedurally generated

plains. Despite being visible on the map, there was no

Red Mountain (or mountains for the most part) and

doing so many side-quests would make some of those

dungeons in the wilderness seem a little too familiar

after so long with a bit of repetition thrown in.

Regardless, the sheer geographic vastness and

the idea of infinite adventure successfully made the

world of Tamriel a sandbox of possibilities that other

CRPGs had only paved the way forward for.

With a 3D viewscreen, action-oriented combat,

and blending all of that in with attributes, playerdriven

morality, and a world filled with a wide variety

of equipment and empowering loot, Arena lived up

to its name as a crucible for players to find their own

way and become the first stepping stone to Bethesda’s

biggest series. RE

In Arena

the Khajit

descend from

an intelligent

feline race, but

have human

appearance

due to memory

limitations.

Since 2004

Bethesda

has made

Arena freely

available for

download, as

part of the 10th

anniversary

of The Elder

Scrolls series.

At Mage Guilds you can pay to create your own spells,

combining up to three effects in any way you want.

It’s vital to talk to NPCs and ask them directions.

They also provide side-quests and useful rumours.

201


1995-1999

New 3D worlds

and new audiences

The second half of the 90s continued with the impressive release of

new games that spawned iconic series or even entire new genres, but now

3D graphics were the new hot thing.

Powered by the new generation of consoles, Super Mario 64, Final

Fantasy VII, Metal Gear Solid, Resident Evil, Medal of Honor, Tomb Raider

and Gran Turismo sold millions and set the standards for 3D games.

On the PC side, RTS and FPS titles continued to rise in popularity,

with blockbusters like Command & Conquer, Age of Empires, WarCraft II,

StarCraft, Quake, Unreal and Half-Life. With the audience expanding,

games like Full Throttle, Diablo, Phantasmagoria and Baldur’s Gate also

sold over a million copies each – an amazing feat at the time.

However, producing games was quickly becoming more and more

expensive. Mistakes had a heavier costs, and companies like Interplay

started to sink under failed attempts to get into the 3D craze and/or

the booming console market. Decade-long series suddenly ended after

disappointing jumps to 3D, such as King’s Quest VIII: Mask of Eternity,

Ultima IX: Ascension and Quest for Glory V: Dragon Fire.

The arrival of Windows 95 erased any remaining doubt that PCs

were now synonymous with Windows, but the “Wintel” combo was

weakened as Intel’s Pentium chips saw increased competition from AMD.

Rivalry was also grew increasingly fierce among 3D acceleration cards,

sound cards, peripherals like joysticks and even Internet browsers.

With 3D games being so popular, companies like 3dfx, Nvidia, S3 and

ATI fought for dominance with their “3D accelerator” graphics cards – a

battle mostly dominated by 3dfx’s popular Voodoo cards.

By the mid-90s, the Internet had become the new frontier for

business. Every company wanted a website (not often knowing why), eBay

and Amazon were founded, the first banner ad campaigns appeared and

there was a lot of market speculation – the dot.com bubble had begun.

Two browsers fought for dominance then: the Internet Explorer and

the Netscape Navigator. But Microsoft giving its browser for free to any

Windows 95 owner led to a quick victory, with most browsers becoming

traditionally free and a subsequent trial in 1998, which condemned

Microsoft for crushing its competitions to secure its monopoly.

Meanwhile, Apple was lost. Their new console, Pippin, was a failure

while the Macintosh was a relic. The solution was to bring back Steve Jobs,

fired in 1985. With the release of the iMac in 1998, he managed to revive

Apple, establishing it as the “cool” and out-of-the-box alternative to PCs.

Between Windows 95’s accessibility, popular new games and the lure

of the Internet, the late 90s is when computers finally went mainstream.

202


Trends:

Online and LAN Multiplayer: Doom allowed up to four players in deathmatch battles.

With access to Internet still limited, the more popular solution was Doom LAN parties.

When games like Quake and StarCraft arrived, the Internet was much more widespread,

and playing online became extremely popular. However, it wasn’t simple – the IP address

of players and servers had to be found and typed in. To help, services like GameSpy and

Blizzard’s Battle.net started to appear, listing servers and handling matchmaking.

GameSpy was

originally called

QuakeSpy, created

in 1996 to help

people play

Quake online.

3D Graphics: The 90s was a decade of learning how to handle 3D games. Even

explaining them was difficult early on – Ultima Underworld (1992) had to run magazine

ads showing an object from multiple angles to illustrate the concept. Then came problems

like controlling characters (and cameras) in 3D space, competing rendering technologies,

primitive tools, high system requirements, etc. It was a very long process, but one that led

to important breakthroughs such as the creation of the analogue stick.

Super Mario 64

was an early

poster boy for 3D

games, showing

just how well the

concept could

work.

MMORPGs: While MUDs and other permanent online worlds existed for

decades, the late 90s saw the popularisation of commercial graphical MMORPGs.

Meridian 59 (1996) and Ultima Online (1997) not only brought in a record number of

players, but also standardised charging flat monthly rates, as opposed to hourly fees.

They would be followed by Lineage (1997), EverQuest (1998), Asheron’s Call (1999) and

many others, then peak with the genre’s biggest title, World of Warcraft (2004).

Ultima Online

was the first

MMORPG to

reach 100,000

subscribers.

Windows 95 arrives.

A landmark, it helped

make computers more

user-friendly and became

synonymous with PCs.

The Nintendo 64 is released,

still using cartridges but

introducing the analogue

stick. It would sell 32 million

units worldwide.

DVDs start to be

commercially available in

the US, offering much larger

storage capacity and faster

transfer rates than CDs.

The iMac is released.

Created by Steve Jobs in his

return to Apple as CEO, it

marked the rebirth of the

company’s popularity.

The Dreamcast is released.

Facing the PS2’s overwhelming

popularity and SEGA’s own

internal struggles, it was quickly

abandoned, selling 9M units.

1995 1996 1997 1998 1999

Pokémon is released in Japan

for the Game Boy, selling

10M copies. It would arrive

in the West in 1998, starting

a “Pokémania” that took up

the planet, from games to

anime, toys, cards, etc.

Quake would follow up on

Doom with fully 3D graphics

and physics. A landmark that

popularised deathmatches,

WASD controls, mods like

Team Fortress and even led to

Machinima and speedruns.

StarCraft is released.

The most popular RTS of all

time, it offers three races,

great story and excellent

multiplayer. It became an

early eSport icon and sold

over 11M copies.

Half-Life pushes the FPS

genre from killing arenas to an

immersive interactive world,

built on seamless storytelling.

It also had countless mods,

including the still-popular

Counter-Strike.

Bleem! is released.

A commercial PS1 emulator

for PCs, it was brutally sued

by Sony. Despite winning in

court, the legal fees put it out

of business and emulation

became an industry taboo.

203


Witchaven

Capstone Software, 1995

MS-DOS

Witchaven was

made using the

BUILD Engine,

which would

later be used by

Duke Nukem 3D,

Shadow Warrior

and Blood.

The game

makes great use

of physics, with

neat tricks such

as firing arrows

into a wall and

climbing on top

of them.

Utility spells like

Fly and Night

Vision, as well

as potions of

Invisiblity and Fire

Resistance, are

important tools

for your survival.

204

Witchaven is not a fully fledged RPG – it’s

a first-person shooter (or rather, hackand-slasher)

with RPG elements. There

are quite a few of those elements: XP, levelling up,

degrading weapons, different types of armour,

spells, traps, secrets and other goodies. There are five

different types of potion to collect, various combat

and utility spells to learn. But there’s no character

creation, no NPC interaction and not a single choice

to be made – besides gore and difficulty levels.

You play as knight Grondoval, a one-man army

sent to defeat the evil witch Illwhyrin. Killing trolls,

imps and other enemies will make you level up and

become tougher still. Higher levels also mean less

weapon corrosion and access to more potent spells –

and you will need those to be able to defeat Illwhyrin.

Talking about defeat: the need to think tactically

or die is exactly what makes Witchaven so compelling.

In the beginning, combat is mostly a close-quarters

affair, but you will soon find out that the combination

of degrading weapons and imprecise controls makes

it an especially dangerous one. Thankfully, most of

the minions are just as susceptible to terrain-induced

damage as you are, so using the environment to your

advantage will end many fights early.

In later levels and at higher difficulty, you’ll find

fewer potions, scrolls and even weapons, and chances

are that you will run out of essential supplies at the

most unfortunate moment. Discovering that you have

no spell scroll left when the trapped corridor you

reached by flying turns out to be a dead end (and you

haven’t saved in a long while!) would be an example.

But if you were a little thrifty yourself, you might still

be able to cross the corridor with the help of your bow

and arrows – provided you saved those up.

There are a few shortcomings (mainly squishy

controls and visually poor interior design), but the

game scores with its clever use of physics and gripping

combat. Defeating foes with environmental help is

even more rewarding than using the ‘Nuke’ spell.

Witchaven stands today as a product of its time,

when games like Doom and Hexen were kings and

everyone wanted a piece of the pie. Too bad that its

1996 sequel expanded primarily on the shortcomings:

Witchaven II: Blood Vengeance suffered from horrible

controls that rendered it nearly unplayable. NS


Origin Systems, 1995

MS-DOS

CyberMage:

Darklight Awakening

In the not-so-far future, governments have made

way for mega-corporations, but their pursuit of

profits at any cost isn’t to everyone’s liking. As a

consequence, armed rebels have taken the fight to the

streets. This is the Cyberpunk era you live in, and this

is where you manage to get yourself killed.

Then you suddenly get better. You awake in a lab –

without memories, but with a gem implanted into your

forehead, and with the minions of NeCrom hot on

your trail. If you want to find out why this guy is after

you and why you suddenly have access to a mystical

power called “Darklight”, you’d better run – NOW!

Thus starts CyberMage: Darklight Awakening, by

David W. Bradley of Wizardry fame. At first glance,

CyberMage may be a futuristic first-person shooter,

but it’s driven by a compelling story and incorporates

several RPG elements. There are traps, secrets and

puzzles, exploration is an important (and quite

rewarding) part of the game and the atmosphere is

immersive. You can (and will have to) talk to NPCs to

gather information – friendlies and hostiles alike. Not

everybody should be killed just because the game looks

like a shooter! Gambling and spending the money in

different stores are options just as are watching TV or

driving tanks. And then there are your “magical” skills.

CyberMage’s way of imparting new spells on the

player’s character is also intriguing. You’ll also learn a

new Darklight power by being exposed to its effects!

This makes for interesting situations: running from an

enemy with a strong power might be an option if your

health is low, but, if it’s not, charging him to get hit and

return his gift would be the better alternative.

There’s also a more traditional arsenal for nonmagical

combat. Each weapon works differently against

each type of enemy, while your body armour is split into

separate parts which can be repaired or replaced.

But the most important piece of equipment is your

jetpack. Once you acquire this, you will be immune to a

score of bugs, as the game will occasionally crash if you

happen to tread on the wrong patch of ground.

Add extreme hardware requirements, stupid NPCs

and a choppy engine, and you’ll know why CyberMage

never got the cult following it deserves. But behind those

shortcomings lies an atmospheric, detailed and beautiful

Cyberpunk world that begs to be explored. NS

CyberMage’s

story is told

through comic

book-style

cutscenes, and

the game itself

came with a

comic book

showing the

events that

lead to your

death.

CyberMage was

produced by

Warren Spector,

and some of its

elements feel as

a stepping stone

for what he would

create in Deus Ex

five years later.

The game is

fully voiced, but

dialogues are

simple and onesided,

with NPCs

usually just asking

for money, items

or for someone

to be killed.

205


Ravenloft:

Stone Prophet

DreamForge Intertainment, 1995

MS-DOS

Stone Prophet

uses its CD-ROM

capabilities in

an unusual way,

featuring a spirit

that sings the

“Song of the

Elusive Ghost”,

which tells the

story behind

the events

happening in

Har’Akir.

The inhabitants

of the Har’akir

desert are suffering

from a terrible

curse and blame

outsiders such as

yourself for their

fate. Some quite

disturbing scenes

are presented.

206

After traversing a mysterious wall of light, two

adventurers are trapped in the desert land of

Har’Akir. A wall of searing heat, known as

the Wall of Ra, prevents their escape. A flesh-rotting

disease and devastating storms threaten the survival

of the remaining inhabitants of the desert, most of

whom are concentrated in the Village of Muhar. Thus

begins Ravenloft: Stone Prophet.

The game takes the form of a first-person dungeon

crawler, using an early 3D engine that feels very much

like that of The Elder Scrolls: Arena. It includes an

automap that is extremely useful to maintain one’s

orientation, and also supports jumping and flight by

means of the appropriate spells – although these game

mechanics are much less polished and useful than in a

game like Ultima Underworld.

The party begins with two characters you create

at the start of the game, and can grow to include two

additional NPCs for a maximum party size of four.

Stone Prophet also features day-and-night cycles, and

the blazing sun battering the desert by day requires

players to maintain a supply of water in order to survive.

The combat system is real-time, very similar to

titles such as Eye of the Beholder and Lands of Lore.

The game features a rich bestiary, and being aware of

the abilities of each creature is important to be able

to overcome them – enemies can be poisoned, given

diseases, paralysed, stunned, explode upon death,

or cast certain spells. While most creatures can be

defeated using normal weapons and spells, some

require a special approach. For instance, desert trolls

can only be killed by acid, fire or water, and the three

greater mummies in the game are so powerful that

they cannot be destroyed by normal means.

There are few friends to be found among the

frightened and superstitious inhabitants of Muhar,

who believe the party to be responsible for the plague

and the storms. Nonetheless, many NPCs contribute

to the quest with interesting conversation and bits of

history that add a lot of atmosphere to the game.

Some of these NPCs are willing to join the party,

believing that they stand more of a chance to leave

Har’Akir as part of a group effort than on their own.

These NPCs range from regular humans to exotic

creatures such as a wemic, a desert troll, an undead

warrior and even a jackalwere.

Choosing which NPCs to keep is a strategic

decision, as each of them has his strengths and

weaknesses. For example, the desert troll is an

excellent combatant, especially during the earlier

stages of the game; however, he can’t gain experience,

has a very limited inventory space, and can’t hold

anything in his hands.

The inventory is very elegant, with a simple drag

and drop interface and mannequins that display your

current equipment and held items with nicely drawn

artwork. The inventory capacity, however, is quite

limited, both in slots and in maximum weight.


Whenever you enter one of Stone Prophet’s dungeons,

the interface changes to fit the theme of the level.

The game’s exotic companions all have different abilities.

The Wemic, for instance, can jump to reach high places.

Ravenloft: Strahd’s Possession was the first of the three

games and featured a distinctive horror atmosphere.

These harsh inventory limitations force players

to make tough choices, as the world is so full of useful

items that one is frequently faced with the dilemma

of which items to keep. Especially since characters

also need to carry plenty of water skins to survive the

blazing desert – or rely on a Create Water spell.

Spellcasting follows the typical AD&D magic

system, and is quite similar to that in the Eye of the

Beholder trilogy, featuring typical spells such as Fireball

and Magic Missile. Some spells are particularly useful

(such as Knock or Teleport), and a few are actually

essential to complete the game (such as Speak with

Animals, which allows conversation with key NPCs).

Ravenloft: Stone Prophet provides a welcome

departure from typical sewer treks with its massive

Egyptian-style open world. The desert of Har’Akir is

vast and fraught with dangers, but also provides many

interesting encounters, in terms of NPCs, items, and

dungeons to visit. Each of the dungeons, ranging from

ancient burial catacombs to richly decorated temples,

provides important insight into the plot as well as items

necessary to progress in the quest to leave Har’Akir.

Menzoberranzan capitalised heavily on the presence of

Drizzt Do’Urden, one of AD&D’s most popular characters.

Stone Prophet is actually the third RPG developed

by DreamForge using the same engine. The first of

these is Ravenloft: Strahd’s Possession (1994), which

shares some common themes: after being drawn into

a strange land crawling with undead, the party must

find a way to defeat the dark lord of the land and

secure their safe passage back home.

The second game is Menzoberranzan (1994),

which is set on the highly popular Forgotten Realms

setting. In order to rescue villagers captured by

Drow, the party descends into the Underdark. On

the way, they enlist the aid of Drizzt Do’Urden, the

legendary Drow ranger. The party eventually becomes

embroiled in a feud between various Drow houses of

Menzoberranzan, in a bid to free the villagers and

Drizzt himself.

Unfortunately, these games aren’t quite as good,

which led to the entire series being often overlooked.

Regardless, Ravenloft: Stone Prophet is more than

worth a look, and if you enjoyed DreamForge’s take

on dungeon crawlers, perhaps give the other titles a

try as well. DD

207


Exile:

Escape from the Pit

Spiderweb Software, 1995

Windows and Mac

Starting

with Exile’s

underground

prison world, Jeff

Vogel’s games

have a tradition

of featuring

unique settings

and premises.

208

Exile: Escape from the Pit was the first of many

games developed by Jeff Vogel at Spiderweb

Software. A 2D, turn-based CRPG with party

management and top-down perspective, it’s probably

best known now as the source of the Avernum games.

The backstory took a lot of fantasy tropes and

twisted enough of them to make something unique.

The land of Exile is an underground, subsurface world

where political enemies of the Empire and hardened

criminals are sent via a one-way portal. Glowing moss

on the rocks provide a poor light, while mushrooms,

rock lizards, and underground streams allow bare

survival. The people of Exile are beset by underground

tribes of goblins, lizardmen, and other threats without

aid or care from the people of the Empire. And it seems

a demon allied with the Emperor might be behind a

series of other misfortunes.

As one might imagine, the people left here to die

hold a strong grudge against the Empire. Since they

feel as if they might be doomed anyway, they can at

least strike back. And that’s your quest – to find a way

back to the surface and enact revenge.

Before you can get said revenge, you will create

a party of six characters and assign skill points and

attributes to assist in whatever role each character is

to take. Although you are going to need some heavily

armed fighters, it’s necessary to have a thief to handle

traps and locks, a divine spellcaster for healing the

party, and an arcane spellcaster to throw fireballs.

New points can be assigned to improve your

characters upon gaining enough experience to level

up, and there will be enough currency earned during

your first quests to be able to afford decent armour

and weapons. The best spells cannot be employed until

characters build up enough skill to cast them, so forget

about raining death upon those that oppose you right

at the start.

Also, expect characters to die a lot, so save early

and save often. Exile is incredibly difficult unless you

find several important hidden treasures, requiring

you to have to invest a few hours in searching your

surroundings. Although the enemies you encounter

near the first town are a minor threat, wandering

monsters become increasingly hard the further you

get from civilisation.

Skills alone won’t guarantee survival, meaning

that you are going to have to loot dungeons in order

to purchase better weapons or find secret stashes of

magical equipment. This game was designed with the

completionists and explorers in mind.

Not everyone will want to kill you, and your

party will find new allies during their quest. The

negotiations your heroes make in Exile become

important factors in future games, and a couple of

new races become playable in the sequel.

These new relations drive the plot of this and

future games, adding lore and a sense of wonder that

was well designed by Mr. Vogel.


“One of the biggest challenges [in

remaking games] I’ve had is to just

respect my younger self, to look at

something and say, that’s dumb,

that’s broken, that’s out of control,

and then just trust my younger self

and trust my fans who loved this

game and leave it be.”

– Jeff Vogel,

Exile’s creator and

Spiderweb Software’s founder

Exile’s combat is

turn-based, with

a party of up to

six characters.

Its remakes

would keep the

high difficulty,

but reduce the

party to four

characters.

Originally released as shareware, Exile came out

at the perfect time, as you can count the amount of

worthwhile CRPGs published in 1995 on one hand.

Although isometric and first-person games were the

norm during the mid-90s, many players still fondly

remembered Ultima V’s top-down graphics.

In fact, Vogel took many aspects of Ultima V’s

combat and improved upon them, making Exile a much

better tactical RPG than its contemporaries – and the

Ultima games themselves. Not a bad accomplishment

for a game made entirely by one man.

It’s success led to Exile II: Crystal Souls (1996),

a larger sequel with more character creation options,

and Exile III: Ruined World (1997), which blew its two

predecessors out of the water in size and plot twists.

Blades of Exile was released in the same year, adding

three short scenarios and a game editor, creating a

large modding community that still has websites and

modules in existence today.

The popularity of the story led Spiderweb to

revisit and update the original trilogy twice with more

technically advanced game engines.

The first was in 2000, with Avernum. Vogel

updated the interface, made graphics isometric,

expanded the story and renamed the underground

world of Exile to Avernum. After remaking the original

trilogy, Spiderweb created three more Avernum games,

and a Blades of Avernum game editor.

In 2011, Vogel released Avernum: Escape from the

Pit, once again updating the graphics and interface,

rewriting the story and adding new side-content.

As Sade says, it’s never as good as the first time, as I

consider the Exile trilogy to be the best series authored

by Jeff Vogel despite the many other great works he has

developed through the last two decades.

The original Exile trilogy is freeware now, freely

available on Spiderweb’s website, so prestigious gamers

have no reason not to give it a go. DT

The first remake, Avernum (2000), was also released as

shareware, and eventually became a six-game series.

Avernum: Escape from the Pit (2011) is a remake of a

remake, but also a great entry point for modern gamers.

209


World of Aden:

Thunderscape

Strategic Simulations, Inc., 1995

MS-DOS and Windows

Three novels

and a tabletop

RPG based on

the World of

Aden setting

were released

in 1996, and

in 2013 a

sourcebook for

Pathfinder was

successfully

kickstarted.

The game offers

a great variety of

combat moves

and tactical

options, but the

enemies are dull

and easy to kill.

Each level up you

gain a number of

points you can

use to improve

your skills or

learn new ones,

but it’s advised

to specialise your

characters.

210

After the decline in sales of their games during

the early 90s, SSI had lost the AD&D license.

So the company had Shane Hensley, author

of Deadlands and Savage Worlds, create a new fantasy

setting for their next games – the World of Aden.

A peaceful world until a mysterious eclipse called

the Darkfall brought demons into the land, Aden had

its inhabitants employing both magic and technology

to defend their world from the evil Nocturnals.

Thunderscape is the first of the two games set in

the World of Aden. A 3D dungeon crawler, you start

by creating a party of four characters using an original

classless ruleset, with nine races, five attributes and

18 skills – including a few non-combat ones, such as

Pickpockets, Lockpick, Fast Talk and Xenology.

You’re then taken to the bottom of a valley, where

begins your quest to stop the Nocturnal army. While

the graphics aren’t impressive, with brown muted

colours and poor draw distance, it’s a fun start, as you

climb the valley coming across a shop, an elevator,

secrets, riddles and two NPCs you can recruit.

The combat system is especially well-designed.

Turn-based but fast, thanks to the efficient interface

and quick animations, it also offers a great deal of

options. There are over 20 combat moves, such as

Berserk Attack, Mighty Blow, Kick, Shoot, Shield

Bash, Feign, Aim for Vitals, Block Enemy Advance,

Dodge Backstab and even the Fast Talk skill to bribe

or confuse enemies. Spells can also be tuned, as you

can set how much mana to spend when casting them.

It’s a depth rarely seen in dungeon crawlers, but,

unfortunately, it’s wasted on the game’s poor content.

Most enemies are too easy and stupid to force you to

fully use the combat system. Add a lot of backtracking

plus rapidly respawning enemies and after a while

you’ll get bored and just auto-attack everything.

And while the first area is content-rich, most

others are giant, featureless maze-like levels that just

require you to randomly explore until you find the

key, item or lever you need to open the next level.

While it was innovative, Thunderscape feels like

a shade of a much better game. Great systems are in

place, but the content fails to take advantage of them,

offering instead an easy, dull and repetitive experience.

At least the guitar-driven soundtrack is excellent. FE


Cyberlore Studios, 1995

Windows and Mac

Entomorph:

Plague of the Darkfall

The second game set in the World of Aden and

the last RPG published by SSI, Entomorph is

somewhat of a hybrid title, featuring a bit of

puzzle and item-hunting, light role-playing elements

and a heavy dose of arcade-like real-time combat.

However, the exotic setting and plot are where

the game really shines. The island of Phoros was once

a thriving nation, raising giant beetles for both labour

and food. When an incident known as the Darkfall

led the beetles to vanish, it fell into chaos. Ten years

later, a group of nobles start to bring the beetles back

into the island, but multiple reports of missing people

and savage insect attacks begin to appear as well.

You play as Warrick, a squire who returns from

training in search of his sister, last seen heading for

Phoros. In an interesting change, your adventures here

are narrated by a storyteller, as he recounts it to your

younger brother – sometimes spicing details up a bit.

Another cool twist is that, as your quests advances,

you will eventually mutate into an insect yourself.

Unfortunately, there ends Entomorph’s appeal.

The game uses Al-Qadim’s engine and tries to follow

its blend of RPG, action and adventure, but none of

the different elements work very well here. It opens

with a big village full of interesting NPCs and a few

side-quests, but quickly devolves into a linear and

poorly told story that feels rushed and incomplete.

Combat is crude – there are no skills, armour or

even weapons, you literally just punch your enemies.

And there are no stats or experience points either –

you only grow stronger by progressively mutating into

an insect. The magic system is more robust, featuring

22 different spells, and you can set how much mana

to spend when casting each one. A nice idea, but you

have so little mana that you’ll rarely cast anything but

healing spells, except during the rare boss fights.

Above all, what really dooms Entomorph is just

how frustrating its quests are. The game is horrible

at directing players, and you’ll likely spend hours

walking without any clear goals, blindly trying to find

a quest item or where you were supposed to go.

It’s a shame really, as the concept behind the game

is refreshingly original, the presentation is colourful

and the soundtrack is rich. But, unless you are starved

for exotic games, it’s best to avoid Entomorph. FE

Thunderscape

and Entomorph

sold well, but

by then SSI

had already

been sold, and

the company’s

new owners

cancelled any

further World

of Aden games.

You’ll morph

into a giant

mantis as the

game advances.

More insects will

appear as well,

and the island’s

vegetation

will slowly be

destroyed.

Some NPCs have

nicely detailed

backstories, and

there are a few

side-quests you

can take to earn

magic items and

healing potions.

211


Mordor:

Depths of Dejenol

David Allen, 1995

Windows

Fans at

Braindead’s

Mordor Site

created several

tools and mods

for Mordor, and

have also been

working on a

remake, named

Mordor XP:

The Demise Of

Dejenol.

212

The Windowsbased

interface

is dated and

unfriendly,

but allows for

customisation

and quick play

once you’re

familiarised.

Mordor: Depths of Dejenol is a MUD-inspired

dungeon crawler created by David Allen.

Having gone largely unnoticed at the time

of its release, it has since attained cult status and

spawned a series of reiterations, the latest of which is

Demise: Ascension, a polished, expanded and refined

experience with Mordor still deeply at heart.

Although a lacklustre story drives the game

forward, the core principle that keeps you playing is

the prospect of tackling a foreboding, labyrinthine

dungeon complex in a number of diverse playstyle,

all with their strengths and shortcomings. To get the

most out of Mordor you need to plan your progression

in advance, even lay the groundwork with disposable

characters you don’t mind abandoning once they’ve

picked up their share of tomes and potions.

Starting up your first game is a daunting task –

the several races, stats, alignments and guilds all make

a difference between a successful progression and an

essentially flawed character that just won’t cut it at the

deeper levels. Mordor swiftly and mercilessly punishes

the ignorant, cocky or unprepared adventurer.

Unlike with some other titles, you’d best read the

manual before going in. Even then, death is a novice’s

companion. The guilds help with resurrection costs at

the start, but unprepared players might find themselves

with dead characters they’ve put dozens of hours into

with no immediate means of getting them back.

Your adventures start in a town which provides

equipment, levelling and questing opportunities as

well as places to store your hard-earned gold, raise

dead comrades and heal wounds. These only offer

a brief respite, as you will be spending most of your

time exploring the massive dungeon.

Mordor has only one dungeon, but it spans

15 large floors, each 30x30 squares wide. Add antimagic

and underwater areas, teleporters, quicksand

you can lose your items in, buff-stripping squares

and, of course, a plethora of trapped chests that can

do anything from displacing or poisoning party

members to killing them outright, and you have a

playing field that needs to be tread upon lightly.

The staple of Mordor’s gameplay is its semiautomatic

RTwP combat. Its most basic form consists

of simply watching the battle log until either side dies.

Bigger groups and harder foes require a more active

approach however. Fights that would be impossible to

win by hitting away and hoping for the best become

manageable once you pause the combat in order

to cast the right spells, assign different targets and

defend weaker party members.

Encounters range from standard fantasy fare to

more obscure foes like balls of energy – all beautifully

illustrated in a unique art style. Some are timid, others

cast spells or can instantly kill you by decapitation or

stoning. There are even some that will talk to you or

join and become companions – which can also be

purchased (and sold) as slaves in town.


“Out of all the work I’ve done,

I think Mordor was my absolute

favourite. Sadly, all of the games

I created after Mordor just got

more complex and brought more

problems rather than established

a simple cut-and-dry fun time like

Mordor did.”

– David Allen,

Mordor’s creator

Your characters improve by gaining levels in their

respective guilds and by finding better loot. There

isn’t much diversity to the items you’ll find, especially

when starting out, but each serves a purpose and there

are no fillers or randomly generated ones. Some are

cursed of course, but that’s a different matter.

Foresight (or metagaming) is vital when managing

your party. A single character can potentially join all

the guilds their alignment and race allow, but that

becomes prohibitive due to the huge XP requirements

later on. Guild levels go up into the hundreds, even

thousands, and neglecting one guild while focusing on

another results in severe penalties later on. A balanced

party mitigates this, but the weakness of individual

members makes for slow delving in return. Whichever

way you pursue, be prepared for A LOT of grinding.

After the release of Mordor, David Allen began

working on a sequel – Mordor 2: Darkness Awakening,

blending 3D environments with 2D monsters.

He then made a deal with Interplay to publish

it, renaming it Infinite Worlds, but unfortunately the

partnership didn’t work out. In 1999 the game finally

came out, now as Demise: Rise of the Ku’tan.

Demise featured fully 3D graphics, multiplayer

and expanded the dungeon to 30 massive levels, each

45x45 squares wide, with specific tilesets and unique

locations like beaches, swamps and graveyards.

While critics unanimously bashed the game, it

developed a cult following. David Allen went on to

work on MMOs, but sold the game’s license to a fan,

who continues to patch and expand the game – the

latest version being Demise: Ascension.

Mordor and Demise are an acquired taste. The

planning, vast amount of grind and possibility of a

major setback whenever you descend are certainly

not for everyone. Nevertheless, they have a unique,

addictive feel that constantly drives the determined

adventurer ever deeper. OU

While you can

pause to give

direct orders,

combat is mostly

automatic.

Mordor’s real

focus is on

carefully building

the perfect party

and managing

your resources.

In 2004 a group

of fans created

Demise - The

Revelation,

an expanded

version of

Demise. Still

updated, it’s

now a different

branch of the

official Demise

and freely

available for

for download.

The Mordor 2 and Infinite Worlds betas are still available

online. While buggy, Mordor 2 is highly regarded by fans.

Demise’s crude 3D graphics were already dated in 1999,

but the insane size of its dungeons remains unmatched.

213


Albion

Blue Byte Software, 1995

MS-DOS

Albion began

as a sequel to

Ambermoon,

but Thalion

Software closed

down and the

development

team moved

to Blue Byte,

creating a

new story

and setting.

Each race and

class has access

to different

items, equipment

and spells. For

example, the Iskai

can wield an extra

small weapon in

their tails.

214

In 1995 I went to my local computer shop and asked

the owner for a new good game. He knew my

preference for role-playing games and suggested a

game called Albion, from Blue Byte Software. A sci-fi

RPG made by German developers?

I was a bit skeptical at first, but after hearing that

the game designers were also involved in Amberstar

and Ambermoon – two of my all-time favourites – I

was convinced and bought the game. I was starving

for a new good CRPG and was positively surprised

when I realised after a few hours of playing that I

already was in love with this new fantastic game.

First of all, Albion shines with an immersive and

detailed story. In the 23rd century, powerful multinational

companies from Earth try to mine natural

resources from uninhabited planets with great mining

spaceships. You play Tom Driscoll, a pilot from the

mining ship Toronto who crashes with his shuttle

during a reconnaissance flight onto the exotic planet

Albion. Albion is supposed to be a barren world,

ready to be mined, but Tom discovers quickly that

nothing could be further from the truth.

Barely surviving the crash, you wake up in a

village, surrounded by Iskai – exotic and intelligent

cat-like creatures. Together with your scientist partner,

Rainer, you must earn their trust through good deeds

and intelligent conversation, while trying to find a

way to warn the mining ship about its mistake.

Albion is full of alien tribes and factions to

interact with, historic places to explore, rich and varied

landscapes and various useful equipment to find. Blue

Byte decided to make a game for a mature audience

that addresses alien first-contact, environmentalism

and anti-capitalism, similar to the 2009 movie Avatar.

The story also features some twists, betrayal, murder

and ancient Celtic magic.

The main plot is linear, but each major location

offers plenty of things to discover. You can feel that the

level design in Albion is a labour of love. Every little

detail, creature, item and puzzle is carefully planned,

created and placed manually. Around every corner

a new little adventure or secret is waiting for you, to

be discovered. This makes exploring a rewarding and

exciting experience. The limited inventory, the deep

dungeons, the serious wounds or conditions, the lack

of provisions, the need of rest and some adventure

game-style puzzles will force you to backtrack quite

a lot. And you’ll discover many optional areas as well.

Albion is a very long game, with over 166 NPCs

and 60 different monsters, and interacting with them

is always interesting: you can ask everyone about many

topics (listed in a dialogue screen) or type in keywords

to learn about new topics, secrets, culture, language,

quests, potions, gossip and relations. The story develops

slowly through interacting with people, so you have to

read, guess and ask a lot. Of course often you’ll only get

answers by doing some side-quests and sometimes by

recruiting new party members.


Albion features various different types of perspective.

Dungeons are usually explored in a 3D first-person view.

Inside buildings you usually play with an isometric view,

exploring rich environments full of items and NPCs.

But not all dungeons are in first-person; some of the more

puzzle-intense ones are explored in isometric view.

You can build a party with up to six members.

Each party member has a predefined class and a specific

background related to the story, and every character has

an inventory which is limited by their strength, so you’ll

have to micromanage your items and provisions. Albion

features many different items, some with very unique

purposes. For example, you’ll only get an in-game time

display if you find a watch at some point in the game,

which is good for monitoring the day-and-night cycle

and the shops’ opening hours.

Battles are turn-based, very challenging and

take place in on a 5x6 grid. Combat is very tactical,

featuring a whopping 52 spells, and enemies are

quite clever - so be prepared. As long as one party

member survives you can heal the rest of the party

after battle. Strategic positioning of the characters on

the battlefield and tactical decisions like protecting

magic-users, getting the first attack by moving a

character relative to the enemy, luring enemies into

weapon/spell ranges etc. are critical to win.

When a monster reaches you, combat begins. It’s turn-based,

set on a 6x5 tactical grid and very challenging.

Albion has beautiful graphics, featuring a 2D/3D

hybrid system. When in most towns and dungeons

the game switches to a 3D first-person view, while in

interior locations and outdoor areas a 2D isometric

view is used. The controls are simple and easy to learn,

and the game includes a helpful automap feature.

With Albion, Blue Byte has created a fully

believable alien world including the fauna, flora and

architecture. Exploration is interesting, there are a

lot of NPCs to interact with and you’ll have to learn

their customs and culture to succeed. The storyline

is gripping with many surprises, and the whole game

features many different gameplay elements, with an

attention to detail rarely found elsewhere.

Albion is a beautiful, fascinating, serious and

entertaining game that I recommend to all CRPG-fans

that are patient and mature enough to understand and

enjoy demanding game mechanics and challenging

tactical combat.

Dsarii-ma, my friends! HX

215


Stonekeep

Interplay, 1995

MS-DOS

Stonekeep 2:

Godmaker was

in development

for years, but

got cancelled in

2001. The series

was revisited

in 2012 with

Stonekeep:

Bones of the

Ancestors for

the Wii, but

it was terribly

reviewed.

Combat is realtime,

but you

can pause to use

items. Eventually

you’ll be joined

by companions,

who help fight

automatically.

Although it

aged poorly, the

extensive use of

FMV was one

of Stonekeep’s

selling points and

took a big chunk

of its 5 million

dollars budget.

216

Stonekeep always makes me think of the

adventure films of the 1980s like Labyrinth and

The Neverending Story, mostly due to how filmlike

the game is. Drake, the young naive protagonist,

is thrust into a fantasy world to battle magical beasts,

joined by strange but loyal companions as he strives

to confront the Big Baddie and save the day. Shame

the game didn’t sport a synth-pop soundtrack or it

would be an all-time classic.

The FMV intro tells of a castle named Stonekeep

that is attacked by a great evil. Only Drake survives

and, as he returns years later to learn what happened,

he is set on an epic quest to save a pantheon of

gods from peril. Nothing new there really, except

everything in Stonekeep is about immersion. Video

replaces pixels, voice acting replaces text and even the

game’s interface is justified as being magical artefacts.

Speaking of magic, the game’s magic system is

quite ingenious. Basic rune-like symbols represent

different spells, but they can also be mixed with other

symbols to get neat upgrades, leading to a remarkably

flexible system. By comparison the combat system is

just “whack things with it to get better at it”-variety,

which gets the job done.

But Stonekeep’s strength doesn’t lie in its graphics

or game design, but in the characters you meet. Stout

dwarves, cowardly greenskins, creepy undead and

singing fairies are part of a wide cast of characters

with actual personalities that stick with you long after

you’ve stopped playing (especially the fairies). All

of this gives Stonekeep a somewhat light-humoured

atmosphere that still holds up today.

If this game has a flaw, then it is the fact that

beneath all that sparkle is just a simple grid-based

dungeon crawler, which feels restrictive and out

of style with the graphics. Another low point is the

uneven flow of the second half of the game, where

exposition is either dumped on the player in large

amounts, or scattered about so scarcely that it takes

effort to even find it, leaving players wondering where

they are or what they’re supposed to be doing.

Like those child-like adventure films of the

1980s, Stonekeep is no outstanding milestone, but its

innate charm and the rosy tint of nostalgia help make

it a fondly cherished game nevertheless. ÁV


Rogue Entertainment, 1996

MS-DOS

Strife:

Quest for the Sigil

ShadowCaster first attempted to blend FPS/RPG

elements back in 1993, and the following years

saw other hybrids such as Hexen, Witchaven,

System Shock and CyberMage. Yet, the game most

often remembered as “the first FPS/RPG” is Strife.

There’s a reason for that. Even the first minutes

of Strife feel very different. You start the game, fight a

couple of guards and then, instead of killing demons,

you walk into a peaceful town, with various shops, a

bar and some interactive NPCs throwing gossip.

You’re then contacted via radio by “Blackbird”,

who asks you to join The Front, an underground

resistance against the evil theocracy of The Order.

This isn’t just some throwaway backstory – you’ll

actually go to the rebel’s HQ and work with them.

Your first objective is to take over The Order’s base

in town. For that you’ll have to perform a few sabotage

missions and trade favours with other NPCs – all of

whom have charming voice acting and portraits. Once

the base’s defenses are down, you’ll attack it alongside

rebel troops, kill the enemy general and move your HQ

there! It’s a nice, satisfying pay-off.

After that, the town’s gate opens and you’re sent

to another location, to further battle the forces of The

Order. The world is hub-based, with the maps linking

together to form an overworld of sorts you can freely

explore, thought the main quest is mostly linear.

Some of your missions can also involve stealth,

meaning disguising yourself and only killing enemies

with a poisoned crossbow. As your quest advances

you’ll uncover more about The Order, learn about the

mythic Sigil and experience some great plot twists.

You’ll also gain access to new weapons and

upgrades, such as a grenade launcher or increased

accuracy stat. Just be sure to carefully manage your

money between health kits, armour and ammo.

Finally, while most of the dialogue options are

illusionary, there’s a choice about half the way into the

game that forks the game into two different routes,

each with different missions and endings.

Strife was the last game to use the Doom engine,

which was already heavily dated. But, while other FPS

focused on new 3D graphics, Strife instead presented

a new path for the genre, with memorable NPCs, an

early open world and a cool, branching story. FE

Strife was

re-released

in 2014 on

Steam as Strife:

Veteran Edition,

using an

engine based

on Chocolate

Doom. Many

improvements

were added,

and its source

code is freely

available.

Strife’s combat

isn’t the best

among Doom

clones, but it

presents some

great set-pieces

and fun weapons.

Dialogue

choices are

mostly pointless.

Here the first

choice begins

the main quest

line, the second

one kills you and

the third one

just ends the

dialogue.

217


Anvil of Dawn

DreamForge Intertainment, 1995

MS-DOS

Anvil of Dawn

got voted ‘RPG

of the Year’ by

CGW, but was

Dreamforge’s

last RPG. They

would still

publish a few

other titles,

such as the cult

adventure game

Sanitarium in

1998, before

closing down

in 2001.

Combat is rather

simple and does

not require much

more than clicking

your opponents

to death.

The interface is

mouse-driven and

intuitive, but the

inventory can get

confusing later

on, when carrying

dozens of items

and containers.

218

You begin Anvil of Dawn by choosing one of

five heroes who have gathered to bring down

the evil Warlord. However, while the other

four heroes are sent ahead to attack the invading army

head on, you are taken aside for a covert mission,

tasked to find the secret behind the Warlord’s power.

Anvil follows in the footsteps of Lands of Lore,

mixing a slick presentation with a more accessible

brand of real-time dungeon-crawling.

There are just four base attributes, and these can

only be tinkered with at the character selection screen.

To increase your powers further, you will have to find

items such as potions that permanently increase your

hit and spell points. You will also spend experience

points to increase the potency of your spells and the

damage of your weapon attacks. These experience

points are earned by inflicting damage, and may only

be spent once you have completed a dungeon.

Every NPC you meet is fully voiced and there’s

a unique voice set for each of the different player

characters as well. The delivery of said voices may not

always be very convincing, but at least the effort has

provided some good variety. James C. McMenamy has

created a great, dynamic (even sometimes bombastic)

soundtrack for the game, which is an impressive feat

considering its MIDI format.

The automap in Anvil of Dawn is one the game’s

strongest points, and it has many times been called

one of the best automaps in role-playing game history.

It shows anything you would want to see: monsters

(alive or dead), doors, stairs, interactive objects, and

much more. It even shows walls and outlines from

where you have explored in previous games. True map

aficionados can also print maps of the game’s massive

dungeons, or export them to text files.

Anvil of Dawn won the “RPG of the Year” award

from Computer Gaming World in 1996, trumping

over heavyweight releases like Might and Magic IV

and Stonekeep. It features fantastic aesthetics, great

exploration with varied environments and an almost

unparalleled automapping system.

It may not be a favourite among hardcore

dungeon dwellers due to its simplistic character

development, but I’d say it’s a great starting place for

anyone new to dungeon crawlers. ZE


Capcom, 1996

Windows, Arcade, PS3 and Xbox 360

Dungeons & Dragons:

Shadow over Mystara

Back in 1991, Capcom released King of Dragons,

a side-scrolling beat ‘em up arcade game. It

expanded the barbarian theme of Golden Axe

(1989) into a full-blown AD&D-like setting, allowing

up to three players to choose between a Fighter,

Dwarf, Elf, Cleric or Wizard and battle orcs, dragons,

gnolls and other fantasy creatures, as well as level up,

gaining more hit points, armour and damage.

While KoD was simplistic, Capcom invested in

the formula and released Dungeons & Dragons: Tower

of Doom in 1993. Now an official D&D title, it allowed

for up to four players and featured a Fighter, Cleric,

Elf and Dwarf battling against iconic creatures such

as Owlbears, Displacer Beasts and a Lich.

The gameplay was greatly improved, allowing

players to block, riposte, roll, dash, slide and perform

special attacks. The Elf and the Cleric could cast a

limited number of spells each life/continue/area, such

as Invisibility, Turn Undead, Hold Person and Magic

Missile, with more being learned as they level up.

Multiple items were available, such as throwing

daggers, +1 arrows, magical rings and power-ups like

the Boots of Speed or the Gauntlets of Ogre Power.

Players could spend the gold they collected in shops

between each area, and occasionally the party was

able to choose where they wanted to explore next.

Tower of Doom was already impressive, but its

sequel, Shadow over Mystara, improved the formula

in every way. New melee attacks were possible and

an inventory allowed you to equip different weapons,

armour and items. Two more heroes were added –

the Wizard is a glass cannon with powerful spells like

Meteor Swarm and Power Word Kill, while the Thief

is a nimble fighter, able to pick locked chests, disarm

traps and double-jump. Even the graphics are better,

as the new art assets sport a unique, stylised look.

Moreover, the game is packed with well-hidden

secrets. The Elf can guide the party through a forest

side-path, the Cleric can uncurse mysterious blades,

body parts of defeated monsters can be used to craft

equipment and so on. It’s a delightful game to explore.

Although they are beat ‘em ups, you can feel the

developer’s passion for RPGs. Both the D&D games

were ported to PCs as the Chronicles of Mystara bundle

in 2013 and are a must-play for arcade fans. FE

Using the

OpenBOR

engine, fans

created sequels

to SoM, such

as Knights and

Dragons and

D&D: The Rise

of Warduke –

two amazing

open-world

beat ‘em up

RPGs.

The inventory is a

great addition to

the beat ‘em up

formula, as you

hunt for hidden

equipment and

adapt yourself for

each challenge.

Each of the six

characters has an

alternate sprite set,

which comes with

different spells and

items, effectively

offering twelve

unique characters.

219


The Elder Scrolls II:

Daggerfall

Bethesda Softworks, 1996

MS-DOS

Since 2009

Bethesda made

Daggerfall

freely available

for download

on their

website, as

celebration

for the 15th

anniversary

of The Elder

Scrolls series.

Besides the

multiple armour

parts and

accessories,

Daggerfall also

offers hundreds

of clothing pieces,

so that you can

properly role-play

your Argonian

vampire noble.

220

Envisioned as a game where you can do anything

and never run out of quests and dungeons,

Daggerfall was the most ambitious sandbox

game ever conceived. Such projects often end up as

horrible disasters (vide Battlecruiser 3000AD), but

somehow Bethesda Softworks managed to pull it off,

even though the effort and dedication to this worthy

cause nearly bankrupted it, leading to its acquisition

by ZeniMax and re-examination of priorities.

Procedurally generated, Daggerfall features

a truly humongous world with over 15,000 towns

and dungeons, over 750,000 characters, and a large

number of guilds, temples, knightly and Templar

orders, witch covens, vampire bloodlines, werewolves,

and even wereboars (each with their own quests), all

tied together with a handcrafted non-linear main

quest with six different endings.

The game has a very detailed character system

and a robust skillset, supporting different ways to

handle obstacles and survive (climbing vs levitating,

medicine/swimming vs casting spells, raw damage vs

backstab and critical strike, etc.).

Even the character generator is overwhelmingly

complex by today’s standards, allowing you to create

unique characters with different advantages and

disadvantages (weakness in holy places, rapid healing

in the darkness, forbidden armour type, immunity to

magic, affinity with certain weapons, phobias, etc.).

Your level-up speed is tied to these strengths and

weakness, so you can make a juggernaut of destruction

who’d level up very, very slowly, a sickly warrior allergic

to sunlight and physical activity who’d level up twice

as fast, or any other combination of different traits and

curses – though some can play horribly.

Daggerfall did a lot of interesting things but if I

had to pick the best, it would be the dungeons: it made

you fear them. In most games a dungeon is a short

hallway with some rooms; if you’re lucky, there is a

lower level with another hallway. Not in Daggerfall.

You go into a dungeon, you don’t know when or IF

you’re coming back. You don’t know if your weapons

will last, if you have enough supplies, if you’re prepared

to deal with whatever you’ll find there. Emerging

from a dungeon alive was an accomplishment and

I can’t think of another game that managed to pull

that off. Certainly not Skyrim where on your way to a

quest dungeon you run into 3-4 lesser dungeons and

clear them out while you’re in the area.

The dungeons’ design is fantastic and skill-based

– walls and air shafts to climb, open areas to levitate,

pits to jump over, flooded areas to dive into, hidden

areas and doors, multiple routes, switches, elevators,

teleporters and so on.

Basically, Bethesda put together a very detailed

character system and built a procedurally generated

world around it, as opposed to putting together

a pretty game and throwing in some skills for the

player’s amusement.


“I think it’s pretty astonishing

how many things actually did make

it into Daggerfall. I mean, don’t

forget that turning into a vampire

and a werewolf and buying boats

and property and all that stuff

were essentially ‘easter eggs’ in the

game. We didn’t mention any of

that in the manual or in previews.

They were just things to reward the

player if he kept on playing.”

– Ted Peterson,

Daggerfall’s lead designer

The random quests deserve a special mention

as well. They were well-written and did a great job

supporting different characters and role-playing. For

example, a priest might ask you to protect his temple

against thieves coming to rob it, or to travel to some

village and cast an elaborate healing spell on a sick

person or investigate divine manifestations. While

not very complex, such quests were infinitely more

engaging than “kill 5 wolves”.

In addition, Daggerfall had a superb atmosphere

(just go out at night to enjoy delightful MIDI

music, occasionally interrupted by the slain king’s

ghost screaming “Vengeaaaance!”), tons of spells, a

detailed spell-making and enchantment system with

advantages and disadvantages, horses to ride, carriages

to haul all that loot after a busy week in a dungeon,

houses and ships to buy, lycanthropy, vampirism,

banking, Daedra princes to summon in exchange for

legendary artefacts, a truckload of monsters, etc.

Despite its flaws (mainly, bugs and the inevitably

repetitive nature of procedurally generated games),

Daggerfall remains an impressive achievement in

game design and complexity, standing next to the

other notable and unsurpassed games of that era like

Darklands, Ultima Underworld and Realms of Arkania.

Considering that a game of such depth and

complexity will never be made again, I’d suggest you

grab DOSBox and see what games were like in the

olden days when giants were upon the earth. VD

Useful Files and Mods:

Ancestral Ghost’s Daggerfall Setup: Installs the game,

applies patches and fan-made quest packs, increases the

game’s draw distance and configures DOSBox to best

run the game. Highly recommended.

Daedrafall: An interesting mod that allows you to

play as a Daedra who kills the game’s original hero.

The dialogue system

allows you to ask

anyone about several

topics using three

different tones.

NPCs also react to

your reputation,

level, guild and race.

Currently

there are two

projects aiming

to remake

Daggerfall

– DaggerXL and

Daggerfall Unity.

Both seek to

port the game

into a new

engine, allowing

better graphics,

new features

and greater

mod support.

Even with the 3D map, finding your way out of a massive

dungeon can be a nightmare. A teleport spell sure helps.

Be prepared: some enemies have spells and resistances

that can single-handedly neutralise your tactics.

221


Diablo

The history

of Diablo

is explored

in the Stay

Awhile and

Listen book,

published in

2013 by David

L. Craddock.

“Stay a while

and listen” says

Deckard Cain,

one of the most

recognised NPCs

in gaming. He’ll

tell you tales and

identify items,

but will charge

you for that.

222

Blizzard North, 1996

Windows, Mac and PS1

Ahh, fresh meat.” Those now immortal words

of Diablo’s infamous first real antagonist, the

Butcher, give an apt foreshadowing of what

is to come. Diablo and its sequels are like a butcher’s

meat grinder. A haunting experience where players

find themselves faced with a never-ending onslaught

of ungodly creatures. Your journey concluding by

facing down the ultimate evil himself: Diablo.

A player’s journey in Diablo starts off with the

choosing of a character class and a name. Each class

has attributes pre-allocated and a special skill. The

Warrior specialises in melee weaponry and repair.

Archery and trap-disarming are handled by the

Rogue. Finally, the Sorcerer specialises in powerful

spells and the ability to charge magical staves.

Further abilities however are not locked into your

class selection – new skills and spells are acquired by

finding or buying arcane tomes and can be learned by

any class – as long as they have the required attributes.

Classes also have assigned speeds of attack, casting,

and blocking. Great depth in customisation wouldn’t

come until Diablo II.

Diablo excels at world-building. Tristram is a

quaint little gothic town whose church sits on top of a

mysterious labyrinth. Each new game has a randomly

generated dungeon where the adventure takes place.

But your first experience isn’t killing monsters

or grabbing items. It’s the serene sounds of one of

the single best tracks in gaming history. Strong voice

acting and nuanced dialogue introduces you to the

world in Diablo. Each of Tristram’s cast tells a part of

the story through quality voiced dialogue in addition

to their gameplay functions.

The cast of characters, music, and gothic-styled

art of the town creates an atmosphere where the player

always wants to learn more. As you delve deeper into

the dungeon you’ll find books detailing past events

such as the possession of the prince, the King’s

subsequent madness, or details on unique quests. The

plot itself fails to live up to such great world-building

as your mission is laser-focused on ridding the town

of evil and defeating Diablo.

Diablo’s core gameplay is built on an addictive

foundation of killing monsters, levelling up, finding

items, and doing this over and over again. This

gameplay loop became so popular that it spawned an

entire sub-genre known as “Diablo clones”.

Killing monsters is simple. Left-click to attack,

right-click to use spells, and press the numbered keys

to consume potions in the hot bar. Monsters comes in

various shapes and forms – including colour palette

swaps – and occasionally you’ll also encounter unique

fiends that come with special abilities and resistances.

Experience gained from killing these monsters

eventually leads to a level-up where you can allocate

five points to Strength, Dexterity, Vitality, or Magic.

Each of these affect derived statistics like damage,

chance to hit, life, and mana.


“Originally, Diablo was a turn-based

game. It was largely modelled

around a roguelike game called

Angband. [...] A bit into the

development, the idea of turning

Diablo into a real-time game started

whispering around the office.

I resisted for a while, but eventually

I decided to give it a try, and I

remember it like it was yesterday.

I spent the day converting the code

to real-time, and the first time

I pressed the mouse button, the

warrior walked over and smashed

a skeleton apart in a smooth and

satisfying motion.”

– David Brevik,

Diablo’s lead programmer

What makes this loop fun is the item system.

Each item you find will be randomly generated from a

preset pool of qualities. Regular items have no special

properties; just a damage or armour rating. Magical

items combine a prefix and suffix attribute which

provide various bonuses to your character. It could

be faster attack speed, additional character stats, or

even curses. And Unique items are extremely rare and

powerful. Diablo captures players with the constant

promise of a better item just around the corner,

maybe in the next chest or enemy, driving you to keep

fighting monsters till the early hours of the morning.

Together with Diablo, Blizzard also launched the

Battle.net service, where you could play competitively

or cooperatively online. The big downside was the

rampant cheating, as Blizzard did not police hacks

and exploits much. This alienated some from online

play, so the company was much fiercer in enforcing

anti-cheating measures on future titles.

In 1997, Diablo got an expansion called Hellfire.

It brought some welcome convenience features like

the ability to move faster in town. Oddly, Hellfire was

not developed by the same team or even company,

so it lacks the same consistent quality as the base

game. Still, extra content in the way of a new class –

the Monk –, item upgrades and quests make Hellfire

worthwhile for Diablo veterans, and some features

would eventually work their way into Diablo II.

Not many RPGs succeed in minimalism like

Diablo. The game world is not to be missed and the

seminal loot system provides limitless replay value.

There’s always another item to find, another monster

to kill and a new gothic labyrinth to navigate. SD

Mods:

Belzebub: aka Diablo HD, it adds widescreen support

and extensive gameplay changes, such as rebalanced

classes and features from Diablo II.

Diablo Awake: Adds new monsters/bosses, spells,

quests, and items, plus bug fixes and gameplay tweaks.

The Hell: Claiming to be the hardest of all Diablo mods,

it adds new classes, items and over 500 named monsters.

The Rogue faces

the macabre

Butcher, one of

Diablo’s unique

boss enemies. His

room is covered

in blood, full of

mutilated corpses

that didn’t exactly

please parents.

The Hellfire

expansion

added the

Monk class,

but the disc

also contained

two unfinished

classes – the

Barbarian and

the Bard. Both

can be played

by editing the

game’s files.

The small grid-based inventory forces players to go

back to town frequently, for a brief moment of respite.

The Belzebub mod also adds content that was cut

from the game, such as the Butcher’s Chambers.

223


Birthright:

The Gorgon’s Alliance

Synergistic Software, 1996

Windows

The Birthright

campaign

setting was

released in

1995, designed

by Rich Baker

and Colin

McComb. It was

built around

the concept

of bloodlines

having divine

powers that

help heroes to

rule kingdoms.

The army battles

are very limited.

Even Wizards

and Clerics

don’t do much

besides casting

damage spells.

The strategy

segment is the

saving grace of

Birthright. You

can choose to

play with all the

complex rules and

features or in an

easier, lite version.

224

Birthright: The Gorgon’s Alliance is an ambitious

hybrid game based on the obscure Birthright

AD&D campaign setting. The game consists of

three distinct segments: the main strategy map where

you control your kingdom, real-time battles between

armies and a dungeon-crawling “adventure mode”.

While marketing focused on the battles and RPG

elements, those were by far the most disappointing

aspects of Birthright and doomed it to being forgotten.

The biggest and most important part of the game

is the grand strategy map, where you’ll choose one of

18 available kingdoms and lead it to victory against

the Gorgon invasion. This part is actually very well

done and complex, as you get various options such as

building fortifications, casting global magic, building

trade routes and conducting espionage, allowing the

player to choose his own playstyle.

When armies clash, you go to the rather limited

battle segment. You can field only a small part of your

army, leaving the rest in reserve to replace damaged

units. And both sides can only move units in a small

5x3 grid, which leaves little room for any real tactics.

In the adventure segments, your regent and his

lieutenants go delving in dungeons after relics in a

3D first-person blobber. Mechanic-wise this part is

rather shallow – despite using the AD&D ruleset, you

are limited to premade heroes and can’t customise

them much. The combat itself can be played in either

real-time or turn-based mode, but both are poorly

done. They are also confusing, thanks to a “cinematic”

camera that pans out to show the characters fighting,

which often results in said camera getting stuck. The

redeeming part is the level design, as maps are filled

with secrets that are quite rewarding to find.

Birthright also offers multiple paths to victory,

tough conquest, diplomacy, economy, magic and/or

acquiring relics. Everything you and other regents do

generates victory points and every few turns the game

shows the progress of all factions.

It’s easy to see why this game was both a

commercial and a critical failure – the adventures

are frustrating, battles are underwhelming and the

strategy part is overwhelming. As such, those looking

for an RPG should stay away, but strategy fans might

find Birthright worth playing. MV


An Elder

Scrolls Legend:

Battlespire

Bethesda Softworks, 1997

MS-DOS

The Battlespire is a training centre for aspiring

Imperial Battlemages, built into a secret corner

of the Daedric realm of Oblivion. When you

enter the premises to take your final test, you discover

that the academy has been taken over by Daedric

invaders! Now a seal blocks the portal you entered by,

it looks like your only way out of this nightmare is

through battle.

Originally planned as an add-on to Daggerfall,

Battlespire was published as a stand-alone game.

All the action takes place in the seven levels of the

Battlespire and the regions of Oblivion intertwined

with it. The character and class creation system is

classic Elder Scrolls, even if only six player races made

the cut. Also missing are the rest: function, gold and

shops. But it’s not as if sleep was a good idea, anyway,

with all those Daedric minions breathing down your

neck. And if you need more equipment, find it on–

site or take it off dead bodies. By the way, loot is the

only randomised instance in Battlespire: Unlike the

Daggerfall dungeons, the complex maps here are

entirely handcrafted, so you won’t end up starving in

a misbuilt labyrinth.

No, you’ll pretty likely die in combat instead.

Enemies in the Battlespire are a lot tougher than

those you encountered in Daggerfall. You need to

outmanoeuvre hostiles if you want to survive. Now,

don’t get me wrong: Battlespire may be more actionoriented

and linear than Daggerfall, but it’s not all about

bloodshed. You’ll have plenty of opportunity to get to

know the invaders and make allies. Yes, you read that

right: allies. Not all Daedra are evil, nor does everyone

agree with Mehrunes Dagon’s plans of conquest. While

you can get far by being impolite or just resorting to

violence, you would be a fool to not take advantage of

all the political intrigue going on.

Furthermore, Battlespire adds to and draws on

established Elder Scrolls lore. Enjoyed Oblivion and

want to learn more about the Daedric realm, Mehrunes

Dagon and his infighting court? Play Battlespire!

My only gripe are the bugs. While it’s not the

bugfest Daggerfall was, some might force you to start

levels all over again, so be sure to patch it. But don’t

you dare ignore this fun and demanding game just because

of this. The scheming, the voice acting and the

dialogue options are too brilliant to miss out on. NS

After Battlespire

Bethesda

released another

spin-off: The

Elder Scrolls

Adventures:

Redguard, a 3D

action-adventure

game. Warmly

received, the

game’s most

memorable

feature was its

black protagonist.

Combat is similar

to Daggerfall,

with the mouse

movement

controlling the

weapons’ attacks.

You can pick a

pre-made class or

create your own,

customising stats,

advantages and

disadvantages,

as well as buying

your starting

equipment,

items and spells.

225


Fallout

A Post-Nuclear Role-Playing Game

Interplay, 1997

Windows, MS-DOS and Mac

Fallout had a

very rough

development,

filled with

cancellation

threats and a

lot of work

being done by

developers in

their spare time.

After Diablo’s

success they

were heavily

pressured to turn

the game into

a real-time

multiplayer RPG.

Combat is turnbased

and uses

action points, a

simplified version

of X-COM’s Time

Units. The game

allows you to aim

shots at specific

body parts of

enemies to blind

or cripple them.

226

It’s very difficult to convey just how important the

first Fallout was to CRPGs. Not only because now

most people associate the series with Bethesda’s

open-world games, but mainly because its influence

is so widespread that it became almost invisible.

The JRPGs, RTS and FPS genres were booming

back in 1997, but CRPGs were practically dead. Diablo

had been a big hit, but the genre was otherwise stale –

most games were Tolkien-esque heroic fantasies where

you made a character/party and went out exploring

dungeons and killing stuff. They were combat-focused,

extremely linear and usually poorly written.

Fallout changed everything. A spiritual successor

to Wasteland (1988), it’s post-apocalyptic, packed with

dark humour and presented in a retro-futuristic style,

spiced with ironic optimism based on 1950s America.

You play as a citizen of an underground vault,

who must leave this sheltered life and venture into

the radioactive wasteland in search of a Water Chip.

Fallout offers a large, non-linear open world full of

perils, but is not an RPG about raiding dungeons –

most of your time will be spent in the few surviving

towns, dealing with man’s biggest foe: other man.

It must be said that Fallout excels at atmosphere

and world-building. Everything follows a coherent

internal logic, the soundtrack is foreboding and the

writers knew just how to build up tension, e.g. the way

the Deathclaw is introduced – first in wild rumours,

then slowly coming to the forefront – is outstanding.

However, what defines the game is the amount

(and quality) of role-playing options. Fallout wasn’t

the first RPG with choices, but it was the first entirely

designed around them. The developer’s goal was that

every quest should be solvable in at least three ways:

combat, dialogue or stealth. And they succeeded.

A simple side-quest such as Raiders kidnapping

a girl has multiple approaches: you can kill everyone,

talk them down or sneak in and lock-pick the girl’s

cell door. That would already be impressive even by

modern standards (and it’s far more than Bethesda

now offers), but Fallout goes further. You can also

trade for the girl, blow her cell, ignore her and join the

Raiders, challenge their leader to a fist fight, or even

disguise yourself as their previous leader.

Every time you play you’ll find new solutions.

And the designers were not afraid of letting you skip

content – why battle dozens of giant scorpions when

you can just blow up their cave’s entrance instead?

Behind all this is the game’s robust character

system. Fallout was initially going to be based on

GURPS, a popular and flexible tabletop RPG system,

but the game’s violence led to the license’s owner later

refusing the deal. The designers then had to quickly

create their own ruleset: the SPECIAL system.

Based around seven stats and 18 skills ranging

from Small Weapons to Sneak, Repair and Speech, it

offers an amazing range of role-playing options. This,

combined with the multiple solutions to each quest,

means you can truly play however you want.


“GURPS was another huge

influence on me. With its generic

system that allowed any setting to

be used, I could finally make up any

adventure story and it would work.

Science fiction stories set in space,

superhero adventures, a psionic

system that was balanced... GURPS

opened my eyes to the world of

adventure beyond the realm of

fantasy.”

– Tim Cain,

Producer, designer and

lead programmer of Fallout

In Fallout it’s perfectly possible to play a pacifist,

talking your way out of conflicts and finishing the

game without killing anyone – even the “big bad” is

reasonable. Or you can do the exact opposite and kill

everyone. Or how about playing as a character with

intelligence so low that he can’t even speak properly?

The game reacts to all that in meaningful ways,

including the now-famous ending slides that show the

consequences of your actions. Your first playthrough

won’t last more than 20 hours, as the game is short and

has a time limit, but you can easily spend hundreds of

hours replaying it to try new characters and paths.

Sadly, Fallout isn’t perfect. Combat can be quite

satisfying thanks to the excellent animations, fast UI

and great sound design, but it also lacks in depth and

is quite unbalanced: critical hits are far too powerful.

There’s also some minor annoyances, like how the AI

companions you can recruit are ridiculously stupid.

The sequel, Fallout 2 (1998), would improve on

these and add much more content and polish, making

it, for some fans, the best game of the series. However,

the original game will always remain this concise and

expertly crafted experience that should be played by

every RPG fan. And then replayed, over and over.

Fallout carved a new path for CRPGs, pushing

the concept of “choice and consequence” deep into

the modern rendition of the genre. But, to this day,

very few games reached the impressive standards that

Fallout has set over 20 years ago. FE

Mods:

Fallout Fixt: An excellent mod pack with the best

patches and mods in a customisable installation.

High-Resolution Patch: Unlocks higher resolutions.

Not recommended, as it can spoil some moments.

Depending on

your stats, items

and skills, new

dialogue options

may appear,

but they aren’t

marked. You’ll

have to read

everything and

decide which

answer is better.

The first release

of Fallout had a

time limit which

changed with

your actions.

Due to negative

feedback, the

1.1 patch greatly

extended the

limit, but the

Fallout Fixt

mod can revert

it back to the

original.

You’ll travel across the wasteland through the world map,

trying to uncover new areas and avoid random battles.

Fallout introduced ideas like choosing a Perk every few

levels, which D&D 3rd Edition later mimicked with Feats.

227


Lands of Lore II:

Guardians of Destiny

Westwood Studios, 1997

Windows and MS-DOS

Westwood

Studios was sold

to EA in 1998,

and in 1999 they

released Lands

of Lore III. The

worst game in

the series, it

was universally

bashed for its

outdated 3D

graphics and

bland gameplay.

Sometimes

transformations

will happen at the

worst possible

time, turning

you into a small,

fragile reptile right

next to an angry

skeleton.

The game never

explicitly tells you

this, but it offers a

few alternatives,

such as killing the

King and stealing

his treasure,

instead of trying to

persuade him.

228

Westwood Studios had a strong tradition in

2D art, creating some impressive artwork

in Eye of the Beholder and Lands of Lore.

But the 3D craze and the popularity of the FMV scenes

in Command & Conquer clearly changed something,

and so Guardians of Destiny came as a 3D title, with

real actors, full voice acting and many pre-rendered

cutscenes – enough to fill four CDs. Despite the effort,

time wouldn’t be gentle, and the game’s graphics have

aged far worse than those of its predecessor.

Guardians of Destiny puts you in control of

Luther, son of Scotia – the evil witch defeated in

Lands of Lore. However, Luther isn’t a villain in search

of revenge, but rather a wisecracking reluctant hero,

who must find a cure for the ancient curse he bears.

This curse causes Luther to randomly (yes, it

might happen at any time) transform into a tiny

lizard – that can pass through small openings and cast

powerful spells – or into a huge beast, strong and able

to move large objects. Apart from that, however, the

gameplay is very simple. There are no party members,

no classes to choose from, level-ups are automatic and

the real-time combat usually boils down to clicking

the Attack and Magic buttons as fast as possible.

Luckily, combat and stats aren’t the focus of

the game. Guardians of Destiny features a design

that clearly favours exploration instead of combat,

with its well-designed levels populated by just a few

enemies. Instead of monsters, the areas in the game

are filled with alternative paths, for each of your

transformations, and secrets – not only a few hidden

rooms and treasures, but entire levels, items, spells

and even lore-related cutscenes that players might

not see. There are also various interactions with the

environment, such as stacking boxes to climb a ledge,

igniting oil or destroying pillars to cause a cave-in.

Better yet, the game features two paths – a good

and an evil one – each offering a few unique events

and endings. There are no dialogue choices in-game,

everything is made through direct interactions, such

as killing NPCs or using/destroying key objects.

These fine details remind you that Guardians of

Destiny was made by Westwood Studios, long-time

veterans of the genre. While it may look cheesy, it’s still

a charming RPG, with a charismatic main character,

great level design and many secrets to uncover. FE


Interplay, 1997

MS-DOS

Descent to

Undermountain

Back in the mid-90s, Interplay’s internal teams

were working on two CRPGs: their big bet was

the eagerly awaited Descent to Undermountain,

while the other was a side-project named Fallout.

This may sound weird today, so some context is

needed. Interplay scored a hit in 1994 by publishing

Descent, a 3D zero-gravity FPS were you controlled a

spaceship and could move in any direction. Around

the same time, the company bought the license to

make games based on AD&D, and thus a bold idea

was born: a fully 3D Dungeons & Dragons multiplayer

dungeon crawler based on the Descent engine!

While a clever business decision, the technical

side was a disaster. Unfamiliar with the engine, the team

struggled and the game was delayed for years, then

suddenly rushed out for 1997’s Christmas – without

multiplayer (which was still listed on the box). Worse,

it was practically unplayable, with constant crashes,

slowdowns, enemies floating in mid-air, a brain-dead

AI, unclimbable ladders and many other serious bugs.

Even if you got the game to work, combat was a

mess. The AD&D rules were crudely adapted into a

real-time Action RPG, as monsters and the player just

keep missing each other until someone scores a lucky

dice roll – in which case a single blow can kill your

character during the first several hours.

Similarly, you can play as a Fighter, Cleric, Thief

or Mage (or even multi-class) – with iconic spells like

Fireball, Invisibility and Feather Fall. But until you

level up a few times, you’re limited to one spell per

day. After that, your options are to battle monsters

with a dagger or to find a (rare) safe place to rest.

There isn’t much enemy or environment variety,

but at least the setting and lore are both well employed,

with Undermountain, a massive dungeon beneath the

city of Waterdeep, being a great location for a CRPG.

Composed of four hubs and several interconnected

dungeons, Undermountain is filled with traps, hidden

passages, optional areas, a great soundtrack and NPCs

with unusual quests and dialogues. The dungeons are

also well-done, although too reliant on illusory walls.

Sadly, any quality to Descent to Undermountain is

buried deep beneath a barely working engine, gamebreaking

bugs, muddy graphics, tedious combat and

many unfulfilled promises. FE

Combat is

real-time, dull

and mostly

luck-based, as

enemies can kill

you in one or

two hits – if they

can roll past your

Armour class.

Your main

quest comes

from Khelben

Blackstaff in

Waterdeep,

but you’ll find

many creatures

inside dungeons

asking for help or

offering rewards.

229


Final Fantasy VII

Squaresoft, 1997

Windows and PS1

Final Fantasy

VII was one of

the first JRPGs

to be ported

to Windows. It

was released by

Eidos in 1998 and

became infamous

for making odd

changes, such as

using low-quality

MIDI music and

adding mouths

to the in-game

models. Most of

these were fixed

in the 2012

re-release.

Combat follows

the traditional

Final Fantasy

formula, called

Active Time

Battle. The big

change was the

3D graphics,

which were

impressive at

the time.

230

Over twenty years since its original release,

Final Fantasy VII remains the most popular

entry in a very popular series. The game was

a breakthrough hit, and maintains a broad fan base

even today. In its own time, it was the console RPG for

people who didn’t play console RPGs, much the same

way that the novels of George R.R. Martin became the

fantasy novels for people who don’t read that genre.

(Indeed, the game was so popular that Squaresoft

later commissioned an extremely rare PC port, which

explains its inclusion in this book.)

In short, Final Fantasy VII was a cultural

phenomenon around the world, and Squaresoft (now

Square Enix) has never enjoyed the same measure of

cultural penetration since.

In a sense, Final Fantasy VII deserves its special

reputation, because it is unique in many ways. These

days, dramatic stories and high-res cutscenes are

ubiquitous in mainstream games. Moreover, many

of those games are preceded by multi-million-dollar

marketing campaigns. But, in 1997, FFVII was a

pioneer in both of those things, and few people had

ever seen anything like it.

FFVII also takes the sword-and-sorcery tropes

for which RPGs were famous and replaces them with

a futuristic dystopia. (It was hardly the first RPG to do

this, but the console audience had yet to encounter

games like Fallout). Gone are the wizards, knights and

rogues of traditional RPGs. Instead, the player meets

an aloof mercenary, an eco-terrorist, a bartender, a

research specimen, an aviator, a vampire, a remotecontrolled

toy, and the world’s last ninja.

The player’s party doesn’t fight against an evil

empire either, but rather against a globe-spanning

corporation with its own private army. The world is

well-rendered, highly detailed, and deeply memorable.

Years later, players of all tastes still find the gigantic

metropolis of Midgar to be one of the most compelling

settings they’ve encountered in a game.

In another sense, FFVII is not as remarkable

as its reputation suggests, but instead is a direct

continuation of trends which the series had been

developing for years. Starting in Final Fantasy V,

the series designers began to deprecate the role of

traditional RPG job classes. This trend continues in

FFVII, in which the statistical differences between

characters were so small as to be imperceptible,

except to master-level players. Only one character has

a discernible job class – Aeris, who is clearly a white

Mage – and her fate in the game can be taken as a

kind of embedded critique of the meaningfulness of

job classes in story-heavy RPGs.

But why does Final Fantasy VII get rid of

character classes? By abandoning the tactical aspect of

party composition, it allows the player to use whatever

combination of characters he or she liked for storyrelated

reasons. If the player thinks Cid is funny, that

Red XIII is cute, or that Vincent is cool – well, they can

bring those characters to any fight in the game!


“When a character in a video

game dies, no one thinks it’s that

sad. They’re just characters in a

game, after all — you can just reset

the game and try again, or you can

always revive them somehow. I felt

that their lives just didn’t have much

weight. With ‘life’ as our theme

for FFVII, I thought we should try

depicting a character who really dies

for good, who can’t come back. For

that death to resonate, it needed to

be an important character.”

– Tetsuya Nomura,

FFVII’s character director

While the

character models

during combat

and cutscenes

were somewhat

realistic, outside

combat you

control simple,

stylised characters

over pre-rendered

backgrounds.

Tactical considerations always take a back seat,

because storytelling was the primary concern of the

developers. This is also the reason why the main quest

is notoriously easy. Aside from two or three difficult

bosses, the game presents few mandatory challenges.

They did not want to alienate a core audience that was

playing for the story and characters.

Like everything else in the game, FFVII’s story

is remarkable in one sense, and in another sense

it is completely normal for the series. As usual, an

unlikely group of heroes bands together to save the

world from a homicidal maniac. The real magic

of the story is in how the characters react to their

circumstances. Nearly all of the important characters

in the game, including the antagonist, are survivors

who have outlived the people, places and ideas that

once defined them. The characters’ maturely written

internal struggles make the grandiose plot relevant to

an audience that might otherwise have outgrown it.

Final Fantasy VII remains a fun game to play,

as well. Although the main quest is easy and only

replayable for its best story moments, the endgame

is still quite engaging. To deliver a complex set of

challenges without interfering with the story, most of

the really interesting content is pushed towards the

end of the game. All of FFVII’s most idiosyncratic

features (like Chocobo breeding and complex Materia

setups) only become available to the player after the

30-hour mark.

Overall, Final Fantasy VII is an excellent example

of the subgenre retrospectively called the “JRPG.”

Enthusiasts of traditional PC or tabletop RPGs

should be aware that linear storytelling is the primary

concern, and the traditional moral and tactical choices

are either omitted or relocated to places they might

not expect them. But, if we assess it in the context of

what it aims to accomplish, Final Fantasy VII remains

an artistic triumph. PNH

Several mods

were made for

the PC port,

improving the

graphics, UI and

music quality,

as well as

increasing

the difficulty.

Tifa’s Bootleg

is a handy

mod manager

that lists the

improvements

available and

allows you to

choose which

to install.

The character system is based on equipping Materia,

which provides stat bonus, skills, spells and summons.

Final Fantasy VII features over 40 minutes of pre-rendered

cutscenes, something unheard of at the time.

231


Betrayal in

Antara

Sierra On-Line, 1997

Windows

Antara’s combat

is slow, often

challenging and

way too frequent.

Dispatching

the armies of

enemies blocking

your path

you take gets

repetitive fast.

Characters’ skills

increase only by

studying. You

can select up

to five skills to

be studied at

once, and set

the percentage

of time they will

spend on each.

232

Betrayal at Krondor was a big hit back in 1993,

so it was expected that a sequel would follow

shortly. Especially since the game took place

in Raymond E. Feist’s world of Midkemia, a popular

fantasy setting explored in over 20 novels.

A direct sequel by Dynamix was indeed in the

works, titled Thief of Dreams, but a dispute between

the developers and Sierra, their parent company, saw

the game cancelled and the licence lost in 1994.

Later regretting this outcome, Sierra then made

Betrayal in Antara, a “spiritual successor” (yes, decades

before Kickstarter), re-using Krondor’s engine in a

new setting. The core gameplay is exactly the same: a

party of three heroes travels across the world in a firstperson

view, fighting enemies in simple turn-based

battles and dealing with the occasional puzzles, sidequests

and overly talkative NPCs along the way.

However, not only was the setting was changed – the

developers, writing and tone are also entirely different.

Instead of emulating a novel with multiple playable

characters, Antara is closer to a 90s’ Saturday morning

cartoon, as three clichéd teenagers – the rich, bold hero,

the insecure wizard and “the girl” – band together to

investigate a mystery, deal with stubborn grown-ups,

spout witty lines and ultimately save the kingdom.

That could still be fun, if not for how crude the

game itself is. While every element in Krondor worked

together to form an engaging narrative, Antara feels

barely glued together. The world is – and plays as – a

bunch of towns with short linear paths between them,

that one could cross in seconds if not for enemies

blocking the road every five steps. Most of the game

is spent in these filler battles, only so you can reach

the next generic town and complete some of the laziest

“go there, fetch this” quests in gaming that will have

you aimlessly roaming the map for hours.

Even the underwhelming graphics heighten the

barrenness of the world. While the hand-drawn art is

charming, the aged engine can render only very limited

3D landscapes and muted, heavily dithered colours.

Overall, Betrayal in Antara is a simple game about

following paths between towns, battling foes and then

watching a badly voiced teenage cartoon adventure.

Unless you’re really starved for more of Betrayal at

Krondor’s gameplay, I’d suggest skipping this one. FE


Return to

Krondor

PyroTechnix, 1998

Windows

After the cancellation of the original sequel to

Betrayal at Krondor – Thief of Dreams – the

PyroTechnix studio acquired the Midkemia

setting’s licence and began working with its author,

Raymond E. Feist, on a new game – Return to Krondor.

In an ironic twist of fate, PyroTechnix’s parent

company sold the studio to Sierra, who then published

the game as the official sequel to Betrayal at Krondor,

less than a year after publishing their own “spiritual

successor” to that game, Betrayal in Antara.

To add to the confusion, Return to Krondor has

little in common with Betrayal besides the setting. A

fully voiced third-person 3D point-and-click game

mostly set inside a single city, it feels like an Adventure/

RPG hybrid. It offers some investigative quests with

multiple solutions and a few fun puzzles, but the overall

gameplay is linear and strict, with rare side-quests,

optional areas or character customisation options.

As the squire/reformed thief Jimmy “the Hand”

(a returning character from Betrayal at Krondor), you

must investigate a dangerous man who’s been raiding

the city of Krondor in search of a lost artefact. The

story spans 11 chapters of varying length, with a cast

of five heroes that come and go with the plot.

The combat is still turn-based, but was expanded

with (poorly explained) features such as battle stances,

full/half actions, quick casting, attacks of opportunity,

weight penalties and random “fate” bonus each round.

Most characters die in 2-3 hits, meaning having the

initiative often decides the outcome of the battle.

The graphics follow the Resident Evil formula of

pre-rendered backgrounds with fixed camera angles.

Unfortunately, it often uses disorienting or distant

cameras that make it difficult to see what’s happening.

The UI is also disappointing, featuring overdesigned

visuals but poor usability, especially in combat.

If you come to Return to Krondor expecting

a sequel to Betrayal at Krondor, you will be greatly

disappointed. The story penned by Raymond E. Feist

is good, but – like the game itself – it’s also short,

linear and unambitious, save for a few highlights.

Still, those willing to set the game’s heritage aside

and take Return to Krondor for what it is – a simple

yet charming story-driven RPG with a great combat

system on top – will likely have a good time. FE

Raymond E. Feist

adapted Return to

Krondor’s plot into

a novel, named

Krondor: Tear of

the Gods. The

ending teases a

sequel, but Sierra

had economical

difficulties in 1999

and never made it.

The combat is

the best in the

series, with

several tactical

options and small

nuances, even if

impaired by the

lacklustre UI.

The game’s

heroes all have

strict classes

and there isn’t

much equipment

variety, so

don’t expect a

deep character

customisation.

233


Rage of

Mages

Nival Entertainment, 1998

Windows

In both Rage of

Mages 1 and 2

you can change

the resolution

by editing its

shortcut. If you

add “ -1024”

at the end of

the shortcut’s

“target” field,

the game will

run in 1024x768.

Wizards have five

magic schools:

Fire, Water, Air,

Earth and Astral.

They increase as

you use them,

but you’ll only

learn new spells

by buying books.

234

Before CDProjekt could sell millions with AAA

games, back when the Polish company was just

known for adapting Black Isle and BioWare

classics to its domestic market, there was a time when

Eastern European developers lived in the obscurity of

low budget “shovelware” titles.

One of those studios was Mir Dialogue. Founded

in 1996, it became one of the first game developers

of the modern capitalist Russia. Soon the company

became Nival, and its first game was an RTS/RPG

hybrid called Allods: The Seal of Mystery – best known

outside Russia as Rage of Mages.

You start the game by creating your character,

which here just means choosing between the Wizard

and Warrior class, then your name, gender and main

skill. There are also four stats you can slightly alter,

but they play a very small role.

There are no levels in Rage of Mages; your power

is mainly defined by your equipment and skill level

in five specialisations – Magic Schools for wizards,

Weapons for warriors. As in the Elder Scrolls games,

you improve these skills by simply using particular

weapons or spells.

In practice, however, choosing your character at

the start is barely relevant. You will play with the four

heroes (male/female Warrior and male/female Wizard)

anyways, since the other three characters will appear

later in the game and join you.

Your adventure starts in a swamp and you have

to escort a woman to a nearby village. This basically

means killing everyone in your way and not dying

until you reach a certain point of the map. Then you

achieve victory and go to the next map.

The maps are what anyone could expect from a

90s RTS; rectangles of undiscovered territory hidden

by the fog of war. It has a graphic style reminiscent of

a less cartoony Warcraft II, with more varied terrain,

weather changes and a day-and-night cycle.

You’ll eventually reach the city of Plagat, a greatly

presented menu where you can buy equipment, talk

with NPCs and companions, hire mercenaries, train

you characters and start more missions.

As you start to hire more units, you’ll truly notice

the hybrid nature of the game. There’s no resource

management, base-building or unit-producing, but

the basic and most important mechanic of the game is

the micromanagement of units. It even has functions

like assigning keyboard numbers to different groups of

troops – though formations are sadly missing.

In every map you have some objectives to

accomplish, usually killing some particular monsters or

reaching a certain part of the map. There’s no indications

or marks on the map so exploration is necessary, which

may lead to additional battles or hidden items.

You move your units, fight the enemies, usually

using a lot of hit-and-run tactics, (don’t feel guilty about

it, enemies use it too) and little else. You have to be fast

and skilled enough with your mouse since the game is

hard and there’s no way to pause and issue orders.


“[...] People had already begun

to form stereotypes of genres, and

each player saw (and played) the

game through those stereotypes.

So, strategy gamers played it as a

strategy game, and, of course, it

lacked some elements that had

come to be considered standard for

the genre – the same happened to

RPG players. In the end, we weren’t

able to convince the hardcore fans

of either genre that the mix worked,

instead catching a smaller group in

between.”

– Serge Orlovsky,

Nival Entertainment’s CEO

The four main

characters can

improve their skills

and change their

equipment, but

the rest of your

troops are static

mercenaries.

At stores you’ll find an impressive amount of

equipment to buy and sell. All humanoid enemies

drop their equipment, so you’ll get plenty of loot.

However, you can only change the equipment of your

heroes, and their role in the game decreases quickly.

You automatically fail a mission if a hero gets

killed, so you will have to protect them and take them

away from the front lines while the mercenaries do

all the hard work. For some reason, your warrior

heroes are weaker than the hired soldiers, so after a

while only the two wizards will remain useful thanks

to the variety of spells; there are 24 of them which

can be absolutely determinant in a fight if you’re

quick enough to use them in the right moment.

The game is long, and while the first maps can be

resolved in a few minutes, some of the last maps can be

ridiculously huge and take hours to explore. Sometimes

there are also scripted events, short dialogues or just

really silly jokes. Those, along with pretty decent CG

videos, carry the narrative of the game.

Rage of Mages also has a simple multiplayer mode,

which basically consists of fighting and improving your

character with other players on dedicated maps.

The game was followed by one direct sequel,

Rage of Mages 2: Necromancer (1999), which added

several improvements such as better AI, auto-casting

and more side-quests, plus a map editor that earned

it a small but loyal fan base, active for a few years.

Later came a surprisingly good 3D spiritual successor

called Evil Islands: Curse of the Lost Soul (2000), and

the free-to-play MMORPG Allods Online (2011).

Rage of Mages could’ve been just another old

low-budget title, buried among the many releases of

the golden age of Western RPGs, but it still has an

important place in recent Russian software history.

Even if you disregard its historical value, there’s

a certain naivety and fairy-tale feeling here that

makes it quite charming. It’s a nice little game, with a

great presentation, that can provide hours of mouse

action and treasure-hunting. LEV

Each mission you must hire mercenaries to join you. They

come with their own equipment, which can’t be changed.

Rage of Mages 2 is even harder than the first game, but

plays better thanks to many gameplay improvements.

235


Dink

Smallwood

Robinson Technologies, 1997

Windows, Linux, Mac, iOS and Android

Several

versions of

Dink Smallwood

exist. The 2011

HD version has

more features,

but doesn’t

support all

D-mods. You’re

best off with

the FreeDink

release, which

runs perfectly on

modern PCs.

Combat is realtime

and somewhat

Diablo-like, with a

melee attack and a

magic spell, but it’s

very simple.

A

joyful blend of Zelda and Monkey Island,

Dink Smallwood tells the story of a pig farmer

still living with his mother, mocked by real

adventures and rejected by women. When evil strikes,

is up to him take up arms and begin his own epic quest.

Of course, the game’s claim to fame is the humour,

and Dink delivers a constant barrage of odd quips,

cruel jokes and passive-aggressive dialogues. I advise

attacking everything in sight, just to see his reaction.

The gameplay is simple – you travel through

map screens, talking to NPCs and battling monsters,

eventually levelling up your three stats – Attack, Defense

and Magic – and finding new weapons and spells.

Sadly, the game’s progression is often halted by

quest items sold in stores at insane prices, forcing

players to spend hours killing monsters. This destroys

the flow of an otherwise short and sweet game.

By itself, Dink would be little more than a

curiosity. But the game came with friendly mod tools,

and, in 1999, the developers made the game free, later

releasing the source code as well. This led to the rise

of a passionate community creating “D-mods” – new

adventure modules for Dink Smallwood.

Still active today, the “Dinkers” have produced

hundreds of D-mods, ranging from epic adventures

to short romps, one-screen mini-games and even

educative modules that teach scripting.

These modules have long since surpassed the

base game and are more than enough reason to own

Dink Smallwood. Just head to www.dinknetwork.com

and choose your next adventure. FE

A great deal of

Dink’s humour

comes from the

dialogue choices,

full of dirty

jokes and edgy

teenager lines.

236

Mods:

Mystery Island: An official sequel to Dink Smallwood,

made by the original developers 13 years later.

Pilgrim’s Quest: A lengthy adventure, with several new

regions, weapons, spells, riddles and even boat sailing.

Lyna’s Story: With Dink gone and the King’s knights

missing, it’s up to Lyna to venture out and save the day.

Dink Goes Boating: An excellent tutorial for the game’s

modding, it carefully explains how scripting works.

Mayhem: A short time-attack module where you’re

a Black Knight that must pillage a village and get out.


Hexplore

Heliovisions Productions, 1998

Windows

Hexplore is an isometric, party-based RPG

from France. It had a number of interesting

technical aspects and gameplay solutions,

but never achieved much success and is relatively

unknown, even to veterans of the genre.

Set during the Crusades in a fantastic version

of Earth, the game follows Mac Bride, an adventurer,

as he tries to track down fellow missing knights and,

of course, save the world in the process. During the

first level he is joined by three other companions – an

archer, warrior and sorcerer.

Each character has a unique set of weapons

and utility items at their disposal. Mac is a generalist

that uses bombs, melee and short-range weapons.

The archer uses long-range weapons and can reveal

hidden places on the map. The warrior uses a number

of powerful melee weapons and explosives, while the

wizard can heal, make the party invisible or rain fire

from above. As the game progresses, characters gain

access to three additional upgrades for each weapon

which increase their damage/usefulness and even

change the way they behave in some cases.

There are 12 huge levels spanning many open

spaces and explorable interiors. Each level also features

a number of puzzles where each character needs

to use its unique skill (fit through a tight opening,

operate mechanical devices, etc.) to complete it. Party

members often need to split up in order to solve the

puzzles, scout ahead or draw fire away from weaker

allies. Managing the whole party is quite easy, thanks

to a simple and efficient interface.

Unlike other isometric RPGs from the late 90s,

Hexplore is fully 3D and allows you to freely rotate

the camera – something you’ll need to do a lot to

uncover all the treasures, keys and secrets hidden in

its cleverly constructed environments.

Hexplore is also one of the rare games that uses a

voxel-based engine (instead of polygons). It was pretty

fast for its time, but even then the graphics looked

muddled. This was made up for somewhat with handdrawn

cutscenes and a memorable soundtrack.

The game also supported 4-player multiplayer,

but it never became popular. Overall, Hexplore is a

fun, niche game that didn’t improve upon existing

standards, but remains an interesting experiment. OU

To run Hexplore

on modern PCs

you’re going to

need the fan

patch, otherwise

the game will

crash every

few seconds.

The later areas of

the game focus

heavily on puzzles

and exploration,

with mazes full

of traps, keys and

secret switches.

Combat is simple,

real-time and a

bit Diablo-like.

You can change

the game’s speed

to plow through

easy enemies or

carefully battle

tougher foes.

237


Baldur’s Gate

BioWare, 1998

Windows, Linux, Mac, iOS and Android

Baldur’s Gate

was the first

game to use the

legendary Infinity

Engine, which

also powered

the Icewind

Dale games and

Planescape:

Torment. In 2012

fans created

GemRB, an opensource

version of

the engine.

Exploration is

unique, as key

locations are

connected by

“empty” roads

and wilderness

areas you must

cross, making

the world more

immersive.

238

It’s often written about how Final Fantasy VII

changed the fate of Japanese RPGs upon its release

in 1997. Much less is written about how, one year

later, Baldur’s Gate revitalised the CRPG genre.

After the genre tapered off during the mid-90s,

losing its appeal to “Doom-clones”, RTS games and the

rising popularity of consoles, some CRPG developers

were left wondering if they had coded themselves into

a corner. Baldur’s Gate, though, managed to bring

them back to the spotlight, selling two million copies

worldwide and forever elevating the recently founded

BioWare into a household name for CRPGs.

It’s not that it was the only CRPG around. The

revered Fallout series began a year before, to similar

critical acclaim – but only a tiny fraction of the sales.

Part of the appeal behind Baldur’s Gate comes from

the popular Advanced Dungeons & Dragons ruleset,

here applied to a friendly real-time -with-pause battle

system that has since become one of the most beloved

in the genre – think an RTS where the space bar

pauses the action, providing players tight control over

a party of six highly specialised characters.

Battles are then seamlessly integrated into

the exploration of the huge world, a vast region of

Forgotten Realms composed of several interlocking

maps – including the six-map wonder that is the

eponymous city of Baldur’s Gate – peppered with

combat encounters of varying challenge levels.

While not strictly an open world, the way the

maps interlocked with one another, and the fact that

you could (mostly) freely explore them, made Baldur’s

Gate feel like one. There was an addictive feeling to

mapping out the areas as you advanced and cleared the

map’s “fog of war”, and exploration was rewarded often,

but not often enough to make it feel that anywhere you

went there were “shinnies” waiting for you.

In fact, Baldur’s Gate is often a masterclass on

the art of using useless space. Many buildings are

enterable, but have little of interest inside. Many

maps are just odd stretches of forest with little more

than a couple of enemy encounters. The world, then,

exists because the world does not solely exist, as in

many moderns games, as a playground for the player.

This makes it feel more real, and makes it feel more

meaningful on the rare occasions when you do find

something unique and useful to you.

Dungeons are ever-present, of course, littered

with traps, if unfortunately light on puzzles. Dragons

are notoriously absent, due to a hard level cap (often

modded out by min-maxing players) that would make

such encounters near impossible in accordance to

the AD&D rules. Other than that, the game’s enemy

variety has seldom been surpassed.

The AD&D ruleset also powers a rich character

creation system, offering players a lot of freedom to

craft their own, unique protagonist – later joined by

a colourful cast of companions which would set the

foundation for BioWare’s character writing.


“We looked at RTSs, such as

Command & Conquer and Warcraft.

You’d click on characters and they’d

say something back to you, and it

was a surprise. In Jagged Alliance,

one character would take out a

gun and start shooting the other

because they’d had an argument.

We wanted to make [the characters

in Baldur’s Gate] feel like real

people, not NPCs who were AIcontrolled.

They really felt like they

had personalities and came to life.”

– Dr. Ray Muzyka,

BioWare’s co-founder

The excellent voice work and elegant mechanical

quirks (the ranger Minsc has one quick-slot assigned

to his pet hamster; the married couple, Khalid and

Jaheira, will only stay in the party as a pair) gave these

companions personality, while the fact that equipped

weapons and armour were represented on the in-game

models gave the player a way to make them his own.

Lest we forget, however, the AD&D system was

created as a framework on top of which tabletop

players would layer improvisation and role-playing,

helped or thwarted by the all-seeing Dungeon Master

player. No such flexibility exists here, resulting more

often than not on unbalanced encounters that require

one to rely on the dice as much as strategy – and

sometimes on the saving graces of the save and load.

Followed by the solid Tales of the Sword Coast

expansion and by an even better sequel, Baldur’s Gate

remains an often replayed classic, thanks to extensive

curation, earlier on by fans and currently by Beamdog.

The company, formed by former Bioware staff,

re-released the game and its sequel, adjusting them

for modern computers (and tablets) and even adding

some new content. As a result, Baldur’s Gate: Enhanced

Edition is accepted as the most complete out -of -thebox

way to play this legendary game. And blissfully

compatible with original mods – because you’ll still

want to unlock that level cap. LM

Mods:

Baldur’s Gate Trilogy-WeiDU: An excellent fan-made

alternative to the Enhanced Edition, it combines both

Baldur’s Gate games into one vastly improved game.

BG1 Tweak Pack: A pack of customisable changes and

tweaks, like unlocking level caps or hiding helmets.

Unfinished Business: Restores a lot of cut content.

The Fields of the Dead: A huge mod that make rules

more faithful to AD&D and adds a lot of content.

The main quest is

fairly linear, but

the side-quests

often allow you

to pick sides,

such as helping

Edwin to kill the

witch Dynaheir,

or joining Minsc

to rescue her.

In 2016

Beamdog

released

Baldur’s

Gate: Siege of

Dragonspear,

an expansion

pack for the

Enhanced

Edition of BG.

While combat was translated into real-time, BioWare kept

an impressive amount of the AD&D ruleset’s depth.

The charismatic companions, diverse equipment, iconic

classes and efficient UI makes party-building a joy.

239


Might and Magic VI:

The Mandate of Heaven

New World Computing, 1998

Windows

After releasing

the Xeen duology,

NWC created the

Heroes of Might

and Magic

spin-off series,

fantasy strategy

games that over

time became

more popular

than the main

M&M RPG

series itself.

You can hire up to

two NPCs to help

you. They don’t

fight, but can offer

spells, skills and

passive bonuses.

However, they’ll

take a percentage

of all the money

you find.

240

After a five-year hiatus, New World Computing

returns to Might and Magic, leaving behind

the flat world of Xeen to bring the series to

the three-dimensional continent of Enroth, home to

the first two Heroes of Might and Magic games.

A radically different game, Might and Magic VI

eschews the 2D, grid-based world of its predecessors

in favour of a more modern 3D free-roaming world.

Similar to early FPS titles like Doom, the engine

renders 3D environments and 2D enemy sprites.

The game is primarily played in real time and

features a day-and-night cycle, with an in-game

minute passing every two seconds. Actions such as

travel, rest and training advance the clock by hours

or days at a time, and the game’s shops, stables and

ships abide by a rigid schedule: most businesses close

overnight, and travel services only run their routes

on specific days of the week. Your party will need to

occasionally stop to rest and eat; they’ll press on if

you let them, but their condition will deteriorate over

time, leading to exhaustion and even death! In spite

of this, managing time in-game isn’t difficult, and

adds to a sense of immersion.

Combat in Might and Magic VI is a hybrid

between real-time and turn-based gameplay, and

generally takes place against dozens of enemies at a

time. Real-time combat can be hectic, but exciting:

a player might often find themselves running

backwards, evading incoming projectiles while

pumping spells and arrows into the advancing horde.

At any time, pressing Enter toggles a turnbased

mode, leading to a more tactical experience.

While turn-based mode is switched on, the party

may not move, but the player has time to make more

deliberate choices during combat. A player might find

themselves gravitating to either real-time or turnbased

combat, or mixing them: both modes have their

advantages, and are viable in most situations.

Your party consists of four human adventurers,

who can specialise in one of six different classes.

M&M VI introduced the now-classic formula of

seeking trainers to improve your skills, with the skill

masters being hidden in obscure places. Characters

are free to master any skill their class has access to,

and can learn any spell in their available spell schools.

However, there are a significant number of spells

which don’t scale well into the later game, or simply

don’t work at all! Later M&M games fix these issues,

but place more limits on which spells a class can

learn, and which skills they can master. As a result,

character classes in this game are less specialised and

more homogeneous than in its sequels, but the player

has more freedom to develop them as they see fit.

The balance tends to favour spell-casting classes,

due in part to the raw power of Light and Dark magic

and the sheer utility of Water and Air. Physical classes

quickly drop off in power, but their survivability can

save the party, and they tend to have more points to

spend on non-combat skills like Repair.


“Although controversial, I feel

the most important thing was

the turn-based/real-time combat

system. We really gave this a lot of

thought, and I think this was the

key to bringing Might and Magic’s

party-based system into the post-

Doom 3D world.”

– Jon Van Caneghem,

Might and Magic’s creator

Your party will start out feeling rather weak, but

will ramp up steadily in power as you play. It can be

very satisfying to return to an area that once gave you

trouble, and cut a swath of destruction through it!

Might and Magic VI takes place after the events of

Heroes of Might and Magic II, but it does not follow a

completely linear narrative – it is quite open-ended in its

structure. While the starting town of New Sorpigal has

a useful assortment of low-level quests and dungeons,

most regions are accessible from the very beginning of

the game, and many quests, even within the main quest

line, can be completed in any order.

Dungeons are typically sizeable in scope

and overflowing with enemies, and range from

unremarkable caves and sewers to lavish ruins and

high-tech control centres. The world itself is quite

large, with about 15 large outdoor regions and over

30 dungeons. Locales include the snowy mountains

of White Cap, the haunted Mire of the Damned, and

Dragonsand, a desert unsurprisingly full of dragons.

There are plenty of ways to get around: regions

can be reached either on foot or via ships or stables,

which can quickly move a player between towns. A

party with an advanced spellcaster has additional

conveniences: for instance, a Water Master can

save beacons to warp to at a later time, or instantly

teleport the party to certain cities. Air magic’s Fly

spell is my personal favourite: your party gains the

power to soar freely through the air, raining death

onto any unsuspecting enemies below.

The new M&M engine and gameplay style would

be used in two more games, Might and Magic VII:

For Blood and Honor (1998) and Might and Magic

VIII: Day of the Destroyer (2000). But while they add

polish to the engine, they don’t match M&M VI’s

nearly 100 hours of gameplay, meaty dungeon crawls

and emphasis on free-form exploration.

For these reasons and more, Might and Magic VI:

The Mandate of Heaven may well be one of the best

computer RPGs of its time. DH

The dungeons are

huge and filled

with hordes of

enemies. Luckily,

the automap is

excellent, and you

can rest inside

the dungeon if

you find a safe

area and have

enough food

remaining.

The GrayFace

MM6 Patch

fixes many bugs

and add new

features like key

re-mapping and

mouselook. If

you want more

adventures,

you can also try

the The Chaos

Conspiracy

mod, a new

fan-made

campaign.

The inventory is now grid-based, with nice equipment

artwork, a “paper doll” and – finally – item descriptions.

Dungeons are 3D, but shops, guilds, houses and other

internal locations are shown through charming 2D art.

241


Fallout 2

Fallout 1

and 2 were

both heavily

censored in

some countries.

The UK and

German releases

removed all

children from

the games,

making some

side-quests

impossible to

complete.

Fallout 2 has 14

recruitable NPCs

and allows you

some control

over their tactics

and equipment,

but they are still

very unreliable in

some battles.

Black Isle Studios, 1998

Windows and Mac

You will be able to prostitute your spouse in

New Reno!” Lost in the pages of a video

game magazine, these few words were the

first contact I had with Fallout 2. Needless to say, I

was thoroughly delighted with this statement: I was

young, my moral compass wasn’t quite functional yet

and – most of all – I did have hormonal disorders. The

same kind that seems to plague most boys of my age.

Naturally, I felt Fallout 2 was made for me.

Walking in the footsteps of its big brother barely

a year after its release, Fallout 2 had to answer a lot

of the player’s expectations. It did so, but in quite an

unexpected way.

First, you’re not the Vault Dweller anymore, but

his grandchild – a brahmin-herdin’ gecko-hunting

neo-tribal. As the “Chosen One”, you must find

the Garden of Eden Creation Kit, a terraforming

pre-war device that can save your village from starvation.

This GECK in itself is little more than a MacGuffin,

a pretext to send you on a trip through the ruthless

remnants of a post-nuclear West Coast. Fallout’s setting

in itself has always been the true star of the show.

Black Isle’s team made sure that you would roam

the wasteland in the right conditions: the game is even

more open than its predecessor and you will discover

new locations as you go through the desert and talk to

its denizens. The elusive nature of your quest will ensure

that you will go through most of the West Coast and its

broken, twisted communities before getting a lead on

where the GECK is located. The order of the locations

you visit is not set, and each town provides another

viewpoint of the conflicts playing out.

Decades have passed since you walked the

wasteland in the first game: communities have

somewhat evolved and human societies had enough

time to rebuild themselves. Though the rule of law now

seemingly governs many of those settlements, you will

quickly discover that these “laws” doesn’t necessarily

mean “greater good” and that man is still a wolf to man.

You will encounter countless situations where slavery is

perfectly accepted, and where people are experimented

upon with drugs in so-called “stables.”

When it comes to player freedom, open-worldness

is not the only thing Fallout 2 has going for it, for the

game is tailored to reward you for going your own way.

The early-game ammo scarcity, the frequency at which

you’ll end up outnumbered and outgunned, basically

encourages you to find ways to get your first decent

gear, often in undignified ways. Again, the world of

Fallout is ruthless and you might just have to take sides

in petty gang wars, pillage graves, sell slaves and rob

honest people’s homes in order to survive.

Always promoting the player’s agenda, the

way most of the skills are used is left to the player’s

discretion of when and how to use them. You’re rarely

prompted to use them at all, and no message will pop

up on the screen to tell you which quest can be solved

by sneaking into the criminal kingpin’s office.

242


“I think it [New Reno] presents a

lot of fun role-playing opportunities

and things to do, no matter what

‘type’ of character you are. But does

it fit in the setting? No, probably not.

It’s too sexually over-the-top, too

much profanity, and the look and

attitude of some of the characters is

too modern-day to complement the

feel of the Fallout world (...) But I still

think it was fun to play, and it was

fun to design.”

– Chris Avellone,

Fallout 2’s designer

By giving the player as much freedom as possible,

from the character creation screen to the quests and

dialogue trees, the developers entrusted the players

with crafting their own experience out of the game

and play it the way they wanted – all the way down

to the ending, which is intricately affected by their

actions during the game.

As for the combat, the game abides by the same

rules set by its predecessor: turn-based combat on

a hexagonal map. Each turn, you are limited by a

number of action points you must carefully distribute

between firing, aiming, running (away) or accessing

your inventory.

Fallout 2 proposes some tactical options but, in

all honesty, the most satisfying experience you’ll get

from its combat system is blowing up your enemies’

innards in a forceful shotgun blast and reading

hilarious message feedbacks after *intentionally*

popping up one of your enemies’ gonads.

Truth be said, humour is one of Fallout 2’s main

guideline. While Fallout 1 focused on delivering a

minutely-crafted and focused experience, its sequel

breaks a great deal of walls – fourth one included – in

order to let the players frolic at their hearts content.

You can blow up a toilet and smear a town of

starving farmers in shit, offer candy to a little boy, cut

raiders in two with a laser mini-gun, grow a sixth toe,

become a famous porn star, and get your ear bitten off

during a boxing match. Through its great variety of

locations and situations, Fallout 2 will provide you with

experiences, playlets and dialogue you’ll never see in

any other video game.

Even by today’s standards, Fallout 2 is too unique

of an experience to pass up. It is not only an excellent

RPG, it is also an exceptional game in itself. Its quirky

writing, legendary setting and inviting gameplay will

provide countless hours of entertainment, provided

you’re not adverse of wading through delicious postapocalyptic

filth. BC

Fallout 2’s

humour is dark,

witty and full

of pop culture

references. You’ll

talk like a smartass,

make jokes

on cannibalism,

quote movies and

may even pull out

prank calls.

In 2004,

Russian fans

created FOnline,

an unofficial

Fallout MMO

engine. Several

MMORPGs

derived from it,

such as FOnline 2,

FOnline: Reloaded

and FO:Ashes

of Phoenix. You

can play any of

these for free.

Guns, armour, drugs, explosives, sex toys, car parts and even

your own body parts are some of the items you’ll find.

Mods:

Killap’s Fallout 2 patch: A must-have, fixes +800 bugs.

Fallout 2 Restoration Project: Restores a lot of content

that was cut, including several locations and Kaga, your

“rival” Chosen One. Just be aware that not all of it is great.

MIB88 Megamod: A mod pack that adds new areas,

various features and allows you to visit Fallout 1 areas.

Oblivion Lost: A Russian mod that blends Fallout 2

with STALKER: Shadows of Chernobyl. It’s quite funny.

Fallout 1.5: Resurrection: A critically acclaimed

mod that offers a full 25-hour campaign. A great

RPG in its own right, it’s highly recommended.

Several total

conversion mods

for Fallout 2 exist,

such as Olympus

2207, Shattered

Destiny, Fallout:

Nevada and

Mutants Rising.

Sadly, most of

them are only

in Russian.

243


King’s Quest:

Mask of Eternity

Sierra On-Line, 1998

Windows

Shooting

enemies in

first-person

mode during

a platforming

section isn’t

exactly what the

fans expected

from a King’s

Quest game.

One of the three

endgame trials to

prove yourself a

worthy champion

is a sliding puzzle.

How exciting.

244

The fabled designer Roberta Williams had a big

problem in the late 90s. The gaming market

was booming, consoles and 3D action games

titles were selling millions, but adventure games

were considered a dead genre. Sierra, the company

she founded in 1979, was still a giant corporation,

but Roberta and her husband had sold it in 1996

(although they still worked there). And now Sierra’s

new owners were desperate for a big hit.

So Roberta took some of the most popular games

at the time – Quake, Tomb Raider and Diablo –, added

then-innovative 3D graphics and tried to create a new

style of adventure game, one that would attract this

modern gaming audience into her King’s Quest series.

The result is an Action RPG that can be played

in either first- or third-person mode, complete with

real-time combat, platforming sections and even a

grappling hook that allows you to climb walls. Many

RPG elements also were added, such as levels and

experience points, various weapons and armour and

even a Diablo-like toolbar of magical potions.

However, little from the previous King’s Quest

games is present. While occasionally you’ll come

across one or two puzzles – such as using an axe to

chop down a tree, so that it diverts the flow of a river

and stops a nearby mill – those are extremely rare.

And don’t expect a single dialogue tree either. Most

of the time you’ll progress by killing everything that

moves, and then clicking on everything that doesn’t.

All could eventually be overlooked had the rest

of the game been good. But it just isn’t. Moving and

jumping feels clunky (the infamous “tank controls”),

combat is nothing but clicking on enemies while

chugging potions, environments are dull and empty,

the writing is childish and the game simply never

manages to excite the player in any way.

Looking back, Roberta was in a difficult position

and tried her best to reach this new gaming audience.

It’s easy to criticise her now, but such wild bet made

sense at the time. In fact, Mask of Eternity was released

in the same year as the much revered adventure classic

Grim Fandango – and outsold it 2-to-1.

Does that make it a good game? Definitely not,

but serves as a cautionary tale about the whims of the

game industry and its trends. FE


Valkyrie Studios, 1999

Windows, Linux and Mac

Septerra Core:

Legacy of the Creator

With the success of Final Fantasy VII in 1997,

it was expected that companies would try

to imitate its formula. Sudeki, Anachronox,

Silver and even Lord of The Rings: The Third Age had

strong JRPG influences, but no game came closer to a

“Western-made Final Fantasy VII” than Septerra Core.

The game is set on Septerra, a planet composed

of seven layers, each with unique characteristics. You

play as Maya, a scavenger from the second layer who

saw her city destroyed by a general from the first layer.

Her adventures follow a decidedly JRPG-like

formula (especially those of the PS1 era) of gathering

companions, visiting exotic towns, exploring dungeons,

travelling across a large overworld and even acquiring

a late-game airship that allows you to travel freely.

That’s not to say there’s nothing new – Septerra

features adventure game elements, with topic-based

dialogues and puzzles that require you to combine items

in your inventory. Some are fun, but others are poorly

presented or require items that are very easy to miss.

Combat is similar to Final Fantasy’s ATB system,

where characters wait for a bar to charge so they can

act. Here the bar is divided into three segments – you

can act with just one segment, but more segments

allow more powerful attacks (similar to what FFXIII

would use). Sadly, combat is slow. Very, very slow.

However, what really exacerbates the flaws in

both the combat and puzzles are the game’s dungeons.

They are massive, packed with enemies that respawn,

and offer no challenge beyond pushing levers.

It combines terribly with the sluggish combat and

confusing puzzles: some events can only be triggered

by specific party members – going back to town to

switch characters and returning can take a lot of time.

And even if you know exactly what to do, you’ll often

be forced to cross the same dungeon multiple times.

All this stretches what could be a very enjoyable

20-30 hour game into almost 60 hours. To speed things

up, you can cheat to instantly win battles (and honestly,

I advise doing so) but, still, it’s an endurance test.

Overall, Septerra Core is one of those games that

those who found it in a bargain bin back then (and

had nothing else to play) might have good memories

of its flawed yet interesting story, but it’s hard to justify

spending so many hours on it today. FE

While the

character’s art

feels like a poor

emulation of the

Japanese style,

the pre-rendered

backgrounds

are nice and the

game’s dialogues

are fully voiced.

Magic and

Summons are

cast by combining

cards you find

during the game.

They require

mana, which is

shared between

party members.

245


Jagged

Alliance 2

Sir-Tech Canada, 1999

Windows, Linux (Mac and Android)*

*Since the

release of the

source code,

dedicated

modders have

managed to

create ports

of the game

for Mac and

Android.

More than just

fighting, you’ll

also have to talk

to the locals and

decide how to

handle the issues

they present.

246

Jagged Alliance 2 is an isometric turn-based

strategy game where you hire and command a

band of mercenaries in order to free a fictional

country called Arulco from the rule of its ruthless

dictator, Queen Deidranna. Or is it?

Reassessment and reflection occurs each time

I’m asked what JA2 is. I’ve seen people drawn to

this game for all possible reasons, from professional

soldiers loving its strategic layer to gun nuts drooling

over the immense arsenal available, expanded even

further by mods. Others praise the game for a creative,

alchemical approach to the RPG genre and its chesslike

tactical depth. Some just love the characters.

Aye, Jagged Alliance 2 is generous enough

to allow you to enjoy it from all perspectives and

playstyles. If you want to treat it as an isometric

shooter, one-man team, fine, there’s enough action

for every Rambo out there; if you want to instead

take an armed stroll and explore the country, you’ll

have a laugh and a whale of a great time too.

Such flexibility is achieved through this unique

blend of strategy and role-playing game.

You start by creating a custom avatar, then

recruiting a minimal team of mercs – each with their

own stats, gear, personalities and weekly salaries –

then go straight to work. Your team is inserted into

the Omerta village, where the army is about to assault

the rebel hideout. You are to clear the initial sector,

deliver your letter of credentials to Fatima, a local

contact, and be led to meet the rebel leader.

Your dialogue skills will be used for the first

time here, giving you the chance to recruit rebels into

your squad and place the sector under your control,

making it clear that JA2 offers much more than “just”

an incredibly deep tactical combat.

After Omerta, you gain acess to the world map

and can plan your next steps. There’s the “normal”

route of liberating the town of Drassen, gaining

control of its resources and assigning your mercs to

train a militia that will defend it from Deidranna’s

army (you can also find the local helicopter pilot and

weapons dealer there). But you can try alternative

routes, especially during a replay. A 7.62 mm bullet

might stop you, but the game won’t.

In each of the main sectors you also get to indulge

in a bit of RPG exploring and questing. Benefits can

lie hidden in any cupboard or dialogue option. It’s

where the kindred spirit with the Fallout series is

most evident in JA2 – whether you fight for cash in

San Mona or rescue a hooker from a brothel, quests

are fun, rewarding and not at all politically correct.

Depending on how close you get to the capital,

or how irate Deidranna gets with your actions, the

game throws at you a range of enemies, rising in

difficulty from “yellow shirts” – the local police –,

to army “red shirt” regulars, and ending with the

“black shirt” special forces, who bring everything to

the table: snipers, LMGs, mortars, even tanks.


“Even though it wasn’t the focal

part of the game, I found some

of the NPCs to be the coolest

part – especially watching people

theorise on how the game worked

in this respect. Whether it be Pablo,

Kingpin, Deidranna, or any other

NPC, there was more talk about this

aspect of the game than the actual

combat. And I’m happy with that,

the combat in JA is a given, so it’s

the ‘extras’ that I get off on.”

– Ian Currie,

JA2’s director and producer

The final layer of the cake is the amazing turnbased

combat. Powered by an elegant UI, a large pool

of action points per unit and many nuances like cover,

stances, aimed shots, morale, wounds, field of view,

multiple ammo types and even destructable buildings,

the wealth of options available is staggering.

The day-and-night cycle enhances stealth and

the game provides both the tools (knives, camouflage,

silenced weapons, wire cutters) and the skills required.

If that’s not your cup of tea, you can get a Dragunov

sniper rifle and pop heads from across the map. Or

set the world on fire with LAWs, mortars and LMGs.

Or maybe play Ironman (and/or solo!) and try to

carve your way to victory for massive bragging rights.

JA2 will keep bringing you back, no matter what.

Finally, if you’re looking for an alternative twist,

you can also activate the Sci-Fi mode, a special mode

where a new faction of enemies is added to the mix –

which can lead to chaotic 3-way battles.

More than just stats, gear and salaries, each unit has its

unique personality, delivered via hundreds of voiced lines.

Two years after the game’s release, we got the

JA2: Unfinished Business expansion. Its new campaign

was short and left you hungry for more, but the game

also brought a map editor, giving the official blessing

to a modding community that, many years after, still

produces fresh content for the game.

The sales of Unfinished Business failed to keep

Sir-Tech alive and ended prematurely one of the

greatest TBS/RPG series ever made. Yet, like the bite

of a vampire, it made the game immortal, leaving

its future to be safeguarded by its dedicated fan

community. SH

Mods for Jagged Alliance 2

JA2 v1.13: A must-have mod, v1.13 brings thousands of

new features and items to the game, changing the AI and

interface, adding weather, suppressing fire, etc.

It transformed JA2 into a mod-friendly game, leading to

many impressive new features, such as multiplayer.

JA2 Urban Chaos: The very first fan-made sequel of

JA2 offers a completely new adventure in Danubia, with

revolutionary changes to systems and tactics.

JA2 Stracciatella: An overhaul of the JA2 source code,

started by modder Tron, transforming the engine into a

true platform-independent piece of software. It allowed

ports of JA2 to Linux, MacOS and Android.

Mods for Jagged Alliance 2: Unfinished Business

JA2UB Vietnam SOG’69: BecomingX’s campaign lands

you in Vietnam, together with some very interesting new

characters. One of the most played UB mods.

JA2UB Shady Job: This Russian mod turns JA2:UB

into a whole new game, with new tactical map, new

markets, new characters and new weapons.

You can control

multiple squads

at once, and

train militias to

defend liberated

sectors once

you’ve earned

the support of

the locals.

After Sir-Tech

closed, many

companies tried

to make sequels

to JA2, such as

JA: Back in Action,

JA: Flashback and

JA: Online, but

sadly none of

them come close

to JA2 v1.13.

247


Planescape:

Torment

Black Isle Studios, 1999

Windows, Mac and Linux

Planescape is an

award-winning

AD&D setting

written by David

“Zeb” Cook and

published in 1994.

It deals with

cosmic factions,

multiple planes

of existence and

the city where

they all meet –

Sigil, the City

of Doors.

The RTwP

combat is the

weakest aspect

of the game,

but the unique

spells and the

exotic monsters

help keep it

interesting.

248

Most fantasy RPGs follow the tried and

allegedly true formula, which strips them

of anything “fantastic” and grounds them

in the dull “reality” of the familiar. Sadly, the much

coveted instant recognition usually means instantly

forgettable. How many times should we save an utterly

predictable and generic world before it gets really old?

Why is that when we see a town on the horizon, it’s

not a place of wonder and strange customs, but a place

to restock on a FEDEX quest and trade in your loot?

Now compare it to Planescape: Torment. You

wake up in a mortuary. Dead. A gravity-defying

skull starts chatting with you, making it clear that

you aren’t in fantasy Kansas anymore. The rules are

completely different and you have no idea what they

are yet. Where are the familiar elves and orcs – the

foundation of quality storytelling? Why isn’t an

ancient evil stirring? Where is a kind lord of the realm

to send you on a mission of great importance? Why

isn’t your character a dashing young hero, destined

to be awesome, but a scarred, formaldehyde-soaked

corpse, cursed with immortality?

You open the door. Zombies are crawling

everywhere, yet it’s not a zombie apocalypse. The

zombies mind their own business; in fact, they are

nothing but indentured workers whose bodies were sold

to the Dustmen, one of the many colourful factions in

the game. You can attack the zombies if you’re a creature

of habit, but you can also walk around, studying the

undead, and even get very unusual items from them.

When you finally manage to leave the Mortuary,

you find yourself in a most unusual city. It’s a city of

doors, filled with hidden portals that can take you

anywhere, assuming you have the right key – which

can be anything from a jewel to literally junk.

You make your way to a bar: a familiar place

in this strange land. The very first thing you see is a

burning (yet still alive) man floating in mid-air – a

rather unusual conversation piece of decor. Some ugly

looking demons are having a drink, greeting you as an

old friend. The bartender casually informs you that he

still has your eye – it’s right there, floating in a jar like

a pickled egg – and if you have some coins you can

have it back.

You buy the eye, not because you need it, but

because it’s so shockingly different from the usual

selection of RPG goodies, wondering what the hell

one does with an eye that belonged to your earlier

incarnation. Guess what, you get an option to rip

out one of your current, perfectly good eyeballs and

replace it with the pickled one, because why not?

Somehow it works and your old memories start

pouring in. At this point you’re absolutely lost. You,

the player, are a stranger in a strange land and that’s a

rare and precious moment in gaming.

Overall, Planescape: Torment is a beautifully

written RPG that shines in every single area that

involves writing.


“I looked at all the RPGs I had

played up to that point, identified

all the things I was tired of seeing

and just looked for new ways to get

around them. It just seemed like

loading your game up after death

was a huge waste of time. Ideally

you just want the player to play

until they feel like quitting, and so

it occurred to me that if I made an

immortal character, and made death

a part of the game and mechanics,

that it would be a more enjoyable

experience for players instead of the

standard save, die, and reload.”

– Chris Avellone,

Torment’s lead designer

You’ll travel an interesting world (while the

setting is a licensed oddity, it takes considerable skills

and talent to turn an obscure, dusty IP into a one-ofa-kind

world ready to be explored). You’ll read a great

story with philosophical undertones – a rare treat

in video games. You’ll meet the best party members

I’ve ever seen in a computer game, and you’ll have

fantastic dialogues and complex dialogue trees

On the downside, despite featuring over 800,000

words, you have to fight a lot because apparently killing

things to level up (and grinding to put more points

into Wisdom and Charisma to unlock more awesome

dialogues) is what players can’t get enough of.

All this mindless slaughter is powered up by a

rather underwhelming RTwP system that comes with

the Infinity Engine. On the plus side, it has spectacular

spell animations inspired by Final Fantasy VII, so if

you get bored watching toons whacking each other,

cast one of the spells and watch the fireworks.

Speaking of Final Fantasy, it can be argued that

Planescape: Torment’s, um, homage to Japanese RPGs

goes a bit deeper than the spell effects and that it is, in

fact, a JRPG cleverly disguised as a WRPG to confuse

players who are too cool to play console games.

Fortunately, the story, dialogues, and characters

are so good that, even if you hate RTwP with passion or

laugh at people who cried when Aeris died, you’ll still

love the game and wish you could lose your memories

to experience it all over again for the first time. VD

Mods:

Ultimate WeiDU Fixpack: Fixes hundreds of bugs.

Bigg’s Widescreen mod: Allows you to run the game in

any resolution you desire. If you install this, then also get

Ghostdog’s incredible UI mod to fix the menus.

Qwinn’s Unfinished Business: Restores several quests,

items and dialogues that were cut during development.

Torment’s writing

is unrivalled in

gaming, offering

plenty of roleplaying

options,

memorable

moments,

funny lines and

overarching

philosophical

questions.

Black Isle tried

developing

two other

Planescape

games, both

of which were

eventually

cancelled. One

of them would

be a PlayStation

game inspired

by King’s Field,

to be directed by

Colin McComb.

You won’t buy armour in shops. Instead, you’ll get tattoos,

unlock memories, learn secrets and replace body parts.

It’s advised you play as a wise and intelligent mage.

Not because of his power, but because of his dialogues.

249


Ultima IX:

Ascension

ORIGIN, 1999

Windows

Around the time

Ultima IX was

released, Richard

Garriott hinted

at the possibility

of remaking the

entire Ultima

series using the

Ultima IX engine,

releasing them as

online episodes.

Shortly after,

Garriott departed

from Origin and

the project was

canned.

Ultima IX’s

inventory is still

based on multiple

containers, but

they are now gridbased,

making

them much easier

to organise.

250

Ultima IX, published over 16 years ago, is the

last single-player Ultima, and the conclusion

of both the Age of Armageddon trilogy

(which began with Ultima VII) and the story of the

Avatar. It’s also the most controversial entry in the

series; no other Ultima game has so sharply and

clearly divided the opinions of the fandom.

Development on Ultima IX began soon after the

release of Ultima VIII, with Mike McShaffry as the

project lead at the time. An enhanced version of the

Ultima VIII engine was selected as the technological

base for the game, which McShaffry soon converted

from a 2D engine to a software-accelerated 3D engine.

However, he was soon removed from the project.

It would have been after his departure that the

well-known Bob White Plot was written, likely based

on Richard Garriott’s own designs for the plot of the

game (a leaked version can be read online on websites

such as the Ultima Codex and the Ultima Wiki).

At the time, EA felt the game worthy of significant

investment; many of the CGI cutscenes used in the

final game were rendered around this time.

However, much of the team was reassigned to

assist with completing Ultima Online, and work largely

paused on Ultima IX until mid-1997. Much had

changed in the intervening months: hardwareaccelerated

3D had taken off, and it was decided that

Ultima IX should make use of this new technology.

A new team was hired, and Ed Del Castillo was

brought over from Westwood Studios to serve as

the game’s producer. He rewrote the plot treatment

significantly, but was soon dismissed from Origin

Systems. With pressure from EA to cancel the game

and focus on Ultima Online mounting, Richard

Garriott took direct control of the project, and the

plot was rewritten once more. EA gradually removed

funding and resources from the Ultima IX team, and

eventually imposed a firm release deadline which left

the team scrambling to complete a playable build of

the game. With only weeks to spare, a playable build

was achieved, and the game was greenlit for release.

Upon release, Ultima IX was – as might be

expected given the above – very buggy and unstable,

so much so that Origin Systems opted to re-release an

updated version of the game on new CDs to all who

had purchased it.

The game was also heavily criticised for paying

little heed to the canon of the Ultima series; the

ending of Ultima VIII and many other key events

from the series were ignored or rewritten, upsetting

fans who had followed the Ultima lore for almost two

decades. Other common complaints include that it

lacked party members, that the game world felt overly

small, that combat was crude, the plot limited, the

dialogue unpolished and the voice acting poor.

There is validity to all of these criticisms. There

was little time during the race to finish the game for

designers and editors to iterate the written dialogue.


“He [Richard Garriott] wanted

Britannia to come alive. And we did

our best to do that. We had birds

that actually flew out of trees and

went and had a place for their nest,

and they sat back in their nest. We

had all kinds of cool features to just

make the world come alive. And the

amount of effort that took robbed

us of the ability to put in a lot of the

more traditional RPG elements, like

a party, like NPC schedules, like who

owns what object, like crafting...”

– Bill Randolph,

Ultima IX’s lead programmer

The game’s plot

revolves around

the corruption of

the Virtues by the

Guardian, who

raised mysterious

black columns all

over Britannia.

Designers would often write a scene and hand

their first-draft script directly to the audio producer,

who would get the actor(s) involved to record it that

day. The game’s technology and scripting were very

complex for their day, and more polish was required

than Origin had time to apply.

And yet, Ultima IX was – and in some ways

remains – a technical marvel. It features a fully open

3D world, and offers some of the best dungeons to be

found in the Ultima series. Many objects in the world

can be freely manipulated, and container objects (e.g.

barrels) even have buoyancy. These are features that

largely disappeared from 3D RPG design for about a

decade after Ultima IX’s release.

Ultima IX also brings the story of the Avatar and

the Guardian to a satisfying end, and drives home

the now commonly accepted point that, ultimately,

it was the Avatar who was the cause of many of the

misfortunes that befell Britannia.

Despite its reception, Ultima IX is not without

a legacy. German RPG developers Piranha Bytes

drew significant inspiration from the game whilst

developing Gothic (2001) and, later, Risen (2009);

both games improve upon the formula that Origin

Systems never had the time to fully develop, and are

classics in their own right.

For me, personally, there was one other thing

that Ultima IX offered. You see, I grew up playing

Ultima. I love the series and its setting; Britannia was

my Narnia, my magical land hidden just out of view.

And in Ultima IX, finally, I could see its sky. KE

Mods:

Dialogue patch: A re-writing of the game’s dialogue, to

better fit the lore and continuity of the Ultima series.

Forgotten World: Provides several patches and

updates for Ultima IX, improving its performance,

fixing some of the remaining bugs and restoring some

of the content cut late in the game’s production.

Beautiful Britannia: improves the game’s textures and

adds several areas that were cut from the game.

Combat in Ultima IX is simplistic; most of the time

you’ll just hit the left-mouse button as fast as you can.

A screenshot of a modded Ultima IX, with enhanced

graphics, wide-screen support and restored content.

251


Might and Magic VII:

For Blood and Honor

New World Computing, 1999

Windows

The GrayFace

MM7 patch

adds features

like mouselook,

while the

Maestro mod is a

big pack with new

quests, classes,

races, bosses,

HD textures and

options for higher

resolution.

Your faction

choice greatly

changes the

game’s second

half, including

its interface.

Side with evil,

and you can even

become a lich!

The Arcomage

card game was

so popular it

got a standalone

release

in 2000. It also

inspired various

open-source

copies, such as

MArcomage.

252

A

fan of Might and Magic VII, such as myself,

might tell you that the game takes everything

the previous game did and improves on it.

Sculpting mechanics into perfection, tweaking the

skill system, adding depth and polish – all within a

world more vibrant and interesting than ever.

More traditionalist players will tell you that the

decline of the series began here, because while M&M

VII has more polished content, it also has less.

The game compromises on the magnificent

dungeons of the previous game by making its own

less prevalent and less sprawling. With less breadth of

content comes more depth, however. Everything you

do here is meatier, denser and more fine-tuned. There

is more monster variety, more mechanical complexity,

more diverse rewards for exploration and more ways

to customise your party.

You begin the game as in M&M6, creating

your blob of four adventurers, but with an expanded

catalogue of classes, races and skills. Then comes a

rare treat in an RPG: a genuinely interesting tutorial

area that ties naturally into the rest of the game.

Rather than shove you down a content-tube,

Emerald Island is a micro-cosmos of the actual game,

with its own dangerous swamp, a small township,

quests, dungeons, a choice that will affect you much

later in the game and even a menacing dragon!

The game also features perhaps the best minigame

in RPG history. Before Witcher 3’s Gwent there

was Arcomage, a decidedly deeper and more balanced

trading card game that is still played in online,

multiplayer lobbies today.

M&M7 even makes room for a bit of roleplaying,

among other things presenting you with a

game-changing fork halfway through: join the angelic

forces of Celeste or cast in your lot with the brutal

fiends of The Pit. Depending on your choice, your

characters earn different promotions and abilities,

and the main quest line changes completely. Even the

game’s UI alters to reflect your decision.

In short, Might and Magic VII: For Blood and

Honor might be the point where cracks start to

show in the series, but it is also the series at its peak,

developed using every lesson learned over the 10

years since it began. CG


Gorky 17

Metropolis Software, 1999

Windows, OS X and Linux

Gorky 17 (also known as Odium on American

shores) is a title I didn’t mind replaying in

order to write this review. The primary reason

being that it’s a short and sweet game.

The game places you in command of three

NATO Soldiers who are dropped in a secret military

complex somewhere in Poland, with limited supplies

and unsure about what they are getting into.

First thing to know: Gorky 17 is tough. Healing

consumables are very limited, and, if anyone in your

party dies, you have to restart the battle or reload. The

battle system is standard tactical phase-based RPG

fare. During your turn, each character gets to Move,

Select a Weapon/Item, Face a specific direction and

Act (Shoot, Defend, Heal, etc.) in almost any order.

Many objects can explode or be pushed to form

makeshift barricades, and the player must also consider

factors such as obstacles, armour type, weapon ranges,

directional facing and so on. For example, attacking a

target from the sides or back will grant bonus damage.

Additionally, various status effects eventually come

into play. Combatants can be made ‘Flammable’ and

subsequently be set aflame using a variety of weapons

– or simple matches.

Typical enemies appear to come straight out of

a cyberpunk nightmare. The AI is aggressive, but not

suicidal, and even just one of these mutant creatures

can be a serious threat. Then there are the monstrous

bosses, each introduced by a short cinematic, which

must be typically approached with different tactics.

Outside of combat, the emphasis is on semi-linear

exploration, character banter and item-collecting, as

you solve light puzzles to move forward or reach hidden

loot caches. Battles and events are all scripted, triggered

at certain locations, and resources were balanced to be

scarce, making exploration rewarding.

Your characters becomes more proficient the

more they use a weapon, and every experience level

grants five points to distribute in a handful of stats but,

unfortunately, there isn’t much gameplay deviation.

Still, Gorky 17 offers a creative mix that few game

publishers would dare nowadays, blending survival

horror, light puzzles, RPG elements and old-school

tactical combat in one tough, unforgiving package.

Definitely worth the 20-hour playthrough. MS

Two other

Gorky games

exist: Gorky

Zero and Gorky

Zero 2. Both

are a thirdperson

stealth

action games,

set around

characters

from Gorky 17.

The game has

several special

boss enemies,

all who have

unique abilities

and require

thoughtful

approach.

The mix of

pre-rendered

backgrounds,

light puzzles and

horrible monsters

gives Gorky 17

a very Resident

Evil-like tone.

253


Omikron:

The Nomad Soul

Quantic Dream, 1999

Windows and Dreamcast

David Bowie

and Reeves

Gabrels

composed

Omikron’s

soundtrack,

then later

included some

of the tracks

in Bowie’s

1999 album

“Hours...”.

The city of

Omikron is

divided into

gated districts,

but each area is

large and full

of locations

to explore.

254

The names of David Cage and Quantic Dream

games nowadays are deeply tied to “cinematic

experiences” – games like Fahrenheit (2005),

Heavy Rain (2010) and Beyond: Two Souls (2013), a

style of game so heavily focused on storytelling that

the gameplay almost vanishes, being mostly limited

to QTEs and similarly discreet player inputs.

A shame, really, for what’s arguably David Cage’s

finest offering lies in the exact opposite direction – in

his very first game, Omikron: The Nomad Soul. An

extremely ambitious amalgamation of several different

gameplay modes, it’s a title as bold as it’s flawed.

Omikron begins with a police officer shattering

the fourth wall and addressing the player directly. He

is Kay’l, and he begs for help, asking you to send your

soul through the computer to take over his body and

help him save the dystopian city of Omikron.

As soon as you agree (because why not?), you

enter the body of Kay’l and are transported to a dark

alley – then instantly attacked by a demon. Barely

surviving the assault, it’s your task to figure out what

the hell is going on around here.

Stepping out of the alley, players are met by the

cyberpunk vision of Omikron – a large, open city,

complete with apartments and stores you can enter,

driveable cars and even taxis – all this months before

Shenmue and two years before GTA III.

As players try to take this all in, the opening

credits begin to play, the camera travelling around the

city, accompanied by David Bowie’s eerie singing – a

small taste of the excellent soundtrack he and Reeves

Gabrels composed for the game.

While this all sounds ambitious enough already,

Omikron goes much deeper. At first it plays like a 3D

adventure game – you walk around the city, visiting

your apartment and other locations in search for

clues, trying to understand what’s going on.

You’ll talk to people, collect several items and

solve a few puzzles. Then you’ll be called to investigate

a robbery in a supermarket, and, as soon as you enter

it, the game shifts into a first-person shooter, with

several weapon types, medpacks and a mini-map.

As you make your way through the robbers, you

finally reach their boss – who disarms you, the game

suddenly changing into a Street Fighter-like hand-tohand

fighting game, with combos and everything.

If fighting is too difficult, you can train at home,

fight in arenas or buy potions to increase your stats.

Moreover, the game’s initial “soul transfer” isn’t just a

silly throwaway. You’ll later unlock the ability to freely

transfer you soul into the body of over 20 characters

across the city, each with their own stats, items (such

as their apartment keys) and usefulness.

For example, cyborg mercenary Jorg 722 might

be great for combat sections, but only Kay’l can freely

walk around the police station. The game also attempts

some moral dilemmas: as a soul in the body of Kay’l,

is it right for you to have sex with his girlfriend?


“Those [mixed gameplay genres]

were a young game designer’s

stupidities. Someone who had

never made a game before and

who thought: ‘Might as well do

everything, why wouldn’t we do

everything?’ That’s because we

had never done it ourselves so we

didn’t realise the scale of what we

were writing, because we just didn’t

have the experience. So it was an

extremely ambitious game, which

was incredibly painful to create

– in totally, totally unreasonable

proportions.”

– David Cage,

Omikron’s director

This unique soul mechanic is even used to avoid

Game Overs. Dying does not mean losing the game,

as you can often possess other characters to continue.

In fact, there are certain characters that can only be

obtained by dying in certain events.

Speaking of events, players exploring the city’s

many pubs might come across a virtual David Bowie

performing in choreographed concerts, singing songs

such as Survive and Something in the Air.

Together with great music, David Cage’s passion

for cinematography is already on full display, as the

game’s dynamic camera angles used during cutscenes

and dialogues feel very “cinematic”, ahead of its time.

Unfortunately, behind such a massive project

lie equally large flaws. Omikron has several gameplay

modes, but none of them is well-developed. The

fighting and shooting sections quickly grow repetitive,

while the adventure parts are too simplistic and fail to

explore the game’s soul-transfer mechanic.

While the presentation still holds, in part due to

the excellent voice acting, the controls and interface

are horribly dated. Mouse control is limited to the FPS

sections, leaving you with “tank-controls” and a clunky

keyboard-driven inventory for most of the game.

In usual Quantic Dream fashion, the story starts

out interesting, but eventually becomes an unintelligible

mess, adding to the disappointment later in the game.

As such, Omikron’s reception was lukewarm,

with critics enjoying its concept but not its execution.

David Cage was also frustrated by how people had

difficulty adapting to the multiple gameplay modes,

especially those new to gaming – a critical fact in his

subsequent decision to create accessible games.

Overall, Omikron is somewhat akin to Ultima I –

a passionate developer throwing everything he loves

into a game, pushing the boundaries of the medium.

While the end result many not be deep or cohesive, it’s

still a unique experience worth having. FE

While some

dialogue choices

may impact

future events and

dialogues, most

of the choices are

purely for flavour.

A sequel to

Omikron has

supposedly

been under

production

since 2002,

but few details

are know apart

from the fact

it would be set

“100 cycles”

after the

first game.

The FPS gameplay is very crude, with several different

weapon types but only two that are really useful.

Besides fighting for your life against faceless demons,

you can also put your fists to the test in arena battles.

255


System

Shock 2

Looking Glass Studios and Irrational Games, 1999

Windows, Mac and Linux

By demand of

the publisher,

SS2 has a

multiplayer

co-op mode.

But beware,

the developers

stated many

times that it’s

a game best

experienced

alone.

256

Besides

shooting, you’ll

also have to

hack, repair,

modify and

even research

stuff you find.

Who could forget playing System Shock 2?

Who could ever forget the mindless,

pipe-wielding mutants patrolling dimly

lit hallways. The ungodly sight of blood and bizarre

biological growths covering walls and ceilings while

a horrific symphony of terror created by computer

terminals, whirring security cameras and the ship’s

relentlessly droning engines plays in the background.

The cyborg midwives tending to their “little ones”

while rattling off motherly stock phrases of affection.

The exceedingly polite, if somewhat pushy and

accident-prone protocol droids, or the partially

vivisected monkeys rising up against their captors.

The creeping feeling that the very environment you

inhabit is your mortal enemy. How could anyone

possibly forget playing – no, experiencing! – that?

Whether the 1994 System Shock can be considered

an RPG is up for debate. The fact remains that, in an

age where games like Doom limited its content to

navigating mazes, finding keys and shooting stuff,

System Shock featured a complex (if convoluted) UI

that allowed the player to jump, crouch, peek around

corners, jack into cyberspace, read logs and manage

an extensive inventory. Sadly, in what would become

a pattern for Looking Glass, releasing a product that

was years ahead of its time didn’t pay off. System Shock

obtained wide critical acclaim, but sold poorly.

However, the game managed to develop a cult

following over the years. Among the select group of

aficionados was a young Ken Levine. His company,

Irrational Games, was granted the rights to work on

a sequel, allowing for a proper, triumphant return of

SHODAN, the devious rogue AI that had so masterfully

served as the first game’s main adversary.

Developed on a shoestring budget in an office

that can be aptly described as Looking Glass’s broom

closet, there was constant symbiosis between the two

companies. First and foremost, Irrational had access to

the Dark Engine, which would first come to use in the

1998 stealth classic Thief. As a result, System Shock 2

shares many of its strengths with the original Thief:

the player is able to hide in the shadows of the large,

intricately designed levels, with different surfaces

generating different levels of noise, potentially

alerting nearby enemies.

What truly separates SS2 from its predecessor

is the use of a complex character system, resulting in

a game that is both FPS and RPG in equal measure.

Early on, the player chooses one of three classes: the

gun-toting marine, the psionically-endowed OSA

agent or the tech-savvy navy hacker. Throughout the

game the player can customise his character however

he chooses: improving his attributes, selecting traits,

training the skills required to equip and repair more

powerful items, finding implants or learning any of the

35 available psi powers, that range from temporarily

buffing stats to firing mental projectiles and even the

ability to teleport yourself.


“For me, the important part of

System Shock 2 is the difficulty

and the resource scarcity. I would

probably describe it more as

being about tension than horror.

There’s a horror element to the

story and characters are terribly

disfigured or in pain or whatever,

but that’s actually less important

to me than the fact that the game

is really, really hard. It requires you

to constantly be very focused and

intense. There are a lot of things

that can go wrong.”

– Jonathan Chey,

System Shock 2’s project manager

and lead programmer

Resources are scarce though: weapons degrade

with every single shot and have a nasty tendency to

either break or jam during tense firefights. Enemies

respawn over time, and even areas which have been

previously cleared can become death traps. The high

difficulty crowns SS2’s unrivalled sense of danger.

To add to the atmosphere, the ghosts of the Von

Braun – the faster-than-light spaceship where your

descent into hell takes place – still inhabit the vessel.

Both figuratively – in the form of increasingly desperate

audio logs – and literally, as apparitions that recreate

the crew members’ final, ghastly moments.

System Shock 2 struck a nerve, but, despite an

overwhelmingly positive reception and the fact that

it would go on to inspire both FPS/RPG hybrids

and horror games to this very day, it sold below

expectations. And with Looking Glass going out of

business in 2000, the jarring cliffhanger that concludes

the rushed final levels remains unresolved to this day.

Irrational Games would live on to see the financial

success that Looking Glass was never allowed with the

2007 release of the popular Bioshock series, which – to

the disappointment of many fans – did not turn out to

be the next step in the logical evolution of FPS/RPG

hybrids they had hoped for.

System Shock 2 stands unchallenged both in its

seamless blending of genres and in its ability to truly

make the player feel like a pathetic creature of meat

and bone, panting and sweating as you run through

SHODAN’s corridors. NH

Mods:

An active community at www.systemshock.org still

offers advice and releases mods. Here’s a selection:

Shock Community Patch: A big collection of fixes from

the community. Highly recommended.

TF’s Secmod: Rebalance things, change enemy position

and add new content. Great for a replay.

System Shock Fan Missions: Fan-made adventures that

range from SS2 sequels to exploring medieval crypts.

Christine’s Ponterbee Station is a must-play.

Enemies roam

the halls and a

rogue AI watches

over your every

step. There’s no

safety in System

Shock 2.

SHODAN is

voiced by

Terri Brosius,

who not only

worked as a

writer and level

designer for

Looking Glass,

but was also

part of an early

90s rock band

named Tribe.

Managing the inventory, saving resources and keeping

weapons functional are mandatory for your survival.

Some fan missions, such as UNN Polaris, offer

new monsters and environments to the players.

257


2000-2004

The rise of the

modern gaming industry

If the 90s was a time of great technological jumps, then the start of

the new millennium was a time of drastic changes in the business side. It

was a period of consolidation that reshaped the gaming industry.

Previously, the successful fifth generation of consoles, led by the

PlayStation and the Nintendo 64, had sold millions and greatly expanded

the gaming audience. Now the PlayStation 2 was spearheading the sixth

console generation and breaking all sales records, eventually becoming

the best-selling console of all time. But the development costs for fancy

3D graphics still kept rising at an alarming pace – making games was a

highly profitable, but also extremely risky business.

While home computers were more popular than ever before, their

games were outshined by the outstanding success of the PS2. A few PC

companies like Maxis, Valve and Blizzard struck gold with hits such

as The Sims, Counter-Strike and Diablo II, but the top-selling list was

entirely dominated by consoles and handhelds.

Former PC giants like Sierra, Brøderbund and Origin had already

been sold in the late 90s, and the harsh climate of the early 00s saw the

demise of Interplay, SSI, Westwood Studios, DreamForge, Infogrames,

MicroProse, Acclaim and the 3DO Company, among many others.

EA and Activision acquired many of these, further consolidating

their position as rulers of the US market, while others had no choice but

to close their doors and declare bankruptcy. Many analysts weaved grim

prophecies about the “Death of PC Gaming” at the time, and while PC

games didn’t die, they definitely suffered in the 2000s.

In Japan, Square would merge with Enix and become Square Enix,

a attempt to fight the ever-increasing development costs. Even on the

hardware side things were getting tighter, with 3dfx suffering from

bad decisions and being acquired by Nvidia, leaving the graphics cards

market as the duopoly between ATI and Nvidia that stands to this day.

One of the biggest changes happened in the console market: SEGA

left the fight with heavy losses after the consecutive failures of the Saturn

and the Dreamcast. But a new challenger, Microsoft, rose in its place.

The first successful US console since the Crash of 1983, the Xbox

would have a major impact in the industry. Culturally and geographically

close to Western developers, the Xbox was the gateway for companies

eager to try their hand in the blooming console market. To ease them in,

the Xbox (a contraction of “DirectX Box”) was designed from the start

so that veteran PC developers could easily understand and work with it.

Signalling the start of a new era, the early 2000s was a time of change,

and companies either adapted or died.

258


Trends:

Casual Games: The Internet proved itself the “killer app” for PCs, finally providing

the perfect reason for every house to own a computer. Now people with no previous

background in games or technology had access to one – and they were playing! PC titles

like The Sims and RollerCoaster Tycoon were massive hits among casual gamers, but even

bigger were online communities like Neopets, Habbo Hotel and Club Penguin, as well as

browser games like Travian, Bejeweled and several hidden object games.

Neopets is a virtual

pet website that

was launched in

1999 and quickly

grew popular,

reaching 35 million

users in 2005.

The Dot-com Bubble: This is a tangential subject, but key to understanding the

insecurity that loomed over the early 2000s. With the birth and popularisation of the

Internet, several companies appeared out of nowhere and made billions, such as Yahoo,

Amazon and Google. Many tried to follow, creating online companies as a sure-fire path

to quick money. When the bubble burst in 2000, countless companies went broke, money

vanished and investors became weary of technological “gold mines” – such as video games.

The NASDAQ index

spiked in early

2000, fuelled by

speculation over

online companies,

then fell sharply.

Handheld Consoles: After Pokémon’s success revitalised the decade-old Game Boy,

Nintendo started to quickly develop new handhelds. The Game Boy Colour came in 1998,

followed by the Game Boy Advance in 2001. While these were successful, their big hit was

the Nintendo DS, released in 2004 and to date the best-selling handheld console of all

time. In 2004 Sony also released its PlayStation Portable – the PSP –, starting a rivalry that

continued with their successors, the 3DS and the short-lived PS Vita.

All Nintendo DS

models combined

have sold over

150 million units,

making it second

only to the PS2 in

popularity.

The PlayStation 2 is released.

It dominated the 2000s and

became the best-selling video

game console in history, with

over 155 million units sold.

The GameCube was a bet on

“family-friendly” consoles,

but the lack of third-party

games made it struggle.

It sold 22 million units.

The Xbox was Microsoft’s

entry into the console wars.

It would revolutionise the

gaming scenario in the US

and sell 24 million units.

Facebook is launched. Initially

only for students, it opened

up in 2006 and became the

world’s largest social network,

with over 1.8 billion users.

World of Warcraft is released

and becomes the standard for

MMOs. It peaked at 12 million

subscribers in 2010, but

remains extremely popular.

2000 2001 2002 2003 2004

The Sims is a surprise hit,

selling 12 million units

and dethroning Myst as the

top-selling PC game. As a

whole, The Sims franchise

sold over 175 million copies.

Bejeweled is released, at first

as a browser game. Later it

would get multiple ports

and sequels. A success with

casual players, the series has

over 150 million downloads.

Grand Theft Auto III takes

the world by storm, selling

14 million units across all

platforms, popularising

open-world sandbox games

and leading to a new debate

over video game violence.

AMD creates the first 64-bit

processors for home use,

allowing for PCs to use more

than 4GB of RAM. By 2005,

AMD and Intel would also

introduce new multi-core

desktop processors.

Half-Life 2 brings in an

innovative physics engine

and a more cinematic

approach. It also comes with

Valve’s newly released Steam

and leads to popular mods,

such as Garry’s Mod.

259


Deus Ex

Ion Storm, 2000

Windows, Mac, PS2 and PSN

Warren

Spector began

planning Deus

Ex in 1993, first

under the title

Troubleshooter at

Origin, than later

as Junction Point

at Looking Glass

Studios. The

game only took

off when John

Romero invited

Spector to join

Ion Storm and

“make the game

of his dreams”.

Not only will you

have to choose

how to spend

money, mods and

upgrades, but the

inventory itself

offers limited

storage, forcing

you to pick your

gear wisely.

260

I’ll start with a confession: I didn’t play Deus Ex

until many years after its release. And, even after

I discovered it, I was skeptical at first. After all, it’s

an unattractive game with drab aesthetics, awkward

animations and uneven voice acting.

The first steps taken and first shots fired feel

clunky, and there’s a gentle irony about how a game

featuring brilliant AIs has NPCs that routinely run

into walls like mindless wind-up toys. And yet, like its

powerful nano-augmentations, Deus Ex has a habit of

getting under one’s skin and staying there.

I first tried Deus Ex out of historic curiosity, but

its dusty appearance belied a game that was (and still

is) vibrant and fresh. An immersive sim developed by

former Looking Glass employees, the game has much

in common with classics like Thief and System Shock,

yet Deus Ex remains one of a kind. But pinning down

exactly why it’s so compelling and relevant isn’t easy.

You may have heard fans talk about the game’s

player agency – the freedom to do things your way.

To my mind, however, this freedom is just one of

many features that contribute to what distinguishes

Deus Ex most: its verisimilitude.

Despite its low fidelity and awkward character

AI, I have never played a game in which the player’s

presence in a virtual world feels this authentic. Hub

areas such as Hell’s Kitchen and Hong Kong are

rich microcosms. These places may seem small in

comparison to open-world games, but they are dense

with detail in the form of secrets, newspapers and data

cubes to discover and study, as well as inhabitants that

philosophise, ask for your help, try to manipulate you,

and take note of your actions.

The game’s unmatched reactivity makes these

characters seem real. Rather than ignoring your

agency until some Big Binary Plot Decision like most

games, the denizens of Deus Ex will react to your most

minute actions and comment on the places you visited,

the problems you solved and the manner in which you

solved them, the people you met, killed, or let live.

The scale and complexity of the main missions’

maps is often mind-boggling; the plethora of ways

to move through them almost overwhelming. You

can blow up a door and go in, guns blazing; pick a

lock and sneak inside; stack crates or use your jump

augmentation to reach a high window or roof; crawl

through twisting systems of vents; hack security

panels to turn the enemy’s robots against them, etc.

Affordances depend on your character build and

inventory. Skill points are awarded for completing

objectives or finding secrets and can be invested in

weapon handling, hacking, lock-picking, swimming,

and more. Augmentation canisters target specific

body parts and offer a binary choice: do you want to

move quietly or quicker? Do you want to hit harder

with melee weapons or lift heavy objects? These

augmentations can then be levelled up, allowing

further specialisation, while weapon mods can add

scopes, increase accuracy or reduce recoil.


“Deus Ex was conceived with the

idea that we’d accept players as our

collaborators, that we’d put power

back in their hands, ask them to

make choices, and let them deal

with the consequences of those

choices. It was designed, from

the start, as a game about player

expression, not about how clever

we were as designers, programmers,

artists, or storytellers.”

– Warren Spector,

Deus Ex’s project director

From small

environmental

details to side

characters that

comment on

your actions and

grow as the game

progresses, Deus

Ex’s world feels

alive and real.

Replaying the game with different augmentations

and skills will show you new and surprising facets of

familiar places, yet, unlike spiritual successors such

as Dishonored, these decisions never restrict you to

either a stealth or combat-only playstyle. Instead, your

choices allow for new and interesting approaches to

each individual obstacle.

The missions you undertake and places you

explore are meaningfully embedded in a world and

story no less rich than these individual spaces. As

J.C. Denton, valuable asset of UNATCO with his

superior nano-technological augmentations, it’s your

task to untangle a web of conspiracies and lies in a

world suffering from widespread terrorism, political

oppression and a mysterious plague epidemic. Despite

its bleakness, Deus Ex deals neither in moral absolutes

nor cynicism. Instead, it offers an uncommonly

differentiated world where the lines between good

and evil are present but contested.

Instead of just offering dialog choices, Deus Ex reacts to

player’s actions, shaping the narrative around them.

Your enemies retain their humanity, and the

motivations of allies are never above suspicion.

Gunther Hermann, struggling against his outdated

augmentations, is a brilliant example of effective

characterisation through broad strokes. And if you

wish to go deep, you can read and discuss political

philosophy, religion, history and transhumanism.

The game’s central themes of paranoia, hunger

for power and thirst for knowledge are not only talked

about, but also evoked by the gameplay itself. World,

story and mechanics mesh elegantly, and playing

the game is an all-round cerebral and coherent

experience. Deus Ex is a vibrant masterpiece that not

only achieves what few games – then or now – dare to

attempt, but also makes it seem easy. AI

Mods:

The Nameless Mod: A long and elaborate campaign,

featuring great level design and two separate storylines.

A great experience, even if the setting is a bit silly.

2027: A fan-made prequel to Deus Ex, very faithful in

terms of gameplay, exploration and setting.

ZODIAC: An excellent set of six missions where you play

as Paul Denton, uncovering the game’s mysteries.

Deus Ex: Nihilum: Another great fan-made campaign.

GMDX: An award-winning mod that enhances the AI,

graphics, augs, skills, perks and difficulty, while staying

as faithful as possible to the original game.

Deus Ex: Revision: Similar to GMDX, but it takes more

“liberties” with its gameplay changes. Available on Steam.

HDTP/New Vision: Two mods that update the game’s

graphics. They are featured in both Revision and GMDX.

Shifter/BioMod: Two rather controversial mods that

make radical rebalancing and gameplay changes.

261


Baldur’s Gate II:

Shadows of Amn

BioWare, 2000

Windows, Mac (iOS and Android)*

*The Enhanced

Edition of

Baldur’s Gate II,

released by

Overhaul Games

in 2013, adds

new content,

wide-screen

support, bug

fixes and

new ports.

Dream sequences

allow you to

interact with the

villain, offering

insight into

his views and

atmosphere to

the game.

262

Baldur’s Gate II: Shadow of Amn for me was

more than a game; it was an unforgettable

journey throughout the world of Faêrun that

came alive before my eyes, with friends and villains

with believable yet interesting and unique histories

and personalities of their own. It was my first CRPG

ever, and one that I fell absolutely in love with.

BG2 continues the story of the first game, but

you can skip BG1 if you wish without losing much.

Set in the Forgotten Realms, rich in detail and history,

you assume the role of Gorion’s ward, one of the many

offspring of the deceased God of Murder, Bhaal.

The story unfolds as your unique heritage draws

the attention of a powerful mage, Irenicus, whose sole

motive is to “unlock your power” for his own use. I

loved how the villain’s true nature is cleverly disguised

with his seemingly unemotional nature in the

beginning and his powerful dialogues are delivered

with masterful voice acting which blew me away.

Ultimately, the story of BG2 is a personal one:

a journey of discovery and the protagonist’s struggle

against their own nature, mirrored by the villain.

Naturally, it is fitting that your companions play

a huge role in BG2, influencing your decisions as you

bond with them throughout your journey. The NPCs

are extremely well-developed, with their own unique

quests, personality and banter with you or with each

other, which was the biggest improvement compared

to its predecessor. Each NPC will remember their

previous conversations with you and react to your

decisions accordingly, allowing you to be their friend

or enemy, or even start a romantic relationship. This

is the part I enjoyed the most in BG2; it was such a

satisfying experience, to get to know them, help them

develop and even save their soul.

Most of your companions can be found within

the city of Athkatla, which functions as your base of

operations in the early game, where you are given

freedom to explore and experience the city and other

neighbouring regions. Athkatla is a delight to explore;

each part of the city is well fleshed out, populated by

townsfolk of different statuses or professions. While

it outwardly appears that the city is co-governed by a

merchant council and a sinister group of mages, there

are other powerful organisations that play prominent

roles and soon you will find yourself caught amidst

their struggle over control of the city. You also have

the chance to increase your standing within Athkatla

through the stronghold quests which vary depending

on your player character’s chosen class.

During your journey, you’ll find a wealth of sidequests;

so much that you might feel overwhelmed

at times. Most of the quests are varied, well-written,

and often incorporate puzzles, ranging from simple

riddles, to elaborate plots with you playing the role

of a detective – for example, one has you attempting

to prove your sanity by answering riddles in order to

escape from a prison where mental “deviants” are held.


“I have two primary memories

from the Baldur’s Gate days.

The first is the horror of crunch.

Shadows of Amn was an enormous

game with so many characters,

plots, items, spells and places that

it took a lot of work and passion

to get that beast out the door.

That leads to the second memory:

creative fulfilment. I think the stars

aligned for Baldur’s Gate II in a way

that they probably won’t again. We

had a finished engine that allowed

us to focus on content rather than

basic functionality.”

– James Ohlen,

Co-lead designer of Baldur’s Gate II

Your quests will take you to many different places

in Faerûn – from a pirate island, a beautiful Elven city,

the Underdark (where the most fearsome and terrible

creatures reside) – or even to different planes.

You will encounter interesting and often hostile

inhabitants of the places you visit, which adds variety

and fun to combat. You will have to come up with

different tactics to survive some tough battles. Just one

misplaced spell can make a battle extremely difficult

as some spells affect not only your enemies, but your

companions or even innocents in the area – and you

will have to deal with the deadly consequences!

Magical combat is engaging and strategic,

involving more than just blasting targets with fireballs,

and the high-level cap means you’ll see some of the

most powerful spells AD&D has to offer. Mages often

have layers of protection spells which will need to be

dispelled, and will turn invisible or even stop time

itself to prepare a devastating attack on your party.

The great artwork and item descriptions add a lot to the

game, and the UI is easily one of the best among RPGs.

Of course, your mages have the same abilities,

and making best use of the limited number of spells

they can cast per day can turn a nasty beating into a

thrilling victory.

For the non-casting classes, there is a huge

range of weapons available. The majority of weapons

come with their own history and lore (or sometimes

humorous conversations!), which are often interesting

and fun to read. There are also a number of legendary

weapons which can be forged using parts found

during your journey – most of the time it’s well worth

it to hunt for these parts!

Baldur’s Gate 2 is one hell of a journey; there is

so much to experience, so much to see, it is hard to

describe it all using words alone – you will have to

experience it for yourself! By the end of your journey

through both Shadows of Amn and the Throne of

Bhaal expansion, you will be as eager to share your

experiences with others as I am. SN

Mods:

Baldur’s Gate Trilogy-WeiDU: An excellent fan-made

alternative to the Enhanced Edition, it combines both

Baldur’s Gate games into one vastly improved game.

Sword Coast Stratagems: An elaborate tactical/AI

mod that makes combat really challenging.

Spell Revisions: Fixes and balances the game’s spells.

Ascension Mod: Created by David Gaider, one of the

game’s designers, this mod aims to make the ending

more satisfying, adding new content and challenges.

Big World Project: A massive compatibility guide on

how to install over 500 mods for BG without issues.

Comes with a handy automatic setup tool.

Baldur’s Gate 2

uses the Infinity

Engine, featuring

gorgeous isometric

graphics and realtime-with-pause

combat.

BG2’s game

manual is an

attraction by

itself, spiralbound

and

262 pages long,

describing all

the 298 spells

in the game.

263


Siege

of Avalon

Digital Tome, 2000

Windows

The first chapter

of Siege of Avalon

was released

in April 2000 as

shareware, while

later chapters

were regularly

made available

for download at

$9.95 each.

The final one

was released in

June 2001.

The game prides

itself on being

text-heavy.

Your character

himself writes a

detailed journal

describing his

adventures.

The inventory

is arguably the

game’s best part.

There are 12

layers of armour,

and you must

manage defense,

movement

restriction

and damage

absorption.

264

Years before Telltale Games became famous for

its episodic adventure games, a small studio

called Digital Tome created Siege of Avalon, an

“Episodic Computer Game Novel” told in six chapters.

The game is set in a generic fantasy world, but

under unusual circumstances: you’re trapped inside

a massive castle under siege. And despite being an

Action RPG, the focus here is on the characters and

story. Or at least that was the initial concept.

As you start the game, you’ll choose between

three classes: Fighter, Scout and Magician. Instead of

levelling up, you earn training points which can be

used to increase stats and skills or spent with trainers

to purchase spells and special passive bonuses.

The first chapter starts slowly, but is intriguing.

As a lowly peasant trying to learn the fate of your

brother, you’ll explore the castle, meet its many

inhabitants and trade favours until you’re given some

answers, enemies appear and the killing begins.

Combat, however, is the game’s worst part.

Enemies are mindless, path-finding is non-existent,

luck is far too important and there are huge balance

issues, such as archers dealing absurd amounts of

damage. You can later recruit up to two AI-controlled

companions, but they are equally stupid and easily

killed – permanently! As such, combat is usually won

by employing cheesy tactics and many, many reloads.

This wouldn’t be such a big problem in a storyfocused

game, but, after a good start, Siege of Avalon

loses its bearing and becomes a combat-focused title.

Chapter 2 is just a dull dungeon crawl inside a cave,

Chapter 3, 4 and 5 are optional and focus on one class

playstyle each (but aren’t exclusive) while Chapter 6

is the final showdown. They’re all mostly just combat.

There are satisfying moments, such as sneaking

into the enemy’s camp to spy, hunting rare gear and a

few branching quests, but it’s all buried under hours of

frustrating combat and excessive backtracking. Worst

yet, the initial tension of living under siege quickly

vanishes and NPCs become souless quest-givers.

Siege of Avalon’s concept was great, but its glaring

flaws and lack of focus made it a hard sell, especially at

a time when people still weren’t used to episodic games

– or buying them online. And it surely didn’t help that

Diablo II came out right after SoA’s first chapter. FE


New World Computing, 2000

Windows and PS2

Might and Magic VIII:

Day of the Destroyer

Might and Magic VIII tells of two doomsday

stories. The player’s in-game goal is to thwart

Escaton, an ancient planeswalker intent on

destroying the world. However, the game’s flaws and

rushed production schedule were early signs of another

tragedy – the bankruptcy of New World Computing and

its new parent company, 3DO, just a few years later.

The third Might and Magic title in less than three

years, MM8 would be the last game to use the ageing

MM6 engine, sporting an updated UI but few changes

to the graphics or gameplay of its predecessors.

The biggest difference is how party composition

works: instead of managing a fixed party, you create

a single main character at the start of the game, then

hire up to four additional NPCs to fill out your ranks.

Unfortunately for min-maxers, the initial attributes,

skills and appearance of these hirelings cannot be

customised without a save editor.

While previous games kept to a mostly generic

fantasy setting with some sci-fi elements, you now go

to Jadame, a continent populated by monstrous, albeit

well-meaning races. For instance, in the starting area,

Dagger Wound Island, you find yourself defending a

town of friendly lizardmen from human marauders.

Additionally, many traditional classes such as Archer,

Paladin and Sorcerer are replaced by Dark Elves,

Vampires, Necromancers and even Dragons!

However, the game’s new party system presents

some balance issues: a few overlevelled hirelings can

be obtained at an early stage in the game, and Dragon

characters are powerful enough to trivialise much

of the game’s content – they require no equipment,

breathe fire and can learn to fly, carrying the entire

party on their backs! On the other hand, some of

the new classes are underwhelming, offering little to

differentiate themselves from previous M&M classes.

New World Computing tried to give more focus

to storytelling, but the plot itself is not that interesting

and there’s no sense of urgency. Mid-game you’re asked

to make some choices when forming an alliance, but

they ultimately don’t make much of a difference.

While it’s not the strongest entry in the series,

Might and Magic VIII is still a good game that scratches

the same itch as MM6 or MM7 – a fan of those games

would most likely enjoy this one as well. DH

As in MM6 and 7,

GrayFace’s patch

fixes bugs and

adds features

like mouselook,

while the Choose

Party mod allows

you to start with

any party setup

you wish, and

it’s great for solo

players as well.

The interface was

improved upon

previous games,

but the graphics

remained mostly

the same, looking

outdated next

to other games

released in 2000.

Party size was

expanded to five

characters, but

now you only

create one at

the start – the

others must be

recruited. Yet,

despite being

pre-made, these

characters have

little personality.

265


Diablo II

Blizzard North, 2000

Windows and Mac

Blizzard still

provides

support for

Diablo II,

and in 2016

they patched

it to run better

on modern

computers.

Diablo II took

the concept of

magical items

from roguelikes

and expanded it,

creating the nowfamous

coloured

rarity tiers.

266

Released in June of 2000, Diablo II was the

highly anticipated sequel to the successful PC

Action RPG, , Diablo. All that anticipation

was well-rewarded, as Diablo II delivered a massively

expanded experience of the original game, including

five new character classes (seven, with 2001’s Lord of

Destruction expansion) and numerous features which

became ubiquitous to Action RPGs, such as Skill

Trees and the coloured Item Quality tiers (white for

common, blue for magical, yellow for rare, etc.).

Diablo II was a tremendous success, selling more

than 10 million copies across the early 2000s. It was

a pioneer of online multiplayer, taking advantage of

Blizzard Entertainment’s popular Battle.net service.

It also introduced an entire generation to the niche

roguelike genre, and to the concept of procedural

generation, an idea which has become massively

popular in contemporary games.

Like many iconic games that came out of the

1990s, the Diablo series was born of the collision of

multiple genres – mainly roguelikes and early Action

RPG titles like Ultima VIII: Pagan.

In the early 1980s, the cult game Rogue radically

reinterpreted the RPG genre. Rather than trying to

recreate the massive possibility space of tabletop RPGs

like Dungeons & Dragons, Rogue sought to strip them

down to just a few core ideas. Plot, towns and NPCs

were all removed or greatly reduced so that the player

could immediately start exploring a procedurally

generated dungeon. An entire sub-genre sprang up

from this model, in which players challenge an endless

variety of dungeons, dying suddenly, dying often, and

sometimes finding an amazing piece of treasure.

In the mid-1990s, Diablo creators David Brevik,

Max Schaefer and Erik Schaefer set out to create a

roguelike, but design compromises crept in almost

immediately. Their publisher, Blizzard, told them that

their game had to operate in real time – serendipitously

giving Diablo the frantic combat for which it is known.

The designers also added other non-traditional

elements to its roguelike core, such as character classes

and multiplayer support. The result of all these design

compromises is a strange and beautiful game, part

roguelike, part hack-and-slash, and entirely addictive.

Diablo II represents a refinement and expansion of

the original Diablo. All of the same core ideas reappear,

but the UI and core loop are streamlined. Virtually

every part of the game is greatly expanded, as well.

Instead of four dungeons spanning 16 levels, Diablo

II features dozens of sprawling dungeons, taking place

across five large “acts”. Instead of a few dozen unique

items to find, the loot tables contain hundreds of them.

The frantic action of the first game reappears, as players

hack their way through thousands of monsters and five

extra-tough, unique bosses. Multiplayer returns, and

raises the party size from four to eight players. Indeed,

multiplayer is the place where the real magic of the

game happens.


“We used the term ‘kill/reward’

to describe our basic gameplay.

Players continually kill monsters

and get rewarded with treasure and

experience. But the rewards don’t

stop there. We offer a steady stream

of goals and accomplishments to

entice the player to keep playing.

There’s always a quest that is

almost finished, a waypoint almost

reached, an experience level almost

achieved, and a dungeon nearly

cleared out.”

– Erich Schaefer,

Diablo II’s project and design lead

Diablo II’s classes

go beyond the

classic Warrior,

Mage and Thief

trifecta, with

Paladins enhanced

by powerful auras

and Necromancers

that can summon

armies of minions.

Diablo II was on the forefront of a new wave in

RPG design. The game takes players through five acts

and three difficulty settings. For casual, mainstream

gamers this amount of content is plenty. But, for the

truly devoted, the real game begins only after the

player beats the final boss on the hardest difficulty.

Loot is procedurally generated, augmented by

hundreds of rare, unique equipment pieces, meaning

the game can go on indefinitely. Even to this day,

Diablo II fans still spend hundreds – or even thousands

– of hours online with their friends, killing bosses and

clearing endgame levels. They search for the best and

rarest items, or the even rarer runes, which can be

assembled into equipment so powerful (and so full of

new, strange abilities) that it can change the experience

of the game entirely. And if a player’s sorceress finds a

few pieces of high-end barbarian gear, that player can

trade it – or decide to play a barbarian, gaining a fresh

perspective on the game.

Inspired by Civilization II’s tech trees, Diablo II created

skill trees, providing three specialisations to each class.

In this, Diablo II prefigures the kind of long

endgame that would become the norm in World of

Warcraft and many other MMORPGs. A veteran player

will spend far more time playing max-level content

than they will in getting to that point, and only a very

small group will ever get up to the character level-cap.

The endgame of Diablo II recalls the ultra-hardcore

roguelikes the developers enjoyed, especially Angband

and Moria. Yet, it still allows for more casual gamers

to squeeze some extra enjoyment out of the endgame

without having to commit to weeks of repetition.

The best judgment that a reviewer can offer about

Diablo II is simply to echo history’s own judgement.

It introduced an entire generation of players to both

the hack-and-slash RPG and the roguelike. If the sales

figures and continued enthusiasm for the game are

any measure, the game has something in it for every

kind of player. Most games cannot say the same about

one genre, let alone two. PNH

Mods:

Back to Hellfire: Aims to recreate the experience of the

original Diablo, changing classes, skills, music, etc.

Le Royaume des Ombres: A huge, total modification,

it offers a new world to explore, new skills, quests,

monsters, crafting recipes and over 2,000 new items.

Hell Unleashed: Enhances the game, increasing the size

of dungeons, adding new tougher enemies and making

boss fights more complex.

Median XL: One of the most popular Diablo II mods,

it completely change the skills, adds various new

monsters with reworked AI and new unique items,

plus “uberquests” and challenges for veteran players.

267


Vampire:

The Masquerade - Redemption

Nihilistic Software, 2000

Windows

268

Christof and

an ally battle

Cappadocians

inside the

catacombs

of medieval

Prague.

Vampire: The Masquerade Redemption has

always been overshadowed by its big brother,

Bloodlines. It might not be the best CRPG

ever, but it’s still a bloody good game. With a small

team, Nihilistic Software was able to build beautiful

environments and a compelling story.

While convalescing in medieval Prague, a young

French crusader called Christof Romuald falls in

love with one of the nuns taking care of him. His

overzealous attitude leads him straight into conflict

with local vampires and paints him as a worthy

candidate to undeath. Turned into a vampire by the

Brujah, a clan of warrior-philosophers from ancient

Carthage, our hero wanders through Prague and

Vienna by night to save his lost love and prevent the

awakening of an ancient wicked vampire. Halfway

through the game, Christof is projected through

time and awakes on the Eve of the New Year 2000 in

London to end his quest.

The story itself is simple and extremely straightforward

but the unique setting created by White Wolf

is well-explained and keeps its density.

A few occasional choices are given to the player,

but they don’t change much and only impact on

the ending. Through the two time periods, three

companions will join Christof on his desperate quest.

Entertaining and diverse, they will comment on every

place and every character encountered by distilling

interesting tidbits about Vampire’s universe.

While the Timeskip doesn’t really change

anything gameplay-wise (except the weapons, the UI

and the characters), the cultural shock felt by Christof

is pretty entertaining to watch. Putting aside the cheesy

love story, the cast and the writing are good enough to

keep your attention. Strangely enough, self-conscious

humour is also present and works pretty well.

Aficionados of the original pen-and-paper

game felt deeply betrayed by Redemption’s gameplay.

Indeed, while the profound political nature of the

vampires is quickly established, the game is exclusively

based around combat. Redemption plays as a deeply

narrative Diablo-like. Love it or hate it, but there is no

way to avoid it. If you accept it, it is an entertaining

and original experience.

On the surface, Redemption’s gameplay is very

similar to Diablo: click on enemies until extinction,

get loot, rinse and repeat. The vanilla formula changes

quite a bit once you become a vampire. Your PCs have

three bars: life, blood and frenzy. By draining humans

(or enemies), you get blood which allows you to heal

yourself and fuel disciplines – vampire magic. If your

blood bar gets low, your frenzy rises up, making your

character prone to enter a state uncontrollable rage.

Those simple facts become matters of life and

death in combat as a simple fight can turn into a

total party wipe with thirsty characters. Vampire

weaknesses, such as sunlight or fire, can make things

go south pretty fast.


“The game is scaled back from

the very early designs (as any

game is), but storyteller mode

was not something that we would

have considered cutting. This was

something that we wanted to

introduce to the RPG world, and

there’s no better property for this

type of moderated gameplay than

Vampire: The Masquerade.”

– Ray Gresko,

Redemption’s project lead

Storyteller

mode allows

for multiplayer

campaigns

controlled by a

human GM, in a

throwback to the

tabletop games.

Every vampire gets basic disciplines (such as

feeding) but also more exotic ones linked to his/her

clan. In Redemption, there are more than ten of those

and each one unlocks up to five different powers.

You get wolf form, fireballs, invisibility, summoning,

celerity, cauldron of blood, etc. Combinations are

pretty fun, and tailoring the disciplines used by your

characters usually ends up being as important as the

weapon they use, maybe more.

Items and enemies are pretty varied: swords and

spiked maces turn into guns and flamethrowers in the

modern era, each class of weapons affecting enemies

differently. Non-vampiric enemies range from humans

and ghosts to other monstrosities from the World of

Darkness – the Werewolf probably being the nastiest of

all. While the game isn’t very difficult, bosses are tough,

usually spamming high-end disciplines and draining

most of your resources.

The game offers a wild variety of powers, armour,

weapons and companions, both medieval and modern.

The polarising gameplay aside, Redemption

succeeded in offering a nice atmosphere through a

coherent art direction. Graphics have aged well, except

the blocky-handed characters, and offer a nice vision

of the World of Darkness. Sound design is creepy as

hell and the soundtrack is fantastic. Composed by two

different artists to follow the story’s division, music is

probably one of the best in the genre. The medieval

bits are dark and dreary while the modern elements

rely on techno and rap vibes.

Only experienced by a few people, Redemption’s

multiplayer was extremely original. More than a year

before Neverwinter Nights, it tried to recreate the

tabletop experience with an omnipotent storyteller

as a host. The storyteller could change everything

in the multiplayer sessions: add monsters, props,

give experience points, etc. Unfortunately, only two

scenarios were built within the core game and no userfriendly

toolkits were given to the players.

Redemption is a schizophrenic game using a

well-thought-out universe and a compelling narrative

to promote a Diablo variation. It is definitively a good

game and is worth a look. If you manage to bypass

the boring tutorial dungeon, then you will definitively

enjoy yourself. TR

Mods:

The Age of Redemption 2014: Allows you to play

the game’s single-player campaign in multiplayer.

Within the Darkness: A huge mod that attempts to

be more faithful to the source tabletop game.

More mods can be found at: www.planetvampire.com

269


Soulbringer

Infogrames Studios, 2000

Windows

At the right of the

screen there are

eight slots where

you can assign

combos, even

mixing spells and

melee attacks.

The interface is

overdesigned

and looks very

confusing, but it’s

easy to use once

you’re used to it.

270

With its isometric perspective, real-time

combat, simplistic character system and a

cliché story about a Chosen One, it’s easy

to dismiss Soulbringer as a yet another Diablo-clone.

You couldn’t be further from the truth, however.

While combat is real-time, it isn’t anywhere near

the frantic click-fest you’d expect from an Action

RPG. It actually strives for the very opposite – to

make its melee combat as tactical as it can.

Each weapon has up to five possible attacks, that

differ in a variety of areas like speed, reach, damage

type, etc. You can also combine those attacks into

combos, presumably tailored for different enemy

types. In fact, you are encouraged to do so, as it’s only

while performing a combo that your character can

dodge or parry.

Attacks are also aimed at different body parts –

or, more precisely, different height levels, as the game

takes the attacks’ trajectory and elevation into account.

Unfortunately, elevation seems to be the game’s

Achilles heel, as the AI, while quite competent in

other areas, just can’t understand it properly. This

manifests in a variety of ways – from some very weird

path-finding, to enemies not noticing you two steps

from them, to other enemies wasting all their spells

on a bump separating them from you.

Combat isn’t the only area where Soulbringer

tries to innovate. Its magic system has spells divided

into five standard elements which have associated

skills that grow with use. However, those skills

provide you not with spell power, but with protection

from said element – up to the point where enemy

spells start to actually heal you. The trade-off is, of

course, decreasing the skill with a subsequent element

– water takes away from fire; fire from spirit; etc.

In its less innovative areas Soulbringer is also

quite solid. Its story is well-developed and fairly

non-linear, if somewhat cliché and not without a

bit of signature French weirdness. Level design is

competent, with plenty of nooks and crannies to

explore and adventure-style puzzles to solve, and

visuals, while obviously dated, are quite atmospheric.

So if you’re able to turn a blind eye to the AI

quirks, you’re in for a very enjoyable and unique RPG

experience. VK


Grandia II

Game Arts, 2000

Windows, Dreamcast and PS2

The original Grandia, released in 1997 for the

SEGA Saturn (and later the PS1), is often listed

among the best JRPGs of all time, thanks to

its light-hearted story, the challenging, puzzle-filled

dungeons and, above all, its combat system.

While most JRPGs use turn-based combat systems

derived from Wizardry and Dragon Quest, the Grandia

series has an entirely new system, where battles happen

in real time, but follow an initiative order. During

battle, a gauge displays the order characters will act,

as their icons travel from left to right through three

phases – Wait, Command and Act.

During the Wait phase characters will, well, wait.

As each character reaches the Command phase, you’ll

give them an order and they will execute it at the end

of the Act phase – with each type of action requiring a

different amount of time to be executed. Not only does

it feel dynamic, but both the player and the enemies

can use attacks and skills to delay their foes’ actions

– or even cancel them all together, if timed correctly.

Grandia II, the only game in the series ported to

PCs, further improves the combat system by featuring

a fully 3D combat area. Now characters must move

close to their foes to attack, making position and

speed play a big role when timing your actions.

Unfortunately the whole system feels underused,

as the encounter design is quite poor and battles are

very easy. You characters all have multiple powerful

attacks, vast pools of mana and bags full of items,

overpowering most obstacles – even boss battles.

Grandia II puts you in the shoes of Ryudo, a

young mercenary hired to protect a priestess during an

exorcism ritual. Things go bad, the girl gets possessed

and they both set out on a journey to save her soul. It’s

a good premise, with a few memorable characters and

plot twists – but also many cliché JRPG tropes.

While it’s an entertaining title, Grandia II lacks

the impact of its predecessor. The plot works well and

will please JRPG fans, but the main attraction here,

the excellent combat system, is wasted on easy battles

and boring enemies. Overall, the game stands more as

a curiosity than a solid recommendation.

If you’re interested in the combat system, be sure

to take a look at its recent copycats: Child of Light and

Penny Arcade’s Precipice of Darkness 3 and 4. FE

Grandia II’s

excellent

soundtrack

was composed

by Noriyuki

Iwadare.

A few of the

game’s releases

came with an

additional CD

of his music.

Grandia II’s

dungeons are

very simple and

straightforward,

even displaying

a compass that

points the way

out. Enemies are

visible on the

map and can be

easily avoided.

The initiative gauge

at the bottom

corner shows the

order and stage

of the character’s

action. Attacking

someone during

their ACT phase

can interrupt them.

271


Breath of Fire IV

Capcom, 2000

Windows, PS1, PS3, PSP and PS Vita

Breath of

Fire IV’s

Windows port

was released

only in 2003

and can be

hard to run on

some modern

computers. If

you’re having

issues, try

using DxWnd.

The game’s

narrative is split

between Ryu’s

adventures and

Fou-Lu’s story,

offering a heavy

change of tone.

272

The Breath of Fire series began back in 1993,

gaining a lot of popularity among JRPG fans

in the SNES and PS1 eras. It then faded away in

the 00s after Breath of Fire V: Dragon Quarter, a highly

controversial (and innovative) tactical RPG designed

around dying and restarting multiple times.

Every game in the BoF series follows a similar

formula: a silent protagonist named Ryu – who can

transform into dragons – runs into a cast of colourful

anthropomorphic characters and embarks on an epic

adventure. However, Breath of Fire IV adds a novel

element: a parallel plot where you play as Fou-Lu, a

powerful ancient warrior who awakens from a long

sleep to retake his throne as Emperor.

While the story can be predictable sometimes,

especially the way Ryu and Fou-Lu’s fates intertwine,

it still offers a few surprises (some quite grim).

The graphics go in the opposite direction of

most PS1-era games, featuring animated 2D sprites

over 3D environments. This allows players to rotate

the camera 360º – which can be used to find hidden

items, but is quite troublesome in dense areas.

At first glance, BoF4’s combat is standard JRPG

fare, but it has quite a few unique characteristics. Only

three characters fight at the front line, but the other

characters stay in the back, recovering magic points.

You can instantly switch their positions, juggling the

party during combat to adapt to various situations.

This is especially important due to the combo

system, which allows you to chain attacks to create

more powerful spells – e.g. casting an Earth spell and

a Fire spell results in the mighty Eruption spell.

Speaking of magic, characters can acquire new

skills from enemies. When you defend certain attacks,

there’s a chance that character will learn to use them.

But there’s a catch: each skill can only be “equipped”

by one party member at a time, so you’ll have to

choose who can make the most out of it.

Another interesting aspect is how many enemies

have “gimmicks” to them, such as shields that must

be broken, immunities to certain elements and even

pacifist enemies that help you if you don’t attack.

Some foes can also change forms when hit by certain

attacks – a haunted tree stump will catch fire and

become more powerful when hit by fire spells.

Character customisation is also deep, especially

for a JRPG. You can assign your characters to train

under 12 masters hidden across the game. Each one

teaches new skills, offers a powerful passive bonus

and, most importantly, changes the stat growth on

level-ups, allowing you to customise your party. But

beware – some masters may decrease defence or HP,

turning your characters into glass cannons.

Each master must be found before agreeing to

teach you, and they often demand certain feats to be

performed, such as dealing more than 1500 damage,

chaining a 12-hit combo, donating all your money or

finding a secret treasure.


There are many masters your characters can train under,

each offering new abilities and stats change at level-ups.

The first hours are very linear, but after a while the map

opens up and you can freely travel between regions.

Each new area usually presents a unique challenge, which

can either be quickly solved or fully explored for treasures.

In combat the three front characters act while the back

ones rest, but you can instantly switch their positions.

Side-goals like those help to hide the linearity

of the game. The first few hours are straightforward,

but it opens up after a while, allowing players to freely

explore the (somewhat small) world, revisit locations

and engage in numerous mini-games.

These range from fishing, loading crates and

serving food to captaining a ship and races across the

desert. There’s even a mini-game where you manage a

village of fairies, ordering fairies to gather food, chop

trees, build houses and shops – like a simplistic RTS –,

which unlocks new equipment for sale and even more

mini-games to play inside said shops!

Oddly, these serve a bigger purpose, as you gain

Game Points for performing well at the mini-games,

and these are used to evolve Ryu’s dragon forms.

All this is mostly optional, as BoF4 is designed to

offer a pleasing pace, always fresh and free of grinds

or halts. Dungeons are a good example: they are quick

to explore and usually feature a unique mechanic or

puzzle, which can either be solved quickly to proceed

or throughly explored in exchange for extra loot.

Judging Breath of Fire IV is complicated. In the

context of the Breath of Fire series, it falls a bit flat next

to the excellent previous games. Some characters are

memorable, but the world feels dull and a lot was cut or

streamlined, from the dragon forms to the dungeon’s

complexity and even the overall game length.

However, on its own, BoF4 is a solid game that

adds some twists to the traditional JRPG formula and

keeps the pace always flowing, never overextending

its stay. The narrative split between two points of view

is also a novel feature that makes it stands out, even if

it surely could’ve been explored more.

Sadly, the Western releases suffered censorship,

with a few scenes removed. Other details were also

altered: Scias, the dog-like samurai, is an alcoholic in

the original – so drunk he can barely speak – but the

translations made him a simple stutterer instead.

Still, being chronologically the first game in the

series and the only one available on PC, Breath of Fire

IV is an easy recommendation to JRPG fans – just be

sure to check the rest of the series later. FE

Breath of

Fire IV’s story

was adapted

into a manga

by Ichimura

Hitoshi,

released

in 2008 only

in Japan.

273


Evil Islands:

Curse of the Lost Soul

Nival Interactive, 2000

Windows

Evil Islands:

Lost in Astral is

a stand-alone

expansion to

Evil Islands,

released in

2006 by Matilda

Entertainment.

It was very

poorly received

in Russia and

never released

in English.

Combat can be

very difficult, as

a lucky critical hit

from an enemy

can kill a character.

Since death is

permanent for your

companions, you’ll

reload often.

274

Like their earlier games, Rage of Mages 1 and 2,

Nival’s Evil Islands is an RTS/RPG hybrid

(or “Role-Playing Strategy”, as they called it),

this time leaning more towards the RPG side.

The game opens with Zak, our protagonist,

waking up amidst ruins on a mysterious island.

Having no recollection of his past, armed only with

a simple bronze dagger, he sets off to discover what

happened to him. He soon comes across a village

whose residents, awed by his metal dagger, proclaim

him to be the Chosen One foretold by legend.

The tutorial area does a good job of explaining the

mechanics behind Evil Islands – the combat system

is real-time-with-pause, with a heavy emphasis on

stealth. There are several kinds of movement: walking,

the default normal speed; running, which quickly

drains your stamina; sneaking and crawling, both of

which conceal you from most enemies – provided

you don’t get too close to their line of sight. Moving

stealthily also allows you to perform devastating

backstabs, essential for taking out solitary guards and

more powerful foes.

Many quests in the game hinge on you sneaking

past enemies that can kill you in a few hits, so taking

note of their positions and patrol routes is the key to

victory. However, this doesn’t mean the game is all

about evading fights. When attacking, you are given a

choice of targeting specific body parts: the head gives

you a big damage bonus, but is the most difficult to

hit; the torso is easier to hit but does little damage;

the arms decrease attack and the legs decrease speed.

Health and stamina – used both for running as

well as magic – regenerate over time and increase as

you gain XP by defeating enemies and completing

quests. The game use a classless character system,

where XP is used to buy skills, ranging from melee,

archery, magic, to speeding up health regeneration,

seeing better in the dark, being able to carry more

weight, etc. There are three levels to each skill, and

when you purchase one, all the other skills will

increase in cost, so it’s important to plan out what

kind of character you want to build.

Evil Islands features a robust crafting system that

will allow you to create your own gear and spells from

schematics and keystones. The quality of equipment

created depends on what kind of materials – bought or

gathered from defeated creatures – were used in their

construction. Crafted items can also be permanently

enchanted with spells, such as Haste or Night Vision.

The Spell Maker allows you to alter the effects

of spells, such as empowering them by adding runes

that will give them extra duration and extra range, or

changing them to only target enemy units, at the cost

of making them harder and more expensive to cast.

Unlike many RPGs where you’re soon drowning

in gold, money remains an issue up until the very end,

so making use of custom-made items can be vital,

especially if you are playing on the harder difficulty.


“Rage of Mages taught us one

important thing: that we tried to

pack it equally with both roleplaying

and strategy elements

but found out that many people

thought of the game as ‘a man

between two chairs, which didn’t

have enough of either in it. As a

result, we learned that we should

stress one element, e.g. roleplaying,

and enhance it with several

elements of other genres, which

would make its gameplay innovative

and more immersive.”

– Dmitry Zakharov,

Evil Islands’ lead designer

Quests will often

send you to

deal with much

stronger enemies.

You’ll have to steal

items from them

or sneak past them

– something rare

in RPGs.

Evil Islands’ world is divided into several large

and interconnected areas. They reset every time you

leave them, but some actions – such as killing a key

NPC – are permanent. The trick is that you can only

change equipment and party members, craft or level up

between areas, so you’ll have to prepare yourself before

heading out, then later head back to reap the rewards.

Over the course of the game, you will visit three

distinct islands in search of your identity – primitive

Gipath, snowy Ingos and desert-covered Suslanger.

Each island also offers several companions that might

join you, up to two at a time. Just beware that they won’t

follow you between islands and can die permanently.

While role-playing options are very limited, the

quests are varied and involve, for example, stealing a

Lizardmen holy relic, killing off a Cyclops’s pigs so he

will leave the area, charming a dragon to clear out a

nest of harpies for you, stealing a foreman’s ledger so

you can blackmail a trader, and many more.

This is helped in no small part by the quaint

writing – characters all speak in an over-dramatised

manner, and behave as if they are in a 1980s cartoon.

The voice acting is generally quite good and fitting,

with the unfortunate exception of the main character,

whose overenthusiastic and strange delivery will

probably soon start to grate on your nerves.

The graphics are clear and distinguishedlooking,

feature a dynamic weather system, day-andnight

cycle, wounds that are visible on the character’s

model and tracks left behind by enemies so you can see

which direction they are heading. Overall, it still holds

up today.

Even when released, there were objectively

better RPGs than Evil Islands. While there is nothing

revolutionary, it offers a vast, enjoyable world to explore,

many hours of gameplay, a challenging combat system,

and, most importantly, a fun-loving adventure when

games could still be whimsical without being ironic. VL

The core gameplay centres around acquiring quests in town

and then travelling to their specific areas to complete them.

Evil Islands also has a multiplayer mode, which allows you

to create a hero and do random quests with five friends.

275


Icewind Dale

Black Isle Studios, 2000

Windows and Mac

Despite having

the same name,

and setting, the

game bears no

relation with

R.A. Salvatore’s

The Icewind

Dale Trilogy

novels staring

Drizzt Do’Urden.

You’ll visit many

unique locations,

from slave pens

and a cursed

fortress to a

gnome village

and a giant

magical tree.

276

Playing a CRPG based on Dungeons & Dragons

is reason enough to make me smile. That’s

exactly the case with Icewind Dale, member of

a great Infinity Engine family of outstanding games.

It’s impossible to talk about Icewind Dale without

mentioning the Baldur’s Gate series. I first played

IWD days after finishing BG and BG2, two games that

completely changed my criteria and forged me as a

gamer. Believe me, playing a good game shortly after

experiencing two of the best games of all time makes

a lot of difference. But make no mistake, despite being

eclipsed by Baldur’s Gate II, which was released in

the same year (and by Diablo II, released on the exact

same day), Icewind Dale manages to hold its own.

The game employs an enhanced version of the

successful Infinity Engine – sporting some impressive

areas and enemies – makes thoughtful use of the rich

Forgotten Realms lore and offers players a full party

to customise. The campaign lasts from 60 to 80 hours,

with a new random loot system encouraging replays

and an elaborate story gracefully ornated by Jeremy

Soule’s soundtrack – one of the best in gaming.

Instead of customising the main character and

playing the role of Bhaal’s child (like in Baldur’s Gate),

Icewind Dale gives you the opportunity to create and

customise your entire group of adventurers – again a

party of six characters. This apparently simple change

has a deep impact on how the entire game flows –

sometimes for better, others for worse. The best thing

is the freedom to combine any classes and races you

want – for more strategic players, this is heaven. And

come on, isn’t it fun (and challenging) to play with an

entire group of spellcasters?

However, there’s a trade off. To offer this level of

freedom the designers sacrificed the personal touch

of playing a bigger role with the protagonist. Since the

entire party plays the main role, there’s no room for a

single character stand in the centre of the storyline.

Plus, the fun of finding new companions and trying to

make them happy is also gone. Of course, this doesn’t

ruin the game at all, but is something to be aware

of. The game is clearly more focused towards dungeon-crawling,

and works beautifully in this regard.

The game’s journey takes place at the eponymous

Icewind Dale, a sub-arctic region on the northernmost

part of the Sword Coast. It’s located near the Spine

of the World, a massive mountain range known as a

cold, deadly and evil-creatures-infested place. Your

party begins in the city of Easthaven, where you join

an expedition to investigate some strange happenings

in the eastern city of Kuldahar.

It doesn’t take long for the first of many

unpleasant surprises: the expedition is ambushed

by Storm Giants, who create an avalanche that kills

the entire company, except for the player’s party. The

path back to Easthaven is blocked, forcing the party

to venture forth to Kuldahar and start the main quest,

given by Arundel, an Archdruid.


“Icewind Dale was fantastic for me

because I had somehow stumbled

into my dream job. I didn’t know

anything about CRPG development,

but I knew more about AD&D and

the Forgotten Realms than anyone

outside of TSR/WotC should.

We didn’t have any leads on the

original title, so we sort of just...

did things... with Chris Parker [the

game’s producer] telling us when

we were being dumb.”

– Josh Sawyer,

Icewind Dale’s designer

Arundel is the first “mentor” found in the game,

an important character responsible for almost every

quest in the early chapters of the storyline. You’ll also

come across other interesting characters, like Revered

Brother Poquelin, the demon Yxunomei and the

Tempus Priest Everard.

Overall, the Forgotten Realms lore is very well

explored and, for D&D fans, it’s incredibly delightful

to travel between locations. Some places I just loved,

like the Severed Hand – not every game let you visit a

cursed ruined fortress that represents an unsuccessful

alliance between elves and dwarves.

The Heart of Winter expansion was released a

few months later, sending players to stop a barbarian

horde led by an undead warrior. The expansion

added a few new features, such as the “Heart of Fury”

difficulty setting, designed for hardcore players, and a

few rule tweaks inspired by the 3rd edition of D&D,

which had just been released.

Icewind Dale doesn’t have recruitable NPCs – instead, it

tasks players with creating a full of party of six characters.

While Heart of the Winter was well-received, fans

complained its campaign was too short. So Black Isle

released Trials of the Luremaster, a free downloadable

expansion. A radical departure from the icy regions,

it sent players to solve the mysteries of a large haunted

castle located in the Anauroch desert.

What stands out as one of the highlights of Icewind

Dale is the excellent choice of locations and also the

way the game makes you travel between interesting

places, exploring an amazing region of Faerûn.

That’s the main reason for me to play Icewind

Dale again. But it’s far from the only reason why you

should play it – the teams at Black Isle and BioWare

were like the mythic King Midas: everything they

touched was transmuted into gold. AO

Mods:

Icewind Dale Fixpack: Fix various bugs that weren’t

addressed by the official patches. Highly recommended.

Icewind Dale Tweak Pack: Contains a series of small

changes, from cosmetic details like hiding helmets to

various rule changes and new ease-of-use features.

Widescreen Mod: Allows resolutions over 800x600.

Unfinished Business: Restores content that was cut

from the game, including dialogue, quests and items.

Auril’s Bane: Adds a lot of new content, such as spells,

items, creatures, AI scripts, stores and a new quest.

Item Upgrade for Icewind Dale: Allows you to upgrade

some of the items in the game, like in BG2.

Icewind Dale in Baldur’s Gate II: A conversion

project that allows you to play Icewind Dale using

the more popular Baldur’s Gate II engine.

Icewind Dale

focuses heavily

on dungeoncrawling,

with

huge multi-level

areas and over a

hundred unique

enemies and spells.

In 2014, Beamdog

released Icewind

Dale: Enhanced

Edition, a remake

of the game

for modern

computers, with

new features,

widescreen

support and

an iOS port.

277


Summoner

Volition, 2000

Windows, Mac and PS2

Summoner

was a launch

title for the PS2

and was later

ported to PC

and Mac. Its

2002 sequel,

Summoner 2,

only came out

for the PS2 and

GameCube.

Combat is realtime-with-pause,

but based around

timing your

mouse clicks and

key strikes to

chain attacks.

Each character

has a variety

of attacks and

spells, but

some also have

unique skills,

such as Joseph’s

summoning and

Flece’s sneaking

and lock-picking.

278

The first RPG developed by Volition – known

today for their Red Faction and Saint’s Row

series –, Summoner is rather obscure and

forgotten for a variety of reasons. The game has

long loading times, awkward combat, flawed AI,

unfinished and unbalanced systems and not exactly

impressive graphics. However, the setting, story and

soundtrack reward you for getting through the long

and clunky introduction.

The game takes place on two different continents:

Medeva (inspired by medieval Europe) and Orenia

(reminiscent of China/Japan of the same period).

Instead of creating yet another Tolkien-inspired fantasy

setting, Volition tried to create its own, and while certain

races and designs resemble the familiar concept, the rest

of the lore remains rather original, which motivates you

to explore the world and learn about its history, events

and everyday lives of its characters.

Summoner’s story is centred on a young farmer

named Joseph. Nine years after accidentally destroying

his home village and promising to never use his

summoning powers again, Joseph is living a peaceful

life in the village of Masad. However, Orenian troops

attack the village in search of a boy with a mark of a

summoner. With his attempt to escape the village and

find his old friend, Yago, begins Joseph’s saga, filled

with enough twists to keep you entertained until the

final credits. Even if the story provides some genuine

“I’ve seen this before” moments, it uses them wisely and

sometimes pulls off rather unpredictable situations.

Even though the game is very linear and doesn’t

offer a lot of choices (which makes it feel like a JRPG

sometimes), it offers surprisingly good side-quests.

Some require thinking outside the box, and quite a few

lead to additional lore details, surprising outcomes and

hilarious situations, so don’t hesitate to take your time

and explore the world around you.

And last, but not least, Summoner moves away

from traditional fantasy RPGs by replacing orchestral

scores with an exciting electronic soundtrack.

If you can look past the exploitable combat

system, poor AI and a number of annoying bugs, then

give Summoner a chance. Its unique setting, interesting

story, inspiring soundtrack and well-designed sidequests

will pay off any frustration. ZZ


Wizards

& Warriors

Heuristic Park, 2000

Windows

When D.W. Bradley, the architect behind

Wizardry V-VII, left Sir-Tech and formed

his own company, Heuristic Park, the

first thing he released was Wizards & Warriors, his

preemptive response to the upcoming Wizardry 8.

Both games are very similar in many ways –

strong, traditional class-based character building,

an open world full of dungeons to explore, quests to

perform, characters to interact with and phase-based

combat. The differences are in the details, but those

details are what make these games.

The game's dungeons are excellent, some of the

best ever designed and certainly far better than any

in Wizardry 8. There are so many memorable and

cleverly designed areas, some favourites being the

Serpent Temple, Shurugeon Castle and the Boogre

Lair (which features a thrilling prison breakout).

The combat, a mix of turn-based and real-time,

is a fantastic answer to Wizardry 8's unbearably

cumbersome, fully turn-based phase system. You

can freely act or walk around and enemies’ turns will

happen concurrently. For everyone who's ever gotten

frustrated with Wizardry's painfully slow battles,

Wizards & Warriors will be a revelation.

The most frustrating quality of the game is its

world structure. The game presents large, non-linear

areas that the player is free to explore as they want –

until you end up where the game doesn't want you yet.

Wizards & Warriors gates off huge areas until you've

progressed far enough in the story to enter them,

similar to how the Grand Theft Auto games play, a big

step back from Wizardry VII’s fully open world.

The other major issue lies not in the game itself,

but in the difficulty in getting it to run on modern

computers – several steps are necessary, including

re-encoding its video files. It begs for a re-release.

Regardless, with great combat and level design,

a satisfying class and character customisation system

(earn advanced classes by performing quests –

why don't more games do this?) and a compelling,

whimsical world with charming characters, it’s at least

as good as its nearest neighbour.

Don't overlook Wizards & Warriors just because

Wizardry 8 gets all the attention – you’ll be surprised

at how frequently Wizardry gets shown up! ​ES

Getting the

game to run

on modern

PCs is a bit

tricky. Install

the Unofficial

Patch, the

Town AVI

Fix and use

dgVoodoo2.

The excellent

combat system

blends turnbased

actions

with real-time

movement, being

both tactical and

fast-paced.

There are ten

races and four

basic classes to

create your party

from, plus 11

hidden classes

you can unlock

by completing

certain quests

or acting in a

certain way.

279


Wizardry 8

Sir-Tech Canada, 2001

Windows and Mac

Sir-Tech couldn’t

find a publisher

for Wizardry 8,

so they made an

exclusivity deal

with EB Games:

the game was

only sold at their

stores, which

severely limited

its reach.

Wizardry 8 offers a

rarely seen depth

in its character

creation, and

its personality

system makes the

custom characters

more unique and

memorable than

many companions

in modern RPGs.

280

The release of Wizardry VII in 1992 was a high

point for the series, but also the beginning of

Sir-Tech’s downfall. Andrew Greenberg, one

of Wizardry’s creators, sued the company over unpaid

royalties – and the aftermath was chaotic.

Sir-Tech closed down and reopened in Canada,

while David W. Bradley left the company. A Wizardry

sequel started to be developed in Australia under the

name Stones of Arnhem, but the project got cancelled.

They then tried to diversify, publishing titles such as

Armed & Delirious and the Realms of Arkania series,

as well as creating Nemesis: The Wizardry Adventure

(1996) – a mediocre multimedia Adventure/RPG that

was Wizardry in name only. Things kept going badly,

and by 1998 Sir-Tech was nearly bankrupt. They closed

their publishing branch and kept working on two games:

Jagged Alliance 2 and a new, fully 3D Wizardry game.

The concept of a 3D Wizardry game – without its

original creators or Bradley – seemed doomed to fail.

Worse, the game was delayed for years, unable to secure

a publisher. Sir-Tech was so starved for funds that they

added in-game ads: every time you close Wizardry 8,

an ad for Falcon Northwest Computers appears.

Somehow, despite all this, Wizardry 8 is amazing.

You start by creating a party of six characters, using an

upgraded version of Wizardry VII’s already excellent

system. With 11 races, 15 classes, 40 skills and over

100 spells, it allows for countless party builds. It also

removed the need for dice-rolls – you just pick a race,

a class and then assign stats and skill points.

But what really sets character creation apart is

the personality system. RPGs like Baldur’s Gate allow

you to pick voices for your characters, but Wizardry 8

offers 36 personalities to choose from – such as Loner,

Kind, Burly, Chaotic, etc. You can, for example, make

an Eccentric Samurai Elf that talks in third-person, as

if he was the narrator of the story. And he’ll act that

way during the entire game, reacting to battles, events,

areas, deaths, etc. – all fully voiced! It’s an amazing

solution to allow custom yet memorable characters.

Once the game starts, you’ll see that Wizardry 8’s

transition to 3D was similar to Might and Magic VI’s:

the party now moves freely across a large 3D world and

enemies are visible in the distance, yet the game still

plays like a “blobber”, with the party moving as a single

unit. However, there’s now a formation system, which

greatly affects combat – if you place all your fighters

at the front, the party’s casters will be open to attacks

from the sides or the rear. And that will happen often;

true to its heritage, Wizardry 8 is unapologetically hard.

The first few hours, where you create your party

and explore the initial dungeon, are easily among the

best starting hours in any RPG. The atmosphere is

great, party banter is amusing, battles are challenging

and the dungeon is filled with traps and secrets that

feel natural in this new 3D presentation.

Sadly, as soon as you step out of the dungeon into

the infamous Arnika Road, the game’s biggest flaw will

hit you right in the face: the filler combat.


“We regularly sacrifice Wizardry

virgins here at the office to test

out new theories on them. Do they

get it? Do they understand what

we’re trying to do? Is this easy for

them or would it take 40 pages of

a manual’s help to comprehend?

So far in our design, the game is

clearly a Wizardry, believe me,

Linda [Currie] and I would be super

vocal if it weren’t, but it does have

new things, new touches, that

people have wanted for years.”

– Brenda Romero,

Wizardry 8’s designer

The game’s large, open world is connected by

several roads and paths, crawling with monsters that

not only respawn, but also scale to your level.

Moreover, while the phase-based combat does a

great job at updating the series’ formula, its animations

are excruciatingly slow. Do not play Wizardry 8 without

using mods to hasten the animations, or you’ll want to

rage-quit every time a large group of enemies appear.

These flaws, combined with a spike in difficulty, is

why many players never managed to cross Arnika Road.

A shame, as Wizardry 8 quickly recovers its brilliance.

Your goal is to reach the legendary Cosmic Forge

(a story that began back in Wizardry VI), and this can

be achieved by yourself or with the aid of some of the

NPCs and warring factions that inhabit the world.

Many quests offer multiple solutions, and the game’s

rich dialogue system provides plenty of flexibility – you

can even recruit friendly NPCs, expanding your party

up to eight characters. Just remember that they each

have their own personalities and objectives.

Wizardry 8 offers, but also demands, a lot from

players – if you’re clever, you can form a large alliance

or play as a double-agent; if you’re foolish, you might

end up hated by everyone and be forced to fight your

way through. It’s not easy, but it’s very rewarding.

Thus,Wizardry 8 was praised by critics and loved

by old-school fans, but never got popular. Regardless,

it was too late – Sir-Tech had dissolved. More than a

commercial title, the game became a farewell to fans.

For them, developers showed a great deal of care:

you could import your party from Wizardry VII,

starting in different areas depending on how you

finished that game. It even ties loose ends for those

who carried their party all the way from Wizardry VI –

a game released over a decade earlier!

While series like Ultima and Might and Magic

ended on a sour note, Wizardry 8 is for many players

the best entry in an already venerable series. It remains

a lone star – no other RPG ever followed in its footsteps

– but that only makes it shine even more brightly. FE

The dialogue

system is one

of the richest in

all RPG history.

It’s based on

keywords that

you can type in,

factors in your

reputations,

allows you to

trade, charm,

steal or recruit

NPCs and it’s

fully voiced.

Several mods

for Wizardry 8

were made

using the Cosmic

Forge tool. We

recommend

starting with

the Wizardry 8

Enhancements

mod, as it fixes

animation speed

and improves the

overall balance

of the game.

Combat feels like a natural evolution of Wizardry, adding

formations, movement and a much more agile interface.

Wizardry 8 gives detailed information to its players, with

inventory, stats, spells and skills spread across four pages.

281


Anachronox

Ion Storm, 2001

Windows

Anachronox has

such striking

storytelling that

its cinematic

director, Jake

Hughes, later

edited all the

game’s cutscenes

into a two-hour

machinima

movie, named

Anachronox:

The Movie.

Customising

your characters

comes down

to the use of

accessories and,

more importantly,

equipping

MysTech, which

provides unique

and powerful

abilities.

282

Is uncontrollable babbling a viable combat option?

Can a planetary object be a viable party member?

Is male exotic dancing a reliable way to earn

money in RPGs? How come one of the best Japanese

RPGs was developed in the West? Play Anachronox

and all of the above will be answered.

Released by Ion Storm studios right after

Daikatana’s massive failure and Deus Ex’s huge

critical success, Anachronox never got the attention

it deserved, despite the fact that it’s the second (and,

sadly, last) great game developed by the studio.

Designed and directed by Tom Hall, Anachronox is

a story- and character-driven Adventure/RPG with a

lot of humour, emphasis on exploration, and combat

reminiscent of Japanese console RPGs.

The game was built on the Quake II engine,

which was already outdated by 2002 and the character

progression system is nothing to write home about, yet

somehow Anachronox is one of my most memorable

experiences in gaming.

Why is that, you ask? Because interacting with

the world and its various characters is nothing short

of delightful.

As soon as I entered the universe of Anachronox

I was swept into an unforgettable cyberpunk world,

where danger, action and humour go hand-in-hand.

The presentation and art direction are excellent. Areas

ooze with atmosphere and variety. The camera work

is exceptional and certainly groundbreaking for the

time, while the moody electronic music offers some

really memorable tracks.

You play as Sylvester “Sly Boots” Bucelli, once

a hotshot PI, now a down-on-his-luck drunkard,

owing a big debt to the local crime lord. His only

companions are his deceased secretary (digitised into

a flying assistant, which also doubles as part of the UI)

and a robotic sidekick without batteries.

Trying to find a job worthy of his deductive skills

(and to prove that he’s more than just a bum with a

storage space for an office) he stumbles upon the elusive

MysTech, a technology left behind by an ancient alien

race. Along the way, Sly will meet a grumpy old man,

a heretic scientist, an old flame, an alcoholic ex-hero

and other, even more exotic characters.

The writing is brilliant, with enough sciencefiction

discussions to spur my curiosity about the

theories mentioned. More importantly, Anachronox

is one of the funniest games ever created, but it

knows when to break the chuckles up with its fair

share of heart-wrenching tragedy. The game’s biggest

accomplishment is that it manages to strike a sublime

balance between humour, cyberpunk-noir intrigue,

and dramatic space opera.

From the start you feel part of a grand space

adventure, where even the most improbable people

and places are believable. The depth of the characters

and lore are remarkable, especially for a game that at

the same time manages to make you chuckle or laugh

out loud every two minutes or so.


“I wanted to bring strong

characters and a bizarre epic story

onto the PC, really, a consolestyle

RPG to the PC. I was strongly

influenced by Chrono Trigger

– a classic game. I wanted the

characters to really have things

happen that were important

to them, and to create a new,

consistent universe.”

– Tom Hall,

Anachronox’s creator

Instead of random encounters, battles are all

scripted and tied to a believable world. The combat

system should be familiar to anyone who has played

Japanese RPGs, with characters facing off against

enemies on a separate field. There is a small bit

of tactical thought involved, since movement is

hindered by the limited size of the combat board.

An initiative bar gradually builds up for each

character and they can act once it’s full, just like the

classic Final Fantasy ATB system. Possible actions

include attacks, special skills or magic, the use of

items, moving to a different spot on the board or,

in some rare cases, manipulating the environment

to your advantage. There is hardly any enemy AI to

speak about, but it is still a great idea to protect your

weaker characters.

Outside combat, you explore the multiple worlds

of Anachronox from a third-person view, interacting

with its various seedy residents to receive information,

quests and lots of verbal abuse.

As you gather more companions you’ll find out

that each one has its own special abilities, which can

be used in combat, quest-solving and uncovering

secret areas. Lock-picking, hacking and aggressive

jabbering are only few of the skills that will be at your

disposal. These unique skills can be upgraded if the

right trainers/means are discovered.

Like any decent PI, you’ll also have to use your

camera to photograph clues and evidence needed

for your assignments. Anachronox is big and ripe for

exploration and as you move on through the game

you’ll eventually get access to space travel and other

planets. The game offers a huge world with a lot of

content and nary a dull moment.

It is obvious that Anachronox was a labour of

love, created under circumstances that allowed free

reign of creativity and encouraged ambitious goals.

It’s one of those unique games that takes you into its

world and leaves a lasting impression. In conclusion,

this is a fun experience you shouldn’t miss. GD

The combat system

is heavily inspired

by JRPGs, but

places a great deal

of importance

on movement.

For example,

melee characters

must move near

enemies to attack.

Anachronox’s

storyline ends

in a cliffhanger of

sorts, as the game

was planned to

be longer, but had

to be cut due to

time constraints.

A sequel/expansion

was planned, but

the game’s sales

were poor. Tom

Hall still often talks

about returning

to finish it.

You’ll come across several mini-games. Some are tied to

skills, like lock-picking, but others are much more usual.

Anachronox’s writing manages to achieve a great mix

of humour, drama, hard sci-fi and epic space opera.

283


Arcanum:

Of Steamworks & Magick Obscura

Troika, 2001

Windows

A sequel to

Arcanum

was planned,

titled Journey

to the Centre

of Arcanum.

Inspired by

Jules Verne’s

novel, it was to

be created in

Valve’s Source

Engine but

Troika failed

to secure the

necessary

funding.

Combat is the

weakest part

of Arcanum. It

can be fought

in real-time

or turn-based

mode, using

action points, but

neither really

works well.

284

Arcanum, in my opinion, offers the most

complete role-playing experience of any

CRPG ever created. The breadth and depth of

mechanics and content ensure that one playthrough

just won’t be enough. Two or three won’t cut it either.

The diversity of character options is immense,

not just at character creation, but through gameplay

and dialogue choices throughout the huge open

world of Arcanum.

Creating a character in Arcanum is a very involved

experience. The system is classless, so you won’t pick a

class, but there are no fewer than eight races and over

50 backgrounds to choose from, allowing you to tailor

your character to very specific tastes and also getting

the player into the role-playing spirit.

The effects of backgrounds range from the minor

to the extreme. If you just want to tinker a little or

add some flavour to your character, you could be an

apprentice to a shopkeeper or a halfling orphan for

some minor bonuses and penalties. But if you want

to go all in, you could be a supermodel, or an idiot

savant or even a Frankenstein’s monster with huge

bonuses and penalties across multiple stats and skills.

When you’re finished creating your avatar,

the opening cinematic plays. You are aboard the

IFS Zephyr, a zeppelin on its maiden voyage from

Caladon to Tarant, when it is attacked and shot down

by two “strange flying machines” (i.e. planes) piloted

by Orcs. At the crash site, you talk to a dying gnome

who gives you a silver ring and tells you to “find the

boy”. You are then engaged by a fellow named Virgil, a

recent convert to the Panarii religion, who claims you

are the reincarnation of the ancient god Nasrudin.

Virgil offers to accompany you to the nearby town of

Shrouded Hills to meet his superior, and your journey

through the world of Arcanum begins.

Arcanum boasts a huge number of quests with

several ways to resolve them, usually using the trio

of solutions established by Fallout – combat, stealth

and diplomacy. The complex character system adds a

lot of depth here, as a beautiful elf in an elegant dress

will have an easier time getting a murderer to confess,

but an ugly mage can still try a charm spell, or even

use necromancy to get a testimony from his victims.

The world is massive and very open, with few

gates to pass through. There are many optional

locations scattered across the map to stumble upon,

from altars of old and forgotten gods to ancient

dungeons, hidden villages and a few easter eggs.

A lot of smaller touches really add to the charm

of Arcanum. For example, every skill in the game has

an associated master. You’ll have to find them and

often do a special quest for them if you wish to be

trained. You will also see your own actions, or the

consequences of them, as headlines of the Tarantian,

the most popular newspaper in Arcanum. You’ll read

and hear various rumours as well, that serve both

as leads into obscure side-quests and as subtle hints

about future areas and the game’s antagonist.


“Leonard [Boyarsky], Jason

[Anderson], and I had made character

systems before, but, in the case of

Arcanum, we wanted the system to

reflect the setting. This meant that

not only would there need to be

magic spells and technological skills

of some kind, but there would need

to be a mechanic that measured the

character’s aptitude with each. We

wanted the struggle between the

magic and tech that was taking place

in the world to exist within every

character as well.”

– Tim Cain,

Arcanum’s project leader

and lead programmer

Arcanum’s setting is quite unusual for a CRPG.

It is high fantasy set during the Industrial Revolution,

resulting in a widespread conflict – the dichotomy between

Magic and Technology. This conflict is the lens

through which much of the game’s content is seen

and it is reinforced within the gameplay itself; your

dwarven technologist might craft swords and pistols

from scrap, but magic spells and potions aren’t going

to have much effect on him; and your highly magical

half-elf better learn to teleport, because he won’t be

allowed to board trains anymore.

The scope and scale of Arcanum is astounding, and

so it’s hardly surprising that it was shipped somewhat

unfinished and quite buggy. Combat suffered the

most of any element because of Sierra’s demands

that a real-time mode be implemented alongside the

intended turn-based mode. As a result, combat is quite

unsatisfactory and unbalanced, becoming a chore

during some of the larger, combat-filled dungeons.

On the bright side, Sierra did supply Troika

with the talents of Ben Houge, who composed one

of the most memorable, sophisticated and thoughtful

soundtracks ever produced for a game. His string

quartet pieces set a relaxed pace while managing to

capture a sense of the grand scale of Arcanum. This,

married with the 19th-century steampunk aesthetic,

creates a thoroughly enjoyable atmosphere.

Arcanum’s greatest achievement is giving the

player a real sense of agency. It is perhaps gaming’s

greatest strength but so few games, let alone RPGs,

deliver on it. There is conflict everywhere and you

have the power not only to solve these conflicts, but

to prey upon them or exacerbate them according to

your desires and skills.

More than any other title before or since, Arcanum

showed us what CRPGs could be. Although it did not

achieve all that it set out to achieve, the vision and

ambition of Troika’s debut is remarkable. JM

Arcanum’s world

feels alive and

believable, with

issues being born

out of political,

economical,

ideological and

racial conflicts,

not of “good

versus evil”.

The Arcanum

Multiverse

Edition is a

massive mod

pack with

some of the

best fixes

and changes

made by fans.

It’s highly

recommended,

even for a first

playthrough.

The character system is extensive, with various attributes,

skills, schools of magic and technological disciplines.

You’ll find a wild range of items, from ancient magical

swords to electrical top hats – all beautifully rendered.

285


Gothic

Piranha Bytes, 2001

Windows and Mac

Gothic supports

widescreen

resolutions

without the

need for mods,

but you must set

it directly in the

game’s .ini file.

Combat is quick

and deadly. You

can perform

front, left and

right attacks or

block. A trained

fighter can also

chain attacks

together.

286

Gothic came literally out of nowhere in 2001,

and, in my view, set a whole new standard for

single-character hiking simulators, aka “The

Piranha Bytes RPG”. Funny how the developers didn’t

even label it as an RPG at its release.

When talking about why Gothic was something

fresh and unique when it was published, it’s definitely

important to start with the setting and story, since it’s

essentially “Escape from New York... with swords!”.

You’re just a bloke, who’s nameless for all intents and

purposes because nobody even lets you introduce

yourself. You’re thrown into a prison mining colony

surrounded by a one-way-entry forcefield, where the

prisoners managed to rebel and take over the whole

establishment. After that, you are beaten senseless

(“baptised”) by a bunch of guards and left on your own.

The premise in Gothic is a very good hook because

it presents a mix of low-key matters with a fairly unique

setting. It also manages to uphold that to the end, as

even though bigger and more fantastical events start

happening, your character’s only motivation is basically

to get the hell out of the colony.

The general writing style, which would stick

with Piranha Bytes henceforth, also emphasised the

dichotomy between the vulgar and the fantastical very

well, as you’d be coming across various really colourful

characters, who are, on the one hand, rather typical –

pompous mages, brutal thugs, dumb peons -, but on

the other, extremely believable and amusing.

But Gothic’s biggest strength was not just showing

you this strange prison colony, but also letting you

visit its every nook and cranny. The world of Gothic

was simply massive, as well as beautiful, with tons of

places to check out, beasts to murder, secret caverns to

penetrate and ancient tombs to raid. And above all, it

was handcrafted, full of verticality and almost without

barriers, so you could just go off and explore whatever

you wanted – provided you could survive.

And that was where Gothic was tricky, because

surviving was a lot harder than in most games. You

know it isn’t fooling around when your first opponent

is a turkey that can horribly murder you in a few hits.

And it was this ridiculous brutality that gave the game

most if its unique charm. It simply didn’t cut you any

slack. If you wanted to get somewhere, you had to

work for it, and the simple thought that straying off

the beaten path could mean certain death made every

step into the wilderness something special. Especially

at night. Through a forest. With no map.

The key to thriving was to quickly get better

gear, beg people to train you in combat and master

the fighting system, which I consider one of the best

ones in Action RPG history. At first it seems clunky

and unresponsive, but, once you get accustomed to it

and take on harder opponents, every fight becomes

an adrenaline-pumping effort where every mistake

could mean death. Various enemies would also fight in

different ways, and force you to adopt new tactics.


“We wanted to create a living

world, so we decided to make it

small and interesting, rather than

very large and boring. And instead

of a bright fairy-tale atmosphere,

we preferred to create a dark and

gloomy setting. Combine these two

things and you end up with a prison

camp surrounded by a magical

barrier.”

– Alex Brüggemann,

Piranha Bytes co-founder

and Gothic’s designer

The final outstanding quality of Gothic was its

character system and how it tied into the game and

story themselves. Sure, you could gain massive XP

from monsters and quests, but once you levelled up,

essentially nothing happened. You only got a bunch of

skill points that required visits to specific trainers that

would teach you, but only to the best of their capabilities

– if they even respected you in the first place.

Furthermore, while your character started as a

classless bloke, to actually acquire a specific class you

needed to join one of the three very distinct factions,

each of which had its own agenda and quests. Not

only was this very neat because tying the levelling to

the narrative was a nice throw-back to P&P RPGs, but

also because it piled up many layers of choices and

consequences. You might agree with one faction, but

joining it will prevent you from learning something

from another, or completing quests for the third, etc.

Gothic allows you to climb on ledges, offering a level of

verticality and exploration that few other RPGs provide.

I’d be lying if I said that I wasn’t not an obnoxious

fan of Piranha Bytes’ RPG formula. I remember how

amazed I was by the openness of the world, the feelings

of seclusion and the brutality of the entire setting in

just about all aspects when I played it for the first time.

I also remember how glad I was when they took all that

and made it even better in Gothic II. After that, both

the series and the developer would start meandering,

but, no matter what happened, it would never take

away the first two games from me.

And while the sequel very much improved

everything from Gothic, skipping this one “because it’s

the same but a bit less” would be criminal. Honestly,

both games are just parts of one great whole, and you

can’t have one without the other. DR

Mods:

Unofficial Patch: Fixes most of the few bugs left.

Player Kit: A handy tool that allows you to run and

manage Gothic’s mods. Required for some mods.

Textures Patch: Offers higher resolution textures,

mostly made based on Gothic II’s textures.

Golden Mod: Restores cut content, adding alchemy,

a few new quests, items and a new area, while also

making the whole game less linear. Great for a replay.

The Trial: Adds a new short adventure about a Count

accused of massacre and allows you to recruit NPCs.

Dark Mysteries: A fan-made expansion for Gothic,

with new areas, quests, items, NPCs and features.

Diccuric: A huge mod with an entirely new campaign

and world, both about the same size as the original

game. Uses improved graphics, taken from Gothic II.

To succeed, you

must not only

work for the

factions, but also

earn the respect

of individuals

as well, so they

might agree to

help or train you.

Gothic Reloaded is

an ambitious fan

project seeking

to completely

overhaul Gothic’s

visuals, new

models and UI.

It’s currently in

development.

287


Severance:

Blade of Darkness

Rebel Act Studios, 2001

Windows

An Xbox port

and a sequel

was under

development,

but Rebel Act

closed down in

2002 after weak

sales. Former

members founded

MercurySteam

and developed

the Castlevania:

Lords of Shadow

series.

The lighting

engine remains

impressive to

this day, a great

accomplishment

for a small

independent

Spanish studio.

288

Made by the Spanish studio Rebel Act

Software, Severance: Blade of Darkness

(also known as Blade: The Edge of Darkness)

is an interesting hack-and-slash game, with a very

strict sense of timing and a high difficulty, and which

heavily relies on CRPG aesthetics and conventions.

The story is pretty cliché but does the job: a dark

god is going to escape from his prison and it’s up to

you to put him back in his place, using the fabled

Blade of Darkness.

In a straight-up Gauntlet fashion, four characters

are available, each having their own strengths and

weaknesses. The Amazon is an extremely fast and

nimble fighter who specialise in bows and lances,

but she is also very frail. The Knight is a balanced

character using a sword-and-shield fighting style, and

can equip some of the best armour in the game. The

sluggish Barbarian is a powerhouse using gigantic

two-handed swords and has plenty of combos. Last

but not least, the Dwarf is an unsinkable tank, but

his lack of combos and his short reach make him the

hardest character to master.

On par with your health bar, your character

possesses a power bar which depletes after each attack

à la Dark Souls. The more powerful a weapon or combo

is, the more energy it will consume. Coming from a

very large bestiary (orcs, demons, tainted knights),

enemies are restless and won’t go down easily. To make

things worse, they use the same tactical array as you:

blocking, poisoned weapons and deadly combos.

Don’t be fooled by the hack-and-slash nature of

the game; cautiousness and tactical progression are

the only way to progress through the game. Tackling

more than two enemies, even weak ones, at the same

time is always a perilous task. Fortunately, you get

a few edges to fight the relentless hordes thrown at

you. Weapons start pretty weak but new ones can be

picked up along the way. Every class of weapon offers

different combos, so it’s always a good idea to keep

a spare mace to crush skeletons, for example. Few

ranged weapons are present but only the Amazon

will find them useful, puzzles notwithstanding.

Severance employs a lock-on system, similar to

Ocarina of Time. You can dodge and block attacks, but

range and durability are always an issue, so be careful.

A few types of armour are hidden through the levels,

making your character a bit harder to kill. A small

inventory allows you to stock a handful of health

and power-up potions for the most difficult passages.

The RPG aspect is limited to a levelling up system

automatically boosting your life, power and unlocking

new combos. Levelling up also refills your life bar

making it a godsend in the middle of a tense fight.

Blade of Darkness is divided into a dozen of

levels, with a first level specific to each character. The

level design is so-so, with some levels being pretty

labyrinthine while others are just a succession of arenas.

Fortunately, the general aesthetic is much better.


“I didn’t want a combat system

that required button-mashing to

defeat enemies, I wanted a system

that could turn every fight into a

test, where any enemy could be a

challenge, where you couldn’t

advance without being cautious.

I wanted feeling, not a simulation;

something that could transmit a

kind of adrenaline surge when you

see an enemy approaching [...]”

- José Luis Vaello,

Severance’s lead artist

The game will send you to very different and exotic

places such as Arabic oases, abandoned fortresses and

deep wilderness. Doors, gates and various mechanisms

will always bar your way so you will spend most of the

game looking for keys. Traps of all sorts are present at

every corner and levels are extremely long, so saving

often is always a good idea.

Once the titular Blade of Darkness is acquired,

you can either choose to proceed to the final boss’s

lair or backtrack to previous levels. Indeed the magic

weapon is weakened and its power needs to be

unlocked by using eight runes, hidden through the

entire game. It’s better to keep a lookout for those

early on because revisited levels are filled with highend

monsters. Collecting those runes will unlock an

additional level and the true final boss. He is pretty

tough, but at this point you should have seen worse.

Beyond its tough-as-nails difficulty, Severance’s

novelty at the time came from its use of lighting.

Completely coded in Python, the game engine

displays beautiful shadows and makes a clever use of

light sources. Some levels, like the Knight’s starting

level, offer a gothic and dreary atmosphere propelled

by torches and eerie sound design. Fire can also be

used to inflame wooden structures and solve a few

puzzles, which is a pretty cool feature.

The funniest thing about Severance, and one of

its most marketed features, is the omnipresent gore.

After a few exchanges, your character and the enemy

alike will be covered with wounds and the ground

repainted with litres of blood. Characters can be

brutally dismembered, and you can then use the body

parts lying around as weapons. It’s pretty satisfying

and completely ridiculous at the same time.

Mixing classic deathtraps of games like Dungeon

Master with hack-and-slash mechanics, Severance was

reconsidered these last years in light of the Demons/

Dark Souls series. While I doubt that there was any

influence from either side, the parallel is interesting

and made new players aware of Severance’s existence.

Harsh but fun, as it definitively should be. TR

Mods:

Severance has a great community, that created various

mods with new combos, levels, features and even added

new game modes. Here are some highlights:

BOD Loader: This exceptional mod manager makes

installing and playing mods a cakewalk.

Gladiator: A survival mode where you must fight

increasingly powerful enemies. Highly customisable

and replayable, with various maps. A must-play.

Fugitive: An excellent multi-chapter campaign, has

amazing level design and adds new RPG elements.

Dwarf Wars: You must protect a large fortress against

hordes of enemies, in a endless massive battle.

The Blade of Light mod uses ENB to add some heavy

post-processing. Pretty, but not for everyone.

The combat will

feel familiar to

Dark Souls fans,

but Severance

adds combos,

breakable shields,

weapon throwing,

mutilations and

blood galore.

If you have

an interest

in mods,

be sure to

check Arokh’s

Lair, where

Severance

modders and

fans still gather.

289


Geneforge

Spiderweb Software, 2001

Windows and Mac

The gorgeous

illustrations

featured in the

game (such

as the one

above) are

done by Brian

Snoddy, who

did numerous

works for RPG

books and

card games.

290

The writing

in Geneforge

is solid, and

choices you’ll

face never

have obvious

answers.

Geneforge, to me, is what an RPG game should

be about. A nameless protagonist walks into

the world, and chooses their destiny. Skills

are built, alliances formed, enemies made. You can

be the loyal ally, the backstabbing traitor, or simply

slaughter everyone before you have a chance to decide.

At the end, what you have is a personal experience,

something built by the choices you have made.

The first few steps in Geneforge did not grab

my attention. Being from a small studio, the game is

built with budget graphics, and the combat model is

relatively simplistic. What first started to pique my

interest was a well-crafted backstory.

The main premise of the game is a world in which

a ruling clan, the Shapers, uses magical (genetic?)

techniques to build servants, and retain tight control

over those powers with the premise that abuse would

be deadly. This creates, in essence, a ruling class, with

complete dominance over their sentient creations.

The moral questions raised by this situation continue

throughout the series, and to my dissatisfaction, is

never resolved in black-and-white fashion.

The combat, while simple, can play out very

differently based on character build and skill choices.

You can focus on combat skills, magic skills, or

shaping skills. Shaping skills tend to be my favourite,

as eventually your character ends up with a group of

creatures that gain strength as they survive combat.

Do you sacrifice the little guy, who has travelled

with you from the beginning, in order to create the

newest monster you discovered? Do you even care?

While battles can get repetitive, there’s a nice feeling

of the progression which I feel an RPG needs. As the

games progresses, the battles will play out differently

depending on your character build.

Shaping is what differentiates Geneforge from

a typical fantasy setting; you are creating and toying

with life, and, as the series progresses, the story reveals

a more technological approach to creating creatures.

The “art” of shaping often blurs the line between scifi

and fantasy. Shaping could be easily dismissed as

another word for summoning, but regardless of the

terminology, Geneforge allows for more control of

“shaped” creatures than other games do.

Shaped creatures consume a certain amount

of energy from your character, and an experienced

creature can be a valuable companion. The balance

between the energy used for maintaining old creatures,

creating new ones, and maintaining a reserve for spellcasting

can be more strategic than the actual battles.

This all sets the stage for a beautifully openended

style of game. Your character, arriving on an

abandoned island, meets different populations of

humans and Shaper creations that have radically

different views on the world of the Shapers. The world

is yours to explore, at times limited by game events or

necessary items, but mostly defined by the prowess of

your character and the allies you have made.


“The basic idea was that I wanted

a game where you could make

this horde of creatures to serve

you, and care for them or let them

get slaughtered according to your

whim. I had to think of what sort of

people could gain this power, and

how they would treat it. And then I

thought about how they would

interact with the world around

them, and, more importantly, how

they would interact with the creatures

they make. And that’s where

the plot came from.”

– Jeff Vogel,

Founder of Spiderweb Software

This, in my opinion, is where the game truly

shines. Your choices, both in character build and NPC

interaction, have tangible consequences in the game

world. What is one player’s hometown is another’s

enemy fortress. Do you consume power at all costs, or

do you try to do what you think is right? All options

are available, and power is yours for the taking if you

are strong enough or cunning enough. The sense of

power, as I mentioned earlier, is satisfying as your

entourage of creatures grows, your magic gets more

powerful, and your combat skills improve.

The choices continue to lead up to the ending of

the game. There are several endings possible, and not

just of the “last-minute good or evil” type. Your choices

throughout the game lead up to a set of ending slides,

which describe the impact of your choices. Again,

the game does not disappoint: “good” choices do not

always lead to the outcome that you might think.

For me, the first game was just a starting point

of a wonderful series. What creator Jeff Vogel has

done with this series is create a coherent story of the

Shapers that spans all five games. There are highs and

lows along the way, but taken in total they provided

me with a wonderful experience, and a fantastic story

of a strange world.

Throughout the series, the choices continued to

provoke my thoughts about the morality involving

the control of power, and whether ends of containing

deadly power or ending unjust slavery justify whatever

means necessary. By the end of the five-game series, I

had become attached to the world of the Shapers, and

sad to see the journey end.

The Geneforge games, like both Fallout and

Arcanum, impress me as games where not only does

the player explore the world, but the player shapes the

world. BL

You can use

Shaper magic to

create creatures,

in whatever

fashion fits your

playstyle best.

The Graphics

Enhancement

mod replaces

Geneforge’s

amateurish UI,

fixes graphical

inconsistencies

and updates

some of its

sprites.

Sucia Island is massive, and exploration is node-based.

You’ll have to search carefully to find hidden areas.

Combat is turn-based and somewhat simplistic,

but the enemy AI can often surprise you.

291


Pool of Radiance:

Ruins of Myth Drannor

If you’re

willing to try

the game, be

sure to patch

it to version

1.4 and install

the Speed

Control Utility.

Combat includes

features such

as attacks of

opportunity, feats

and even morale

checks, but the

slow speed and

bad UI remove

most fun out of it.

Even looting is a

dull process, as

items all look the

same and rarely

offer anything

besides a small

armour, stat or

damage increase.

Stormfront Studios, 2001

Windows

Search for the worst CRPG ever made and you’ll

likely find Ruins of Myth Drannor. As Ubisoft’s

attempt to ride on the success of Baldur’s Gate,

this infamous game promised to take the Infinity

Engine formula forward by employing 3D graphics

and the recently released D&D 3rd Edition ruleset.

Plus, it was developed by a team of Gold Box

veterans – titled and advertised as a fully turn-based

successor to the beloved classic Pool of Radiance!

Sadly, excitement became disappointment when

the game was released. You start by creating a party of

four characters (two extra NPCs can later be added),

but the D&D 3rd Edition rules are heavily defaced –

you can’t play as Gnome, classes like Bard, Druid and

Wizard are missing and the few skills and feats available

are all automatically chosen based on your class.

Set in the ruins of the long-lost Elven city of Myth

Drannor, the game doesn’t have many role-playing

options. It’s a combat-focused dungeon crawl, with

some of the largest dungeon floors you’ll see. But while

there are some nice outdoor areas later on, the game

first forces you to explore extremely dull underground

mazes, filled with hordes of the same few monsters.

Combat is a decent translation of D&D, crippled

by a horrible interface. You can’t see nor control the

character’s path, the AI is unstable and there’s a short

time limit on each character’s turn – a useful feature

in multiplayer, but a sin in single-player mode.

To make matters worse, the game plays glacially

slow. Characters all take forever to walk, cast or attack (an

undead group can take multiple minutes per turn) and

you’ll spend hours slowly backtracking gigantic mazes

with unreliable maps and even worst path-finding.

Luckily, fans managed to create a handy mod

to increase the game’s speed. With it, Ruins of Myth

Drannor becomes an actually playable experience,

and those desperate for a turn-based D&D dungeon

crawl might even find some enjoyment here – if they

can endure the sheer boredom of the initial dungeon.

To crown its reputation, RoMD came with a wide

range of bugs, including a legendary one: uninstalling

the unpatched game could erase some of your system

files, forcing you to reinstall Windows.

Objectively, there are worst CRPGs. But few can

rival the disappointment – or dullness – seen here. FE

292


ZanZarah:

The Hidden Portal

Funatics Development, 2002

Windows

Have you ever imagined a cross between

Quake and Pokémon? I bet not. And you

probably also never heard of ZanZarah, an

obscure German game about a teenage girl visiting a

land of fairies. What these things have in common?

Well, everything.

In ZanZarah you play as Amy, who goes from

London to a magical land of fairies, elves and wonder.

This enchanted world is threatened by an ancient evil,

your arrival was foretold by a prophecy, and all that.

Your quest here is to explore the land, help the locals

and gather a party of magical creatures to save the

world. To recruit these creatures you must first weaken

one in combat and then throw a special ball to capture it.

That sounds very familiar, no?

And it doesn’t stop there. ZanZarah offers over

70 magical creatures – including animals, dragons and

demons – spread into 12 types: Fire, Water, Nature, Air,

Stone, Ice, Chaos, Energy, Psi, Metal, Dark and Light.

Their attacks have the classic effective/non-effective

relationships, and in true Pokémon fashion you also

get to choose your initial fairy from three types. They

even evolve after reaching a certain level.

But here’s the big twist: unlike Pokémon, you

won’t battle in turn-based combat, but rather in FPS

arenas with elaborate layouts, firing magic blasts at

enemies while strafing, dodging and flying!

There are no guns, but each fairy can equip up to

four different spells – two offensive and two passive.

The game features 120 spells with a wide range of

effects, damage, fire rate and mana pool. Spells must

be charged before firing – some allow for quick bursts,

others are very slow – but charge too much and it will

backfire. All of this keeps battles interesting, as you’ll

have to figure out the best loadout to use depending

on the arena layout or the enemy type you face.

To crown everything, the soundtrack is great.

Composed by King Einstein, the combat music is

exciting, the exploration music is charming and the

main theme is a nice melody sung by Karina Gretere.

ZanZarah is a very obscure game, somewhat hard

to run on modern computers, and its mix of FPS arena

combat and fairies is so odd that is hard to say what

audience it’s aimed at. Regardless, whoever decides to

give it a try is likely to find something to enjoy. FE

ZanZarah’s

soundtrack is

freely available

for download

at the game’s

website www.

zanzarah.de

Wild fairies can

suddenly appear

while you explore

the colourful

world, and locals

may give quests

or challenge you

to a duel.

Your party can

hold up to five

fairies, and each

can have four

spells equipped,

that have varying

requirements

and affinities.

Some fairies can

also equip spells

from multiple

elements.

293


Divine Divinity

Larian Studios, 2002

Windows and Mac

Larian’s first

RPG was an

called The

Lady, the Mage

& the Knight,

developed in

partnership

with Attic

Entertainment.

It was cancelled

in 1999 and

salvaged as

Divine Divinity.

An early demo

and design

documents

were released

as extras on

the Divinity

Anthology.

Combat is very

similar to Diablo,

but you can pause

at any time.

294

Larian Studios’ Divine Divinity has got a lot of

undeserved reputation since its release. The

problem is that it was released in 2002, a time

when various Diablo clones were popping up left and

right. Furthermore, if you looked at various screens

or played it for half an hour or so, it really did seem

to be just another Diablo clone, so the moniker’s stuck

even today. Even though Divine Divinity was so much

more than that.

Sure, there are many elements of a generic hackand-slash

here. The UI, the randomised tons of phat

loot, hordes of monsters and similar core mechanics

are all something we’ve seen countless times already.

However, these are only superficial, and Divine

Divinity’s unique aspects only become apparent once

you spend a few hours finding them. The easiest one

to notice is the character system, which is much more

RPG-y than your average hack-and-slash. Not only is

it ultimately classless, since all characters can learn all

skills as they see fit, but it also has quite a few noncombat

qualities, such as pickpocketing, sneaking,

haggling or alchemy.

The game also tracks your reputation (influenced

by various events), which changes merchant prices

and people’s personal opinion of you, which may in

turn lock or unlock new quests.

But the most important difference that makes

Divine Divinity an actual RPG and not just a slasher

is the lack of procedural generation. All quests, maps,

events and conversations are hand-placed, the only

random element is loot. This is especially great when

it comes to exploration because the land map is simply

huge, while the dungeons and caves provide you with

plenty of puzzles and secrets. Puzzles and secrets that

employ Divine Divinity’s most unique feature – the

Ultima VII-inspired environmental interaction.

Literally every prop can be tossed around to

reveal hidden chests and passages underneath,

and various items can be activated to secret effects,

which rewards thoroughness and perceptiveness.

Sometimes this juggling can lead to rather interesting

discoveries, often bordering on bug-exploitation,

such as finding a bed that can be put in your backpack

because it weighs nothing. But running aimlessly

around the map simply looking for opportunities is

also rewarding for more technical reasons – Divine

Divinity’s graphics are really pleasant to look at, and

its soundtrack is simply amazing.

It is also important to note that Divine Divinity

very often focuses not only on combat, and some

chapters will have you not draw your weapon for

quite long periods of time. Instead, you’ll be running

around towns just talking to folks, doing various

quests, robbing them blind and chasing secrets, and

there are a variety of settlements in the game, all

with different themes and problems to solve. These

“pacifist” chapters are made even better by Larian’s

now-trademark witty writing.


“[...] The RPGs I enjoy the most

are all about good character

development. To achieve that I

figured certain things need to be

in place – the freedom to develop

your character in a way that fits your

preferred playing style (Freedom),

motivation to invest yourself in

that character (Motivation) and an

environment that reacts in a fitting

way to how you developed your

character (Universe/Enemies).”

– Swen Vincke,

Larian’s founder and CEO

Everything is not just generally well-written, but

the dialogues are often genuinely funny, employing

various tongue-in-cheek methods, poking fun at the

fantasy genre in general, and sometimes even going

into self-parody. This also makes all the otherwise

generic fetch quests much more interesting and fun

to do because you can always expect some sort of a

little twist to the tired old formula.

Unfortunately, it would simply be unfair to not

mention Divine Divinity’s biggest flaw, which is the

endgame. Apparently, the game was much bigger and

more ambitious than the developer and the publisher

could chew, which resulted in the final chapter being

terribly rushed. Most of the qualities that make Divinity

unique simply disappear in the last chapter, leaving

you with fully railroaded, non-stop mindless fighting

against annoying, health-bloated mobs of enemies.

Although at least you can just go ahead and run all the

way through, ignoring all opposition completely.

Ultimately, if you really dislike hack-and-slash

combat, Divinity might not be up your alley. I did

like, however, how it can even get pretty challenging

at times, and how the game’s systems leave you a

lot of room for personal customisation and ways to

shamelessly break them to your advantage.

What is left to conclude, then? Divine Divinity

is simply a neat game. Not flawless by any means, but

ridiculously absorbing and long enough to entertain

you for weeks. It’s one of those games that make you

think – “a combination of fetch quests and generic

fighting has no right to be this damn addictive!”.

It’s also the start of the whole Divinity series.

Beyond Divinity (2004) was a mediocre sequel, but

the next titles are definitely worth more than a casual

look (especially Divinity 2 and Divinity: Original Sin).

Because casual looks are deceiving and make you

think Divine Divinity is a Diablo clone. Which it isn’t.

Get that into your head once and for all. DR

The writing is

always amusing,

and has grown

to become

one of Larian’s

trademarks.

All the music

in the Divinity

series was

composed by

Kirill Pokrovsky,

the late Russian

musician,

whose mix of

orchestrations

and new age

electronics made

the soundtracks

an intrinsic part

of the franchise.

You select a class at first, but you can learn any skill

and use any equipment if you meet the requirements.

Beyond Divinity had your hero soul-bound to a sarcastic

Death Knight, with you both having to cooperate to survive.

295


The Elder Scrolls III:

Morrowind

Bethesda Softworks, 2002

Windows and Xbox

OpenMW is a

project seeking

to recreate

Morrowind

in a new

open engine,

allowing for

more mods,

improvements

and Linux and

Mac versions.

You can follow

them at www.

openmw.org

The interface is

the last in the

series made with

PCs in mind,

making great

use of tooltips

and multiple

resizeable

windows.

296

My first trip to Vivec City was an unforgettable

hour of confusion and awe. The Elder

Scrolls’ cavalier attention to detail, both

large and small, reached an apex there.

Vivec is like a cramped cyberpunk cityscape, but

it’s presented inside the brown sandstone of medieval

fantasy. Eight floating stone pyramids comprise

the city’s eight districts, with a network of gondolas

and bridges connecting them to each other and the

mainland. Each district has four explorable interior

levels each, containing innumerable businesses and

residences that house hundreds of named NPCs.

They all have their own inventories, their

own dispositions, jobs, haunts and hangouts that

combine to give each NPC their own personal little

story. The fictional economy that supports these

fictional lives is on full display – their houses, their

businesses, the farms that grow their food and the

sewers that funnel away their waste are not spared any

detail. Administrative businesses, libraries, treasuries

and offices take up space next to the rowdy taverns

and ghastly magic shops.

Vvardenfell, the massive island you explore in

Morrowind, is one of the few sandbox maps that feels

like it was built without any intention to turn it into

a game, as if it was designed and mapped to serve the

lore more than playability. As far as the player’s lofty

quests are concerned, all those administrative details

behind Vivec City’s economy aren’t relevant.

You can learn all about the process of how the

nearby Netch farms churn out Netch leather which

turns into Netch armour, and it’s only flavour text.

There are almost two hundred different books to

read (well, not really books so much as they are a

few paragraphs, but still) that document everything

from the world’s history to directories of the council

members that currently lead its political parties.

All this detail doesn’t really make or break the

game, mechanically speaking. It’s just there. It’s flavour

text the player can skip. But what this massive amount of

detail does do well (and indeed, its very purpose in the

game) is to reify Vvardenfell as a world that is almost as

complicated, ancient and dynamic as our own.

Look at how the game handles transportation,

for an example. Instead of pointing and clicking

on a map screen to fast-travel (like in the TES games

before and after Morrowind) you use Vvardenfell’s

public transit system instead. The people of this island

use animal mounts, ferry boats, and magic teleporter

booths to travel around. So, during the early game

you use those facilities too.

Critics during the game’s launch rightfully

bemoaned Morrowind’s slow walking speed and

constricting fast-travel system, but those caveats serve

as build-up for a divine pay-off later on. They build

anticipation for a revelatory moment that the player may

not experience for tens or perhaps hundreds of hours

later. Until then, Morrowind is a slow-burning game.


“I often liken Morrowind to

Moby Dick, while Oblivion is

Titanic, the movie. Morrowind

was a vast, overly ambitious

project, but glorious in many

ways — but tragically inaccessible

as a result. It had a much smaller

audience because it was odder

and less generic and less what

people expect. With Oblivion, we

knew what people expected and

deliberately made our product a

lot more comfortable for them.”

– Ken Rolston,

Morrowind’s lead designer

Transportation starts off slow. Combat starts off

incredibly awkwardly. Since the world seems like it

was designed before the gameplay was designed, it

doesn’t lead you through roads and villages that are

cleanly organised to funnel you in the right direction.

The names are hard to pronounce, there are no

omnipotent objectives prodding you this way or that

way, and wherever you end up there will be just way

too much stuff there.

What gives you guidance is your own sense of

adventure and a brilliantly self-aware main quest

that tasks you with becoming the omnipotent Godking

of Vvadenfell. Eventually some overpowering

stat progression happens after Level 10 that makes

combat and walking much faster, and during that

time your understanding of Vvardenfell will also

increase immensely. You’ll come to learn the hard-topronounce

names of its numerous towns and locations.

You’ll get to know its tribes, its council members,

its politics and its religions because the main quest

tasks you with meeting and manipulating every last

one of them.

Soon you’ll be able to teleport across the map,

fly from city to city, and sprint with blinding speed!

You’ll forget about the public transit system because,

just as all the flavour text of the main quest suggested

you’d do, you’ll become a godlike warrior-poet who

knows this island inside and out, whether you were

trying to pay attention or not.

The most brilliant twist The Elder Scrolls

III: Morrowind takes is that you’ll actually have a

mental frame of reference to know how great your

progression feels. It’s not about increasing numbers

on a stat sheet. It’s about thoroughly understanding

a large, intimidating and alien world that is almost as

complicated as our own. GW

Morrowind’s

dialogue is

very complex,

being affected

by both faction

and personal

reputation, and

featuring a robust

keyword system.

Bethesda

released The

Elder Scrolls

Construction Set

with Morrowind,

allowing for

many mods

to be created.

A good start

is Morrowind

Overhaul 3.0,

a compilation

of hundreds

of mods

bundled into

a convenient

install pack.

Morrowind adds the option to switch to a third-person

camera, although the animations are quite simple.

The landscape of Vvardenfell is exotic and fascinating,

going far beyond traditional fantasy clichés.

297


Arx Fatalis

Arkane Studios, 2002

Windows and Xbox (Linux and Mac)*

*In 2011 Arkane

Studios released

the source code of

Arx Fatalis as free

software. From

it was created

Arx Libertatis, a

cross-platform,

open-source port

of the game, with

various bug fixes.

The character

system is simple,

employing four

stats and nine

skills. There isn’t

much equipment

variety, but you

can enchant your

weapons.

298

Originally pitched as Ultima Underwold 3 by

one Raphael Conlantonio and rejected by EA,

Arx Fatalis was the result of Mr. Conlantonio

founding Arkane Studios to bring his pitch to life.

Much like its inspiration, the game takes place

entirely underground in an eight-level dungeon

involving both traditional dungeon-crawling and

social interactions in populated locations. The

reason for this particular setup is that an ice age

forced the survivors of this fantasy world to take

shelter in underground enclaves that hold what is

left of civilisation. Arx, a converted mine with many

politically divided species crammed together, is one

such place and the centre of the game’s narrative.

The early levels of Arx Fatalis emphasise

politics and investigative quests, such as dealing with

goblins and their troll workers, while later levels

offer adventurous dungeon-delving, such as a huge

crypt that manages to deliver a surprisingly tense

atmosphere. There’s even a level where the game

takes a trip into survival horror territory.

The quest design is sparse, with only a handful of

contextual side content, but with many non-specified

goals, like robbing a bank or following cryptic

scavenger hunts – player agency and exploration

being emphasised instead of direct instructions.

All of this results in an eclectic pacing which means

that, while the game is short for an RPG, clocking in at

about 20 hours, there is a great deal of variation. This is

reflected in the progress system as well, only three of the

nine skills that define the player’s avatar being decidedly

combat-focused. Since these can be increased without

any restriction, versatility is heavily encouraged.

Balance leaves a lot to be desired though; Ethereal

Link shows enemy statistics and boosts your magical

power regeneration, but, given the simple combat and

the high amount of potions available, it can be safely

ignored. In dire contrast, the indispensable Object

Knowledge is the only way to create, enchant, repair and

even identify items, which cannot be used otherwise.

While Arx Fatalis isn’t overly combat focused, the

moments where it does feature fighting for extensive

periods of time are decidedly one of its weaker parts.

Melee and range combat are decidedly mediocre

but stealth is surprisingly well-done with it having a

shadow-based detection gradient. A clear nod to Thief

by Looking Glass, the same studio that made Ultima

Underworld. Sadly the game in no way supports a

pure stealth approach. Still, skulking through the

shadows can be a pretty tense experience, especially

at early levels.

Now onto one of the game’s best aspects: the

magic system. Each spell is cast by using specific

runes, which need to be manually drawn using the

mouse, similar to Peter Molyneux’s Black & White.

The effects that can be achieved are quite numerous and

frankly outstanding considering this a studio’s first game.


“Extreme honour is definitely

what we feel whenever Arx is

mentioned as the successor to the

[Ultima] Underworld series. We’ve

always had a lot of admiration

for the Looking Glass spirit, so

the connection with Arx is not an

accident at all.”

– Raphael Colantonio,

Arx Fatalis project director

and Arkane Studios’ CEO

Levitation, telekinesis, invisibility, ignite/douse fire,

confuse, summon demon, create food and an invisible

eye to scout ahead are just a few of the spells. In fact,

there are so many such effects that the content can’t

match up to support their use – the game can be

finished using only the fireball spell and that is a

damn shame considering how much work must have

gone into making the 40-something spells, especially

since many of them are non-combat oriented.

What holds all these elements together is the

environmental manipulation that in many ways defines

Arx Fatalis. You can take flour, add water and then put it

near a fire which will cause it to rise, thus making bread.

Words cannot describe the child-like sense of wonder

this inspired. The interface recalls adventure games,

meaning that most interaction is done by directly

clicking on the environment, not navigating abstract

menus. This does wonders for making the world feel like

something that the player must actually engage with.

One particular quest remains memorable to me

due, where you have to go through a multi-step process

to make a sword, from mining the ore, getting it to the

smelter and then having to operate all sorts of machinery

to get the job done. The important aspect of this type

of interaction is not realism, since dough doesn’t turn

into bread in five seconds, but verisimilitude. Players

understand the world by interacting with it.

Arx Fatalis is a love letter to Looking Glass and Ultima

Underworld, with Arkane wearing their influence on their

sleeves. The financial risks and challenges of starting

a studio from the ground up makes Mr. Conlanonio’s

journey to create this game all the more commendable.

It is hard to say what is sadder: that Arx Fatalis

is one of the last design-focused representatives from

arguably the best period of PC gaming, or that more

that, a decade since its release, it remains unmatched

in certain depths. Regardless, it remains a must-play

hidden gem. LL

Arx Fatalis is not

your standard,

combat-focused

dungeon crawler.

You’ll spend a lot

of time dealing

with the various

races, solving

puzzles and

exploring.

Arx - End Of

Sun is a free,

fan-made

prequel to

Arx Fatalis,

currently under

development.

The game employs a simulationist approach, where you

use anvils to repair items, mix ingredients to cook, etc...

Spells are cast by drawing runes with the mouse, but

you can memorize some and instantly cast them later.

299


Icewind Dale II

Black Isle Studios, 2002

Windows and Mac

There aren’t

huge mods

for IWD2, but

Almateria’s

IWD2 Fixpack

solves some

bugs, and the

Tweak Pack

adds some

improvements

such as infinite

stacking and

extra merchants.

Enemies make

much better use

of tactics, building

barricades, setting

traps and even

riding worgs

into battle.

The 3rd edition

D&D ruleset adds

many changes

including the

ability to play as

sub-races like the

Drow, which are

more powerful

but have other

disadvantages.

300

Icewind Dale II was the last of the Infinity Engine

games, and one of the last titles published by

Interplay, developed during a time when the

company was imploding due to poor business choices.

The whole project was allowed just ten months

of development time, and, according to lead designer

Josh Sawyer, just two days to develop the story and

plot. Under these conditions, it’s quite a wonder that

such a complete product was ever shipped.

As the swansong of the Infinity Engine, IWD2

was (surprisingly) designed not for a new potential

audience but for experienced players, featuring

a pleasing difficulty level. Most encounters are

challenging and well-crafted, making clever use of

spells, terrain, abilities and positioning.

As in the previous Icewind Dale, you create a

party of up to six heroes, but IWD2 is one of the first

games to use the (then new) 3rd edition Dungeons &

Dragons ruleset, rather than the AD&D 2nd Edition

rules that had been featured in every other IE game.

This includes the addition of a more flexible multiclassing

system, sub-races, feats and skills – including

dialogue skills such as Intimidate and Bluff.

Given the development schedule this seems

more foolish than ambitious, but the change was well

implemented and gameplay remains just as smooth

and intuitive as the previous iterations.

The story begins in the harbour of Targos, one

of the Ten Towns of Icewind Dale, as your party joins

in the defence of the town against a siege by goblins.

From there, the adventurers will set out on a quest to

defeat the Legion of the Chimera, and restore peace

to the Dale, finding that the shadows of the past rest

uneasily in these harsh lands.

The detailed artwork of the game is brought

to life and enhanced by an evocative Inon Zur

soundtrack, which at points matches Jeremy Soules’s

masterful work on the original, and the atmosphere of

the game at points also matches its prequel.

Icewind Dale II is a flawed game of highs and

lows. The siege of Targos is definitely the former, but

there is a tiresome grind through the middle levels of

this game, which might be explained as padding put

there to assure longevity of play time. This remains,

however, a fitting goodbye to the Infinity Engine. NT


Might and

Magic IX

New World Computing, 2002

Windows

A

game is only as good as the ones you compare

it to. Nothing could be truer for Might and

Magic IX, a game I nearly overlooked due to

overwhelmingly negative reviews. I’m glad I didn’t!

To be clear: M&M9 is by no means the best game

in the series. Nearing bankruptcy, 3DO rushed out of

the door what lead designer Timothy Lang himself

described as “pre-alpha at best”. Bugs and crashes

were so frequent that it was almost unplayable, while

the game’s shift to fully 3D graphics lacked polish and

detail, with repetitive models and weird mirrored

textures. Nevertheless, it did many things right.

First thing you’ll notice is the new class system.

At character creation you can only choose between

Fighter or Adept, but 12 specialised classes are later

available by completing special quests. Skills and

abilities are still acquired via trainers scattered around

the world, but now some spells require two (or

even three!) different skills to be cast. Although the

levelling system is artificially capped at around Level

140 (as training becomes too expensive), it worked

well enough to keep me motivated to grind on and

reach insane levels of power, Might and Magic-style.

Combat was likewise overhauled. Gone are the

legions of goblins and other critters forming lines to

kill you. M&M9 focuses on smaller encounters, with

fewer enemies. As such, the AI is vastly improved:

flying enemies will circle around you, Grunts will

throw daggers, while stronger enemies revive their

fallen comrades. Most are simple, but still distinctive.

While the initial dungeons are forgettable, later

ones range from good to borderline great. One lategame

dungeon is especially memorable, with armies

of liches giving you a run for your money. Also, the

game features a huge array of new weapons, with all

kinds of status effects to equip and use.

There are also some funny side-quests, and the

non-existing story is almost Monty Python-esque in

its randomness, with an old hag casually giving you a

world-saving quest without any further explanation.

So, is Might and Magic IX worth a shot? That

depends. If you only play polished RPGs then no,

there are much better games out there. If, however,

you want to experience what the M&M series could

have become, then by all means give it a try. DF

Fans created the

1.3 community

patch to fix

M&M9. While

the patch is

excellent, some

of the game’s

issues remain

unsolved.

Combat can be

played either in

real-time or in

turn-based mode.

While both are

agile, casting

various spells or

using items is

cumbersome.

You’re limited

to two classes

at character

creation,

but can later

specialise into

12 other classes

by performing

special quests.

301


Neverwinter

Nights

BioWare, 2002

Windows, Mac and Linux

Beamdog

released the

Neverwinter

Nights: Enhanced

Edition in 2018,

adding improved

graphics, better

compatibility

with modern PCs

and promises of

constant updates

over time.

The game uses the

3rd edition D&D

ruleset and offers

an extensive range

of races, classes,

spells, weapons,

armour and items

for players to

experiment with.

302

BioWare carved its name in history with the

creation of Baldur’s Gate I and II, which are

frequently brought up as the best of examples

of transitioning RPGs from tabletops to computers.

Naturally, this lead to a great deal of expectations

when Neverwinter Nights was announced, especially

since it was another fantasy RPG, based on the 3rd

edition of D&D this time around. Most people

assumed it would be the successor to the venerable

Baldur’s Gate, but when the game launched it quickly

became apparent things weren’t so simple.

The mainstream saw it as BioWare’s greatest

achievement to date, streamlining gameplay for

accessibility while retaining what makes D&D great.

On the other hand, a large part of the RPG community

found it to be a dumbed-down sham which didn’t

only fail as a successor to BioWare’s previous works

but was a terrible game all around. To understand

these two perspectives a step back is required.

Parties are a core aspect of most tabletop RPGs.

Usually each player controls a single character, with

the exception of the Dungeon Master who controls as

many as needed for each scenario.

Since the majority of CRPGs are single-player

experiences, they solved this by placing the player

in charge of multiple characters at once. He/she is all

heroes at once, controlling them as they go through

the content made by the developers – which could be

considered an inflexible Dungeon Master.

Not every CRPG is like this but most are,

especially in the West. Baldur’s Gate falls squarely in

this category. Neverwinter Nights does not.

In NWN the player only controls a single character.

Combat is still real-time-with-pause, just like in

Baldur’s Gate, but companions are restricted to one

at a time (two with the expansions) and can only be

given general orders, which is more akin to shouting

directions than taking direct control.

The reason for this controversial change was the

ambition to emulate the true pen-and-paper experience

by creating of a multiplayer-focused RPG engine.

The project was built around the idea that the

player would make a character and go online, joining

a module where other players would meet and form

a party, while a human Dungeon Master controlled

their adventures. It was meant to be a 1:1 conversion

of physical role-playing games into digital form.

To make this possible, the tools not only had to

be powerful, but also simple to use. Anyone should be

capable of running a campaign, editing the content

on-the-fly and even creating entirely new campaigns.

This lead to an incredible engine with amazing

modding capability. Players could play with a handful

of friends online, but also create “permanent worlds”

– customisable micro-MMOs with up to 96 players.

Meanwhile, the Aurora Toolset allowed anyone to

create their own adventures, something which can

be attested by the absolutely stunning amount (and

quality) of mods that were made over the years.


“The toolset has affected many,

many decisions along the way. Tiles.

The entire reason to use a tile-based

system was for the toolset, for ease

of use in creation. We don’t want

people to have to learn to use an

app like 3D Studio Max if they want

to create an adventure. We want

people to go in, create an adventure,

jump, test it and have fun.”

– Trent Oster​,

NWN’s lead designer

But all of this came at a cost – most of the five

years of development was spent on the engine itself

rather than the content. The result was that the game’s

campaign was phoned in, to say the least.

The story revolves around a devastating plague

gripping the city of Neverwinter – you must find the

culprits and defeat the mandatory ancient evil at the

end. The whole thing feels like a starting D&D module

that drags on for far too long, aggressively ordering

you to collect countless McGuffins. Combine this with

some absolutely abysmal encounter design, where the

vast majority of combat can only be described as filler,

and you have something closer to a tech demo.

Fortunately, BioWare released two expansions

in 2003 which showed them getting better at creating

quality content. Shadows of Undrentide begins a new

Level 1 adventure, as you hunt for a series of artefacts

stolen from your tutor. Competent but nothing special.

Hordes of the Underdark pits you against a Drow army

invasion lead by their queen, the Valsharess.

HotU can easily be described as one of BioWare’s

best works – each chapter is laser focused, whether

it’s dungeon-crawling through the legendary D&D

location Undermountain or exploring the mysterious

Underdark and its terrible denizens.

If you take the launch version of Neverwinter

Nights, bereft of all the content that came afterwards,

then it’s clear that it’s an underwhelming product.

But BioWare aggressively advertised that you weren’t

buying a simple game inside a box – NWN is above all

a platform for countless adventures.

And it paid off. While the original campaign

is best ignored, playing Shadows of Undrentide and

Hordes of the Underdark back-to-back will give a more

than satisfying journey from Level 1 to godhood.

From there you can jump to the smaller premium

modules or try some of the greatest mods ever made.

Just keep something in mind: they are that good

in part because BioWare sacrificed so much for them

to be possible. LL

While the

graphics have

aged significantly,

NWN’s camera

and interface are

still quite efficient

– an impressive

feat for an early

3D game.

Financial issues

at Interplay made

BioWare change

publishers to

Atari. This led

to big changes

in the game’s

plot. A leaked

document shows

it was much more

ambitious, with

a madness meter,

class-specific

tutorials and

an epic scope.

Fully employing D&D’s magic system, NWN has almost

300 spells, plus meta-magic feats and a few Epic Spells.

Combat is RTwP, as in Baldur’s Gate, but the 3rd ed. D&D

rules offer many new abilities, accessed via a radial menu.

303


Neverwinter Nights:

Aurora Toolset & Modules

The powerful

item editor allows

you to mix and

match several

pieces of armour

or weapons to

create unique

equipment, then

customise all its

stats and powers.

Part of what makes

the Aurora Toolset

special is how it

offers powerful

professional tools

that are easy to

use, such as its

Conversation Editor.

BioWare, 2002

Windows, Mac and Linux

Neverwinter Nights included a long campaign,

but also, and more importantly, the exact toolset

used by BioWare to make that campaign.

This was highly significant, but its importance would

be easy to overlook. It meant that owners of the game

were being given all the tools they needed to make a

professional quality RPG of their own, if they had the

talent and were able to devote the time.

In the years since, many have done just that,

producing thousands of modules, of which dozens

(at least) of the best compare quite favourably to

professionally produced RPGs. This makes the

purchase of NWN perhaps the best deal in the history

of RPGs since, by obtaining this one game, one gains

the ability to play a huge and still expanding number

of high-quality RPG campaigns.

Of course NWN is hardly the only game to

include some sort of toolset, map editor, or the like.

Frequently, however, these editors are too limited

in what they can do, not allowing users to make

fully fledged campaigns with all the features the

professionals can include. Others are too difficult

to use, requiring either greater technical skills or a

larger team than the typical amateur modder can be

expected to possess.

NWN managed to avoid both these extremes.

On the one hand, it was an enormously powerful tool

allowing one to do everything BioWare did to make

its campaigns, as well as making it fairly easy to alter

many aspects of play to create campaigns of a very

different type as well. On the other, learning how to

use it is relatively easy. This ease of use also extends

to the speed with which one can make content with

it, another crucially important, and easily overlooked,

feature for amateurs with limited time to devote to

what is after all a hobby, and not a full-time job.

The NWN toolset does of course have some

limitations, as, though extensive modifications can

be made, any modules made with it will at their core

be using the same fundamental system, one based

on 3rd Edition Dungeon & Dragons rules. Therefore,

for someone with creative game-related aspirations

attempting to make a fully fledged indie game would

certainly be an alternative to consider. NWN does

offer two advantages over such a course, however.

First is the aforementioned speed with which a

skilled toolset user can make content. In my own case,

this factor in particular was a crucial consideration.

I had ambitions to make a large, complex RPG

campaign, comparable in length and scale to major

commercial games, and I also wanted to release

something this decade.

304


The Neverwinter Vault:

The official Neverwinter Nights Vault was hosted by

IGN since 2002, but was shut down without warning

in 2014. Thousands of mods, modules and fan-made

content hosted there were only saved by the effort

of a group of fans, who now host them at the new

Neverwinter Vault – an invaluable resource, full of

excellent fan-made adventures. Here are some of the

best mods and modules you can play today:

Pretty Good Character Creator (PGC3) This handy

trainer allow you to freely level up, equip and customise

your character, testing it and preparing for other modules.

Aribeth’s Redemption by Daniel Muth is kind of

a sequel to NWN’s OC, focusing on Lady Aribeth.

An example of how RPG romances should be written.

Almraiven and Shadewood by Fester Pot are

extraordinary modules designed specifically for mages.

The Aielund Saga by Savant is a six-part epic module.

The NWN OCs should have been something like this.

Black Thorn by El Dano represents an innovative use

of the NWN toolset to make a murder mystery game.

Revenant by McV is another innovative, high-quality

module in which one plays as an undead revenant

attempting to solve his own murder.

Cave of Songs, Honor among Thieves and The Prophet

Trilogy by Baldecaran includes some of the best (if usually

grim and tragic) storytelling in NWN modules, and are

generally among the best the Vault has to offer.

Sands of Fate by John McA is a trilogy for epic

characters, which will take you from Level 25+ all the

way to 40. Great for those who completed Hordes of

the Underdark, or some other series taking you to the

beginnings of epic levels, and are wondering what to

do with their epic-level character.

Tales of Arterra by Kevin Chan is a high-quality two-part

module series, with many allusions to classic RPGs like

Baldur’s Gate and Planescape: Torment.

Swordflight by Rogueknight333 is an ambitious,

ongoing series featuring challenging tactical combat,

old-school dungeon-crawling, extensive content and

side-quests specific to class, race, and alignment, and

numerous role-playing opportunities.

Defense of Fort Tremagne by Guthlac is an excellent

module combining good combat and role-playing.

Saleron’s Gambit by Tiberius209 is a series of five highquality

modules for low-level characters, notable for its

“low magic” approach. It is filled with Forgotten Realms

lore and allusions of other classic games in that setting

such as Baldur’s Gate.

Alazander’s three modules should also not be overlooked

by fans of the Forgotten Realms, with the second in the

series, Crimson Tides of Tethyr, probably being the best.

The Blackguard series by Steve B., Sapphire Star by

Yaballa, Shadows of Darkmoon by Commche, and

A Peremptory Summons and Siege of the Heavens by

Balkoth offer some very challenging combat to players

looking to test their tactical skills.

Numerous P&P modules have also been converted into

NWN modules. If there is a P&P adventure of which

you have fond memories, there are good odds of finding

an NWN version of it. Some of the best conversions are

C2: The Ghost Tower of Inverness and S4: The Lost

Caverns of Tsojcanth by SirOtus, N1: Against the Cult of

the Reptile God by Rich Barker, UK2: The Sentinel, by

Heresiologist, and S1: Tomb of Horrors by Ghool.

Persistent Worlds:

Some of NWN’s modules are designed to run online,

like a small-scale MMO, with up to 96 players and

a team of GMs that continuously directs play, adds

new quests and expands the game. These are called

persistent worlds. While it’s been over 10 years since

NWN’s release, there are still many persistent worlds

around. You can find a listing and status of all active

ones here: www.nwnlist.com

If you need

help installing

Neverwinter

Nights and its

mods, or want

further module

recommendations,

then check Lilura’s

excellent intro

guide and blog

posts.

Had I been making an indie game, those would,

realistically, have been mutually exclusive goals. Using

the NWN toolset allowed me to spend my limited time

working on the actual “meat” of the game, designing

quests and encounters, writing dialogue, etc., and not

waste it reinventing the wheel by designing a basic

game system from scratch.

Second is the existence of an established

community of players and modders who provide

a ready-made audience and source of feedback for

NWN toolset products, including many D&D players

who are accustomed to playing a modular and

customisable game.

This community is, alas, not as large these

days as it once was, but still has the potential to

greatly simplify the task of actually finding players

for one’s experiments in game-making. Players, too,

can benefit from having an established and welldocumented

game system that does not require them

to learn a completely new set of rules every time they

start a new game.

The toolset is, in short, an extraordinary tool that

has produced extraordinary results. You do not need

to take my word for this, as countless high-quality

modules can be found on the Neverwinter Vault. RK

305


Freedom

Force

Irrational Games, 2002

Windows and OS X

From January

to June 2005,

the story of the

first Freedom

Force game

was retold

in a six-issue

comic book

miniseries

published by

Image Comics.

The campaign

progresses

through several

missions, with

every three or

four featuring a

new “villain of

the week”.

306

In the early 2000s, superheroes and comic books

were an almost unexplored genres for computer

games. There had been a few lacklustre releases,

but they had failed to impress. All this changed with

the release of Freedom Force.

Published by Electronic Arts and Crave

Entertainments, it was developed by Irrational Games,

the team behind System Shock 2, featuring veterans of

Looking Glass Studios, as well as the Australian side

of the team who would co-develop it. The game would

be a moderate success in terms of sales but break the

“superhero game curse” and pave the way for much

more successful ventures in the field.

A blatant homage and love letter to the Silver

Age of comic books, Freedom Force featured a vibrant,

colourful, and extremely ambitious engine, and a

storyline that trod the well-travelled paths of comic

book conventions. The characters introduced were

based on classic archetypes from both the Marvel

and DC universes, simple heroes acting out heroic

fantasies where the good guys and the bad guys were

clearly defined and there were no blurred lines.

The storyline introduction will be familiar to

anyone who has watched Flash Gordon: the evil

alien emperor Lord Dominion contaminates Earth

with Energy X, a power source that grants amazing

superhuman abilities to anyone who is exposed to its

radiation. As Energy X canisters fall over Patriot City,

an age of superheroes and villains is born.

In terms of gameplay, Freedom Force features an

intuitive and accessible real-time-with-pause system,

with a variety of powers at the player’s disposal: one

can use basic melee attacks, area effects, projectiles

and beam attacks, as well as a number of special

powers. Each of these came with its own animations

and effect bubbles – POW, WHACK, WHOOSH, etc.

– making combat a colourful, exciting and instantly

gratifying experience.

More than just performing fancy attacks, heroes

can also fly, levitate, teleport, jump onto roofs, lift

cars and throw them at enemies, etc. “Do whatever a

superhero can do” kind of sums up the gameplay

The game is further enhanced by the addition of

the Prestige mechanic – a simple system where doing

good deeds and side-objectives like protecting citizens

and bringing the guilty to justice earns favour with

fellow heroes, allowing the player to recruit a larger

roster of superheroes, each with their own unique

abilities and uses. There are many little instances of

these objectives hidden away on every map, and they

add life and depth to the gameplay.

The imperative to protect the city and its

inhabitants while pursuing the villains and main

objectives also adds a pleasing level of complication

and difficulty to the game, with the player having to

split up their teams of heroes and oversee different

events on different parts of the maps, as well as find

the canisters of Energy X that litter the city.


“I think one of the most gratifying

things about Freedom Force was

the mod community, because it

was insane! I always wanted to do

something that was bigger than

we could track. We never had that

before, and it just got to become this

thing that stood on its own. People

made thousands and thousands

and thousands and thousands of

characters!”

– Ken Levine,

Freedom Force’s writer

Included with the game was an intuitive tool for

creating custom superheroes that could be used in the

main campaign, taken online or used in the game’s

challenge maps. The game was also released with a

suite of robust modding tools, leading to a massive

frenzy of content creation by the dedicated fans of

the comic book genre. Hundreds of Marvel and DC

superheroes were brought to life, and ambitious

projects began to appear on numerous fan-sites,

featuring custom animations, original maps, complete

modifications and entirely new campaigns.

The future seemed assured for the franchise,

however, as so often happens in this industry, legal

complications arose as to who owned the rights of the

intellectual property, the publishers or the developers,

and there was a delay with the release of the sequel.

In the meantime, City of Heroes was released,

a game covering much of the ground Freedom Force

had trail-blazed and stealing some of its glory.

In 2005, the legal disputes were finally settled

and Freedom Force vs. the Third Reich was released.

A homage to the Golden Age of comics books, it

featured a time-travelling plot where the heroes of the

first game had to face the villains of the Axis powers.

The game was self-published by Irrational themselves,

but unfortunately failed to sell well, reputedly moving

only about 40,000 copies.

Who can say why sales were so disappointing?

The game improved on many aspects of the original,

but a lot of the difficulty and little charming touches

were lost. Maps became less interesting and objectives

not so punishing or complicated, while combat played

a much larger role and heroics less of one.

While the second game ended on an intriguing

cliffhanger and concept art was made for a possible

third game set in a more complex Bronze or Iron Age

setting, to this day we still eagerly await the return of

Patriot City’s mightiest heroes. NT

Each hero has

unique powers,

but some can

cost energy to

be used. Once

or twice per

mission, heroes

can use their

heroic will to

restore energy

or health.

Fans not

only created

thousands of

custom hero

skins, but also

huge mods with

new campaigns

based on the

Justice League,

Suicide Squad

and the other IPs.

A good resource

for them is Alex’s

Freedom Fortress.

Character customisation uses a clever point-buy system

with attributes, disadvantages and customisable powers.

Freedom Force vs the Third Reich further expanded the

modding support, allowing for crazier superhero teams.

307


Dungeon

Siege

Gas Powered Games, 2002

Windows and Mac

Dungeon Siege

I and II are both

available on

Steam, but their

expansions and

multiplayer

modes were

removed. Guides

can be found

on the Steam

Community

Forum to enable

them and also

play in higher

resolutions.

Characters in

Dungeon Siege

will usually just

keep using the

same attack or

spell in every

battle. While this

makes the game

very accessible,

the player is left

with little to do.

308

Now a mostly forgotten game, it’s amusing

to recall that Dungeon Siege was an eagerly

awaited blockbuster back in the early 2000s

– a “Diablo-killer”, made by Chris Taylor, the man

behind the legendary RTS Total Annihilation.

Taylor’s pitch was powerful: an epic Action RPG

set in an huge, seamless world, with cutting-edge 3D

graphics and a large party of characters, but with an

intuitive RTS-like control that’s accessible to anyone –

be it a hardcore RPG fan or a total beginner.

Published by Microsoft Studios and promoted by

a massive marketing campaign, it was met with very

positive reviews upon release and sold almost two

million copies – an impressive feat in 2002.

So why isn’t Dungeon Siege celebrated among the

pantheon of classic RPGs? How can such a commercially

and critically successful title fall into history’s limbo?

The answer is simple: Dungeon Siege indeed had

great graphics, amazing soundtrack and was easy for

anyone to play – but it’s also a generic, repetitive and

utterly forgettable game that lasts so long and stretches

itself so thin that few players endure finishing it.

You start the game by naming your character.

There are no races, classes or even experience points;

everything revolves around three stats – Intelligence,

Strength and Dexterity. They increase as you use them:

fire a lot of arrows and your Dexterity will go up,

boosting damage and allowing you to use better bows.

The much-lauded seamless world is impressive;

you travel from forests to towns to mines without a

single loading screen. Sadly, you’ll soon realise the

world is a long and narrow corridor – you’ll just keep

marching in one direction and fighting for 40 hours.

The Legends of Aranna expansion only made things

worse, adding even more length instead of depth.

You’ll meet a few recruitable NPCs as you travel,

gathering a party of up to eight heroes. Sadly, they’re all

devoid of personality or relevance to the barely there

plot – even the main hero can be safely dismissed

or left for dead. The most memorable characters in

Dungeon Siege are the pack mules: they follow the

party around, carrying loot and kicking enemies.

Despite the large party size, combat is mostly

automatic. Due to the improve-by-use system, your

characters play limited roles – those with a bow will

just keep shooting arrows, while melee warriors will

always hack-and-slash. With no skills or special abilities

to manage, there’s little to do besides repositioning

characters and healing them with spells or potions.

The game has a multiplayer mode where you

can play with up to seven friends, each controlling

one character – which makes combat even duller.

Oddly, it takes place in an entirely new area that’s not

only bigger, but non-linear! It’s such a step up that

mods were created to make it playable in single-player.

Speaking of mods, the game had a powerful editor tool,

leading to many fan-made modules (called “siegelets”),

including the famous Ultima V and VI remakes.


“We failed to understand the

economics of game development.

Our budget was okay, but it wasn’t

the budget of the products we were

competing against. What happens

is that the quality of the experience

gets thin, you start to phone it in

a little bit on some of the levels

because there’s just not enough time

to do it right. We should have done

a shorter game – have people get

through the game, then say, ‘OK, I’m

done. I had a great time, now I’m

ready for the next one’.”

– Chris Taylor,

Dungeon Siege’s project lead

Dungeon Siege II arrived in 2005, adding a muchneeded

depth – it has several races to choose from,

classes, skill trees, item sets, pets, enchanting, puzzles,

town portals, side-quests, dialogue trees, companions

with more personalties, smarter enemies, etc.

Now there’s enough side-quests, magical items

and secret areas to make exploration worthwhile, and

the player has a more active role in combat, thanks to

special abilities. Sadly, the party size was reduced to

four heroes, but can grow to six if you finish the game

and start again in a higher difficulty – or use mods.

The game still suffers from a generic setting and

remains shallow next to rivals like Diablo II or Sacred,

but the pleasure of sending your heroes bulldozing

through armies of enemies reached its apex here.

While Dungeon Siege 2 is easily the best game

in the series, it failed to replicate its predecessor’s

impact. Microsoft dropped it, so Gas Powered Games

signed with 2K Games for Dungeon Siege II: Broken

World, a lacklustre expansion pack. After it, the series

jumped between various developers, abandoning the

“party-based Diablo” aspect that made it unique.

Dungeon Siege: Throne of Agony (2007) was

a hack-and-slash for the PSP, similar to titles like

Baldur’s Gate: Dark Alliance. Then came Space Siege

(2008), a sci-fi spin-off that tried to be “Diablo with

guns”. It offered the choice of remaining human or

slowly replacing body parts with cybernetic upgrades,

but its combat never went beyond “stand still and

shoot”.

Lastly we have Dungeon Siege III (2011), developed

by Obsidian Entertainment. An Action RPG designed

for consoles, it allowed you to play as a fighter, mage, fire

elemental or gunslinger. While not a bad game, it stands

as Obsidian’s least interesting title – just another entry in

a series now synonymous with bland Action RPGs. FE

Mods:

Dungeon Siege had hundreds of siegelets and mods, but

many were lost when the official website went offline.

Fans still host several of them at www.ds.gemsite.org

We suggest the Lands of Hyperborea and Mageworld

siegelets, the Monty Haul mod, the Ultima V and VI

remakes and the Dungeon Siege II Legendary Mod.

While the game

was streamlined

to be accessible,

the large party

and the lack of

town portals

means players

will spend a lot

of time managing

several small

inventories.

In 2007

infamous movie

director Uwe

Boll made

In the Name

of the King: A

Dungeon Siege

Tale, a movie

staring Jason

Statham and

loosely based

on the plot of

the first game.

It was followed

by two direct-tovideo

sequels.

Dungeon Siege II is still somewhat bland but adds depth to

the systems, delivering a satisfying party-based Diablo-like.

A console-oriented single-character RPG made by Obsidian,

Dungeon Siege III has little to do with the first two games.

309


Gothic II

Piranha Bytes, 2002

Windows

Gothic II was

voted RPG of the

Year by German

magazines like

4players and

GameStar, but

the game was

heavily criticised

in the US for

its graphics,

difficulty and

slower pace.

You are free to

side with whoever

you want, rob or

even kill them,

but there will be

consequences:

they might refuse

to trade or train

you, and some will

attack you on sight.

310

I

will never forget reaching the city of Khorinis for

the first time and asking a local for directions. The

busy craftsmen, bored patrolling guards, drunken

layabouts and preaching mage made a simple walk

from the town hall to the harbour a lifelong memory.

Piranha Bytes already set a new standard for

what open-world Action RPGs could be with Gothic,

and the sequel took it further. From the mundane

animations of the urban inhabitants to the warning

growls animals give before becoming aggressive,

the Gothic formula has always been about creating

atmosphere through subtlety.

The game shows its dedication to this concept by

how spartan its details are. The minimalistic HUD only

has a health and mana bar at the bottom of the screen,

interaction cues are a floating name with a simple

brightening effect, while the inventory only takes a

small part of the screen and does not pause the game.

There is no flourish, only straightforward clean

function, because the world of Gothic II can speak

for itself. And what it reveals is a deadly world where

going from zero to hero has never been as satisfying.

Your character is a nobody that can barely take

on some oversized rodents, thus people will harass

or try to rob you, while running headlong into the

wilderness will result in an early grave. The solution

to this is to fight smarter, not harder.

Most of the early game takes place in the

aforementioned city of Khorinis and its urban

quests allow for different approaches. Impressing an

influential craftsmen by retrieving an Orc weapon

sounds impossible given the power of these creatures,

but going on a forest trip with a skilled hunter or

investigating the rumour about a limping Orc that’s

hiding in a cave after being shot by the guards

might reveal new solutions that weren’t apparent at

first. These alternatives are not hinted by original

quest givers, thus giving a wonderful sense of

interconnectedness to the entire experience.

Stumbling into new quests that are linked with

old or unknown ones makes the world of Gothic II

feels like a tightly knit believable adventure, rather

than the disjointed theme park with no quest overlap

that most RPGs indulge in. This is further reinforced

by the faction dynamic between the militia of the

city, the landowners’ mercenaries and the mage’s

monastery. All of this is complemented by the dry

German dialogue that, while no literary masterpiece,

does wonders when it comes to taming the generally

sanguine elements fantasy stories love to indulge in.

Just as the quests demand more from the player

than just following instructions from point A to B, so

does the combat encourage attention and observation

rather than button-mashing perseverance. Both the

player’s attack and defensive options are timingbased,

your block move only lasts for a fraction of a

second and attacks must be chained based on timed

clicks for a combo to be pulled off.


“The world of Gothic is much closer

to reality – the way people talk,

their motivations and surroundings,

even down to the colour palette we

choose, is all about creating a world

that is a step away from the highfantasy

fare that we see so often in

the genre.”

– Kai Rosenkranz,

Gothic II’s artist and composer

Given the diverse number of enemies, each

with their own animation sets, learning to duel

successfully feels like an earned skill by the end rather

than a reward for your avatar’s numbers going up.

Of course, the combat wouldn’t be half as effective at

feeling rewarding if it wasn’t for the world being filled

with expertly crafted locations and hand-placed loot

that makes it all the more satisfying when you finally

beat that enemy that blocked the path 20 hours ago.

Magic sidesteps a lot of the combat’s complexity,

usually devolving into slinging your favourite damage

spell or summoning an army of undead critters if you

want to avoid fighting altogether.

However, its merits lies in world-building and

presentation. You don’t just pick the Mage class and

start shooting fireballs left and right; you have to go to

their monastery, pay an exorbitant entrance fee and

then spend your time doing mundane quests before

being allowed to practise the mystical arts.

Just like its predecessor, Gothic II goes to great

lengths to instil the mysterious and esoteric nature of

magic and that it’s something that needs to be earned.

A word of warning: every English release of

Gothic II comes with the Night of the Raven expansion.

It adds a new region and quite a few quality quests to

the base game, but also raises the difficulty significantly

in response to fan complaints. Newcomers should be

aware that perseverance is key in the early parts.

I’d lying if I said that Gothic II maintains its

level of quality throughout; indeed, many fans like

me bemoan the fact the end tends to degenerate into

mediocre dungeon-crawling and exploration is a lot

less satisfying. But even with that in mind, the game is

still more than worthy of being experienced from start

to finish for its still-unmatched, harsh-but-fair exercise

in open-world design. One can only wonder how openworld

RPGs would look like today if Gothic instead of

The Elder Scrolls had shaped their progress. LL

The Gothic series

has less combat

than most other

RPGs, but every

single enemy is

meaningful and

can be deadly.

They are used

as objectives or

obstacles, not as

cannon fodder.

There’s a large

community of

Gothic players

creating mods,

but most are in

German, at www.

worldofgothic.de

Gothic II keeps its predecessor’s unique character system.

You’ll have to find trainers to improve your stats and skills.

Mods:

SystemPack: A patch that updates the Gothic engine,

allowing for better draw distances, higher resolutions,

more stability and the use of several mods.

D3D11-Renderer: A huge graphical update to the engine,

adding more vegetation, dynamic shadows, better

performance and other improvements.

L’Hiver: A large mod pack that adds new items, enemies,

HD textures, tweaks and features like hunger/thirst.

It brings some heavy changes to the game, so might be

better if kept for a second playthrough.

Velaya - Tale of a Warrior: A popular fan-made adventure

set after the events of Gothic II. It tells the story of a

women in search of glory and lasts about 40 hours.

311


Prince of Qin

Object Software, 2002

Windows

The crafting

system is very

unique. There are

only five types

of ingredients,

but each type

features a wide

variety of items

and abilities.

312

Prince of Qin is a fascinating game, with aspects

both familiar and alien to a Western gamer. It

seems to have been influenced by the Baldur’s

Gate series and Divine Divinity. Like Baldur’s Gate, it

is a real-time-with-pause, isometric CRPG in which

you form a party of adventurers from a number of

NPCs you meet along the way. Like Divine Divinity,

you can learn special abilities through skill trees

in order to later perform them in combat via an

expendable mana pool. Also like Divine Divinity, it’s

commonly mistaken for just another Diablo clone.

Despite these influences, Prince of Qin runs in

a completely unique direction, using a magic and

combat system based upon five elements (Fire, Water,

Wood, Metal and Earth). In this five-element system,

some elements are stronger or weaker against the

others, similar to rock-paper-scissors or Pokémon.

Each character in your party, and the enemies they

fight, has an element associated with them, and so

you have to keep this in mind in larger fights and set

characters against opponents whose element they

have an advantage over.

Exploration is interesting since the enemies are

fairly diverse up through the middle of the game, and

many of the side-quests are long and related to the

game’s historical lore. One aspect I found satisfying is

that you can fail a quest if you do not make the correct

decisions – it may frustrate some players, but it’s a

gutsy move by the game designers to forces player to

think about the consequences of the their actions.

A poorer game design decision was the inclusion

of respawning enemies in certain locations. I suppose

they added those so that players could grind for

experience if they so desired, but the creatures respawn

so quickly that you party might get overwhelmed.

The story itself is a revealing microcosm of ancient

and modern Chinese culture. You play a prince called

Fu Su, a historical figure from one of the many chaotic

revolutionary periods of ancient China. The actual Fu

Su died through nefarious political manoeuvres, but

the story twists events slightly to enable him to survive

and act against his conspirators.

The game is still somewhat of an educational

experience as the plot progresses based on true historical

figures and events, full of tragedy, hope, betrayals, and

regrets. At the same time, the reform-minded Fu Su is

sometimes made to be a sounding board of the writers,

criticising the plight of peasants and abuses of the

ancient mercantile system with a voice that resonates

more with modern liberal sentiment.

The character class system follows the same sort

of strange, but familiar behaviour as the rest of the

game. Fu Su is a Paladin in-game, but that does not

equate to the typical Poul Anderson sort of Paladin

of Three Hearts and Three Lions fame that D&D

ultimately adapted. Instead, a Paladin in Prince of Qin

is a warrior with artisan skills, allowing Fu Su to craft

special equipment through the game.


The story offers a glimpse into Chinese culture, but the

translation is wonky and the voice acting is quite bad.

Classes have a linear progression, but there’s a bit of

wiggle room to customise your attributes and skills.

It’s important to carefully consider the elements of each

character and enemy, as they’ll heavily impact battles.

The game features an excellent crafting system

in which Fu Su can produce magic-infused weapons

and equipment, often quite a bit more powerful than

many special items you find during the course of the

adventure. The decisions you make during the course

of the adventure will also create some variation as

the cast of NPCs available will be affected by your

choices. Due to the diverse cast of NPCs available,

and the randomness of dropped loot and created

artefacts, the final composition of the party is going

to vary incredibly from game to game.

There are four more character classes, such as

the well-named Muscleman, who specialises in melee

combat and the summoning of creatures to help fight

in battle. The Assassin character class is a helpful

ranged combatant with trap-springing skills, and the

Wizard is your elemental-based spell-slinger, firing

artillery blasts from the back of the party formation,

but in a twist he can also heal damage and status

effects. Finally, there is the Witch who can also fire

magical blasts from afar, but also has the capability of

buffing your companions in battle.

In Seal of Evil, the prequel, you play as Lan Wei, who must

find who killed her father and stop an impending war.

Although you are limited to five characters, you

are not forced to have each character class represented

in the party, and so you could have two Paladins, two

Wizards and a Witch if you really wanted to roll that

way. Without a Wizard, you have no healing magic

and must really on different types of food to replenish

health. Without an Assassin of appropriate skill, you

will not be able to open every chest and find some of

the uniquely powerful in-game.

Prince of Qin also came with a multiplayer

mode, where you could play a separate (and simpler)

campaign, which could support up to 500 players

playing in an MMO-like fashion. Its success, mainly

in China, led to the release of the online-only standalone

expansion Prince of Qin Online - The Overlord of

Conquerors (2003) – later renamed World of Qin.

Object Software would still release a great singleplayer

prequel called Seal of Evil (2004), with more

magical elements and a story showcasing events that

led to the creation of the Qin Empire, and World of

Qin 2 (2005), a fully fledged MMO. DT

313


Star Wars:

Knights of the Old Republic

BioWare, 2003

Windows, OS X and Xbox

SW:KotOR was

first released

for the Xbox. It

was the fastest

selling game

for that console

at the time.

The PC port

came out five

months later.

Combat is realtime-with-pause

and allows

you to queue a

set of actions for

each character.

314

Knights of the Old Republic not only is the first

Star Wars CRPG, but is also a turning point for

BioWare. It’s the moment when it abandoned

its PC roots in favour of more console-oriented games,

which led to deep changes and simplifications – from

the controls and UI to the combat and level design.

Thankfully, despite some rather awkward design

choices, KotOR provides ample entertainment with its

enjoyable story, teeming with a sense of an adventure.

The game takes place roughly 4,000 years before

the movies, an era documented in the Tales of the Jedi

comics. Here, the Republic is slowly losing the war

against the Sith Empire – led by Darth Malak. It’s an

exciting setting, but it’s unfortunate that BioWare chose

to use the modern Star Wars look seen in the movies,

instead of the brilliant, rustic aesthetic of the comics.

The player, a Republic soldier who discovers in

himself an affinity to use the Force, goes on a journey

during which the fate of the war will be decided. The

game is particularly famous for its plot twist, although

I think BioWare has failed to realise the full potential

of it, as it can feel underdeveloped.

Regardless, the plot and side-quests are great.

KotOR delivers that overall feeling of a Star Wars

adventure, both in content and themes, and does it

gracefully, offering many choices which move you

towards either the Light or Dark Side of the Force –

ultimately resulting in a change of appearance and stats.

During his adventures, the player will gather

nine companions, with whom he’ll travel the galaxy

aboard the starship Ebon Hawk – albeit only two of

them can accompany him at a time. The prologue

and the ending are linear, but the game opens up in

between, giving players the opportunity to visit four

planets and complete their quests in any order.

The game offers many interesting places, like the

planet Manaan, whose inhabitants are getting wealthy

from exporting medical resources to both sides of the

war. Fearful of showing any sign which may be seen as

a preference for either of them, they desperately try to

stay neutral in the ongoing conflict. We’ll also visit the

Sith Academy on Korriban, where every student learns

to betray another and those more advanced ones take

courses in the fleeting art of double-crossing.

Among your party members, certainly the most

interesting is the old, former Jedi, Jolee Bindo. His

positive attitude, wit, cynicism and wisdom comes

out as a perfect mixture for an engaging companion.

A fan favourite, the Assassin droid HK-47 is also

enjoyable, although in this first game he feels a little

like a one-trick pony. However, the main bad guy,

Darth Malak, rings hollow, like some expendable

villain of the week.

Sadly, the combat is KotOR’s weakest aspect. It

features real-time-with-pause battles, which allow you

to queue actions for each party member – but anyone

expecting complexity or tactical challenge similar to

Baldur’s Gate II will be gravely disappointed.


“I thought we managed to pull

off a twist that almost had the

same impact as when Darth Vader

revealed to Luke that he was his

father. We used The Sixth Sense as

a guide for how a good twist was

pulled off. One of the lessons from

that movie was that you had to

leave enough clues that a sizeable

percentage of the audience would

figure out the twist before you

revealed it. If you didn’t leave

enough clues, then the twist

would ring false.”

– James Ohlen,

Star Wars:KotOR’s lead designer

The role-playing

options are some

of the best among

BioWare’s games,

especially once

you learn how to

use the Force.

The game offers a few different skills, but their

choice is irrelevant, as any will work well enough

against the enemies, who lack strong resistances or

hard counters. Thus, there’s no need for a change of

tactics during encounters, and only sporadically will

you use some healing. All encounters practically play

themselves until the final boss, when there’s a radical

spike in difficulty. Keeping all weakness in mind, the

sword/lightsaber fighting animations are top-notch –

definitely combat’s strongest aspect.

The soundtrack was composed by the famous

Jeremy Soule and it’s full of pathos, yet subtly melodic.

It’s fitting for the game and manages to touch player

emotions while feeling very Star Wars-y.

Overall, KotOR achieves everything it wanted to

achieve. We may sometimes be disappointed that it

didn’t aim higher, but that would be foolish, as it does

provides a great experience. Besides, any desire for

something more ambitious can be sated by its sequel.

The feeling of Star Wars is very strong with this

one, and it’s a game I highly recommend for anyone

who prioritises story and dialogue above combat.

Knights of the Old Republic also serves quite well as a

first RPG, gently introducing new players to the genre

conventions and sensibilities. JMR

Mods:

Brotherhood of Shadow - Solomon’s Revenge:

An amazing fan-made expansion, adds tons of new

content, such as items, quests and even a companion.

Yavin IV Planet Mod: Adds a new planet for you to

explore, with a new dedicated storyline and quests.

Grif Vindh’s Roleplay Padawan Mod: Allows you

to start the game as a Jedi Padawan and skip a good

chunk of the game’s long tutorial. Great for a replay.

Lightsaber Forms: Adds the seven lightsaber combat

styles to the game, each with unique advantages.

The game is based on the Star Wars Role-playing

Game and uses D&D’s d20 system, plus a morality bar.

There are three mini-games in SW:KotOR: swoop racing,

space turret battles and the popular Pazaak card game.

315


The Battle

for Wesnoth

David White, 2003

Windows, Linux and Mac

You can read

more about

The Battle for

Wesnoth and

freely download

at www.

wesnoth.org

Attacks in

Wesnoth have a

controversially

high-percentage

chance of

missing, which

forces you to

adopt tactics

constantly but

might frustrate

some players.

Recent fan-made

campaigns such

as 2018’s To

Lands Unknown

greatly expand

the game, adding

new assets, rules

and innovative

mission types.

316

In 2003, David White released the first version of

The Battle for Westnoth. Inspired by two Japanese

titles, Master of Monsters and Warsong, White’s goal

was to create a free and open-source turn-based strategy

RPG with simple mechanics but deep gameplay.

Since then, the project received contributions

from hundreds of people, improving and adding to

all aspects of the game, from the engine, to musical

scores, art and several fully fledged campaigns.

The secret behind Wesnoth is its deceivingly

simple gameplay. Units move in a hexagonal grid, can

only attack adjacent enemies and the game has just

one resource – money, which you gain each turn by

controlling locations and use to recruit troops.

Depth comes from the underlying nuances.

There are terrain bonuses, multiple types of attacks

and damage, unique attributes and alignments effects

affected by the time of day. Units level up and can

graduate to advanced classes, and the player is generally

able to carry these units across multiple scenarios in

a campaign – provided they survive. Maps are welldesigned

and offer surprises, challenging limitations

and optional objectives. It’s an easy-to-learn game, but

very challenging to master.

Wesnoth currently offers 16 “official” campaigns

with over 200 scenarios, all set in the same timeline

but varying in difficulty and player perspective. For

example, In Heir to the Throne you take on the role

of Konrad, a young prince fighting for his life and

the restoration of his kingdom. In the difficult but

rewarding Son of the Black-Eye campaign you play as

Kapou’e, an Orc chieftain. And in Under the Burning

Suns you travel to Wesnoth’s far future in and guide

your Elvish cohorts to a new home as they struggle to

survive the rigours and danger of a hostile land.

The game also has a very large and active

multiplayer community and a truly immense collection

of user-made content: original campaigns, custom

factions, diverse multiplayer maps, etc. All these can

be downloaded directly via the game’s built-in browser,

although some content might require special setups.

For its accessibility, content, price (free!) and

support, The Battle for Wesnoth is a unique gem in the

crown of CRPGs and a must-have for any fan of turnbased

strategy RPGs or strategy titles in general. ZT


Reflexive Entertainment, 2003

Windows

Lionheart:

Legacy of the Crusader

Lionheart was the last RPG published by Black

Isle Studios, and many CRPG fans also know

it as the only other game to be based around

Fallout’s SPECIAL ruleset, but those are just some of

the unusual things about Lionheart.

The game is set in an alternate reality where the

execution of 3,000 prisoners by King Richard during

the Crusades caused the “Disjunction”, a dimensional

rift that brought magic and demons to our world.

The story itself begins much later, in the 16th

century. After being arrested by the Inquisition for

possessing magic, the player is attacked by assassins,

then saved by none other than Leonardo da Vinci,

here an Inventor/Wizard who shares a bond with you.

Indeed, the game used historical figures as

NPCs in crazy ways long before Assassin’s Creed made

it popular. Da Vinci is just one of them – Galileo,

Shakespeare, Machiavelli, Cervantes, Nostradamus,

Joan of Arc and many others make an appearance.

Players are eventually taken to New Barcelona,

where they’ll meet the four main factions: the Knights

Templar, the Inquisition, the Knights of Saladin and

the Wielders. As you decide which one to join, their

unique quests will allow you to briefly interact with

this rather unusual world, exploring its oddities.

It’s after the player leaves New Barcelona that the

game takes a turn for the worse. Everything becomes

a lot more linear, with the main quest turning into a

series of dungeons and repetitive battles.

Combat is real-time, similar to Diablo, but it’s

very simplistic and can be a hurdle for those who

didn’t carefully create their characters. This, combined

with poor level and quest design, makes the game’s

second half a boring path to a rushed conclusion.

So what is good? The soundtrack is great, and the

unique and beautiful art adds a lot to the atmosphere.

But it’s the game world that seals the deal for those

who enjoyed at least some portions of the game. Even

after the rise of Kickstarter and indie games, Lionheart

remains one of the wackiest CRPGs I’ve ever played.

Regardless, Lionheart is not a great game. It’s not

a good one either. It feels like a cancelled title that

somehow was released. Those with zero expectations

may be able to find some enjoyment, as I did, but it’s

not a game I’d recommend anyone. FAX

Modders made

a widescreen

patch for

Lionheart,

and those

experiencing

graphical

glitches can

use DxWnd

to solve them.

The unusual

alternate history

setting is rich

and filled with

historical figures.

While dialogues

have many

choices at first,

the game later

descends into

mindless killing.

The game is

based on Fallout’s

SPECIAL ruleset,

with similar stats

and perks, but

removes most

non-combat skills,

and adds magic

and four races.

317


TRON 2.0

Monolith Productions, 2003

Windows, Mac and Xbox

TRON 2.0 was

intended as the

official sequel

to the original

TRON. However,

Disney later

released the

TRON Legacy

film sequel and

tie-in TRON

Evolution game,

declaring TRON

2.0 to now be

an alternate

universe story.

Apart from the

Identity Disc, all

weapons use

energy to shoot,

requiring some

extra tactics and

thought when

using them.

318

TRON is a film that – despite being released in

the summer of 1982, during a time crowded

by other memorable science-fiction films and

only being a moderate success – has endured for

decades, inspiring many to become programmers, 3D

visual artists and, of course, game designers. It was no

surprise then when Disney used the 20th Anniversary

DVD release of TRON to tease a follow-up to the

movie – this time as a video game.

TRON 2.0 places you in the role of Jethro “Jet”

Bradley, son of Alan Bradley from the original movie.

Like Kevin Flynn, Jet is digitised by a laser and sent

into the electronic world, where he must learn to

survive this new environment while helping Ma3a,

the program responsible for digitising him.

Developed by the FPS veterans at Monolith

(Blood, No One Lives Forever, F.E.A.R.) most of the

game plays as an FPS, with the player using the iconic

Identity Disc and a variety of imaginative analogues

to the standard weaponry – shotgun, sniper rifle,

grenade launcher, sub-machine gun, etc. – all based

on geometric primitives (Disc, Rod, Ball, Mesh).

The Identity Disc stands out among the other

weapons – it ricochets, can block enemies’ discs and

the player is able to finely control it with the mouse,

guiding its launch and return paths, and how quickly

it returns. This allows for many satisfying trick shots.

The other defining feature of TRON 2.0 is the

character upgrade system. It introduces a role-playing

element, and often has fans referring to the game

as a “Deus Ex-lite”. As you play, you’ll come across

subroutines – the TRON 2.0 version of upgrades –

which can be placed in Jet’s “memory block” slots.

These subroutines range from protective armour

to new weapons, weapon modifiers (throw multiple

discs, drain health, deal poison damage, etc.) or even

utility skills (jump higher, walk silently, scan enemies,

etc.). Each requires a set number of memory slots,

but can be upgraded (from Alpha to Beta to Gold),

becoming more efficient and smaller in size.

Jet’s memory block slots constantly reconfigure

themselves in arrangement and capacity as he travels

through various systems, forcing players to strategise

and adapt their skills as they play. New subroutines

can be incompatible, empty blocks can become

corrupt and there’s always the danger of a virus

infection attacking them. To solve this, you can port,

defrag and disinfect the subroutines – all which takes

time and can be decisive during a firefight.

As Jet completes objectives, he continually

earns build points (the game’s version of XP). At

every milestone of 100 build points earned, Jet gains

a version number and the player can improve his

performance: increasing his health, energy, weapon

efficiency, processor (port, disinfect, defrag speed)

and transfer rate – the speed in which he downloads

permissions (keys), e-mails (that flesh out the story),

subroutines, health and energy from various sources.


“Without a doubt, the artists and

level designers on the TRON 2.0

team successfully captured the

essence of TRON. Not only do the

characters and environments look

like those found in the movie, but in

some cases surpass them. The art

direction of TRON 2.0 really stands

out as one of the primary attributes

of the game, especially with the

recent trend toward hyper-realistic

military games. TRON 2.0 is a fresh

alternative.”

– Frank Rooke,

TRON 2.0’s lead game designer

The continuous FPS action is occasionally broken

up by Light Cycle races that very closely emulate the

ones seen in the TRON movies. But it introduces

power-ups that can be picked up by the player on

the grid, adding new elements of strategy and luck in

helping to defeat AI Light Cycle opponents.

The environments brilliantly walk the fine line

between paying homage to classic TRON, while at the

same time updating them with a richer, more detailed

look. Monolith’s pioneering and extensive use of

Bloom here is more than just a gimmick, reproducing

the neon glow the film is known for. Two conceptual

artists from the original TRON movie, Richard Taylor

and Syd Mead, were consulted; and the movie’s

director, Steven Lisberger, had an (uncredited)

involvement in the creation of the game’s story.

The excellent soundtrack is also quite faithful,

with themes that use the work of TRON’s original

composer, Wendy Carlos, as a motif.

So if you’re looking for a title that’s not quite

an FPS, not quite an RPG – and a love letter to the

original TRON in every way – give TRON 2.0 a try.

Littered with computer jargon, clever puns and

direct references to the film, it’s a fondly remembered

favourite with most fans. Furthermore, thanks to its

setting and art style, it hasn’t aged or become dated in

the same way many other titles do. RTR

Mods:

The site www.ldso.net hosts a community forum, and

their team creates many of the mods for TRON 2.0 –

both for Steam and the original retail release.

Killer App Mod: Adds widescreen resolutions, restores

the broken online multiplayer, and many other features,

including content that was exclusive to the Xbox.

User Error: A fan-made series of original single-player

missions with new stories and protagonists.

Everything in

TRON 2.0 is

well-tied to the

theme. Instead of

looting items, you

download them

from archive bins

at the cost of

energy. Some of

those can even

contain a virus.

An expansion

for TRON 2.0

and a TRON

3.0 game were

planned, but

later cancelled

in favour of the

TRON Legacy

movie and its

tie-in game.

The System Memory screen, where subroutines

are managed and your stats are increased.

Light Cycle races are part of the campaign, but can also

be played in tournaments with customisable rules.

319


Temple of

Elemental Evil

Troika, 2003

Windows and Mac

Troika proposed

a sequel to ToEE

based on the

Queen of the

Spiders super

module, as well

as licensing the

game’s engine

to Obsidian so

they could create

Baldur’s Gate III.

Sadly, Atari never

followed up on

any of these

proposals.​

From its gridless

movement to the

myriad of combat

manoeuvres

available, ToEE

offers plenty of

tactical choices.

320

The Temple of Elemental Evil (aka ToEE) is

based on the namesake classic pen-and-paper

module – written back in 1985 by Gary Gygax

and Frank Mentzer for the first edition of Dungeons

& Dragons – now translated to the 3.5E D&D system.

Aside from that, you can say one thing about Troika:

they did their darnedest to stay faithful both to the

P&P module and to the tactical turn-based D&D

system – for better and worse.

If there’s one thing ToEE excels at, it’s the combat

system – they nailed it almost perfectly. You get to roll

up your party, and deck them out with high-fidelity

renditions of the system’s basic classes – 11 in total.

Couple that with the myriad feats available to

customise characters and half the fun of the game

becomes concepting the members of your band of

adventurers: maybe create a Druid who specialises in

augmented summoning; an agile trip-focused Fighter;

a near-invisible Rogue archer who scouts ahead and

lands devastating sneak attacks while cloaked; or

perhaps an Evocation specialist Wizard (which spell

schools should I sacrifice? Decisions, decisions).

Once cast into the game itself, you are provided

with a wide variety of tactical manoeuvres: you

can play with your initiative to tailor your party’s

attack sequence, so you can milk that extra Attack of

Opportunity. Efficiently position characters to obtain

flanking bonuses (or negate the AI’s). Ready an action

vs. Approach as you anticipate and interrupt an

oncoming attack from a particular vector (before they

get to your squishy Wizard). Various levers and pulleys

that help you shift focus to something at the expense

of another – do I use Charge Attack to swiftly engage

in melee, at the expense of an Armour Class penalty in

that round? Or do I hold the line and Fight Defensively,

boosting my AC at the expense of my to-hit chance?

On top of that, you have the game’s vast library of

spells to complement your strategies: Enlarge Person

on that fighter so the chances of tripping opponents

become more favourable, not to mention that

increased reach which affords you those sweet extra

attacks from that Cleave feat. And the havok you can

wreak with those overpowered charm spells! YES!

Unfortunately, ToEE is also a very flawed game. For

one, it was very buggy on release – it took two official

patches and years’ worth of fan-made patches to fix

up and polish the game. The biggest disappointment,

however, is in the role-playing department.

Troika had, up until that point, a reputation for

brilliant RPG worlds: vast, open, fleshed out, rife with

plots and subplots and well-thought-out interaction

with the inhabitants, history and lore. These were the

guys who brought us Arcanum and Fallout, after all!

As it turned out, ToEE had very little of that, and

the threadbare story it did have pretty much dissolved

at the mid-game stage, when you were left with not

much to go on beyond “there’s this Temple here, uh,

kill it or something”.


“When the opportunity to do

D&D 3E came up, I sat down with

my entire collection (100+) of

modules and tried to decide which

one I wanted to do. The module

had to be one I enjoyed playing

(of course), but it also had to be

big enough to feel ‘epic’. Many of

the modules that fit the bill were

Greyhawk modules, which I had

grown up playing with AD&D.”

– Tim Cain,

ToEE’s lead designer

To be fair, ToEE can be credited for being very

free-form – you can ally with various factions,

backstab them, or just skip them entirely. It also made

a valiant effort at establishing party motivation via

short introductory vignettes/alignment-based plots,

and making companion NPCs have agendas of their

own. It just fails at properly executing these, and this

is one area that mods couldn’t save.

There is one other major strength to ToEE that

no review should leave out – it’s freaking gorgeous!

The 3D character models over beautiful pre-rendered

2D backgrounds approach proved itself back in 2003,

and it’s no wonder it has made a comeback in recent

Kickstarter RPGs, such as Pillars of Eternity.

Despite its botched release, ToEE remains dear to

many, having also been cited as highly influential by

developers like Larian Studios. Even now, more than

a decade after its release, fans continue hammering

away at it, creating and polishing mods.

ToEE is a game you would keep coming back to,

in no small part due to the game’s dedicated modders,

but honestly also because there weren’t many games

of its kind being released for a long period of time.

Overall, it’s great if you’re looking for a tactical

combat romp, but if you’re after a fully fledged RPG

experience, you may want to look elsewhere. SA

Mods:

Circle of Eight Mod Pack: This huge mod pack

includes countless bugfixes and improvements, plus a

great deal of extra optional content, including higher

character levels and content. Don’t play without this.

Temple Plus: This project aims to expand the game’s

engine, allowing for further modification and bug fixing.

Keep at the Borderlands: A total conversion mod

based on another of Gary Gygax’s classic D&D modules.

It has a heavier focus on the role-playing aspect, with

elaborate quests and many factions to deal with.

The village of

Hommlet is huge,

and some NPCs

have interesting

quests and

stories, but the

focus of the game

is the tactical

combat.

ToEE didn’t

get official

modding tools,

but the game’s

editor was

accidentally

released in the

Polish version

of the game.

D&D’s magic system is fully employed, with hundreds of

spells and even meta-magic feats like Empower Spell.

The Keep at the Borderlands mod adds many dialogue

checks and choices to ToEE’s combat-heavy gameplay.

321


Deus Ex:

Invisible War

Ion Storm, 2003

Windows and Xbox

Those who wish

to play DE:IW

can edit the

game files to

get widescreen

resolutions

and higher

FOV. We also

recommend

John P’s Unified

Texture mod.

Your missions are

delivered directly

to your screen. No

matter who you

side with, every

faction will be

constantly begging

for favours.

Invisible War

introduced a

shared ammo

system, where

all guns use the

same universal

ammo, but

in different

amounts.

322

Compared to the golden era that was the late

90s, the 2000s were somewhat deluded times,

especially for CRPG fans. It was a period

tainted by the “death of PCs”, the closing of beloved

studios and a shift towards multi-platform releases,

with console-oriented design trends taking over.

While these changes are noticeable in several

games, nowhere are they more notable and frustrating

than in the infamous Deus Ex: Invisible War.

Set 20 years after Deus Ex, you play as Alex D.

(who can be a man or a woman), an augmented agent

who escapes his/her training facility to investigate a

terrorist attack that destroyed Chicago.

Creating a sequel to one of the best games of all

time would be difficult in any scenario, but Ion Storm

began on the wrong foot – a multi-platform release.

Simply put, the Xbox couldn’t handle the large areas

of the original game, so they had to scale things down.

Replacing the large, open locations with small

areas interrupted by constant loading screens wasn’t

just disappointing – it killed exploration and made

the multiple routes feel like pointless cosmetic choices.

With no room for elaborate alternative paths, it boils

down to “pick locked door” or “go into air vent nearby”.

A lot of streamlining was done as well – items,

inventory and bio-mods were drastically reduced,

while the RPG-like skills were removed altogether.

Game director Harvey Smith later summed it

up best by saying they tried to fix what people didn’t

like in Deus Ex and forgot to focus on what they did

like. A good example is the plot. The original game

was elaborate and full of twists, although very linear.

Invisible War offers two competing factions and you

can pick sides, but the plot is an uninspired mess.

Moreover, any choice the player makes is quickly

forgotten in favour of “player freedom”, e.g. if you betray

a faction, it will send men after you. Once you dispatch

them, the faction goes, “hope you learned your lesson,

don’t betray us anymore, please do this new quest”.

Deus Ex: Invisible War is not a horrible game.

There are glimpses of creativity and the core gameplay

can still be fun, even in such limited scale. But it’s a

horrible sequel to Deus Ex, and became a poster child

for the compromises that PC games suffered when

transitioning into multi-platform releases. FE


Kult:

Heretic Kingdoms

3D People, 2004

Windows and Mac

Kult: Heretic Kingdoms (aka Heretic Kingdoms:

The Inquisition in the US) began with 3D

People developing an isometric Action RPG.

To stand out among the many “Diablo clones” of the

early 2000s, they partnered with International Hobo, a

game writing and design consultancy company.

This little backstory seems key to understanding

why Kult feels like two different games inside one.

Clearly influenced by Michael Moorcock, it tells

of a world where an ancient hero killed God. His blade

became infused with god-like powers, and later one of

his descendants used it to conquer the land, imposing

a brutal theocracy. He was eventually defeated, and to

stop another theocrat from rising, the sword was hidden

and an Inquisition was formed, seeking to destroy all

religions that might grow to oppress humanity.

You play as Alita, an apprentice to the High

Inquisitor – but also a descendant of the ancient hero’s

bloodline. During your adventures you’ll learn more

about these past events, of your own order and of those

seeking to resurrect God, in an morally ambiguous tale

with multiple endings (based on a last-minute choice).

Kult also has great world-building, with all quests

and NPCs having their own reasonable motivations.

You’ll hear about refugees from neighbouring countries,

tribal caste systems, prostitutes fleeing slavery, etc.

What dooms Kult is that all this is trapped inside

a very poor Action RPG. Combat is slow, tedious and

extremely unbalanced (some skills are plain broken),

map design is poor and monsters barely have any skills

or abilities – even the bosses just run at you.

The skill system is similar to some JRPGs, where

each equipment piece can teach a new skill if you use it

enough. Sadly, most skills are dull passive bonuses and

the few magic spells are all automatically cast, so you’ll

just right-click on enemies the whole game.

Kult is a game in conflict with itself – at one point

you’ll be playing a low budget Diablo clone; at another

you’ll be exploring a large city full of NPCs, uncovering

secrets of the past and taking sides in a faction war

between thieves, with barely any killing involved.

The good news is that Kult is short (6-8 hours),

and doesn’t overstay its welcome. As such, it’s worth

giving it a chance – you’ll likely enjoy most of its good

parts before tiring of the bad ones. FE

Kult got an

unexpected

sequel in 2014

with Shadows:

Heretic Kingdoms,

a party-based

Action RPG set in

the same world.

You learn new

skills from

equipped gear,

but they might

have special

requirements,

such as using

a fire-based

weapon and

no armour.

Your character

can freely shift

into a shadow

version of the

current area,

meeting ghosts

and battling

demons for XP

and skill bonus.

323


Sacred

Ascaron, 2004

Windows and Linux

Sacred 2 is

famous for

featuring the

heavy metal

band Blind

Guardian.

They provided

the game’s

main theme,

Sacred Worlds,

and upon

completing

certain quests

you can watch

them perform

it in-game.

Some characters

have very unique

abilities – the

Dwarf is the only

one that can

use guns, the

Vampiress has

two forms, the

Daemon can fly

over obstacles,

and so on.

324

In the early 2000s, a small German company named

Ikarion was developing Armalion, an Action RPG

based on the highly popular German tabletop RPG

The Dark Eye (Das Schwarze Auge). The company

eventually went bankrupt, but the unfinished game was

bought by Ascaron, known for its soccer management

series Anstoss. Dropping the Dark Eye license, Ascaron’s

subsidiary Studio II continued developing the game

and published it in 2004 as Sacred.

The game is unmistakably based on Diablo 2. It’s

an isometric Action RPG with six heroes: Battle Mage,

Dark Elf, Gladiator, Seraphim, Vampiress and Wood

Elf (plus Daemon and Dwarf in the expansion). They

learn and improve passive skills upon levelling up, but

each hero’s unique powers is taught and upgraded by

runes. Instead of mana, these powers are all cooldownbased,

and can be connected to form combos.

There’s also multiplayer (though you’ll need to use

Hamachi now), five difficulty modes and, of course,

tons of loot to collect – normal, magical, rare, uniques

and item sets. This may sound like a generic Diablo

clone, but the charm of Sacred lies in the details.

Sacred features an extensive open-world map,

with most of it being freely accessible from the start.

It’s packed full with side-quests, towns, NPCs, caves,

dungeons and secrets to uncover. To explore this vast

world, you can buy horses and actually fight while

riding them – they decrease your attack speed, but

offer stat bonus and are great for ranged characters.

The graphics blends pre-rendered backgrounds

with fully 3D characters, and, while they may look

somewhat dated and pixelated up close, the 3D models

have great animations and enemies all wear diverse

weapons and gear, besides the usual palette-swapping.

This attention to details is constant, and the devs

also included many easter eggs, references and their

own sense of humour. You’ll hear amusing taunts from

monsters, read funny tombstones, meet developers and

beta testers, drag a runaway groom back to the church,

wield lightsabers and even visit a recreation of Diablo’s

Tristram. With all that, the shortcomings of its bland

story are almost forgotten. You’ll find yourself excusing

“just one more quest” or “just one more level-up”, while

addictively searching for more treasure.

Despite a rather buggy initial release, Sacred was

a huge hit, selling over two million copies worldwide.

This success rescued Ascaron’s finances and funded the

Underworld expansion, which adds two heroes and

many areas, items and enemies. Eventually, the sequel

arrived in Sacred 2: Fallen Angel (2008).

The game now uses fully 3D graphics, and while

the core gameplay was carefully maintained, there are

some big changes. Of Sacred’s classes, only the iconic

Seraphim was kept – the other six classes are all new,

such as the cybernetic Guardian, or the dark Inquisitor.

Two campaigns are now available, Light and Shadow,

which change your role in the game – either as saviour

of the land or as the source of its problems.


“In retrospect, it turned out that

the team that created Sacred 1

and Sacred 2 was some sort of

‘one in a million’. It is very rare

that so many different people are

forming a team that’s so balanced

and full of positive energy. Chaotic

creativity against analytical thinking,

boldness of the rookies against

coolness of seasoned developers,

everything in this team seemed

to be in equilibrium. Get a load

of this: we even had artists and

programmers talking to each other!

Mindboggling, isn’t it?”

– Franz Stradal,

Sacred’s project lead

Passive skills

are learned and

improved by

levelling up, but

to acquire and

upgrade abilities

you must find

special runes.

Sacred 2 was also released for the PS3 and the

Xbox 360. The gameplay became somewhat easier to

fit the consoles but Sacred 2’s real flaw is an apparent

lack of flow. The world is huge, but lacks a sense of

pacing and atmosphere, while the main quest doesn’t

convey the story very well. And, unfortunately, some

bugs also found their way back into the sequel.

Still, Sacred 2 expanded upon the previous game,

with more depth to character progression, more

loot, set items, mounts and multiplayer options. The

improved graphics and sounds are also pleasing,

though the camera can take some time getting used

to. Once again Ascaron’s typical humour is present,

with even more easter eggs, references, silly loading

messages and odd items like Jason’s mask. Overall,

you’ll find devout fans for both Sacred 1 and 2.

Sadly, while Sacred 2 sold well, Ascaron spent

far too much time and money developing it. They

would still release the Ice & Blood add-on, with two

extra regions and the Dragon Mage as new character,

but the company was dissolved soon after.

The Sacred brand was still strong, so Deep Silver

bought the series’ licence. Their first release was a

small spin-off project called Sacred Citadel (2013).

A side-scrolling beat ‘em up, its reviews were rather

mixed and the game had little to do with the Sacred

series, being quickly forgotten after its release.

Sacred 3 arrived in 2014, but sadly it was a huge

disappointment. Key features such as the vast open

world, countless quests and ample loot were dropped

(in fact, there’s no loot!) in exchange for a multiplayer

arcade-like hack-and-slash divided into linear stages.

The game’s dialogues are especially frustrating – a

poor attempt at replicating the series’ humour, they

end up as a barrage of witless, sarcastic quips that are

more disheartening than the game’s own mediocrity.

The game was widely bashed by reviewers and fans

alike, bringing the Sacred series to its lowest point.

Regardless, the passion for the first two games

remains, their light-hearted humour and open-world

design still a thrill. Anyone into Diablo should do

themselves a favour and give Sacred 1 and 2 a try. MHO

Sacred 2’s

Community

Patch is highly

recommended,

as it fixes

many bugs and

adds cool new

items. Also

consider the

Free Camera

mod and the

Diablo 2 Fallen

mod, which

overhauls the

game with

Diablo-inspired

classes and lore.

Sacred 2 went fully 3D and added more system depth, but

the game’s vast world isn’t as well-designed and paced.

Sacred 3 replaced the series’ formula with a multiplayer

arcade-like hack-and-slash and was very poorly received.

325


Fable

Lionhead Studios, 2004

Windows, Mac and Xbox

Fable was first

released in

2004 for the

Xbox. The PC

port came in

2005, renamed

Fable: The Lost

Chapters and

featuring extra

content.

Misbehaving inside

towns will result

in fines, and the

guards will try to

make you pay. But

you can ignore

that, murder

everyone and buy

their now-vacant

houses and shops.

326

Talking about Fable, unfortunately, is impossible

without talking about its creator, the famous

Peter Molyneux, and his ludicrous promises.

Fable was hyped to the high heavens as an innovative

RPG, an extensive simulated world where the years

would pass, your character would age, form a family,

the sons of murdered enemies would swear revenge

and, famously, you would even be able to plant an

acorn and see it grow into a tree in real time.

Unsurprisingly, the game didn’t deliver all it

promised, and more than a decade later that still

taints any debate about the title. Which is a shame,

since Fable is an excellent – if limited – game.

Designed for the original Xbox, Fable’s isn’t

aimed at hardcore RPG veterans. Molyneux set out

to create an RPG for all audiences, taking elements

from The Legend of Zelda, Knights of the Old Republic

and even from The Sims. The result is a streamlined

Action RPG, where players will make binary moral

choices and endure the consequences, while travelling

across a simulated fantasy world that, while not as

revolutionary as promised, is still quite reactive.

You begin as a child, just as your village is raided

and your family murdered. Rescued by a wizard, you

are accepted at the Heroes’ Guild, where you’ll learn

melee combat, archery and magic. These are tied to

three stats – Strength, Skill and Will, respectively –

which are the core of Fable’s character system.

Every enemy you kill or quest you complete

wields XP, but you’ll also gain extra points for how

you act. Using magic wields Will Experience, which

can only be used to improve Will-related skills. Thus,

by casting spells you’ll learn new ones and become a

better mage, and the game will reflect that visually.

You’ll exit the guild as a weak, skinny teenager,

but your appearance will change as you play. You’ll

grow larger as you raise your Strength, taller as you

raise your Skill and, if you focus on Will, arcane signs

will appear over your body and begin to glow. Even

more, you can grow fat by eating too much food, gain

scars as you get injured, get a tattoo, cut your hair and

beard, and even grow horns if you become too evil.

These details are where Fable excels. The game’s

simulation is in fact a collection of countless small

systems that, while shallow and unimpressive on their

own, bundled together create an immersive illusion.

For example, you can marry almost any NPC in the

game, by flirting with them, taking them to a house

you purchased and gifting a wedding ring. You can

even get divorced afterwards, and other NPCs in the

street will comment on how unfortunate that is.

It all sounds very impressive, but looking closely

you’ll see the obvious limitations of the system. You

can only interact with NPCs by choosing a limited

set of expressions, such as “Flirt” or “Sexy Hero Pose”,

getting married serves no purpose, buying houses is

almost useless and NPCs have just one or two lines to

say for every important action you perform.


“I think it’s fantastic that people

still remember Fable, and some of

them are really passionate about

it. For me, going back to Fable is a

terrible experience. I look at it and

at best I would call it fractured. I

don’t think the story is compelling

enough, the game mechanics

weren’t tremendously fun, the

pacing is totally off, the tutorials

were awful. I think the combat got

too ‘samey’ after a while. There’s

a whole list of problems that make

me grind my teeth.”

– Peter Molyneux,

Fable’s creator

This reactivity, while mostly illusory, can be fun.

It’s quite gratifying to come back from a quest and be

cheered and applauded as you walk into a tavern, with

NPCs commenting on how you acted. The excellent

soundtrack and the colourful art style add a lot to this,

giving a light-hearted tone to the game. Overall, it still

looks good, and natively supports HD resolutions.

What haven’t aged well are the small and linear

areas. Instead of offering in a huge open world, Fable

is divided into small interconnected areas, separated

by a loading screen. Another flaw is the save system,

which doesn’t record your progress mid-quest.

Fable also offers very few weapons and armour

to play with, and is quite easy and unbalanced. While

that will frustrate players looking for a challenge, the

game tries to compensate by offering plenty of secret

treasures to find and a clever “boast system”, allowing

confident heroes to add extra challenges to quests,

such as completing them without using weapons.

After Fable’s release, Peter Molyneux apologised

for over-promising and claimed it happened because

he was too excited with the project. The concept is

indeed exciting, and even with many parts of it being

underdeveloped – especially the stealth system and

the consequences to some of your decisions – it’s still

a unique, and often exciting, game to play.

While you won’t get the extensive role-playing

options of something like Arcanum or Fallout, Fable

offers an accessible, visually charming and instantly

gratifying RPG experience. It’s a good introduction

to the genre, while also offering a few secrets and

optional challenges for experienced players. FE

Fable: Anniversary Edition:

In 2014, Lionhead Studios released a remake of Fable,

called Fable: Anniversary Edition. It features a new

difficulty mode, better save system, updated graphics

and mod support. Unfortunately, the PC port is a

mess, with a confusing interface that has no mouse

support, longer loading times and an exaggerated

amount of post-processing. Unless you intend to play

with a controller or mod it, stick to the original game.

Interactions are

limited to a few

expressions and

poses. NPCs will

mostly cheer and

admire a good

hero or flee in

terror from a

dark hero.

Fable has a

very small mod

community,

but it made

some nice

new items and

rebalance mods.

You can find

them at www.

fabletlcmod.com

Boasts allow you to wager being such an epic hero you

can complete a quest with extra handicaps or objectives.

The remake adds heavy post-processing and a subdued

palette, which clash with the original’s colourful art style.

327


Space Rangers 2:

Dominators

Elemental Games, 2004

Windows

The European

and North

American retail

versions of

Space Rangers 2

came with a

expansion pack

called Reboot,

plus the original

Space Rangers

game.

I

have to hand it to the Russians – when they make

video games it feels as if they create something

they really wanted to play, rather than a soulless

product designed by a marketing committee.

Space Rangers 2 is solid evidence of this. A space

exploration RPG, it takes a kitchen sink approach,

tossing in arcade space fights, resource trading

managers, real-time strategy battles, a faction popularity

system, Choose Your Own Adventure gamebooks and

more. Game design such as this shouldn’t work, as it

appears to lack a tightly woven, cohesive experience.

But how wrong that assumption is, and how fun is the

diverse open-world experience contained here.

The game is set in a fictional universe where

several alien races are fighting for their survival

against the Dominators – three factions of a robotic

species intent on ruling over all organic life. It’s not as

if the alien races are providing a united front, however,

as often each race runs its own defined territory, and

each planet inside these territories has its own focus

on industry and system of government.

Since the planets in the game are so diverse, the

prices of their goods and commodities also range

greatly from planet to planet, resulting in a significant

amount of trade in legal and illegal materials despite

ongoing interstellar war. Piracy is also a factor, and it

is not rare to see one trade ship with decent guns and

shields target a richer, but less armed trade ship.

Amidst this chaos, the aliens races create a

loose confederation in order to deal with both the

growing presence of pirates and the invading forces of

the Dominators, forming an interstellar police force

known as the Space Rangers. This is where the player

comes in, creating a character who is a trainee seeking

graduation into the ranks of the Rangers. After some

tutorial missions, the player is set loose into the open

universe in order to do... well, whatever the player

feels like doing really.

As mentioned before, Space Rangers 2 is quite

open-ended and full of diverse activities. Initially the

player will want to earn funds in order to beef up his

spaceship or to purchase a new and better vessel.

328

There are five races and five classes to play, and each

combination has different ships and relationships.

There are various ships, with lots of equipment, skills,

artefacts, personal traits and even trophies to pursue.


“One of the things we really enjoy

about it is the variety; it really

pulls something from just about

every genre out there and rolls it

up into one really great game. It’s

not just about turn-based space

combat, or RTS robot battles. It

is an RPG with you customising

your character’s abilities to create

just the character you want, it’s

an adventure game where you

explore an immense living and

breathing universe, it’s a game

that’s packed with hidden details

and things to discover!”

– David Mercer,

Space Rangers 2 producer

Space exploration

and combat

are turn-based,

and you can

contact allies and

enemies at any

time to trade,

make requests

or join forces.

To do this, the character can take missions to

hunt pirates or protect convoys. Alternatively, he or

she can decide to be a miner of asteroids, a trader

of commodities from planet to planet, or perhaps

engage in a little of that piracy action.

There are also elaborate “side-games” inside the

main space game. Ground combat missions hearken

back to the RTS games like Command & Conquer,

complete with vehicular combat, tower defense and

resource-gathering. And the several CYOA text-based

scenarios range from stealing a spaceship to escaping

from prison or simply managing a sky resort.

Since there are so many various factions in the

game and ways to interact with them, the player will

find his popularity changing through his decisions.

For instance, if he saves a member of a certain faction

from a pirate attack, then the aided faction will trust

the player more, while pirates will see him more as a

threat and may start attacking him on sight.

You truly get the feeling that the developers

were themselves gamers that worked passionately to

create something inspired by games that were popular

when they were in school.

There is a sandbox charm to Space Rangers 2,

as, despite the constant battles and invasions, the

Dominators will never completely conquer the galaxy.

Therefore, the player can take his time exploring,

questing, upgrading, fighting and enriching at his

own pace, enjoying this unique game, full of charm,

danger and a sprinkle of zaniness. DT

HD Version:

In October 2013, a new version of Space Rangers 2 was

released on Steam: Space Rangers HD: A War Apart.

It adds a lot of content, such as new text adventures,

quests, equipment, planetary battles and a new

sub-plot regarding a pirate threat to the galaxy.

You’ll face amusing Choose Your Own Adventure mini-games,

such as escaping prison or running an election.

When fighting RTS battles on planets, you can design

your own custom troops and even directly control them.

329


Sudeki

Climax Studios, 2004

Windows and Xbox

Sudeki was

first released

for the Xbox

in 2004, then

ported to PCs

in 2005.

The ranged

characters battle

in first-person,

while melee ones

fight in thirdperson.

Each hero

also has access to

unique skills and

powers.

Each level-up,

you can increase

one of your stats

or learn a new

skill. You can also

add runes to

your equipment,

giving it new

abilities.

330

The first time I heard about Sudeki, it sounded

like a joke on gamer stereotypes: Microsoft

wanted a big RPG for the Xbox audience, so

Climax Studios made them a FPS/JRPG hybrid.

Heavily advertised as a revolutionary title, this

now-forgotten game is actually a modest Action RPG

starring four young characters: Tal, a reckless knight;

Ailish, a princess with magical powers; Buki, a bestial

huntress and Elco, a gun-wielding scientist.

The game’s defining feature is its unusual combat.

During battles you control one character at a time, but

can instantly swap between them. The melee fighters

play like a third-person Action RPG, timing attacks to

create combos. The ranged characters, however, play

like a first-person shooter, with multiple weapons that

vary in damage, range and firing speed.

Outside combat, each hero also has an ability used

to solve puzzles: Tal pushes crates, Ailish dispels illusions,

Buki climbs certain walls and Elco has a jetpack.

Sadly, the game’s world is very small and linear,

with no real exploration. Areas are just long corridors

filled with loot barrels and maybe one dull NPC, plus

many obvious “combat arenas”: you enter them, the

doors close and some level-scaled enemies spawn.

Kill them all and the door opens. Rinse and repeat.

It feels underwhelming; a feeling that permeates

the game as a whole. Sudeki has a nice list of features

– two combat systems, magic skills, special summons,

equipment upgrades, large boss battles, secrets, etc. –

but they all lack in depth and quickly grow stale.

Luckily the game doesn’t overstay its welcome,

lasting only about 10-12 hours. This keeps things

always moving, but also accentuates how paper-thin

the plot is and how one-dimensional its heroes are.

If the writing is poor, the visuals are among the

best the original Xbox produced. Characters may have

an uncanny “Western anime” look, but everything else

has a pleasing, colourful art style. The landscapes are

especially pretty, and the soundtrack does a great job

at giving personality to the world. It’s a shame that it’s

such a small and limited world.

Much like Fable, Sudeki comes from a time when

many Xbox owners were just discovering RPGs. It’s

accessible, simplistic and definitely not made for CRPG

veterans, yet can still offer a fun little adventure. FE


inXile Entertainment, Inc., 2004

Windows, Mac, PS2, Xbox, iPad, etc

The Bard’s Tale

One of the big mid-2000s trends were hackand-slash

Action RPGs for consoles, such as

X-Men Legends, Baldur’s Gate: Dark Alliance,

Champions of Norrath and Demon Stone.

They were such a guaranteed hit that Interplay

cancelled its PC-exclusive Fallout 3 (aka Van Buren)

to focus on Fallout: Brotherhood of Steel (2004),

an infamously bad Action RPG for PS2 and Xbox.

By this time Brian Fargo had already sold Interplay

and founded his new studio, inXile Entertainment,

but he also joined the trend, releasing The Bard’s Tale.

That doesn’t mean that the game is devoid of

originality. While borrowing Dark Alliance’s engine,

The Bard’s Tale is actually a satire of fantasy RPGs.

You play as the Bard, an arrogant and lazy anti-hero

voiced by Cary Elwes (Westley in The Princess Bride),

who desires nothing but “coin and cleavage”.

The game has a very light RPG system, with

customisable stats and unlockable talents, but no

inventory – loot is automatically converted into gold,

and new weapons are auto-equipped. Certain dialogues

also offer the choice of being “snarky” or “nice”.

The humour is hit and miss. Some jokes are funny

and the songs are well-executed, but there’s also many

lazy puns and dated pop culture references. As much

as the game enjoys making fun of fantasy clichés, your

quest is as cliché as it gets. The only difference is that

the Bard does it while spewing snide remarks and

arguing with the narrator, voiced by Tony Jay (Judge

Frollo in Disney’s The Hunchback of Notre Dame).

Despite being an Action RPG, combat is the

game’s weakest feature. All you do is attack in melee,

fire ranged weapons or use a magical lute to summon

allies. The interface, clearly designed for consoles, is

terrible on PCs, and the more you advance, the more

combat there is, ruining the pacing between jokes.

In the end, The Bard’s Tale’s biggest sin is its name.

By itself it is a decent light-hearted Action RPG for

consoles. Not as good as Champions of Norrath and

other popular hack-and-slash titles, but not as terrible

as Fallout: Brotherhood of Steel either. However, as

a game that carries the legacy of Brian Fargo and

shares his name with the classic Bard’s Tale series, it’s

underwhelming – a reminder of how disappointing

the mid-2000s were for classic CRPG fans. FE

The Bard’s

Tale was

remastered

in 2017,

adding higher

resolutions

and the original

Bard’s Tale

trilogy as

a bonus.

The game’s

controls are

simple, but

were made with

controllers in

mind and require

a lot of input on

radial menus.

Being a game

about a bard,

many songs are

incorporated into

the game, such

as the “Charlie

Mopps” singalong

song.

331


Vampire:

The Masquerade - Bloodlines

Troika Games, 2004

Windows

Bloodlines

features nine

licensed music

tracks, from

artists such as

Lacuna Coil,

Tiamat and

Genitorturers.

However,

these were all

chosen by the

publisher, with

no input from

Troika Games.

Bloodlines is

quite faithful

to the tabletop

version, including

the obligation

to respect the

Masquerade.

332

Vampire: The Masquerade - Bloodlines was the

third and final RPG from Troika Games, the

company founded by the Fallout veterans

Leonard Boyarsky, Tim Cain and Jason Anderson.

The game was created using an early build of

Valve’s Source engine, was rushed out by Activision

and suffered heavily from being released on the same

day as Half-Life 2, resulting in numerous bugs and

weak sales. However, over time it became a cult classic.

What’s so great about VtM:Bloodlines? A lot of things,

ranging from the overall storyline to minor details.

The game manages to expertly merge classic RPG

gameplay with modern FPS visuals. You experience

the game as one of seven different vampire clans, who

have different powers – allowing you to play Bloodlines

like a shooter, a stealth game, a hack-and-slash or for

a good part even as an adventure game, solving many

situations without force, but by lock-picking, hacking,

persuading, intimidating or seducing people.

Besides these various options, the game world

itself manages to bridge two other extremes: you get

large playable hubs that open up in the progression

of the storyline and offer dozens of unique side- and

main quests, but the quests themselves are more

linear in style and convey plot and atmosphere better

than any sandbox game could do.

Still, there are often multiple approaches possible

in a quest depending on your character, and other

characters will react accordingly to your behaviour,

coming alive due to the great facial animations of the

Source engine, some of the best voice-overs in gaming

history and the witty writing of Brian Mitsoda. He

created many very memorable characters and funny

dialogues for Bloodlines, especially for the mad Malkavian

clan that has entirely different dialogue options. Imagine

talking to a TV set or to a STOP sign! Imagine a thin

blood making references to the whole story that you can

only understand once you finished it!

There are other great moments in the game

where a character revelation may surprise you with

a depth unusual for a computer game, and some of

the different endings may make you laugh out loud,

showing at the same time that everything in the plot

made sense right from the start, but probably not

exactly as you suspected.

The beautiful handcrafted levels push the alpha

version of the Source engine to its limits and enable

you to visit the greater area of Los Angeles; the

windy beaches of Santa Monica, the busy skyscrapers

downtown, the fancy streets in Hollywood and even

the Far Eastern charm of Chinatown, with excursions

to several external locations like strange mansions or

dark caverns thrown into the mix as well.

Your adventures will vary from straightforward

fights against humans, vampires or other supernatural

creatures to solving the mystery of a haunted hotel

without any combat, a level that is regarded as one of

the spookiest locations in gaming ever!


“I like the characters to come

off like people actually do – they

don’t say ‘hi’ when strangers come

knocking, they say ‘who the hell

are you?’ or they’re expecting

you and know more then they let

on, or they don’t care. I don’t like

my NPCs to be standing around

as if their lives begin when the

character starts talking to them

and end when the player leaves.

Characters are the protagonists

of their own game, from their

perspective.

– Brian Mitsoda,

VtM:Bloodlines’ writer

Not only there

are various

dialogue skills

such as Intimidate

and Seduction,

but all dialogues

are completely

different and

twisted when

playing as a

Malkavian.

Combine this with the powerful music of Rik

Schaffer and the mature handling of adult themes and

you get an atmospheric dark RPG that fits the World

of Darkness setting perfectly!

Also impressive are the lengths the game goes to

honour the source material. Besides the aforementioned

Malkavians and their unique dialogues, there’s the

Nosferatu, hideous vampires that must avoid being

seen at all costs and cannot communicate with NPCs

normally, forcing you to make clever use of stealth.

Although Troika closed its doors after releasing

only two official patches, the community stepped in

and an Unofficial Patch appeared that fixed most of

the open issues and restored a lot of unfinished or cut

content, most of which was still hidden in the game

files. The patch is still being updated ten years after

the rushed release of the game and, with it, Bloodlines

finally becomes the last masterpiece of Troika it

deserves to be! WS

Mods and Patches:

Unofficial Patch: The basic patch fixes countless

bugs, and the optional plus patch restores a lot of cut

content, including dialogues, quests and even maps.

Mandatory for anyone trying to play the game.

VtM: The Final Nights: A fan-made expansion pack

that adds 7 new clans, new disciplines, NPCs, items,

quests, a haggle system and other surprises.

Clan Quest Mod: Adds a series of quests to the

game, including one quest specific to each clan.

VtMB: Camarilla Edition: Overhauls how Disciplines

work and other interesting changes such as making

you constantly need to drink blood to avoid starving.

Bloodlines: Antitribu Mod: A large mod that adds

seven new clans, new disciplines and weapons and

hundreds of new characters, plus several tweaks to

the combat and visuals. Highly recommended.

In 2014, a group

of fans began

Project Vaulderie,

an attempt to

port Bloodlines

over to the Unity

Engine. Sadly, the

project received

a Cease and

Desist letter from

CCP Games and

had to abandon

development.

Melee combat is done in third-person mode, but the

game switches to first-person when you equip guns.

The game offers various amusing side-quests, most of

them with various different approaches and solutions.

333


The Legend of Heroes:

Trails in the Sky

Nihon Falcom, 2004

Windows, PSP, PS Vita and PS3

Trails in the

Sky was first

released in Japan

in 2004, as a PC

exclusive. The

PSP port was

localised into

English in 2011

by XSEED Games,

and an enhanced

PC version was

released on

Steam in 2014.

The game has

several stats, but

levelling up is

automatic. Only

equipment and

Quartz will alter

your stats.

334

The Legend of Heroes series began as an offshoot

of the Dragon Slayer series by Nihon Falcom,

with its first entry, Dragon Slayer: The Legend

of Heroes being released in 1989 in Japan for the PC-

8801 computer. After five more releases throughout

the 90s for Japanese computers, The Legend of Heroes:

Trails in the Sky (also know as First Chapter or simply

FC) was released in Japan in 2004.

While part of The Legend of Heroes series, Trails

in the Sky’s story does not connect to previous entries,

and it acts (alongside its two sequels) as a stand-alone

trilogy within a larger universe of games.

Later games in the series do take place on the same

continent as the Trails games, including the Crossbell

duology (The Legend of Heroes VII: Zero no Kiseki and

The Legend of Heroes VII: Ao no Kiseki) and the Trails of

Cold Steel trilogy, but these latter two metaseries focus

on different countries and characters.

Trails in the Sky takes place in the country of

Liberl on the continent of Zemuria, and follows

Estelle Bright and her adopted brother, Joshua, as

they travel across the country training to be Bracers

– members of a guild which spans the continent who

help citizens in situations involving investigation and

combat, without ties to any governmental body.

At the same time, they are trying to find their

father, a highly ranked Bracer who disappears under

mysterious circumstances. The story begins at a

very small scale, before expanding to a grandiose

epic involving treason, shadowy organisations, and

characters who are not who they claim to be. The

entire trilogy benefits from a stellar localisation done

by XSEED Games, which retains the epic storytelling

and wry humour of the Japanese original.

Trails in the Sky presents itself from an isometric

perspective where the camera can be freely rotated.

The game’s art style combines cute “chibi” sprites,

hand-drawn 2D portraits, and 3D models for the

world geography and some enemies. Character and

enemy designs are reminiscent of other Nihon Falcom

RPGs, with a 90s anime-esque look for the characters,

combined with influences from steampunk and

European medieval styling.

The gameplay is that of a traditional JRPG. The

party travels from town to town, pursuing the main

quest and acquiring optional side-quests. These

range from monster hunts to fetch quests to longer,

story-heavy sequences that feel more akin to visual

novels or adventure games.

Here lies one of the series’ most celebrated

aspects: world-building. While RPGs like Skyrim

populate their world with generic NPCs running

on a script, Trails in the Sky has only handwritten

characters – be it a citizen, a traveller, or a shopkeeper,

they all have names, personalities and ambitions.

As your story advances, so do theirs. They’ll

start dating, get jobs, argue with their family, go on

a journey, etc. Instead of just blurting out exposition

or waiting to be helped by the protagonists, they each

have their own lives – and by following them you can

understand and immerse yourself in their world.


“Normally in Japanese RPGs, a lot of

time and effort is spent on the main

story. Trails in the Sky is unique in

the sense that we spent as much or

perhaps even more time and effort

working on character conversations

and additional elements. By doing

so, it really makes the world come

alive, and creates a setting that’s

both fantastical and realistic in

equal parts.”

– Toshihiro Kondo,

Nihon Falcom’s President

Combat in the Trails in the Sky series is turnbased,

set in a tactical grid. Besides traditional JRPG

commands like Attack, Item, and Run, there’s also two

types of special abilities: Art and Craft.

Art uses mana and closely resembles the Materia

system in Final Fantasy VII. Each character equips

gems called Quartz, which offer several stat bonuses

and can unlock magic spells depending on the colour

combinations currently equipped.

Craft, on the other hand, is inherent to each

hero and uses Craft Points (CP), which are earned

by dealing or taking damage in combat. By storing

enough CP you can unleash special attacks that can

be used any time – even if it’s the enemy’s turn.

This is important, as turn order plays a big role:

special buffs are granted every few turns, healing or

strengthening the active character, so it’s important to

manipulate the turn order to get those buffs.

FC was followed by two sequels: Trails in the Sky

SC (Second Chapter) in 2006 and Trails in the Sky: The

3rd in 2007. SC takes place immediately following the

events of the first game, with almost entirely identical

gameplay (save for a new Chain Attack feature).

Overall, FC and SC feel like one large game

broken up into two smaller chunks, and SC resolves

around Estelle and Joshua’s story.

Trails in the Sky: The 3rd follows a character

introduced in SC named Kevin Graham, a priest for

the Septian Church, and his old friend Ries Argent, as

they are sent to a mysterious realm called Phantasma.

There they must figure out the mysteries of this new

domain and escape it, while Kevin wrestles with his

literal and figurative demons.

The 3rd plays more like a hybrid of the traditional

JRPG stylings of the first two games mixed with the

dungeon-crawling and demonic/religious imagery of

the Persona series. It also seeks to tie up the loose ends

left behind at the end of SC, while setting up events

for later games like the Cold Steel series.

What makes the Trails series interesting is how it

feels like a classic 90s JRPG, with turn-based combat,

an epic storyline, anime art style, and a memorable

soundtrack (featuring influences from jazz, classical,

Japanese rock and pop, and progressive rock), all

while containing modern conveniences such as being

able to save anywhere, visible enemies on the map and

being able to run from any encounter. The excellent

PC port and localisation only sweeten the deal.

In my mind, the Trails in the Sky games are the

pinnacle of classic JRPG design, and a must-play for

any fan of Nihon Falcom’s other works and turnbased

RPGs in general. NB

Your party can

have up to four

characters. The

sidebar on the

left side of the

screen shows

whose turn is

next and when a

buff will appear.

Trails in

the Sky was

remastered for

the PS Vita in

2015, featuring

voice acting

and a reworked

soundtrack.

You can use the

Evolution OST

Mod to play the

Steam version

with this new

soundtrack.

Each character has an item they equip Quartz on. The many

colours and combinations provide stat boosts and new spells.

Trails in the Sky has an outstanding amount of dialogue,

most of it found when chatting with NPCs in town.

335


Star Wars:

Knights of the Old Republic II

The Sith Lords

Obsidian Entertainment, 2004

Windows, Mac, Linux and Xbox*

*The Sith Lords

was originally

released only

for the Xbox

and PC, but

Aspyr Media

developed

official Mac and

Linux ports in

2015, together

with a patch

adding Steam

Workshop

support.

The Sith Lords

introduces

lightsaber and

Force forms,

allowing you to

drastically change

your fighting

stance to best

counter a foe.

336

When Interplay closed Black Isle Studios in

2003, Feargus Urquhart teamed up with a

few veteran developers to form Obsidian

Entertaiment. They then used their connections with

BioWare to secure rights to produce a sequel for

the recently released Star Wars: Knights of the Old

Republic. Constantly stumbling on cables which took

over most of the floor and waging a treacherous battle

against deadlines, Chris Avellone’s team emerged

victorious, giving us a true masterpiece.

The Sith Lords takes places a few years after its

predecessor. The Sith had changed tactics and are

now attacking from shadows, while the Republic is

crumbling and the Jedi are either dead or in hiding.

In this grim scenario, players assume the role of a Jedi

exile, who has lost its connection to the Force.

Presenting rich personal stories and a mature

narrative enchanted with some great writing and deep

characters, The Sith Lords vastly outshines its prequel.

Carefully crafted, its charismatic villains, memorable

dialogues and dark setting are all accompanied by an

elaborate deconstruction of the Star Wars universe.

Indisputably, KotOR2’s greatest achievement is

the character of Kreia and her unique perspective on

the Star Wars universe. A former Jedi, now acting as

the protagonist’s mentor, she shares very original and

interesting opinions on the nature of the Force, alongside

with a questionable, but well-intentioned morality.

For her, not only does the concept of “the will of

the Force” negate any notion of personal choice, but

“the balance of the Force” makes the everlasting Light

Side versus Dark Side conflict completely meaningless

and unwinnable. Even the greatest good, achieved

by the greatest sacrifices will go to waste because

eventually a greater evil will have to emerge so the

balance may be preserved. Any goodness done would

go away, but its side effects, deaths and suffering will

stay, so the final score would always be negative.

Therefore, the Force influence on all living things

is negative, and the “good versus evil” battle brings

only destruction on an immense scale. Kreia expresses

a mix of Nietzschean/Spencerian morality, has strong

opinions on everything and loves manipulating

people to do her bidding.

Her voice actress, Sarah Kestelman, should also

be mentioned with great reverence due to her truly

outstanding work, without which the character

wouldn’t be half as endearing. She can pull of even the

subtlest hints of emotions, enchanting and expanding

the meaning of every spoken line. Her majestic

performance shows that voice acting can be an art,

as she her work is head and shoulders above not only

most – if not all – video games out there, but movie

and animation voice actors as well.

Kreia, born from Chris Avellone questioning the

founding concepts of Star Wars universe, is – simply

put – one of the best video game characters of all time,

and more than enough reason to play The Sith Lords.


“A lot of it came from deep-rooted

feelings and opinions about the

Star Wars franchise, both positive

and negative, and especially what

it would feel like to be a Jedi or Sith

in that universe. I’ve always had

an issue with the Force because

of its predestination aspects,

and I wonder if any Jedi or Sith

would ever want to rebel against it

entirely... and if they’d be willing to

give up their ties to the Force

(and all that power) to do it.”

– Chris Avellone,

KotoR 2’s lead designer

Kreia is one of the

most memorable

characters in

gaming, and

brings a unique

perspective to

the Star Wars

universe.

If writing is The Sith Lords’ highlight, combat is

its weakest aspect. It hasn’t changed much from its

predecessor, except that the new skills are massively

unbalanced – which has its good sides, as it enables

players to get through encounters faster. The crafting

system, on the other hand, has been greatly expanded

and polished, providing many customisation options

and allowing for power gaming, which manages to

squeeze some additional fun from the combat.

The soundtrack is nothing short of excellent.

Mark Griskey’s work successfully complements the

game’s dark undertones and manages to convey the

desired mood of every scene, all without losing that

distinct feeling Star Wars music should have.

Sadly, due to a sudden change of heart from the

publisher, Obsidian was forced to end development

prematurely, releasing an unfinished and buggy game,

cutting a big chunk of its content – which was later

heroically restored by modders after years of work.

If you value well-crafted characters, mature

plots and great writing in games, then you should

definitely give The Sith Lords a try. Even if you favour

combat-focused RPGs, the sheer strength of the

aforementioned aspects should make you consider

playing this gem, especially now that its technical

problems have been addressed by modders. JMR

Mods:

The Sith Lords Restored Content Mod (TSLRCM):

The team worked closely with some of Obsidian’s

developers to restore the game’s cut content, while

also fixing hundreds of bugs. A must-have.

M4-78EP: An optional part of the TSLRCM, it adds

a new planet to the game, which was cut during

development and had to be entirely recreated.

Revenge of Revan: A demo for a now abandoned

fan-made expansion, it offers some great moments.

The Sith Lords’ crafting system is one of the best in RPGs.

It’s very flexible and makes use of every skill in the game.

There are 12 companions in the game, with some of

them exclusive to specific genders or alignments.

337


2005-2009

The era of AAA

multi-platform games

The second half of the 00s saw the gaming industry almost entirely

dominated by a few giant publishers like EA, Activision and Ubisoft, plus

three console manufactures – Nintendo, Sony and Microsoft.

This oligopoly, coupled with the ever-high production costs, led to

stagnation. To maximise profit, every third-party game had to come out

on every possible platform, and avoiding risks was the rule of the day.

Successful games became “franchises”, to be followed by a schedule

of yearly releases. Assassin’s Creed and Call of Duty are often held as icons

of this, but many series vanished after several repetitive releases, such

as Guitar Hero, Rock Band, Tony Hawk, Need For Speed, etc. A few, like

Tomb Raider and Mortal Kombat, only being salvaged by recent reboots.

The arrival of the seventh console generation raised the development

costs even further, and now marketing campaigns also required millions.

Very few companies could keep up with such costs, and those who could

began to sell their games as “AAA” – a way to set themselves apart.

To better fit this console-dominated world, many traditions from

PCs had to be adopted, leading to innovations such as Mass Effect’s (2007)

dialogue wheel, Gears of War’s (2006) slower paced cover-based shooting

and the use of paid DLCs instead of packaged expansions.

However, people weren’t interested only in cutting-edge games that

cost millions of dollars to create. With Steam starting to sell third-party

titles, GOG, Direct2Drive and Green Man Gaming being founded and

Microsoft creating the Live Arcade market, it started to become possible

for indies and smaller developers to reach a large audience.

But it was a slow process. Self-published games such as Freedom

Force vs. The 3rd Reich (2005) suffered heavily early on, as buying non-

AAA games during the mid-2000s wasn’t easy – few physical stores sold

them and digital distribution was still seen as confusing and unsafe.

Finally, while the financial recession of 2007-2008 didn’t affect games

as much as other industries, the crisis in printed journalism did. Several

established gaming magazines such as Computer Gaming World, PC Zone,

Eletronic Gaming Monthly and Computer and Video Games all went out of

business, unable to compete with freely available websites.

It was a time centred on massive AAA titles and casual crazes like

Angry Birds and FarmVille, designed to reach the largest audience possible. If

you enjoyed them, you had a steady stream of popular hits. However, those

interested in less popular genres and styles were left wanting, feeding off

niche Eastern European titles, a few surviving mid-sized studios and rare

indie titles like Cave Story and Nethergate: Resurrection.

Only at the very end of the decade, things started to change.

338


Trends:

Smartphones: Nokia had already shown the potential of mixing mobile phones with

games when it added the famous Snake game to its Nokia 6110 back in 1997. The company

would keep trying with the short-lived N-Gage, a mobile phone + handheld console hybrid,

as well as with the expensive N95 smartphone. But it was only in 2007, with the release of

Apple’s iPhone, that smartphones would take over the world, quickly followed by Google’s

Android OS and a frenzy of mobile games – such as the iconic Angry Birds (2009).

Apple’s 2007

iPhone and HTC’s

2008 G1 Mobile

– the first mobile

phone to run

Android OS.

Indie Games: While development costs for AAA games were as high as ever, new

tools allowed for daring independent developers to make smaller games on their own, and

the new digital distribution channels such as Steam and Xbox Live Arcade gave gamers

easy access to these titles. This allowed the rise of games such as Braid, Castle Crashers,

Spelunky and World of Goo – all released in 2008 – which proved there was a demand for

fresh, smaller titles and paved the way for a now-booming indie scene.

Castle Crashers

was released in

2008 and sold over

2.6 million copies

on Xbox Live.

Facebook Games: In 2007, Facebook began to allow other companies to develop apps

for its social network. What started with a very simple games soon led to a boon of social

network games, such as Zynga’s Mafia Wars and FarmVille. Like many browser games

before them, they were free-to-play but designed around addictive micro-transactions

systems – the “freemium” model. They conquered millions of players, with Zynga peaking

at 265 million monthly active users spread across all its games in early 2013.

For two whole

years, FarmVille

was the most

popular game

on Facebook.

Guitar Hero sparks a trend

of music rhythm games, with

over 30 similar games being

released in just a few years,

then quickly dying out.

The Xbox 360 is released, with

an improved (but chargeable)

Xbox Live service. Despite

initial technical issues, it sold

over 85 million units.

Playstation 3 is released,

offering Blu-ray playback, a

complex multi-core processor

and a free online service.

It sold over 80 million units.

Blu-ray Disc wins the war

against the HD-DVD and

becomes the standard for the

movie industry and, later, for

8th-gen consoles.

Minecraft’s alpha version is

released. It would become the

quintessential indie game,

insanely popular and selling

over 100 million copies.

2005 2006 2007 2008 2009

YouTube is launched,

allowing anyone to easily

publish and watch videos.

A perfect fit for games,

it became a new form of

media and lead to extremely

popular gaming channels.

Steam, first released in 2003

as an update tool for Valve’s

games, begins to sell thirdparty

titles. It would grow

into the world’s largest online

game retailer, with over 125

million active users.

The Wii is released,

introducing motion controls

and targeting a broader

audience outside core gamers.

The most popular console

of the seventh-generation, it

sold over 100 million units.

Android OS is released,

created by Google based on

Linux. First used on smartphones,

it later jumped to

tablets and consoles, such as

the Nvidia Shield handheld

and the crowd-funded Ouya.

League of Legends is

released. Inspired by the

Warcraft III mod DOTA,

this free-to-play title became

the world’s most played

game, with over 100 million

players each month.

339


Super Columbine

Massacre RPG!

Danny Ledonne, 2005

Windows

The game was

released for

free, together

with a forum

dedicated to

debating the

Columbine

shootings.

Flashback

scenes provide

background to

the boys’ lives,

experiences and

frustrations.

Each flashback of

suffering relived

raises their level

as killers.

340

On April 20, 1999, senior students Eric Harris

and Dylan Klebold entered Columbine High

School and began a school shooting, killing

12 students and one teacher, plus wounding 21 other

victims. The two killers then committed suicide.

The United States was shocked by this tragedy,

and the aftermath was a frantic search for reasons –

and/or someone to blame –, be it guns, depression,

bullying, Goth culture, Marylin Manson or violent

video games – both boys were avid Doom players.

So, it’s easy to imagine the public outrage when

independent film-maker Danny Ledonne anonymously

released Super Columbine Massacre RPG!, a free game

where you play as Eric and Dylan.

First released on April 20, 2005, sixth years after

the shootings, the game initially flew under the radar.

However, about a year later it was reported on by gaming

websites like Gamasutra, and soon the mainstream

press was all over it, and the game eventually reached

over 700,000 downloads. Danny Ledonne’s identity as

the game’s author was then leaked, and so he decided to

come out and stand up for his creation.

An amateur game created on RPG Maker 2003,

Super Columbine Massacre RPG! blends 16-bit era

sprites with digitalized photos of the tragedy, in a

disturbing fusion of fiction and reality. The game

begins with Eric and Dylan preparing themselves,

sneaking into school to plant bombs and then

executing the shooting, killing dozens of victims in

JRPG-like battles. Said battles are almost entirely onesided,

with the victims mostly just cowering in fear,

while you select a gun or bomb to kill them.

While a brutal game, violence in SCMRPG! is

presented in a pointless, juvenile way, with lines like

“Dylan dodges Matrix style” and other silly boasts.

After the boys’ suicide, there’s a dream-like section

where they go to Hell and fight hordes of Doom

monsters, padded out to such length that even the

bloodthirsty players will tire and question its purpose.

As you explore the school, you’ll relieve the

events of that tragic day, as well as trigger flashbacks

of the frustration, anxiety and bullying that the two

boys lived. There’s a surprising and well-researched

depth here, with the game taking a documentary-like

approach and showing real facts of their lives, like

how Eric was prescribed drugs for his social anxiety

and those prevented him from joining the Marines,

or how he ran into a school “rival” before starting the

shootings, forgave him and told him to go home.

All these details provide a unique perspective

into the tragedy. SCMRPG! was often criticised for

trivialising the shootings, but in fact it humanises it.

It places players in the shoes of the boys and offers a

glimpse of why did they did it – and then lists them

among the tragic losses that day, not as monsters.

Not everyone agrees, of course, with activists like

Jack Thompson saying the game blatantly promotes

similar actions, training new killers.


“Beyond the simple platitudes

and panaceas of gun control,

media ratings/censorship, bully

prevention programmes, and

parental supervision remains a

glaring possibility: that the society

we have created is deeply moribund.

This game asks more of its audience

than rudimentary button-pushing

and map navigation; it implores

introspection.”

– Danny Ledonne,

SCMRPG!’s creator

Things got worse when in 2006 another school

shooting happened, this time in Montreal, Canada.

Ledonne’s game was brought once more into the

media’s spotlight, as it was revealed that the killer was

a fan of violent games, namely Postal 2, Manhunt,

Max Payne and Super Columbine Massacre RPG!.

A year later, SCMRPG! was chosen as a finalist for

the Slamdance Guerrilla Gamemaker Competition.

But, in a sudden twist, it was pulled from the contest

on alleged “moral obligations”. In protest, a group of

other competitors – including the developers of Braid,

flOw and Castle Crashers – wrote an open letter to the

Slamdance organisers, arguing that the decision was

“[...] hurting the legitimacy of games as a form of

expression, exploration, and experience”.*

Outraged by the removal of the game, the jury of

the Slamdance Film Festival decided to award the game

a Special Jury Prize, this time as a documentary. Once

again, the Slamdance organisers vetoed the award.

In the end, more than half of the finalists ended

up removing their games from the contest in protest,

and Slamdance never hosted a video game festival

since. Danny Ledonne further explored these events

with a 2008 documentary titled Playing Columbine,

focused on the controversy surrounding SCMRPG!

and the perception of games as children’s toys.

When covering the festival incident in 2007,

New York Times reporter Heather Chaplin elegantly

wrote “Video Game Tests the Limits. The Limits Win”.

In hindsight, that was only momentarily true.

Super Columbine Massacre RPG! may have lost

the Slamdance award, but it sparked a global debate

about the role and value of video games as media that

is still going on today, and inspired other developers

to use games to explore serious real-world issues.

SCMRPG! did break the limits on what games can

talk about, and in doing so became one of the most

important video games ever made. FE

There are multiple

references to

movies, books,

music and games

that were part of

Eric and Dylan’s

world, like

Apocalypse Now,

Doom, Marilyn

Manson and

even Nietzsche.

*You can read

the open letter

from the indie

developers to

the Slamdance

contest here.

The massacre victims are dehumanised through Eric and

Dylan’s eyes, seen as nameless stereotypes and cliques.

The game ends with various people speaking about the

tragedy, each with a different, external target to blame.

341


Jade Empire

BioWare, 2005

Windows, Mac, Xbox, iOS and Android

Jade Empire

was first

released for

the Xbox in

2005. The

Windows port

came in 2007,

called Special

Edition and

adding extra

features. In

2016, BioWare

also ported the

game to mobile

platforms.

The character

system is very

simplistic: there

are three stats,

upgrades to each

fighting style, a

morality bar and

gems that you

equip in your

magical amulet.

342

There’s a popular saying about good art being

about constraints, not about freedom. Jade

Empire sees BioWare freed from the constraints

of the Dungeons & Dragons ruleset and setting, as well

as from the looming presence of the Star Wars canon.

The studio had total creative freedom for the first time

since Shattered Steel, back in 1996.

The result? A mix of wonderful creative invention

and dreadful literary excess.

The most striking aspect on display is the game’s

“wuxia” setting. BioWare’s Far Eastern fantasy world

is ripe with lore and lush with colour. It’s a land of

travelling merchants, of martial artists looking to hone

their craft, where elements and spirits exert palpable

influence in the world. But in mixing and matching

from the rich source material, BioWare didn’t add

enough of its own. The world is a pastiche of influences

from Chinese cinema and literature. It is an unusual,

underused setting, but it never feels original.

Meanwhile, too many characters are far too eager

to dump lore on you for the sake of doing so. Jade

Empire’s world is likely to bore you into not caring

about it before you’re done with the first village.

If the world-building is tepid, the narrative is

anything but. What starts as a familiar “Chosen One”

quest leads to one of the best plot twists in gaming.

Good twists are the ones where you have the clues to

figure them out laid before you, but they surprise you

anyway. Twists like this are rare and hard to pull off

in games. Jade Empire manages it, in what is one of

BioWare’s finest storytelling moments to date. That

it shines despite the filler dialogue and weak voice

acting speaks to its strength.

Companion characters, the bread-and-butter

of BioWare’s modern output, are hit-and-miss. Most

talk too much while having very little to say – even

the romances feel like a bit of an afterthought. The

ones that stand out do so thanks to their quirky

personalities. In fact, Jade Empire is at its best when it

tries to be funny and tongue-in-cheek. But more than

any other BioWare RPG, this story is all about you.

Combat-wise, Jade Empire sees the company

abandoning its usual real-time-with-pause combat

for a full action-based system. This feels more natural

on a console and would serve as a stepping stone to

Mass Effect, but the transition wasn’t smooth.

When combat starts, the camera zooms out and

locks on an enemy. Then, it’s a matter of dodging,

strafing, blocking and attacking at the right time –

alternating quick, power and area attacks to create

combos – often against several opponents. Still, your

biggest foe will likely be the game’s poor camera.

During your journey you’ll learn over 30 fighting

styles. Some vary in speed and strength; others inflict

status afflictions. A few focus on weapons and elemental

magic, and there are even styles that transform you into

a giant Toad Demon or a Jade Golem. You can equip up

to four at one and switch between them during combat

– even midway through combos.


“One of the things that the designers

were looking forward to the most

was not having the restrictions of a

licence. A licence is really beneficial

when it comes to structure and the

framework of a game, and you can

take a lot from research. Star Wars

was a great example of that – we

were really able to reinterpret it all.

However, just to be able to do

anything you want, and know that

you’re not contravening the rules or

someone else’s idea of how it should

all go, is cool.”

– Diarmid Clarke,

Jade Empire’s project director

Knowing when to use each style makes up the

bulk of the combat. The way you finish your combo

will determine the kind of energy your defeated foe

leaves behind. It can either be Health, Mana or Focus.

The first is self-explanatory; healing and magic

attacks consume the second, while Focus fuels weapon

fighting styles and your character’s time-slowing,

Matrix-inspired ability. This Focus ability is one of the

most useful, as the floaty controls and sub-par camera

make fights against several opponents a harsh affair.

Character customisation is minimal. You start

with a choice of seven pre-made warriors to pick from,

and can alter their stats and initial combat styles.

Jade Empire only has three stats, each tied to your

resource pools. They also double as skill checks during

conversations. Loot and equipment management are

also heavily streamlined – all you’ll find are gems that

the main character can affix to their pendant, usually

offering simple stat boosts. That’s it.

As for exploration, Jade Empire is a linear game,

with very little to find off the beaten path. Some of

the main quests offer several, often diverging paths

toward a resolution. The way you choose, in turn, will

influence other characters and push you towards the

Path of the Open Palm or the Path of the Closed Fist –

two martial arts philosophies that aim high, but lack

nuance and play out as “good and evil” alignments.

Despite the weak mechanics, the need for an

extra dialogue passes, and a lore-dump approach to

world-building, Jade Empire still retains some charm.

Not only is it a chance to adventure in an underused

setting, but the art style hold up well, with each

area showcasing that Far Eastern mystique. And the

central narrative is still BioWare at its finest.

However, the many flaws that players stomached

years ago are became harder to forgive today. While

the rest of BioWare’s catalogue has aged somewhat

gracefully, Jade Empire has not. LM

Jade Empire

offers three

different dialogue

skills, each tied

to one of its

stats. The way

you solve quests

also affect your

alignment.

Those seeking

to expand

Jade Empire

can try the

Jade Empire

in Style mod,

which adds

several new

combat styles

and rebalances

existing ones.

Only one companion will follow you at a time. You can

order he/she to fight or to act as support during combat.

When travelling across the world by plane, you’ll have

the option to play a simple shoot ‘em up mini-game.

343


Fate

WildTangent, 2005

Windows and Mac

You can find a

handy archive

of Fate’s mods

and tools, plus

guides on how

to set them up

at www.surdin.

net/archive

Fate was

designed as a

casual-friendly

mix of Diablo and

roguelikes, with

an art style that

tries to be cute

without being

childish.

Each new version

keeps the core

gameplay but

adds content and

features, such as

more pets, new

player races and

recruitable NPCs.

344

Fate had humble beginnings, born an accessible

yet deep Diablo clone developed in a mere five

months. The game was quite successful, leading to

four stand-alone versions: the original 2005 game; Fate:

Undiscovered Realms in 2008; Fate: The Traitor Soul in

2009 and Fate: The Cursed King in 2011. Each release

adds new content and features, but the game itself is

basically the same: a Diablo-like dungeon crawler with

one town and an endless dungeon under it.

Each game offers a wide variety of monsters,

random dungeons and an endless diversity of suffix/

prefix-constructed loot. In each dungeon, you’ll need

to finish one random main quest to win (usually

killing a boss at a deep level), and in the process you’ll

complete many randomly generated side-quests.

Where differs Fate from the most Diablo clones

is the ability to adventure infinitely: there’s no level-up

limit and dungeons are endless: you can descend lower

and lower, gaining more and more powerful loot and

fulfilling new random quests. After finishing the main

quest you can retire your hero, creating an “inheritance”

to be given to his descendant in the next game.

The character system is quite straightforward,

with several stats and skills that can be upgraded at

level-up. The different races (added in Traitor Soul)

differ only in initial parameters and appearance.

What really determines your hero is your equipment

and spells, so you can tune your playstyle freely.

Other features include a gambler, an equipment

enchanter and a pet – initially a cat or dog, but you

can transform it into much more powerful monsters

by feeding it fish. Ah, yes, fishing! You can fish for

progressively more powerful fishes and items.

If all this feels familiar, it’s because Fate’s creator,

Travis Baldree, later also worked on Torchlight (2009),

taking most of Fate’s features with him.

Another shared trait is the extensive modding,

with fans adding a lot of content, gameplay tweaks,

changing monster density, camera controls, etc.

Unfortunately, Fate has one big issue: it’s not

pretty. Graphics are quite simple, muddy and have

barely been improved in the subsequent versions. Yet,

while Torchlight might be more polished, the infinite

randomness of Fate is worth trying for those who can

overlook graphics in favour of addictive gameplay. SS


Titan Quest

Iron Lore Entertainment, 2006

Windows

Mythological RPGs are surprisingly rare, but

Titan Quest does its best to make up for it.

As a Greek hero trying to find the source

of a monster infestation, you’ll travel across Greece,

Egypt, the Silk Road and China, then climb Olympus,

descend into Hades and cross the Bifrost into Valhalla.

No one can say this is “just another Diablo clone”.

Alongside the mythological setting, Titan Quest’s

defining feature is its character system. Instead of

classes, the game has eight masteries (ten with the two

expansions), each with its own skill tree. The trick is

that each character can learn up to two masteries. So

you can pick the Earth mastery, which specialises in

AoE spells, and play a pure caster; combine it with the

Defense mastery to increase survivability; or with the

Storm mastery for more single-target spells; and so on.

It’s a fascinating and deep system that allows for

55 different mastery combinations, plus the variations

from your choices inside each individual skill tree!

While this sounds amazing, Titan Quest fails to

fully take advantage of it. Combat is far too easy and

items don’t offer much more than simple stat bonuses,

making all that character-building feel underused.

Moreover, this is not a game that’s fun to replay.

Unlike other Diablo-like games, the world of TQ

isn’t random – enemies and areas are always the same.

This enables visually stunning landmarks like Athens,

the Great Wall of China or the Pyramid of Giza, but

most of your time will be spend on generic plains and

mountains, killing the same foes over and over again.

This is made worse by the game’s difficulty system,

where you must complete it twice to unlock the highest

difficulty setting (which has additional bosses and items)

– something that can take up to 40 hours per character!

This made sense in Diablo II, but Titan Quest’s world

simply doesn’t have the same quality and variety.

Iron Lore closed down after releasing the Immortal

Throne expansion in 2007, but THQ Nordic remastered

the game in 2016, then released the Ragnarök expansion

in 2017. These add even more length to a game that’s

already overly long, making them rather niche in appeal.

Instead, those looking for a fresh take on Titan

Quest’s mastery system might enjoy Grim Dawn (2016),

a great Action RPG by original TQ developers, which

employs the same engine and many similar features. FE

Titan Quest has

great support for

modding, leading

to popular mods

such as Diablo 2

Lilith, which adds

Diablo II’s classes

and a new world,

and Soulvizier,

which expands

the game with

new classes,

monsters and

items.

Titan Quest has

an amazing art

style and makes

great use of

iconic landmarks.

Sadly, most of

your time is

spent on generic

areas that drag

for too long.

You can spend

points learning

and improving

skills, or use

them to level

up the mastery

itself, earning

stat boosts and

unlocking more

powerful skills.

345


Dwarf Fortress

Bay 12 Games, 2006

Windows, Mac and Linux

Dwarf Fortress’

full official name

is Slaves to

Armok: God of

Blood - Chapter II:

Dwarf Fortress.

The game is a

“sequel” to Slaves

to Armok: God

of Blood, a crude

3D roguelike Tarn

Adams created in

the early 2000s.

In Fortress Mode

you assign tasks

such as “dig

this wall”, and

the dwarves

tasked with the

appropriate

professions

perform them.

346

In your typical Tolkien-esque fantasy world, plenty

of favour is given to the elves, the halflings, even

the humans. But Dwarf Fortress is a game that will

make you fall in love with the dwarves.

The game is freeware, developed almost entirely

by Tarn Adams, with help from his brother Zach.

The first alpha build released in 2006, and, after ten

years in development, it still isn’t exactly “finished”.

But while some games usually suffer for such a long

development time, Dwarf Fortress has only become a

greater, more complete experience over time.

There are two play modes to the game, and they

function very differently. The first is Fortress Mode,

which plays much like a real-time strategy game or

a management/sim game, where the player has the

run of an entire fortress full of dwarves, giving them

instructions of what to build and how to survive.

The other mode is Adventure Mode, in which

the player controls a single character (not necessarily

a dwarf) and freely travels through an open world,

taking quests, slaying monsters and collecting items,

much like a traditional roguelike.

What really sets Dwarf Fortress apart is the

staggering depth and complexity of its systems – it

may be the most mechanically complex game ever.

Take world generation for example. The first

thing a player must do upon starting the game is have

a random world generated. This world is formed with

surprising realism. Mountain ranges form in realistic

lines, rivers will flow across the land, carving out

fertile valleys, and rain shadows will form deserts on

the far sides of mountain ranges.

Then an extensive history for this world will be

generated, with civilisations rising and falling, titans

raiding towns, wars being waged, heroes appearing,

etc. This will all be reflected in the factions that visit

your fortress, and in the areas your hero can explore.

Physics also play a prominent role in the game’s

functionality. In a seemingly simple action, such

as a dwarf swinging a hammer at a goblin, so many

factors come into play. The game will consider the

force of the dwarf ’s swing, the quality and material

of the dwarf ’s hammer (a silver one would be heavier

than a copper one, and therefore more effective), the

thickness and quality of any armour the goblin may

be wearing (which is also dependent on the specific

body part struck), how many layers of armour and

clothing there may be, the thickness of the goblin’s

skin, muscles, and bones, and more.

Through all of this, the game subverts typical

damage-tracking in the form of hit points, and instead

uses a broader, somewhat more vague system in which

body parts may be bruised, cut, broken, mangled to

various degrees, or lopped off entirely. On top of all

that, the game also considers any cut arteries, severed

nerves and even the character’s personality.

Discussing all the game’s mechanics requires an

entire book (and indeed there are books and even

theses on them), but, thanks to the interplay between

these systems, one of the biggest draws to Dwarf

Fortress is that it’s a great storytelling game.


“We have story analysis stuff we do

to plan the game where we write a

short story, just some typical fantasy

story, and be like, ‘What makes this

story interesting? Where are the

inflection points that really turn it

into a narrative that pops out of

it?’ We want that to happen when

people are playing the game. We

want them to have something they

can hold onto and then tell their

friends [...]”

– Tarn “Toady” Adams,

Dwarf Fortress’ creator

This isn’t to say that the game has a well-written

narrative, or really much of a written narrative at all.

Rather, every person who plays Dwarf Fortress comes

out of the experience with their own unique story.

You may dig too deep, find an ancient beast, kill it, or

see your fortress infected by a disease spread by the

beast’s blood. Or perhaps play as a bold, brash Elven

hero that loses a leg in battle but still roams the land,

wielding a sword in one hand, a crutch in the other.

The game is also notorious for its graphics and

control scheme, which many new players find all but

impenetrable. By default, the game uses an ASCII

tileset, representing every creature and object in the

game as a unicode character, but the game is easily

moddable to use graphical tilesets.

The controls, particularly in Fortress Mode, seem

unintuitive at first, but this is due to the game relying

largely on hotkeys which are normally reserved for

more advanced players in a typical strategy game.

Dwarf Fortress’ astonishing depth comes from

over a decade of tireless development. The first release

didn’t even allow for multiple Z-levels; the whole game

was limited to a two-dimensional plane.

In 2011, Tarn Adams stated that the game could

very well be in development for another 20 years and

still not reach version 1.0. And even then, he would

probably keep updating it, in his pursuit of simulating

the “narratively interesting parts of existence”.

He receives enough money in fan donations that

he is able to live comfortably, and he has stated that

he intends to always keep those humble roots, never

signing with any publisher or development company,

funding the game solely through donations.

Although it may never be entirely finished, the

importance of Dwarf Fortress is undeniable. It stands

as a one-of-a-kind game that achieved a rare, perfect

balance between procedurally generated elements

and the importance of player input. TT

Adventure

Mode stands

out from other

roguelikes due to

its simulationist

approach.

Combat, NPC

dialogue and

even enemy

behaviour all

feel dynamic

and unique.

There are

several mods,

hacks, utilities

and graphical

tilesets made

for Dwarf

Fortress.

Beginners may

wish to start

with the Lazy

Newb Pack,

which includes

the most

popular tiles,

utilities and

customisation

options.

Modders have

created a wealth

of tilesets and

utilities, such

Dwarf Therapist,

an app for

managing the

dwarves’ jobs;

and Stonesense,

which renders

the isometric

graphics of your

fortress.

347


The Elder Scrolls IV:

Oblivion

Bethesda Game Studios, 2006

Windows, PS3 and Xbox 360

Oblivion was

among the first

games to use

the Xbox 360’s

marketplace

to sell DLCs.

It was harshly

criticised for

charging $2.50

dollars for a

set of cosmetic

horse armour,

which became a

term associated

with overpriced

DLCs in games.

An oblivion gate,

which leads to

one of the hellish

Daedric planes.

While interesting

at first, these

dungeons quickly

grow repetitive.

348

Oblivion represents a fundamental change in core

audience for the venerable The Elder Scrolls

franchise. While this was a franchise born on the

PC platform, Morrowind was a trailblazer that opened up

the console audience to a new type of RPG. Instead of the

generally linear and narrative-driven Japanese RPGs that

defined this type of game on consoles, The Elder Scrolls

were games about an open world which involved crafting

your own character and story.

To this end, Oblivion placed pumping up

production value as its first and foremost priority.

The game had a cutting-edge physics system where

objects could be moved around and thrown, very

high 3D graphical fidelity, full voice acting, a realistic

action combat system and many other features.

While none of the production value here was a

peak industry-wise, the fact that they managed so high

a quality across a game of such size was nothing short

of remarkable from a development perspective.

But this was also the time of soaring development

costs. Such investment enforces commercialism from

the top down without skipping a beat.

Gone is the unique oriental influence of

Morrowind that saw it being populated with alien

mushroom landscapes and complex political intrigue.

Instead we are back in the safe embrace of token Tolkien

European fantasy, complete with wolves, goblins and

evil demons to slay. If only this was the only misstep.

Voice acting meant that the text was pruned

extensively, much of it being to the point and related

to whatever current quest the player is on. The days

of stopping a passer-by to talk about the local news,

geography of the land and political upheaval are

gone. And though Patrick Steward was advertised as

providing the voice of the Emperor, this proved to be a

marketing ruse since he dies in the tutorial and the rest

of the game has a small cast which leads to uncanny

valley moments where people are having conversations

while having the same voice.

This stripping away of complexities applies to the

world and story as well: hellish portals appear across

the land due to the Emperor and his entire magical

bloodline being assassinated. But said land is mostly

unaffected by this event. The side-content focuses on

mundane dangers like bandits or other unrelated world

threats. It’s downright bizarre to hear the population

express just minor concern over what is supposed to

be the end of the world according to religious canon.

For all the those faults though, it must be said that

the quest design significantly improved; in fact, it’s one

of the areas where the title excels. While lacking the

context of Morrowind’s quests, which were more about

the setting and political intrigue, Oblivion provides

excellent opportunities for adventures, such as

exorcising a haunted manor bought cheap or travelling

through someone’s mind to wake them up. The Dark

Brotherhood assassination quests in particular are

some of the best in the series.


A radical departure from Morrowind’s customisable UI,

Oblivion’s interface is list-based and designed for consoles.

Oblivion added two mini-games: a reflex-based one for

lock-picking and a crude logic puzzle for speechcraft.

Many of the old-school RPG elements were streamlined,

but others were kept intact, resulting in an uneven game.

The Shivering Isles expansion moves away from generic

European fantasy, sending you into a plane of madness.

Gameplay-wise, Oblivion uses an action combat

system with realistic hit detection, a clear departure

from the statistical combat hidden by faux animations

from the previous games. While this leads to better

game feeling in all areas, it plays the same way from

start to finish. No longer are there enemies that drain

stats which require special medicine to reverse, nor the

annoyingly charming Cliff Racers of Morrowind that

would swoop down on the player. Outside of vampires

that can turn invisible, Oblivion’s combat is all about

smacking enemies and seeing their life bar go down.

Admittedly, the trap design of dungeons does try

to shore up fights by adding environmental factors,

and turning them against enemies is rewarding but it is

not enough to redeem the rest of the experience.

Every issue mentioned here gets amplified by the

invasive level-scaling system, which not only spawns

creatures appropriate to your current progress – e.g.

replacing a pack of wolves with a group of minotaurs –

but also levels up them up to match you, making every

encounter, again, fall into a rigid sameness quickly.

The game also sold itself on its Radiant AI, which

supposedly gave dynamic schedules to NPCs. However,

given the small population and the obvious moments

when they stop to execute their script, it mostly resulted

in generating the uncanny valley effect yet again.

Oblivion is and shall remain a controversial title.

The wonderment of console players first exposed to a

massive living world proves the game worthy of praise.

But just as genuine was the bitterness of CRPG fans

that hold Oblivion (along with Fallout 3) as the seminal

example of the trend to mutilate CRPG design into

palatable slop for the console mass market. LL

Mods:

Unofficial Oblivion Patch: fixes thousands of bugs.

DarNified UI: Offers an interface more suited for PCs.

Oscuro’s Oblivion Overhaul: A large mod that adds

monsters, items, quests and removes level-scaling.

Nehrim: At Fate’s Edge: A brilliant total overhaul

mod that often surpasses the original game.

Oblivion

received two

expansions:

Knights of the

Nine asks you

to collect a set

of relics to fight

the Sorcerer-

King, while

the critically

acclaimed

Shivering Isles

sends players

to the plane

of madness.

349


Dungeon Crawl:

Stone Soup

*The original

Crawl was

released in

1995, but the

Stone Soup

development

branch began

only in 2006.

How many games

allow you to play

as a stealthy

octopus assassin?

Far from a mere

gimmick, each of

the many exotic

races offers a

unique playstyle.

Robert Alan Koeneke, 2006*

Windows, Linux and OS X

A

huge part part of the roguelike’s appeal is

its mystery: random generation means that

no two games will be the same and makes

memorisation infeasible while the permanent death

of player characters discourages careless trial and

error.

As a result, the player is expected to learn the

game’s rules and adapt to different situations by both

in-game preparation (levelling up, collecting items)

and the knowledge of different strategies for dealing

with the inevitable appearance of something he/she

can’t face head-on. Failure to do so means their character

is lost forever, with no option but to start again.

The trade-off here is that the larger games in this

genre take an unimaginably large amount of failed

attempts to figure out. In fact, this can be such a big

time investment that learning games like NetHack

or ADOM by yourself is simply not expected and

the number of people who were able to finish them

without reading spoilers, watching other people play

or just asking more experienced players for advice is

very, very low.

One of the main design principles of Dungeon

Crawl: Stone Soup is to avoid this while still keeping

the game random, complex and difficult. To achieve

this, the developers made Crawl almost completely

free of instant deaths or difficult puzzles.

On the other hand, they’re actively fighting

against any sort of grinding and disproportionately

powerful tactics – even going so far as to remove the

ability to sell items in shops. In addition to trying to

make the game fall into the “hard but fair” category,

Crawl developers are also making their game as userfriendly

as possible by including graphical tiles and

full mouse support (old-fashioned fans can still opt

to play the game in ASCII mode. There’s even an

automatic exploration mode supposed to reduce the

tedium of uncovering everything on the map.

Crawl is generally considered to fall into the

“hack-like” tradition of roguelike games: it’s inspired

by NetHack’s persistent levels with special rooms,

multiple dungeon branches, focus on preparation

rather than levelling up, etc. However, it also features

large, scrolling levels reminiscent of Moria or Angband

and its complexity is not in the interactions between

items but in countless possible character builds.

There’s a large variety of races to choose from

– 26 to be precise – and, while the standard ones

differ mostly in stats, the more outlandish ones play

completely differently, such as Ghouls who must

devour corpses to avoid rotting or Formicid, humanoid

ants that can dig through walls. There’s even a race of

sentient housecats that can’t use weapons and armour

but get additional lives after levelling up.

There’s also a choice of class, although that

affects only starting skills and equipment – different

skills can be learned by using them and what started

out as a warrior might end up being a mage.

350


“My favourite gameplay mechanic

is roguelike permadeath: a

character who took hours to build

up can be destroyed forever by a

few poor decisions and a single turn

of bad luck. When you can’t just

reload a save from two minutes ago

again and again until you get past

any obstacle, decisions become

meaningful and the game stops

being a quasi-interactive movie and

becomes a game again.”

– Linley Henzell,

Crawl’s original developer

Crawl shines on

its attention to

details, such as

how using cutting

weapons on a

Hydra will spawn

more heads,

giving it more

attacks per turn.

Religion plays a very important role in Crawl

as your character can worship many different

gods, each providing different benefits while at

the same time requiring a specific code of conduct

– those range from simple, like Elyvilon wanting

you to destroy weapons and avoid evil magic, to

strange, like Ashenzari wanting you to wear cursed

equipment. Some of the gifts given by those gods

can be interesting too: followers of Dithmenos are

surrounded by darkness, high-level Jiyva worshippers

receive random mutations and those crazy enough

to become Xom’s playthings will turn Crawl into an

unpredictable, unfair and extremely difficult game.

The game begun its life back in 1995 as Linley’s

Dungeon Crawl, when it was still being developed

by a single programmer, Linley Henzell. It was first

released in 1997, then constantly updated until 2003.

The “stone soup” version was supposed to be a

temporary fork when the development team went on a

hiatus, but after some time it was clear that the project

was abandoned and DCSS became the official version.

Like many roguelikes, Crawl is light on the plot –

you search for Runes which will allow you to enter the

realm of Zot to retrieve a mysterious Orb. It’s not the

most fascinating premise, although religion-related

flavour text and some of the dungeon branches help

to flesh out the world a little bit. Still, it’s just a minor

complaint about an otherwise excellent and welldesigned

game.

While Dungeon Crawl: Stone Soup might not be

my favourite roguelike, it’s a great introduction to the

genre before trying to get into titles like NetHack and

probably the best choice for those who find typical

roguelikes antiquated or too cryptic. MM

Playing in ASCII

mode is also

possible. Here

we abandoned

Trog, the God

of Violence,

in favour of

Nemelex Xobeh,

the Trickster

God. A terrible

punishment for

this betrayal

awaits us.

351


Gothic 3

Piranha Bytes, 2006

Windows

Gothic 3’s

release was

plagued by

game-breaking

bugs, which

led to bad

reviews and a

“Disappointment

of the Year”

award. The

Community

Patch fixed most

issues and is

now officially

endorsed by

the game’s

publisher.

Gothic 3’s combat

is fundamentally

flawed, as you can

stun-lock almost

any enemy simply

by attacking first.

352

Gothic 3 might be one of the most ambitious

games ever attempted, trying to rival The Elder

Scrolls for size but with the specific depth that

Piranha Bytes showcased in their much-lauded Gothic

series. But greatness is not made by ambition alone

sadly, and saying this game is a gem in the rough would

be an understatement.

Following on Gothic 2’s ending, the nameless

protagonist now reaches the mainland, where the

Kingdom of Myrtana is under Orc subjugation. While

Orcs in the previous games were just savages, the

mainland conquerors are less Tolkien and more Klingon.

They have an orderly warrior culture based on strength,

but also a meritocracy with a strong sense of justice.

This change was necessary to push the player towards

possibly thinking of the Orcs in a positive light, maybe

even allying with them, as Gothic 3 features one of the

most interesting reputation systems ever attempted.

The Orcs and the human rebels (as well as other

factions) have their own rating for the hero and raising

it will grant access to new quests, gear and areas.

Moreso, each town has its own individual rating, and

when it is high enough the hero is allowed to see the

town’s leader. From there he can decide to overthrow

the current establishment or crush the dissidents.

This system isn’t limited just to the Orcs and

human rebels in the temperate kingdom of Myrtana.

Gothic 3’s world is huge, spanning three regions and

over a dozen towns, with a similar faction choice to be

made regarding the Hashishin and Nomads who live in

the southern desert land of Varant. Unfortunately, the

northern arctic region of Nordmar only has quests that

allow siding with the local Barbarians against the Orcs,

as such, the whole area just feels unfinished.

Sadly, that feeling pervades the entire game. While

the idea of growing your reputation in each given city

is amazing, in practice it’s less so, since it mostly boils

down to performing fetch quests. Some of these are

well-contextualised, like playing spy for the Orcish

mercenaries, but for the most part they are menial jobs

like getting meat or killing wolves for each town and

village – an exercise in pure tedium.

To top this off is the fact that there isn’t much

interconnectivity between factions. You can complete

quests in all towns and need only decide which side

to take during the endgame, which makes it shallow

and much less replayable than previous Gothics, where

they forced you into a faction from the start. This is

further reinforced by the fact that if more than a few

towns are freed or rebellions crushed then the defeated

factions will attack you on sight, something which isn’t

explained to the player in any way.

But even with all that there’s a sense of wonder

to be derived from actually impacting the world by

deciding who will rule each town. The game doesn’t

hold your hand and allows you to go anywhere, do

anything and kill anyone from the start. And while the

story is almost non-existent for most of the game, there

are three possible endings based on the faction you

end up supporting, plus slides showing the fate of key

characters. Yet, Gothic 3 could have been so much more.


“What happens with the narrative

when a major character dies?

How can we tell a story without a

reliable narrator? In this point we

didn’t meet our own expectations.

The story is great but it slumbers

beneath the surface and cannot

really take off, because there is no

mouthpiece to tell it.”

– Kai Rosenkranz,

Gothic 3’s developer and composer

Some areas

like this desert

stronghold

can only be

entered after you

gained enough

reputation with

their faction. Or

killed the guards.

The other aspects of this game don’t have such

extenuating circumstances. Gone is the rewarding

exploration with hand-placed items, replaced by

progressive randomised loot where the contents of

chests you find are decided by the number of chests

previously opened. This results in situations where

the player manages to brave caves filled with monsters

only to be rewarded with junk, while finding the

better items in chests on the side of the road.

Combat is a shadow of its former self: melee is

decided by who manages to strike first due to stunlocking

– a far cry from the previous Gothics where

timing was essential. There’s also a new, completely

unnecessary endurance bar that quickly drains as soon

as combat starts and makes no sense in a game with

lengthy town battles. Archery, on the other hand, is

improved due to adding manual aiming and physics,

which made it feel much more satisfying.

Magic is relatively the same, but the progression

structure was changed for the worse. You don’t start

as a mundane character that has to prove himself if

he wants to become a mage – now you can focus on

magic from the beginning. Some of the higher level

spells are quite spectacular, like changing night into

day, but only the player has access to them since all

other mages are limited to basic offensive spells.

Engine-wise, Gothic 3 looks quite good for its

time, and the lack of any loading screen in such a

huge open world is an impressive feat. That said, there

are plenty of visual quirks that require some tweaking –

the draw distance especially, since it’s pitifully small.

The game is also too colourful and bright for the grim

atmosphere it wants to portray, something that its

predecessors did quite well.

It should be noted that Gothic 3 was bug-ridden

on launch and only after extensive patching by the

community was it truly finished. More than that, the

fans added an optional alternative AI and system

balancing to the game, but all it does, ultimately, is

smooth a broken experience. While the community’s

bug fixes are absolutely essential, breezing through

the game on Easy as a mage with the alternative

changes disabled is probably the most enjoyable way

to see what this game does well.

In its own twisted way, Gothic 3 is an endearing

game, thanks to its scope and ambition in creating a

living, breathing world – which was beyond the time

and budget Piranha Bytes had available. Even so,

there are a couple of unique elements here, and with

the proper patches it is a worthwhile experience. Not

necessarily one that needs to be finished, but one that

can offer some worthwhile moments. LL

In 2008

JoWooD

Entertainment

published

Gothic 3:

Forsaken Gods,

a stand-alone

expansion

developed by

Trine Games.

Sadly, it’s little

more than a

quick cash-in,

replicating

Gothic 3’s faults

without any of

its redeeming

qualities.

Gothic 3 offers an excellent map that tracks the locations

you’ve discovered, their quests and your reputation.

Mods:

Community Patch: Absolutely essential, it eliminates

hundreds of game-breaking bugs. It also offers optional

alternative balancing/AI, which makes the game harder

and more complex – thought arguably not better.

Questpaket: Adds a lot of new content to the game,

especially new quests. Has fan-made German voice

acting but a rather poor English translation.

Content Mod: Expands upon the Questpaket, adding

even more quests, items, equipment and new textures.

353


Neverwinter

Nights 2

Obsidian Entertainment, 2006

Windows and Mac

NWN 2 uses

an updated

version of NWN’s

Aurora engine,

called Electron.

Obsidian moved

it from OpenGL

to DirectX,

planning for an

Xbox 360 release.

However, due to

lack of funds

the port was

never made.

Obsidian’s second game, once again a sequel

to a BioWare title, Neverwinter Nights 2 is set

in the Forgotten Realms, based on a modified

Dungeons & Dragons 3.5 ruleset. The game features a

long single-player campaign, an elaborate toolset for

making custom content, as well as a multiplayer that

allow players to create persistent role-playing servers,

or just play through the game with a friend or two.

The most impressive feature of NWN2 is the

character system, sporting a very generous amount of

classes, races and build options, including the option

to pick multiple classes as your character improves.

Few games can compare when it comes to the sheer

variety of options for creating and developing your

character. You could be a gnomish cleric/rogue who

specialises in assassination, or perhaps a half-angel

warlock mowing down enemies with dark magic and

a fire-enchanted scythe.

Equally impressive is that the game features

several template builds for each class, providing ample

guidance on what to pick for players who, like myself,

have little prior familiarity with the D&D ruleset. It is

everything a power gamer could hope for, while still

being entirely accessible for the newcomer.

The only real flaw of the character system is a

slight lack of documentation, making external aids

like wikis a requirement for an in-depth planning

and understanding of your options, although this will

only bother those who really like the gritty details.

Sadly, combat does not live up to the promises

of the character system, featuring a messy real-timewith-pause

system and a clunky camera that makes

it hard to tell what is going on, further obscured by

fancy spell effects that block your view.

And cast spells you will, because there’s no limit

to resting, and therefore no limit to spell-casting and

health restoration. Combat is further hampered by a

generally poor AI and, in the campaign, a lack of good

encounter design, making tactics mostly unnecessary.

Overall, most battles will amount to little more than

watching combat rounds roll on while you wait for

the enemy health bars to deplete.

Outside of combat, NWN2 also features various

skill checks, both in-dialogue and while exploring,

and a crafting system, which works but isn’t exciting.

The enjoyment from these activities depends a lot on

the writing and dungeon design, which most of the

time works well enough, a few boring areas excepted.

354

Character creation fully employs D&D 3.5, with dozens of

races, sub-races, classes and prestige classes to choose.

Eventually you’ll get to manage a stronghold, rebuilding

its walls, training guards and making various decisions.


“The biggest problems during

development were an unrealistic

scope and a lack of focus on

quality/fun from the beginning.

It’s arguable that the former

resulted in the latter. With D&D

games, it’s easy to become

consumed by the idea of adding

every feat, class, and race you can

find in various books.”

– Josh Sawyer,

NWN 2’s lead designer

NWN2 makes

great use of skill

checks, especially

during some of its

dialogs, where it

presents multiple

approaches with

varying results.

NWN2’s campaign is split into three acts: the

first featuring low-level adventuring on the road

to and inside the city of Neverwinter, the second

revolving around an excellent trial, and the third

around gathering allies to stop the big bad.

The campaign as a whole is not bad or particularly

good, but the pacing of the first act is horrendous,

involving seemingly endless traipses to dungeons to

unlock plot gates. The trial in the second act is a great

example of how to do dialogue as a boss battle, only

slightly undercut by the fact that your failure means

nothing. The third act gives the player a stronghold to

manage, providing a much-needed breath of fresh air,

even if the decisions are mostly without consequence.

During the campaign, you are joined by four-ata-time

of 12 total companions (mostly at your choice,

sometimes imposed), one of every base class except the

Barbarian. This makes all PC classes relevant, but the

writing is spread a bit thin, and most of the characters

are stereotypes of their class. They will sometimes

interject during quests, allowing you to gain or lose

loyalty with them, which has consequences later in

the campaign when that loyalty is tested.

Overall, NWN2 is a very strong foundation for

a good CRPG, but the content is lacking, something

which was addressed in the expansions.

NWN2 features three different camera and control modes,

from third-person to top-down, but they all work poorly.

The first one, Mask of the Betrayer, featured a

new campaign with vastly improved writing, while

the second expansion, Storm of Zehir, introduced one

with much stronger gameplay. NWN2 also received

an official third-party adventure pack made by Ossian

Studios called Mysteries of Westgate, featuring a small

city with less but more significant combat.

With all this considered, Neverwinter Night 2 is

more successful as a foundation for a great RPG than

it is one itself, but it is still worth checking out, if only

for mods or as an appetizer for the expansions. JA

Mods:

NWN2’s toolset is very powerful, but lost NWN1’s

accessibility. Still, fans created some fantastic content:

Tony_K’s Companion and Monster AI Mod: Improves

the game’s AI, making it smarter and adding

many quality-of-life features and improvements.

Kaedrin’s PrC Pack: Adds many new races, classes and

prestige classes, plus new spells and cleric domains.

Baldur’s Gate Reloaded: A complete remake of the

first Baldur’s Gate, updated to fit the D&D 3.5 ruleset.

Wulverheim: A huge, open-world sandbox campaign,

heavily inspired by The Elder Scrolls IV: Oblivion.

Pool of Radiance Remastered: An award-winning

remake of classic CRPG Pool of Radiance.

The Maimed God’s Saga: A brilliant module where

you play a cleric of Tyr sent on a quest that will test his

faith. Has great writing and a heavy role-playing focus.

Conan Chronicles: A multi-chapter campaign based

on various short stories from Conan the Barbarian.

Planescape - The Shaper of Dreams: An epic saga of

a woman trying save her husband from the Abyss.

Dark Waters: A three-part pirate campaign that

pushes the limits of the engine, adding new gameplay

modes such as naval battles and card collecting.

NWN2 offered

persistent

multiplayer

servers through

Gamespy, but the

service closed

in 2012. You can

still play through

community-hosted

servers, listed at

www.nwnlist.com

There are some

valuable resources

for NWN2 players,

such as the NWN2

wiki, which

offers extensive

documentation

on the game’s

mechanics,

and the online

Character Builder,

available at www.

nwn2db.com

355


Age of Pirates:

Caribbean Tales

Akella, 2006

Windows

By editing the

game’s .ini

files you can

unlock higher

resolutions.

In Age of

Pirates 2: City

of Abandoned

Ships you can

also unlock 15

new starting

characters.

Towns offer

taverns to hire

crew and hear

rumours, multiple

shops and NPCs

that can provide

you with quests.

Or they can be

captured and

pillaged.

356

The Age of Pirates/Sea Dogs series is what

happens when Russians play a lot of Sid Meier’s

Pirates and decide that they can do it better.

By Crom, they almost did.

The series began with Sea Dogs (aka Corsairs)

in 2000. Bethesda then signed to publish a sequel,

but renamed it to Pirates of the Caribbean (2003) to

take advantage of Disney’s popular movie series. In

2006, Akella released Age of Pirates: Caribbean Tales,

changing the series’ name due to copyright issues.

Afterwards, other developers began to make

sequels. Age of Pirates 2: City of Abandoned Ships

(2007) was a huge leap forward, adding three playable

characters, better combat and a deeper stat system for you

to further customise your characters. Years later came

Sea Dogs: To Each His Own (2012), a professionally

made mod released as a stand-alone game, it improved

the graphics and added a more involved story.

Each new game improved the engine and some of

the systems, building upon the assets of the previous

one, so the series’ core gameplay remained constant:

open-world sailing, fencing and swashbuckling.

You usually start the game choosing a character

(some games only have one, others have multiple), a

starting class (which defines your stats and initial gear)

and a nation (England, France, Spain or Holland). You’ll

then have to complete a starting tutorial, which ranges

from short and skippable in some games to somewhat

longer story-based intros in others. After that, you set

sail – the entire Caribbean now open to you.

You can sail in third- or first-person view, travel

the world-map in a overhead travel mode and explore

towns, forts and jungles on foot, talking to NPCs for

quests and rumours. You’ll trade, fight and generally

blunder your way across the Caribbean and, if you

wander enough, run into special quests that can

reward you with considerable wealth and rare ships.

Your character’s skills improve the more you use

them, and you can buy perks that add key benefits

to your playstyle. You can also hire ship officers and

fighters to cover whatever skill deficiencies you have.

Fighting on land or while boarding involves two

key parameters: health and stamina. You die when you

run out of health, and you can’t swat even a fly without

stamina. You and your opponents play by the same

rules, and while one-on-one combat is easy, getting

swarmed in a group can be anything from challenging

to tedious, depending on how well-stocked you are

with potions. You also have the emergency option of

firing a pistol, which, while handy in a pinch, takes

long enough to reload that swordplay remains the

chief means of fighting.

The first games have a button-mashing combat,

but the swordplay was upgraded after Caribbean Tales,

offering six moves: a light swing, a lunge, a heavy

overhand blow, a counter attack, a parry and a huge

swing that cuts at everyone in front of you. You can also

block attacks, and sidestep or dodge backwards.


You have to carefully manage your crew, morale and cargo,

as they will affect your efficiency while sailing and fighting.

Sea battles require you to pay close attention to the

wind and your cannon’s range, maneuvering carefully.

Age of Pirates 2 added the PIRATES stats system, which

was heavily inspired by Fallout’s SPECIAL system.

A nice abstraction when boarding a crew that

heavily outnumbers you: instead of facing vast

numbers beyond the engine’s capacity, you instead face

very tough opponents who are several levels ahead of

you. A nice touch, if a bit perplexing to new players.

Sea combat is an entirely different beast. It might

seem slow and ponderous (hint: the + button speeds

up the game) but is far more character-skill dependent

than fencing. You get regular cannonballs for allround

damage, grapeshots for greater hull damage,

chain-shot for sail damage and explosives for setting

ships on fire. All of them have their uses, no matter

your style of ship fighting. You can also command

a fleet of ships into battle, so you won’t always face

utterly terrible odds.

Due warning, this series is as Russian as they

get. Outdated graphics, indifferent writing, no handholding,

an emphasis on certain aspects of “realism”,

extremely obscure mechanics and quests that run the

gamut from simple “FEDEX quests” to utterly crazy

gigs that are the equivalent of looking for an ink-drop

in the entire goddamn Caribbean waters.

Long travels are done in a overhead world map. You’ll

have to keep an eye on food, morale and other ships.

It’s all very daunting to newcomers. Even if you

spend hundreds of hours playing, you’ll probably still

need a walkthrough to complete some of the more

unique quests, especially the endgame ones.

On the other hand, they offer an amazingly open

experience, similar to Mount & Blade (2008), and

you can definitely see your character progress from

landlubber to sea dog, master fencer, etc. There’s a lot of

RPG here, from choosing your character’s initial build,

to working for different factions, to getting a sustainable

economy going. Forget wooing the governor’s daughter

like in Sid Meier’s Pirates. Here you can BE the governor.

But you gotta take over the colony first. Good luck.

Since the games are all very similar, it’s hard to

point out which is the best one. Furthermore, every

entry in the series has one or two big exclusive mods,

so the community is quite fractured. Good starting

points are Sea Dogs: To Each His Own (the latest entry,

has a good story and better graphics) and Pirates of the

Caribbean with the New Horizons mod (huge amount

of content and options for free play). Just pick one and

set sail into a life of adventures. ER

357


Dark Messiah:

Might and Magic

Arkane Studios, 2006

Windows and Xbox 360*

*Dark Messiah

was ported to

the Xbox 360

in 2008, under

the title Dark

Messiah: Might

and Magic -

Elements, with

extra levels and

new multiplayer

modes to enjoy.

You’ll be joined

by the young

mage, Leanna,

and by Xana,

a spirit that

provides advice

and snarky

comments.

358

W

hen the 3DO Company went bankrupt in

2003, Ubisoft bought the Might and Magic

licence and did a complete reboot. Their

first new game, Heroes of Might and Magic V, presented

a new world called Ashan and followed the story of

a group of knights fending off a demon invasion and

uncovering the Prophecy of the Demon Messiah, who

would one day unleash chaos upon the world.

Twenty Ashan and three Earth years later, the

“kicking simulator” formally known as Dark Messiah:

Might and Magic details the adventures of Sareth, a

warrior sent to retrieve an artefact known as the Skull

of Shadows. He is aided by Xana, a spirit confined

inside his soul right in the game’s beginning cutscene.

While the story boasts four endings (really the

permutations of two major choices), it’s fairly simple

and linear. You can almost guess the plot points by the

first hour of the game, after the introduction of all the

roles. It’s quite cheesy and probably intended not to be

taken seriously, seeing that all characters can be easily

read and predicted – especially Xana’s voice steering

you towards conflict. Regardless, considering the

franchise’s large storyline background and its context,

Dark Messiah’s storyline is actually quite important to

the new Might and Magic universe.

The game blends this convoluted setting with

what’s possibly the best first-person melee combat

in gaming. It starts slowly, with a tutorial level that

dissects some of the arguably composite mechanics

of the game. But within minutes of the first chapter

you’re thrown right into action – and will understand

that combat here is not a matter of mashing buttons.

Dark Messiah’s combat is fast, deadly and offers

a solid array of options to inflict damage and defend

yourself, whilst demanding a careful approach to

enemies. You can equip swords, daggers and staffs,

attacking with stabs, slashes and lunges, depending on

your movement – these can be enhanced by holding

down the mouse button, unleashing a power attack.

Shields will block attacks easily but can be destroyed,

while parring is risky but allows for counter-strikes.

Thanks to the solid physics engine, you can also

employ the environment to your advantage – setting

objects on fire, triggering traps and destroying pillars

placed next to patrolling guards. Another option is

kicking enemies into spikes or over cliffs, a tactic so

powerful on release it could be used to “cheese” the

entire game and became the source of many jokes.

Being a game focused on action, Dark Messiah’s

RPG elements are simplified. Instead of gaining XP

and levelling up by killing, you’re given skill points

for each objective met, of which there are plenty per

chapter. There are three main skills trees to pursue –

Combat, Magic and Miscellaneous. Even though they

are small, it’s wise not to spread your points too thin.

Combat skills allow you to deal more damage,

disarm enemies and aim better with the bow, while

Miscellaneous skills include passive bonus and a few

Thief skills, such as lock-picking and backstabbing.

The stealth system isn’t always useful, but it’s quite robust,

based on light and sound like the Thief games.


“I clearly remember when we

discovered how creating an icy

surface made the orcs slip on it.

I think it was when we realised that

we were right in trying to create a

simulated world where everything

was possible. This was really fun.”

– Raphael Colantonio,

Dark Messiah’s creative director

The UI is simple

and elegant, with

a quick bar, a

small slot-based

inventory and

three talent trees

you can spend

skill points on.

The Magic skill tree features standard fare such as

fireballs and healing magic, but also spells to freeze the

ground, see in the dark, plus an amusing telekinesis

power that works just like Half-Life 2’s Gravity Gun.

While you’ll grow quite powerful during your

journey, equipment change will be sparse. Still, with

each new sword, dagger, staff, bow or armour you’ll

get visibly stronger, and some weapons have special

abilities that manage to make them fairly memorable.

Dark Messiah employs a 2006 version of Valve’s

Source engine, complemented by Havok’s powerful

physics engine. The developers managed to deliver

an outstanding presentation of medieval architecture,

with massive gates, churches, temples in ruins, Orc

constructions, a complete boat and much more. It’s

not without its flaws, though: walking and jumping

on narrow edges has to be executed with extreme

caution, light sources in some places may deter your

field of view and the chase in the third chapter can be

annoying with its twists and turns and rope climbing.

It also tends to crash sometimes, so save often.

While levels can be impressive, they are all too

linear – so much so, Arkane didn’t even bother to include

a map system. But there are plenty of the secret

item caches to find, which depending on your familiarity

with the game may decide if you live or die.

Multiplayer, although nearly dead at the time

of the writing, still can be enjoyed if you find some

friends and an available server. Game modes include

the classic “capture the flag” and “crusade”, where the

teams try to take control of the whole map and can

level up like in the single-player mode. The maps are

visually stunning and well-designed, with open arenas

for inexorable bloodshed and nooks and crannies for

sneaking around and setting up traps and ambushes.

Arkane’s concern for details is substantial even

on their least known game: there’s a forge that you can

use to make your own sword; a bow that allows you

to shoot ropes and climb them; mage apprentices that

tremble in fear once they see you; and a rewarding

“adrenaline boost” that activates after a certain

number of killings, allowing you to mangle enemies

with a single strike or beefed-up spell. A work of

passion, these details add a lot to the fun factor, even

if they are not very important or innovative.

Unfortunately, none of this was enough to make

this underrated game stand out among the other big

releases of 2006. Nonetheless, Dark Messiah should

be tried by anyone with at least a mild interest in

first-person RPGs – or that wants to experience the

best kicking physics of all time. There has not yet been

a foot stronger than Sareth’s. GZ

The game is focused on melee combat, but you’ll also

have access to 12 spells, from fireballs to telekinesis.

The multiplayer mode offers five classes with

unique skills and huge arenas for battle.

359


Mass Effect

BioWare, 2007

Windows, PS3 and Xbox 360

Mass Effect

became a

cross-media

hit, with seven

novels, ten

comic series,

board games,

action figures,

a theme park

ride and even

a movie in

the works.

The character

system in ME1 is

the most complex

of the series,

allowing great

customisation of

playstyle.

360

During the past 10 years, we had many popular

RPGs that conquered millions of fans and left a

mark on the entire industry. However, few will

dispute that Mass Effect was the most influential of all.

An epic trilogy that spanned six years – from 2007

to 2012 –, yet was still contained in a single console

generation, using the same engine. Hard to say if we’ll

ever see an ambitious project like this succeed again.

Mass Effect feels like the end goal of what began

back in Star Wars: Knights of the Old Republic – the

scope, narrative and choices of a computer RPG, but

in an accessible form, easy to be played on controllers.

BioWare had tried using a real-time martial arts

combat in Jade Empire, but titles like Resident Evil 4

(2005) and Gears of War (2006) proved that thirdperson

shooters were a perfect match for consoles.

Yet Mass Effect is not just “KotOR with guns”; it

draws heavily from Star Trek and Babylon 5, as well as

classic space RPGs like StarFlight and Star Control.

You’re not a young farmer in search of adventure,

nor a lone mercenary who’s getting into trouble – you’re

Commander Shepard, soldier of the Human Alliance.

You have missions, commanding officers, a ship, and

must answer to the Citadel Council, a committee of

advanced alien races who rule the civilised galaxy.

You start by defining who Commander Shepard

is, choosing gender, background and one of six classes.

These range from the Soldier, a gun combat specialist,

to the Engineer, who focuses on tech (shields, hacking),

to the Adept, who uses powerful biotic abilities (like

telekinesis), with the three remaining classes being

hybrids of these archetypes.

Once you’re done, the game truly begins, and

you’ll immediately notice how BioWare did everything

to make the game as “cinematic” as possible, from the

camera angles during conversations to the film grain

filter the game uses. Another new feature is the Dialogue

Wheel. Developers always struggled to display the long

dialogue lines of PC RPGs on a TV screen: the solution

used here is to only display short paraphrases of the

dialogue lines, so the player quickly reads and chooses,

then sees his/her choice spoken verbatim by Shepard.

The game follows BioWare’s traditional formula,

starting with an intro mission then opening into four

locations the player must visit in any order to reach the

ending. The difference is that when the game opens

you also gain control of your very own spaceship and

can fly to various planets and systems to engage in sidequests,

which fits perfectly with the game’s concept.

As you travel to various planets, you’ll eventually

meet and recruit companions. Mass Effect 1 has six of

them, and they’re easily the best BioWare made since

Baldur’s Gate II. While they wouldn’t be fully developed

until ME2, the cast is charismatic and memorable.

As the game advances, you’ll get the chance to

make several choices, which often will award Paragon

or Renegade points, a simple morality system inherited

from KotOR. Most of them are rather superficial, only

changing your mission reward or some extra dialogue

line, but they create a decent illusion, thanks to some

actually meaningful choices woven in between.


“I can say that the reason ME1

was so immersive is that we had

the luxury of spending almost a

year thinking up and fleshing out

the universe (planets, technology,

aliens, political and historical

details) before we had to actually

start writing the game. It let us

really create something with a lot

of depth.”

– Drew Karpyshyn,

Mass Effect’s lead writer

Unique Paragon

and Renegade

dialogue

choices can

appear on the

Dialogue Wheel

depending on

your character’s

morality and

dialogue skills.

All this builds up to Mass Effect’s enticing call to

adventure – you choose a new destination on the star

map, travel there with your ship and go out exploring

with two squad mates, meeting new aliens, locations

and mysteries, all while making choices that define

your story and bring you closer to your final goal.

It’s here that the spirit of games like StarFlight and

Star Control are felt in force. You can survey planets

and asteroids for valuable minerals and relics, as well

as land on a few of them with the Mako, an all-terrain

vehicle, for side-quests that range from killing pirates,

bandits and aliens to trying to negotiate with rebels or

just hunting more relics and minerals.

Sadly, you cannot move freely in space – only jump

from planet to planet – and there’s no space combat.

Most of these side-quests are also very formulaic, being

set in similar locations and usually just boiling down to

brief combat encounters. But there’s a nice effort to give

them weight, as you learn about them by overhearing

conversations and news broadcasts, hacking terminals

or when fleet admirals directly contact you.

In fact, this is where Mass Effect 1 stands out from

the rest of the trilogy: the sense of scope. Shepard is not

the “Space Jesus” she/he would later become, but rather

the leader of a group of misfits working from inside the

system to solve a threat that the system can’t handle.

While ME2 and ME3 would greatly improve the

gameplay, adding a more engaging combat, enhanced

graphics and a much more polished overall experience,

the series also lost something important in the process.

It narrowed the setting, made everything revolve

around Shepard, Reapers and Cerberus. And only that.

So much so that Mass Effect: Andromeda (2017) had

to do a “soft reboot”, travelling to a whole new galaxy.

Mass Effect 1 still indulges in player-pandering

and some power fantasy clichés from time to time –

especially during its overly dramatic ending – but most

of the time it succeeds at painting an overwhelmingly

large universe. One where humanity is just a young,

second-class race who recently unlocked space travel.

Setting-wise, Mass Effect 1 is the series is at its best.

It presents a galaxy filled with possibilities, interesting

creatures and mysteries, all waiting to be uncovered by

those brave enough to reach to the stars. FE

Mods:

MEUITM: The Mass Effect Updated/Improved

Textures Mod greatly improves the game’s visuals,

adding high-res textures and new shaders.

A Lot of Textures (ALOT): A complementary texture

pack for MEUITM. Also available for ME2 and ME3.

You get your own spaceship and can freely explore the

galaxy, doing side-quests or searching for rare resources.

The Mako is an all-terrain vehicle you’ll get to drive when

landing on uncharted planets and hostile environments.

361


Puzzle Quest:

Challenge of the Warlords

Infinite Interactive, 2007

Windows, Mac, iOS, PS2, PS3, NDS, etc

Puzzle Quest had

an expansion

called Revenge

of the Plague

Lord. It was

released on

consoles, but

never reached

the PC. Fans

then made an

unofficial port of

the Xbox version.

The world map

expands as you

progress, and

there are usually

many different

quests to

choose from.

Puzzle Quest 2

trades the 2D map

for a beautiful

isometric dungeon

with various levels.

362

Steve Fawkner was once known as the man behind

the Warlords series. But for a new generation

he’s the creator of Puzzle Quest, the Puzzle/RPG

in which you battle foes in a Bejeweled-style game.

Combat in Puzzle Quest takes place on an 8x8

board where the aim is to match three or more tiles

of the same type. Each tile has a different function:

coins give you money, purple stars give XP, skulls

deal direct damage to the opponent and the coloured

globes serve as mana for spells. The satisfying aspect

of the game comes from the simplicity of the core

mechanic, combined with the skill required to chain

multiple groups together, deny your opponent access

to mana and earn extra turns.

There are four character classes available –

Druid, Knight, Warrior and Wizard – each with his

own set of spells and passive skills. Spells range from

dealing direct damage to altering tiles on the board

and even taking multiple turns at once. You unlock

new spells by levelling up, but can only equip a

maximum of six different spells. Choosing the right

loadout of items and spells to counter your foe is of

vital importance, and experimentation is encouraged.

Exploration is done through a 2D map with an

appealing, painted art style. There you can visit towns,

buy equipment, take quests and listen to rumours. The

world is limited at first, but as you progress new areas

are unlocked. Over time, enemies pop up and block

routes, meaning you must either find an alternative

way or fight them to progress.

The story itself is a little bit flat and your main

motivation for the various missions is really just

to gain XP and gold. There are four realms to visit,

focusing on different factions, and these introduce

new enemy types to fight or capture. Some quests

offer you choices, and you can gain companions who

provide handy support abilities, such as damaging an

enemy as the battle begins.

The big appeal of Puzzle Quest is taking an

already addictive puzzle game then adding depth and

RPG elements to it. Later in the game you can capture

monsters to use as mounts, learn spells from enemies,

hunt treasures, craft your own magical equipment and

even build siege weapons and conquer entire cities.

The formula became quite popular and led to a

number of follow-up games, including Puzzle Quest:

Galactrix (2009), which had a sci-fi setting and used

hexagonal tiles – akin to Hexic – and Puzzle Quest 2

(2010), a direct sequel with similar mechanics but

focused on dungeon-crawling. GE


Recettear

An Item Shop’s Tale

EasyGameStation, 2007*

Windows

One day Mr. Lemongrass left home, eager to

become an adventurer. However, Recettear

isn’t about his heroic deeds, but rather his

collateral damage. More to the point, it’s about the

huge debt he left after vanishing that must now be

paid by his daughter, Recette. She’s a naive young girl

that never worked a day in her life, and has inherited

the task of opening an item shop and making enough

money to repay the whole debt in one month.

With this very unique premise, Recettear places

the player as owner of a small shop in a typical RPG

town, full of adventurers and surrounded by dungeons.

Your job is to run the shop, purchasing items

and reselling them for a profit.

At its core it’s a very simple system, but has many

nuances that add to the experience. For example, if

you feature only expensive items and decoration, your

shop will be considered too fancy, attracting fewer

customers. There are also special events, such as days

when certain types of items are in high demand.

Over the course of the game you’ll meet various

adventurers. After gaining their friendship you can

hire them to explore a dungeon for you. Once you

do, the game changes into a isometric Action RPG,

where you explore randomly generated levels, defeat

enemies and collect treasure. Many items can only be

found inside dungeons, including ingredients to craft

powerful weapons – that you can either give to your

adventurers or sell at a high price. The dungeons have

few enemies and can quickly get repetitive, but at least

the boss fights every five levels are interesting.

Since there’s limited time to pay the debt you’ll

have to manage your schedule, setting time to run the

shop, buy supplies, explore dungeons and talk to the

townsfolk. Sadly, the latter is underused, rarely resulting

in anything besides one-note stories and jokes.

Recettear also features post-game content, with

extra dungeons and boss battles, two New Game+

modes and the hellish Survival Mode, where each

week you must pay increasingly high debts, trying

your best to keep the shop open as long as you can.

Of course, not everyone will have the urge to master

capitalism, or the patience to explore dungeons with

100 floors, but the main story is short, light-hearted

and a nice change of pace from other RPGs. FE

*Recettear was

first released at

the 73rd Comiket

in 2007, and

then localised

into English by

Carpe Fulgur in

2010. It’s often

credited as one

of the pioneers

in bringing

Japanese games

to Steam.

The combat is

very simple but

every adventurer

plays differently,

and some floors

have special

conditions.

A poor adventurer

asks for an expensive

item. Do you lower

the price to equip

him better, or

do you prioritise

your profit?

363


S.T.A.L.K.E.R.:

Shadow of Chernobyl

GSC Game World, 2007

Windows

STALKER is

loosely based on

the Soviet sci-fi

novel Roadside

Picnic (1972), by

Arkady and Boris

Strugatsky. The

same novel also

inspired the 1979

film Stalker, by

Andrei Tarkovsky.

The Zone is filled

with anomalies,

such as unstable

gravitational fields

and clusters of

high temperatures.

To help navigate

around them, you

can throw metal

bolts as you walk.

364

Before Far Cry 2 and DayZ challenged players

with their unrelenting ecosystems, Ukrainian

studio GSC Game World created STALKER, an

FPS/RPG hybrid set in an alternate reality version of

the Chernobyl Exclusion Zone.

Struck by a second disaster, the Zone is now home

to mutants and anomalies that defy the laws of physics

– as well as valuable radioactive artefacts hunted by

“stalkers”. As the amnesiac Marked One, players will

be advancing through the Zone’s large open world in

their quest to hunt down a figure called Strelok. Each

of the Zone’s regions comes with unique obstacles and

points of interests, offering plenty of opportunity to

interact with NPCs, trade items or scavenge loot in

warehouses and underground labs.

STALKER blends several styles of gameplay, such

as FPS, RPG, survival horror and sandbox. During

combat it distinguishes itself with tactical elements

like stances, stealth and leaning, and by applying

realistic physics to every shot. Lifelike hit damage

and wide open spaces mean that the intense gunfights

can end as soon as they start, reinforcing the sense

of fragility. Players must leverage their resources

and play carefully if they are to emerge relatively

unscathed in the already hellish game world.

While there’s no RPG-style XP/level-up system,

equipment and inventory management are vital.

There are several types of weapon, ammo and armour

available, but their weight and durability must be

carefully considered. Players also have to deal with

hunger, bleeding, radiation and other types of hazards.

The artefacts scattered across the Zone can be used

to boost resistances, though usually with a drawback

(e.g. reducing radiation but increasing bleeding).

Sadly, interaction with NPCs is usually limited to

just accepting quests, trading or asking about rumours.

However, STALKER does offer several different

endings based on the player’s reputation with the

Zone’s factions and NPCs, as well as how they chose to

act in certain important story quests.

From bandits and mutants to pockets of radiation

and anomalies, the Zone offers many dangers, the

biggest of them being its systemic nature. STALKER’s

A-Life engine gives every NPC in the game a dynamic

routine set by personal goals. Whether it’s bandits

fighting lone stalkers or rabid dogs charging into

settlements, events can be spontaneously triggered

even when the player’s not around, giving the Zone a

sense of place and generating new quests.

In spite of its oppressiveness, the Zone plays host

to an eerie sense of wonder and beauty. From guitars

being played near campfires to the day-and-night cycle

that showcases striking lighting effects, STALKER’s

world acts as a picturesque allegory to Mother Nature

reclaiming her property. Soviet-era ruins stand out

from the fauna and flora, evoking a feeling of lost

history titles such as Metro 2033. Because STALKER

rewards constant exploration, the player gradually

becomes acquainted with their environment, allowing

them to take in the scenery and contemplate the Zone’s

threatening and alluring nature.


“...[the player] is not limited by

shooter-standard corridor limits;

he can act at his will and see how

the outer world reacts to his doings.

We are very glad we managed to

implement the unusual mix of FPS

and RPG, integrating the elements

of stealth and, horror, so as to

provide a unique playthrough to

each of the players.”

– Anton Bolshakov,

STALKER: SoC’s project lead

STALKER isn’t without its fair share of faults.

Combat can abruptly shift from challenging to

punishing with the slightest tactical misstep,

especially against humans whose resilience can prove

unfairly advantageous even when using the same

gear as the player. Backtracking can become a chore

when carrying too much loot, and technical oddities

can lead to broken quests and wonky AI. A fitting

metaphor to the Zone’s unpredictability, one might

say, but these issues can be easily eliminated with the

game’s numerous fan-made mods and patches.

Shadow of Chernobyl would go on to spawn

two additional games, Clear Sky and Call of Pripyat.

Clear Sky (2008) is a prequel that introduces gear

customisation and a faction system, allowing players

to take sides in a war and help capture strategic points

or remain neutral. Call of Pripyat (2009) is the most

polished entry, with improved AI, UI, quests and

stealth gameplay, but also the most streamlined.

As engaging as these games are, their atmospheres

fail to replicate the harsh oppressiveness of Shadow of

Chernobyl. Still, the STALKER series is known for its

extensive library of mods, and while the original game

remains the best “vanilla experience”, excellent mods

like Misery and Call of Chernobyl recently turned Call

of Pripyat into a must-own for fans.

The greatest achievement of STALKER: Shadow

of Chernobyl is its peerless transplantation of survival

horror to an open world. Like the Zone itself, the

game is foreboding and relentless, but beneath its

intimidating facade lies a captivating sandbox that

invites players to explore its nooks and crannies,

presenting an opportunity to bolster their gear and

unravel the mystery behind one of the eeriest locales

in both gaming and human history. MIS

STALKER: Shadow of Chernobyl Mods:

Zone Reclamation Project: A large bug fix pack with no

further changes. Recommended for a first playthrough.

Autumn Aurora 2: Greatly improves the graphics, tweaks

gameplay and UI and includes the Zone Reclamation

mod. A good all-in-one pack if you want better visuals.

Lost Alpha: A free, fan-made stand-alone game based

on concepts STALKER had early in its development.

STALKER: Call of Pripyat Mods:

Misery: The most popular of all STALKER mods,

it turns Call of Pripyat into a hardcore survival game.

S.T.A.L.K.E.R.: Call of Chernobyl: Combines the maps

of all three games into one massive sandbox game using

Call of Pripyat’s engine. Also has many of its own mods.

The moody

lighting effects

and grim

soundscape lend

uncanny beauty

to the vast Zone.

Originally

announced in

2001, STALKER

suffered many

revisions

before being

released. Some

features, such

as a faction

wars system,

were cut from

the final build

and later

reintroduced

in the sequels.

Artefacts can give several types of bonus, like increased

burn resistance, but they usually come with a drawback.

Your PDA tracks quests and can also display information

about hidden caches learned by looting enemies’ PDAs.

365


Neverwinter Nights 2:

Mask of the Betrayer

Obsidian Entertainment, 2007

Windows

Many powerful

spirits inhabit

the Rashamen

lands. Diplomacy

is often possible,

but you’ll also

need to feed to

stay alive.

366

Mask of the Betrayer is the story-focused

expansion to NWN2. That’s not to imply

that it’s a graphic novel, but rather that the

changes introduced are all in service of the story.

It included extra content such as classes and

races that can naturally be used in modules and such,

but at its core it is a single-player product. While the

original campaign was about a group of adventurers

saving the world, MotB is about you escaping a curse

that threatens to devour your soul with the help of

people similarly driven by personal goals.

The expansion’s story is mostly unrelated to

the original’s, and while you will miss a reference or

two there is absolutely no requirement that you play

NWN2 beforehand – unless you want a tutorial, as

MotB begins at Level 20 and goes all the way to 30.

This can overwhelm those new to D&D rules, but

also provides a much wider variety of crazy character

builds, including new epic feats and spells.

Much like the original campaign, this one is

split into three acts. The first and last are fairly short,

consisting only of the introduction and ending,

whereas Act 2 is fairly large and open-ended, with

plenty of optional content. Unfortunately, thanks to

the inherent power of the “epic levels” (above Level

20), you’ll likely be fairly overpowered after Act 1.

While the challenge suffers after Act 1, it’s also

when MotB begins to truly shine, for it is here that the

Spirit Meter manifests. Put simply, it’s a measure of

how much spirit energy your character has – energy

that’s constantly being drained by a curse. As it drains

you’ll receive various stat penalties and eventually die.

To counteract this, you must suppress the hunger

with your will, or by consuming spirits. Spirits are

thankfully plentiful in the Rashamen lands where a

lot of the campaign takes place, but its inhabitants do

not take kindly to you eating their spirit friends.

Around the time of MotB’s release, the Spirit

Meter was the subject of much scorn from both press

and players. The chief complaint was that managing

the meter was very hard. This perceived difficulty is

blown out of proportion however. If you treat your

curse without due consideration, you will die or be

forced to sacrifice parts of your soul (XP) to survive.

But, treat it with the respect that the game’s setting,

lore and characters say you should, and you will

survive, even if you do not thrive.

The Spirit Meter is reason enough for MotB to

be remembered and studied (aside from its excellent

writing). With it, Obsidian succeeded at something

few game developers attempt: entwining the game’s

narrative and mechanics in a compelling way. In both

the story and the gameplay you are under constant

threat of succumbing to the curse, giving you ample

reason to push forward. This lends meaning to the

events of the game, as you feel yourself struggling with

the same problems that your character deals with.

The constant drain also limits the player’s resting,

preventing the constant replenishing of hit points,

spells and abilities – an issue that often plagues

D&D games. Unfortunately, the epic levels allow for

characters so powerful that resting rarely matters.


“On Mask, my goal was to make

the companions feel unusual and

different, partly to reinforce the

player’s impression of being a

stranger in a strange land. Okku

was mostly inspired by the giant

animal gods in Princess Mononoke.

When I first saw that movie in the

early 2000s, I wanted to *be* one

of those guys in a game… or failing

that, I wanted to travel with one.”

– George Ziets,

Mask of the Betrayer’s creative lead

You’ll journey

across the planes

to exotic places

such as the Wall

of the Faithless,

where those

without a god

are sent to suffer

after death.

Thankfully, Obsidian delivered a great narrative

alongside its Spirit Meter. While NWN2’s campaign

was a poorly paced save-the-world plot, MotB borrows

heavily from Planescape: Torment, presenting a short

and personal story of searching for answers to your

curse. The game graciously takes advantage of often

overlooked aspects of D&D’s settings, such as the

nature of the gods and the extra-dimensional planes.

This provides many interesting vistas and dungeons

to explore, from temperate forests to death vaults,

from shadow planes to the inside of dreams.

The characters that join you are also unique and

generally very well-written. You may travel with three

of five companions (two of them mutually exclusive):

a half-celestial cleric, a Red Wizard of Thay, a dreamwalker

shaman, an undead abomination made of

convicted souls and, last but not least, a Bear God,

king of animal spirits.

The companions will react to your actions and

choices – please them and they will impart various

boons, antagonise them and they might leave. They

very rarely ask you to pick sides amongst themselves,

but each has a personal goal which drives them. These

come with a suitably big influence swing, but may be

a suboptimal action for you. Just be mindful that they

may even attack you if you cross them.

You’re free to explore the world in search of clues, but

must pay attention to your Spirit Meter during travels.

Besides companion interactions and a healthy

amount of choices regarding quest resolution, a large

part of role-playing in MotB revolves around how you

choose to view the curse. It’s slowly sucking your life,

but it also bestows you the power to devour spirits

(and other abilities players might uncover by learning

to control the curse).

Sadly, the simplistic nature of D&D’s alignment

system largely removes around the moral depth this

choice could have had. Still, MotB has the most satisfying

evil path of any game I’ve played, and there are

multiple endings (and ending slides) to fit your choices.

Simply put, Mask of the Betrayer is brilliant. The

writing is of high quality and refreshingly original.

The way the gameplay and story is tied together by the

Spirit Meter is excellent, and I hope it is remembered

in the future. Building and planning your character is

as fun as ever. And even more nice things are hidden

in the details: a stellar bit of voice acting here, a cool

role-playing choice there, a powerful unique item

hiding behind that.

The combat may be too easy and the gameplay

mostly mediocre but, with so much other good stuff

in the game, does it even matter? JA

Mods:

MotB Makeover SoZ Edition: A complex mod that

adds features introduced in NWN2: Storm of Zehir,

such as full party creation (up to eight characters),

companion multi-classing and an expanded crafting

system. Save for a replay, as it changes the game a lot.

Rooster Cheat: Removes the party limit, allowing

you to travel with four companions. A mod for those

who value story and role-playing over combat.

Romance Pack: Allows you to romance some of your

companions, and adds extra scenes tying up possible

romances from NWN2’s original campaign.

TIP: use cheats

or mods to get

all companions

into your party

at the same

time. Combat is

easy regardless,

and there’s no

point missing

out on their

excellent

dialogue.

367


Agarest:

Generations of War

Idea Factory & Compile Heart, 2007

Windows, Xbox 360 and PS3

Agarest was

first released in

2007 in Japan

for the PS3. It

was localised

into English

for consoles in

2009, and then

ported to PCs

in 2013.

Choices you

make during the

game will affect

battles you face,

your alignment

and relationship

with the three

heroines of each

generation.

The orange dots

on the world map

are mandatory

“filler” battles,

which are far too

frequent and

will test your

patience.

368

A

very divisive title, Agarest’s main feature can be

either its main draw or an irredeemable flaw:

can you endure a journey that spans multiple

generations of heroes and over a hundred hours?

The game is a tactical JRPG where you control

a party of up to six characters, fighting in extremely

challenging turn-based battles. The game was clearly

made for hardcore players, so expect tons of stats and

equipment, an elaborate skill system, combo attacks,

crafting, enchanting, monster capturing, formations,

multiple routes, fan-service and a lot of grinding.

Along the way you’ll meet a colourful cast of

characters – including three romanceable heroines –

and make a few decisions which affect your alignment,

the battles you’ll face and which girl likes you more.

After a few dozen hours, you reach the climax,

battle evil, marry your girl of choice and have a baby.

However, instead of ending there, the game

flash-forward until your son is all grown up and you

take control of him, ready to meet new companions,

romance new girls and make a new stand against evil.

Agarest lasts for five generations, all working

towards a final goal. Items, spells and some

companions carry on, and the stats, weapons and looks

of each generation’s hero are determined by his parents’,

leading to some interesting long-term planning.

Inexplicably, despite being “five-games-in-one”,

the developers decided to pad Agarest’s length. Thus,

while the events and story battles are interesting,

you’ll waste an ungodly amount of time in pointless

filler fights. Moreover, the game is repetitive and really

starts to drag after the 3rd generation. I honestly can’t

imagine the patience required to replay it multiple

times to see all the routes and the secret “true ending”.

In 2009, a prequel, Agarest Zero, was released. It

follows the same basic formula but reduces the filler

combat and only has two generations. It also added

character creation for the first hero and a lot of great

post-game content – including an abridged version of

the first game that removed all filler and choices.

Agarest 2 arrived in 2010 with better graphics,

three generations of heroes and a new, more complex

(but confusing) combat system based around combos.

It’s hard to pick the best game – the first has

the best characters; Zero polishes the gameplay and

reduces padding while Agarest 2’s fast-paced numbercrunching

combat might interest more some players.

Regardless, here’s some advice: Agarest’s DLCs are

pay-to-win, so disable all of them except for dungeons

and extra costumes. Otherwise, you’ll start the game

extremely overpowered, ruining all the fun. FE


Elona

Noa, 2007

Windows

Elona, short for “Eternal League of Nefia”, is a free

Japanese roguelike with rather unconventional

design choices – such as its open-world nature

and the fact that death is not permanent.

Most typical roguelikes are about exploring a

single self-contained randomly generated dungeon,

restarting from the beginning if you die. Elona, on the

other hand, counts on the player holding on to one

save file for dozens, or even hundreds of hours.

At first sight, Elona may look derivative. Many

mechanics were borrowed from ADOM and it uses

art assets taken directly from RPG Maker and Stone

Soup. It also has a less serious tone, with chest-busters

from Aliens, Big Daddies from BioShock and even

Pokéball-like items you can use to capture monsters.

But there’s an undeniable complexity underneath it.

While the game is pretty sparse when it comes

to dialogue choices, its role-playing options go far

beyond the typical “melee, ranged or magic” tropes

seen in nearly every modern fantasy RPG.

For example, it’s perfectly viable to play focusing

on Charisma. Such characters may roam from town

to town performing as a musician and earning money

that way. They don’t even necessarily have to do battle

– it’s often possible to run away, but high Charisma

also means a greater capacity to employ hired

mercenaries. Not interested in the life of a travelling

musician? Charisma also makes it easier to get paid as

a travelling merchant, or even a prostitute.

The game provides so many varied mechanics,

random dungeons and side-quests that it’s very easy to

get distracted from the main quest and pursue other

interests. A player might run a farm, build a shop or

even set up a museum. Investments can be made, but

bills need to be paid every month. There are also allies

and monsters you can recruit – or marry – or breed!

Moreover, sudden events like being affected by a

dangerous mutagenic wind or having a town infested

by aliens can completely alter your game, enforcing

urgent objectives or unpredictable new powers.

This sandbox approach, the lack of permadeath,

its 16-bit JRPG-like graphics and controller support all

give Elona a very different appeal from other roguelikes,

but there’s more than enough freedom, depth and

challenge here to please most RPG fans. TM

Noa moved on

to work on a new

game but made

Elona’s source

code available,

leading to new

versions. The

most popular is

Elona+, which is

Japanese-only

but has an English

derivation called

Elona Custom.

Its Japanese

origins are felt:

early on you can

get a cat, dog,

bear or little girl

as a “pet”. In

Elona+/Custom

you can even

evolve the girl.

Elona offers ten

classes and 11

races, as well as

several traits and

feats, allowing for

characters that

can range from a

Lich Warmage to

a Fairy Pianist.

369


The Witcher

CD Projekt RED, 2007

Windows and Mac

In 2008, an

Enhanced Edition

of The Witcher

was released,

with countless

improvements,

new adventures,

an improved

editor and even

optional fanmade

mods. It

was a free update

for registered

owners of The

Witcher.

Geralt carries a

silver and a steel

sword, plus many

potions, oils and

bombs he can

employ against

certain enemies.

You must study

to know when to

use which.

370

The Witcher is a single-character Action RPG

based on Polish fantasy author Andrzej

Sapkowski’s series of novels, featuring Geralt

of Rivia, the eponymous witcher, a magically mutated

monster hunter for hire. The plot follows Geralt trying

to retrieve formulas and items required to create more

of his kind, which were stolen during an attack on

Kaer Morhen, a ruined fortress serving as a haven for

the few remaining witchers. However, this turns out

to be only one thread in a much more complex series

of events, in which the protagonist gets involved.

The game was created by CD Projekt RED,

development studio branch of Polish game publisher

and distributor CD Projekt. It was the studio’s first

release and clearly a work of passion, as it shows that

the creators were the book series’ fans. The Witcher’s

faithfulness to the source material and attention to

detail is remarkable, maybe even a bit too much, with

some characters, ideas and dialogues clearly recycled

from the books, sometimes with a different name.

The Witcher was created on a highly modified

version of Neverwinter Nights’ Aurora Engine, but you

probably would not notice that if it wasn’t written in

huge letters on the intro screens, as graphics are vastly

improved even compared to Neverwinter Nights 2.

Sound design is very good, and, while the bleak

music may not be very appealing to listen to outside the

game (unless you are trying to fuel your of depression),

it complements the game’s setting perfectly.

The world created by Andrzej Sapkowski is

a place, where happy endings are very few and far

between. Its inhabitants are usually savvy enough

to understand this, and try to cope using (often

dark) sense of humour and cynical attitude, only

emphasised by the fact that almost nobody in the

world cares about religion. This creates an interesting

mix of classic fantasy and mature themes with a semiserious

approach – even if CD Projekt failed to avoid

the trap of “mature equals sex, violence and profanity”.

This is a world where monsters roam the

countryside, with most people helpless against them.

Human dominance has forced elves and dwarves

exist to live in ghettos or take up arms as guerrillas

(or terrorists, depending who you ask). Mages reserve

their miracle-working magic for elites, who can afford

their services, while human and inhuman life is

valued highly only by a select few.

Geralt is one of those people, as much as he

wishes he was not. He tries to be a cold professional,

but more often than not he ends up helping people,

because nobody else will or can. He repeatedly tries to

remain neutral in the affairs of the world and just do

his job. In the novels he usually fails, in the game the

player decides which path is the right one – or rather,

the least wrong one.

While The Witcher is not an open-world game,

each chapter puts Geralt, in a fairly large area,

which he can explore, and interact with its various

inhabitants. Character progression is hand-waved as

Geralt regaining his skills and knowledge lost due to a

near-death experience and subsequent amnesia.


“We didn’t want the vision

of the game to be in any way

distorted or dampened. An odd

example of that occurred during a

conversation with a publisher who

said that, on account of their market

research, players overall want their

protagonist to be an Elvish woman

and that if we had changed The

Witcher accordingly they would have

considered negotiating a contract.”

– Michał Kiciński,

CD Projekt’s co-founder

When levelling up, Geralt earns skill points of

three types: bronze, silver and gold. These can be spent

to improve his abilities, with higher levels requiring the

rarer silver and gold ones to unlock.

As witchers are superhuman monster hunters,

Geralt is able to take on multiple enemies at once

from the very start, using one of his two swords – steel

against humans and their like, silver against monsters

– and a fast, strong or group fighting style (which

works well against agile, armoured and numerous

opponents, respectively). Using other melee weapons

is possible – but suboptimal, as Geralt’s kill only works

with his swords – but ranged combat is not possible.

The game offers two camera modes for you to

play in. Clicking on the enemy when in top-down

view will cause Geralt to automatically close the

distance and attack, while clicking on the ground

will move him away and/or evade attacks. Overthe-shoulder

camera makes controls more actionlike,

with manual, keyboard-controlled movement.

In both modes well-timed button presses will chain

attacks into combos, with increasingly more elaborate

animations and higher damage as the protagonist’s

abilities increase.

The Witcher features sex scenes and full-frontal

nudity, that were censored on the US version.

Geralt also knows five simple spells called Signs,

which can help him in a pinch and be upgraded by

spending skill points. The toughest fights, however,

require thorough preparation – learning about your

target via books and NPCs, then using alchemy to

brew potions that will temporarily boost Geralt’s

abilities and exploit the monster’s weakness.

Most of the time, however, is spent talking

to people living in the city of Vyzima and its rural

surroundings. Over the course of his adventure Geralt

will meet all sorts of characters, and it’s by interacting

with them that players will get immersed into this

rich world – solving many problems and pondering

over morally grey issues – but also hearing gossip,

fist fighting in taverns, playing dice and occasionally

getting drunk in the company of good friends.

Because ultimately, this is what The Witcher is all

about – becoming Geralt of Rivia and living his life

for a little while. And it does it very well. WM

Mods:

CD Projekt released a toolset with the game, leading

to some interesting fan-made adventures and mods:

Medical Problems I & II: A fantastic two-part saga

where Geralt must uncover the mystery behind a

strange illness. Features multiple endings and over 15

hours of gameplay, with great writing and design.

And a Curse, and Love, and Betrayal: One of the

biggest fan-made Witcher mods, you must cleanse a

mine and solve a lover’s curse. About 12 hours long.

Full Combat Rebalance Mod: Completely revamps

the combat, aiming to make it closer to the books.

It was developed by Andrzej “Flash” Kwiatkowski,

who also did Flash’s Witcher Mod, which adds higher

difficulty settings to the game, bug fixes and other

features. He was later hired by CD Projekt Red.

In combat you

must pick one

of three combat

styles best suited

to your enemies

and then carefully

time your clicks

to chain attacks.

The Witcher book

series’ popularity

in Poland is

incomparable to

any other fantasy

franchise. One

week after the

game’s longawaited

release it

was out of stock

everywhere. One

of The Witcher

short-stories

collections,

The Last Wish,

remains the only

Polish fantasy

book adapted

into a film (and

a TV series).

371


7.62

High Calibre

Apeiron, 2007

Windows

In 2008 Aperion

released 7.62:

Reloaded, a standalone

expansion

to High Calibre.

Unfortunately, it’s

only available in

Russia, but some

of its content was

included in the

Hard Life mod.

Although it was released back in 1999, Jagged

Alliance 2 still reigns alone – a highly complex

and detailed tactical game that to this day is

still played by fans, with many mods still being made

to keep the game alive and going. Many JA2 wannabe

games exist, but the consensus is that none can

compare to what was achieved in JA2 with mods, not

even the recently released Jagged Alliance Flashback.

It turns out JA2 also had a cult following in other

corners of the world, and in 2005 a Jagged Alliance

wannabe called Brigade E5: New Jagged Union was

developed in Russia. It didn’t do well with professional

critics but developed a loyal fan base. Two years later,

a sequel was released called Brigade E6 (known as

7.62 High Calibre in the US), featuring a more nonlinear

gameplay and other various changes.

By far the most interesting part of the game is its

combat system. Instead of using turn-based combat

like JA2, High Calibre features a unique real-timewith-pause

system. The easiest way to explain it is that

every single action takes time. For example, want to

turn around? It will take you 0.20 seconds. Want to

grab a med kit stored in your pockets? 0.89 seconds

are used for that!

Every action in the game takes time, including

the most basic ones like changing stance, picking up

objects and, of course, firing your weapon. While this

may sound clunky and messy, it actually makes the

combat really deep. The player must make intelligent

choices and calculate its time to play effectively.

The amount of depth underneath the system is

staggering – there are four shot types, six movement

types, customisable firing modes, a locational damage

system and multiple variables that alter the speed of

each action. Even adrenaline plays a big role, making

characters act faster, but less accurately.

Apart from the combat, another great feature is

the number of weapons available. From pistols to light

machine guns and sniper rifles, High Calibre features

over a hundred weapons, a number of which can be

further raised by installing mods.

Weapons have stats such as accuracy, magazine

size and damage, but also other stats like the time

it takes to aim them and their reliability. Unreliable

weapons like the Colt M16 must be kept well-repaired

and clean, or they might jam at the worst possible

moment – meaning some players might prefer the

legendary reliability of an AK-47 instead.

372

You can start as one of eight different mercenaries, each

with a set of attributes, but with customisable skills.

It’s vital to carefully maintain your guns, consider your

loadout and optimise your pockets for quick access.


“Each command performed by

your soldier takes some time,

real time. This time depends on

soldier skills, his condition, and

so on. All your soldiers perform

their actions simultaneously with

each other and enemy soldiers.

This brings realism to the combat.

Interruptions in turn-based systems

are but an attempt to simulate this.

Unsuccessful attempt, I should say.”

– Dmitry Ivashkin,

High Calibre’s lead programmer

Stats also vary between the classes of weapons.

Pistols are weak and inaccurate but are much faster

to aim and fire, making them very good close-range

weapons, when accuracy is not a problem. Some

weapons can even have their stock folded to make

them faster to aim at the cost of reduced accuracy.

There are also many weapon accessories, such as

flashlights, suppressors, foregrips, bipods, bayonets,

underbarrel grenade launchers, laser sights and

multiple types of scope. Some attachments also have

weaknesses – laser sights and flashlights can make

you easier to spot by enemies, and using long-range

scopes will reduce your field of view, making it easier

for enemies to flank you.

With so many options, combat feels rewarding

and fresh. This is fortunate because the rest of the

game is not so well-designed. Sadly, High Calibre

suffers from various bugs and a boring “FedEx quest”

storyline, filled with uninteresting characters and

saved only by its exciting battles.

You’ll start as a lone mercenary, hired to find a

Russian businessman that is currently hiding in the

North African nation of Algeria. High Calibre is an

open, non-linear game, so you can move around the

map to different cities, take multiple side-quests and

side with either the rebels or the government forces.

Later on you’ll be able to hire mercenaries to

help you in battle, partake in highly intense battles

to capture and control cities and other valuable areas,

and also create militia to defend your locations from

enemies. If they die, you will have to capture the area

again in more high-intensity battles – an activity most

JA2 players should be used to.

Unfortunately, 7.62 High Calibre isn’t the JA2

successor we all have been waiting for. However, with

the help of a few mods, those into tactical battles can

definitely still have a great time. SG

Mods:

Blue Sun Mod: The most well-known mod for the

game, it adds a new quest line, more mercenaries

to recruit, more maps, hundreds of new weapons,

stat balancing and many essential bug fixes. Highly

recommended even for first-time players.

Mercapocalypse: A merge of two popular mods,

adds new mercenaries and over 350 new weapons. It

also rebalances weapon stats and adds more diversity

to enemy weapon usage. Requires the Blue Sun Mod.

Hard Life: A Russian mod designed for 7.62 veterans,

it radically changes the game and adds lots of content.

Was recently translated into English and released on

Steam as an free enhanced edition for 7.62 owners.

Your stats,

skills, injuries,

adrenaline levels

and even in which

pocket you placed

an item will all

affect the speed

of your actions.

The Blue

Sun Mod is

endorsed by

the developers

and can be

downloaded

on Steam. Just

enable it in the

“Betas” menu.

There are various locations to travel to, and you can

buy a vehicle to go faster and store items in the boot.

Inside cities you can take quests, hire mercenaries, buy

weapons and even conquer or defend the whole city.

373


Eschalon:

Book 1

Basilisk Games, 2007

Windows, Linux and Mac

Eschalon:

Book I became

entirely free

in 2017, in

celebration

of its 10th

anniversary. You

can download

it here.

Light is very

important in

Eschalon, and

its pitch-black

nights and dark

dungeons make

torches essential

equipment.

374

When a lone developer started talking about

this old-school fantasy RPG that he was

working on back in 2005, most people

didn’t believe he could pull it off. Much to everyone’s

surprise, he not only released Eschalon: Book 1, but

also managed to release two more sequels.

“Old-school” describes the game pretty well, it

looks like it walked straight in out of 1992. SVGA

graphics, a clunky turn-based interface and very little

in obvious charm. But give the game a minute of your

time and its true magic will show itself. Eschalon

boasts an elaborate skill system that allows for several

solutions to various problems.

The game mechanics follow clear and simple

formulas and are easy to grasp, with special mention

of to how they seem to cater to thief-like characters,

which is uncommon in RPGs. Locks sport various

designs and levels of quality, but in many cases they

can also just be smashed open with brute force.

The setting feels unimpressive and clichéd at

first, staring with the tired trope of an amnesiac

protagonist that wakes up in a ruined house.

A cryptic chain of letters guides him onto the

main quest which involves four powerful gemstones,

and soon enough he’s travelling across the lands,

invading goblin strongholds and dwarven fortresses

in order to prevent a cataclysm from taking place.

Probably the greatest feature of Eschalon is the

freedom of exploration, there are very few artificial

barriers in place to force a player along a predetermined

path. Instead the game opts for the more

organic approach of giving travel advice via NPC

conversations and readables. Only rarely are gates

used to block further progress, and walking off the

beaten path is often rewarding.

To help with the exploring, Eschalon sports a

detailed automapping system, but asks that skill points

be invested in the Cartography skill to use it. Sadly,

there are no recruitable characters to help the player,

and while character dialogues aren’t badly written I

still couldn’t shake the feeling that NPCs were little

more than quest dispensers or shopkeepers. At least

some quests allow for multiple solutions.

But the bread and butter of the game is the

combat. The turn-based system allows for a tactical

approach, with the environment playing a vital role.

Gates can be slammed down on monsters’ heads

and traps can be laid down in tight passages. Light,

sound and line of sight also play a role, and, while

other games make darkness your enemy, here it can

be made an ally. With little effort, any character can

become a proverbial ninja, striking unseen.

But, unfortunately, Eschalon’s versatile system

is unbalanced to the point of being broken. Most of

the spells in Eschalon outright replace various skills

and equipment, rather than being sidegrades or

buffs. Mage characters become nigh-unstoppable

powerhouses as a result.


“What inspired me to start this

project was actually the sheer

disappointment that I have felt with

the design of most modern RPGs.

They are created with the idea of

targeting as wide a demographic as

possible, and, in doing so, they’ve

shut out the niche market that gave

birth to this genre in the first place.

[...]With the Eschalon series, we

hope to alleviate this lack of choice

by offering an RPG that is inspired

by the greatest ones of all time

rather than trying to reinvent the

genre all over again.”

– Thomas Riegsecker,

Eschalon’s creator

Character

creation features

all the standards,

plus options

like choosing

a home region

and a religion.

Skills also suffer from severe balance issues, as

some of them are only used in a handful of situations,

or maybe even on just a single map.

As can be expected, the game improves with the

sequels: Eschalon: Book 2 was released in 2010 and

strikes a good balance between having more of the

same and adding new things, like overhauling the UI

(so now it looks like a 1993 game) and adding in-game

weather. The neatest addition is the customisable

difficulty level; this includes options such as weapons

wearing down with use, and hunger and thirst meters.

In contrast, Eschalon: Book 3 (2014) feels like

it was rushed out the door. Sporting only minor

improvements to the game mechanics, the game

is clearly only half-finished as the ending comes

abruptly and the writing takes a nosedive in quality,

to the point of making the whole story anticlimactic

and disappointing.

The game’s ending goes so far as to make the

other two games in the series feel irrelevant, which

frankly is unforgivable. Combine that with overall

poor graphical support (none of the games support

widescreen resolutions) and it becomes clear that the

third game was neglected by the developers.

Sadly the poor performance of the third game

has all but killed further support and goodwill for the

Eschalon trilogy, leaving it hanging by a thread when

it needed a lifeline. ÁV

Fan-made Editor:

In 2008, an unofficial character and map editor was

created by Eschalon’s community member, xolotl.

Since then, the editor has been officially endorsed by

Basilisk Games, and modders have already created a

dozen of small mods for Eschalon: Book III.

Combat is turn-based and somewhat simplistic, but it’s

agile and helps with keeping the pace of the game fun.

The sequels add small but welcome upgrades, such as

difficulty customisation, item wear and a better UI.

375


Hellgate:

London

Flagship Studios, 2007

Windows

Those willing to

give the original

Hellgate: London

a try should use

the Revival Mod

for better game

balance and

more content.

And keep an

eye out for the

upcoming London

2038 mod.

Hellgate uses

London’s metro

stations as hubs

between random

dungeons, but

they only offer

goofy NPCs and

dull fetch quests.

Weapons follow

the classic Diablo

coloured loot

system and can

be upgraded,

but guns don’t

require bullets

nor reloading.

376

I

clearly remember myself watching the fantastic

trailer for Hellgate: London, awestruck by the

promise of a Diablo/FPS hybrid where high-tech

holy warriors fought hordes of demons in the ruins

of a post-apocalyptic London. I would shoot flying

demons with holy rifles, unleash spells from balconies

of gothic buildings and they would fall one by one,

spewing out incredible amounts of loot!

At a quick glance the promises were delivered.

Hellgate’s action is fast-paced, there are interesting

weapons with unusual mechanics, plus cool monsters

and bosses. The art direction is tight and consistent,

darkness is used cleverly in some areas, buildings

have several stories for you to traverse, and loot pours

out of monsters like there’s no tomorrow.

The game presents three archetypes to choose

from, each divided into two sub-classes. Blademasters

and Guardians are melee warriors; Summoners and

Evokers are spellcasters; Marksmen and Engineers are

ranged attackers. Depending on your weapons, you

can switch between a first- or third-person camera.

With these features, former Blizzard developers at

the helm and a fine marketing campaign, Hellgate was

highly hyped and sold nearly one million copies.

Then came the fall. It quickly became evident

to players that content was lacking – they were just

walking in the same corridors and fighting the same

monsters. The only thing that changed was their HP

and damage, plus a few poorly balanced skills.

Valuing quantity over quality, designers overrelied

on MMO-type fetch quests – everything was

based on “collect this artefact”, “kill this monster”,

“collect X body parts from X type of monster”.

Like Diablo II, the game could be played either

online or offline, but only those paying a monthly

“Elite” subscription of $10 (or a lifetime fee of $149)

would get content updates, such as new dungeons and

items. Regardless, all players had to deal with server

issues, character resets, crashes and bugs.

And so, a year after Hellgate’s release, Flagship

went bankrupt, closing the game servers soon after.

A Korean company then bought the game and

re-launched it in 2011 as Hellgate Global – this time

free-to-play and with new Tokyo areas. Criticised for

its “pay-to-win” progression, it lasted until January

2016 – with a Chinese company then buying the

rights and re-releasing it in China as Hellgate: Reborn.

Few games get this amount of hype and chances,

but, while Hellgate: London had a brilliant concept, it

failed to deliver. Borderlands (2009) would soon prove

just how well “Diablo with guns” could work. BA


Barkley,

Shut Up and Jam:

Gaiden

Tales of Game’s Studios, 2008

Windows and Mac

B-Ball. B-Ball never changes. The year is 2053.

Basketball is dead. Ravaged by the power of the

Chaos Dunk, the lives of countless innocents

were inadvertently taken by Charles Barkley.

Basketball became forbidden, putting the sport

into disarray. In the same year, the storm of dunking

came again – a mysterious player reduced Manhattan

to cinders. From the ashes of slamming devastation,

a veteran of basketball would struggle to arise. Life in

the Cyberpocalypse is about to change.

Barkley, Shut Up and Jam: Gaiden is difficult

to describe. It’s a comedic RPG, and yet the world

and its characters take themselves very seriously.

Inspired by Chrono Trigger and Earthbound, the game

presents a bizarre trip around Neo New York and its

surrounding areas, with quests and characters that

can go in outlandish directions.

You’ll write poetry, uncover the long-forgotten

history of b-balls and realise the full potential of the

Chicken Dew. If a talking fuel pump lectures you on

the sublime nature of Chrono Cross, things have clearly

taken a turn for the strange. The writing is a strange

amalgamation of basketball references, allusions to

JRPGs, and just about everything else in between.

The combat is the traditional turn-based JRPG

fare, with up to four party members and several special

attacks. The combat also embraces the absurdity of

the setting. Clashing against Basketball spiders, Zombie

Referees, and Robotic Killer Gatorades is a slice of

what the developers came up with.

The special moves of your characters require

special input that varies wildly between one another

in terms of gameplay, and it makes each scuffle feel

unique instead of just another grind. Only in Shut

Up and Jam: Gaiden could you breakdance with Uzis

while curing a bad case of diabetes.

Graphically speaking, the comical design of the

characters, enemies and locales are a treat. And the

music delivers a serious Cyberpocalyptic atmosphere,

only occasionally heading into silly territory.

Any gamer with a sense of humour could find

nirvana here. Barkley, Shut Up And Jam: Gaiden is a

treasure trove for RPG fans both old and new, serving

as a reminder that some of the best things in life are

free – just like this game. GT

A sequel to

Barkley was

funded by a

Kickstarter

campaign in

December

2012, raising

over 120,000

dollars and

currently

scheduled

for 2018.

You’ll come

across all sorts of

characters, from

your old friend

Michael Jordan

to a cyberdwarf.

Mix and match

your abilities

with the varied

combat system.

Slam them from

downtown, or

have yourself

some chicken

fry – the choice

is yours.

377


The Last

Remnant

Square Enix, 2008

Windows and Xbox 360

The Last

Remnant was

released for Xbox

360 in 2008,

then received

an enhanced

PC port in 2009,

adding a New

Game+ mode, a

Hard Mode and

extra content.

A PS3 version

was advertised,

but sadly later

cancelled.

Some battle

commands are

only available in

certain contexts,

while others

depend on

hidden stats.

The character

system is very

different, as you

can’t directly

control the class,

skills or equipment

of units. The focus

are the formations.

378

The Last Remnant was a first for Square Enix,

in many ways. It was their first game using the

Unreal Engine 3, director Hiroshi Takai’s first

time at the helm, and their first big RPG designed from

the ground up to appeal to Western audiences (which

didn’t work, as reception in the West was lukewarm).

The result is a highly unusual JRPG with some key

flaws that prevent it from reaching greatness.

The game is set in a fantasy world divided into

city-states, all of which were built around Remnants,

mysterious ancient artefacts that hold great power.

Remnants have different shapes and sizes, going from

small hand weapons to colossal towers, monsters and

weapons. They can only be bound to one person at a

time, usually the ruler of each city.

The story begins with Rush Sykes, the son of two

Remnant scholars, having his sister kidnapped. In his

quest to rescue her, Rush finds himself in the middle of

political struggles, uncovering several mysteries and

makings allies in the process. It’s as bad as the typical

JRPG story, but with a slightly better supporting cast.

But make no mistake – battles are the focus here.

The Last Remnant’s combat system is the game’s high

point – as well as its most divisive aspect. Instead of

individual characters, the player controls “unions”.

Each union can have up to five units, and the number

of unions and units grows as the story progresses, up

to five unions and 18 units per battle.

The HP, stats and skills of each union depend on

its formation and the units comprising it. Instead of

directly choosing attacks, you give general orders like

“Use magic!”, “Heal yourself!” or “Charge!” to each

union, and its units then decide how to act.

There are many nuances like Battle Rank, morale,

engagement and hidden stats, all of which are poorly

explained. This makes combat artificially complicated

at first, but it becomes rewarding once you mastered

it, especially the large-scale battles near the end.

The game has many sub-quests, crafting, mining,

random unique monsters, challenging optional battles,

and sudden difficulty spikes which may lead players

to grind, but you’re actually punished for it. Enemies

scale up after you pass a certain threshold and some

can grow so powerful as to become near impossible.

As such, The Last Remnant has a sweet spot – you

should do all the side-quests and pursue its excellent

optional battles, but grinding or min-maxing too

much can spoil the fun. JRPG fans with the patience

to learn its mechanics will have a good 60-100 hour

experience with the game’s unique combat system,

great soundtrack and beautiful art. FAX


Valkyria

Chronicles

SEGA, 2008

Windows, PS3 and PS4

Set in a fictional version of Europe during a World

War I-like conflict, Valkyria Chronicles saw the

veteran Sega team behind the Sakura Wars series

deliver a breath of fresh air into tactical games.

The game’s outstanding feature is its blend of

tactical turn-based RPG with third-person combat.

When a mission starts you’re sent into a tactical map

and asked to dispatch up to ten units. Each turn

you’re given a set number of Command Points, and

by spending one you get to control a unit in thirdperson

mode, walking around for a set amount and

performing one attack. You may use a unit repeatedly,

but once your points are over, the turn ends.

The game offers five classes – Scouts, Engineers,

Shocktroopers, Lancers and Snipers – plus two types

of tank. Knowing where and when to use them is key:

a Lancer can destroy a tank with one well-aimed shot

at its engine, but it’s useless against regular troops.

Each character also has its own personality traits:

a “Loner” character, for example, gets a bonus when

far from the rest of the squad. After each battle you’ll

earn money and XP based on your performance,

which can be used to upgrade weapons, armour and

tanks, as well as level up each of the classes.

The main campaign offers 18 battles with a wide

range of goals – you’ll pursue an armoured car across

narrow streets, avoid enemy search parties in a forest

at night, defeat a massive tank, blow up a bridge, etc.

Some missions can take over an hour to complete and

allow many strategies, though the game pushes you to

complete them as fast as possible to earn an S rank.

You’ll eventually unlock extra side-missions,

such as repeatable skirmishes (where you can train),

special missions based around individual characters

and the DLC missions, which are included in the PC

port and allow you to play as other squads.

Between each mission you’re treated to story

cutscenes, which are surprisingly good. Characters

are quirky but down-to-earth, and the story is simple

but focuses heavily on racism and the horrors of war,

going as far as to include a concentration camp.

The fantastic art style helps to set the bleak yet

hopeful tone of the game, mixing expressive cellshaded

models with a charming watercolour style.

Sadly, the sequels Valkyria Chronicles II (2010)

and III (2011) remain PSP exclusives, while Valkyria

Revolution (2017) changed the series’ combat into a

disappointing fantasy Action RPG of sorts.

Still, Valkyria Chronicles remains one of the best

tactical RPGs of the 2000s, with a fresh take on the

genre, an involving story and gorgeous visuals. FE

Valkyria

Chronicles was

first released

for the PS3

in 2008, then

ported to PCs

in 2014. It also

got a remaster

for the PS4

in 2016.

The game is turnbased,

but you

control your units

in third-person

mode, manually

positioning them

and aiming shots.

Battlefields

offer several

obstacles and

opportunities,

such as high grass

troops can hide

in, minefields,

sniper towers,

elevators,

barricades, etc.

379


Fallout 3

Bethesda Softworks, 2008

Windows, PS3 and Xbox 360

Bethesda

hired various

Hollywood

actors for the

game, with

Liam Neeson

voicing your

father, Malcolm

McDowell

voicing Enclave’s

president and

Ron Perlman

reprising his role

as narrator.

Upon the announcement of Fallout 3, someone

new to the genre would be forgiven for

thinking that Bethesda’s previous RPGs, the

Elder Scrolls series, were some of the worst ever made.

I have rarely witnessed the sort of disappointment

and vitriol that long-standing Fallout fans displayed.

Their worry was that Fallout, known for its

branching paths, rich writing and complex character

development, would be turned into a vapid, firstperson,

post-apocalyptic reskinning of Oblivion.

Bethesda did indeed scrap the famous Interplaydeveloped

“Van Buren” Fallout 3 prototype and

decided to play to their strengths, with an enormous

open world and a first-person, single-character

perspective. Fallout 3 turned out to be more than

“Oblivion with guns”, with an identity and atmosphere

of its own – even if lacking the wit and dark sense of

humour that characterised its predecessors.

From your introduction to the Fallout mythos

via short slices of the character’s life as a child living

in a Vault, to dealing with the various factions and

survivors that populate the DC wasteland, the player

is immersed in a huge world, littered by odd groups

trying to rediscover and reclaim their place in it.

Each merchant caravan, each little settlement,

each small hut in the middle of nowhere or hidden,

highly secured Vault has its own story, its micronarrative,

either obvious or hidden, that helps

the player assemble a larger picture of this postapocalyptic

world. It doesn’t stand up to scrutiny,

especially when compared to the previous games –

things like food availability or the timeline don’t make

much sense when you think about it, so enjoying it

does require a healthy dose of suspension of disbelief.

The combat feels like an odd mixture of genres,

not quite skill-based first-person shooting and yet far

from stats-based RPG territory. Crucial to making

this approach work is the VATS system, which

allows the player to pause time and target opponents’

specific body parts, spending Action Points that vary

depending on target, range and weapon.

This allows the player to fall into a pleasant

rhythm of alternating between VATS tactical shooting

and finding cover or doing real-time shooting while

waiting for AP to recharge. Character development,

however, is a curt affair. At each level-up, you can

assign skill points that marginally increase your

efficiency at a variety of tasks.

380

You begin the game living with your father in Vault 101, from

birth to the day he leaves the vault – and you follow.

Fallout 3’s character screen, quest log and inventory

are all presented in your wrist-mounted Pip-Boy 3000.


“I think a lot of people assume

that we’re doing things to meet

some sort of demographic; they’re

like, ‘Oh, why is it first-person?’

I love first-person. [...] When you

step out of the vault, in first-person,

and see the [HDR light effect on

your] eyes come in... Dude,

that is a real moment.”

– Todd Howard,

Fallout 3’s director and

executive producer

The writing is

one of Fallout 3’s

weakest points,

presenting few

meaningful

dialogue choices,

dull companions

and failing to

capture the dark

humour of the

originals.

These range from hacking and lock-picking

mini-games to better handling of each specific class

of weapon. Each level-up, you can also choose a perk

that, in most cases, ultimately boils down to making

you hit others harder, or being harder to kill.

Meanwhile, exploring the game’s vast world

is hit- and- miss. Long treks into the unknown can

sometimes uncover interesting side-quests, cool

micro-narratives or even the treasured, permanent

stat-increasing “bobblehead” collectible figures, but

more often that not reveal just one more derelict office

building, a victim of copy/paste area design.

And while you can participate in acts that range

from blowing up an entire town to sharing water with

a dying man, choices ultimately matter little besides

nudging your karma meter one way or another. They

are accounted for, but don’t impact you.

Luckily, the game came with powerful modding

tools, allowing the community to improve on most

of these negatives through many different mods, the

most comprehensive of which is “Fallout 3 Wanderer’s

Edition” mod, an overhaul of nearly every mechanic.

To many, this is the “right” way to play the game.

Still, Fallout 3 is an interesting journey, with fun

set pieces leading up to a truly epic final showdown –

which, once again, doesn’t stand up to scrutiny.

VATS allows you to pause and spend Action Points to

fire aimed shots, which are then shown in slow motion.

But storytelling was never a landmark of any

Bethesda game, and Fallout 3 is no exception. Instead,

it grips you with its vast open world, as you cruise the

wasteland listening to vintage records on the radio,

wondering what lies just beyond the next hill.

The first few hours remain the most engaging,

where, fresh to this new world, players must scramble

to find resources amidst the ruins, always fearing the

raiders or bandits that lurk around every corner.

After release, Fallout 3 got five DLCs, which sent

the player away to different regions, but most were

limited in scope. The two standouts, however, were

Point Lookout, a tour through an exceptionally atmospheric

bayou region, and Broken Steel, an additional

chapter to the main storyline that enabled the player

to continue playing past the game’s ending.

“War, war never changes” is the game’s opening

line. But Fallout, on the other hand, changed a lot.

And while it introduced a whole new generation of

fans to the series, it also left many of the old fans out

in the cold wasteland. LM

Mods:

Unofficial Fallout 3 Patch: Fixes hundreds of bugs.

Fallout 3 Wanderer’s Edition: A huge overhaul mod

that improves the game in every way, making combat

better, the RPG elements more relevant and adding

new weapons, items and features. A must-have!

Fellout: Overhauls the game’s weather and lighting,

replacing the green tint for a more natural look.

Fallout Overhaul Kit (FOOK): A big mod pack that

adds hundreds of weapons, armour and new textures,

together with some gameplay balance changes.

Flora Overhaul: Replaces the game’s environment.

Alton, IL: A fan-made expansion, adds an entirely new

area and a long and elaborate quest to the game.

381


Drakensang:

The Dark Eye

Radon Labs, 2008

Windows

A series of online

Choose Your Own

Adventure games

based on The

Dark Eye were

released alongside

Drakensang.

You can play

them at www.

tde-games.com

You can start by

choosing from

20 archetypes,

such as Human

Battlemage and

Dwarf Prospector,

or toggle the

“Expert Mode”

and customise

your character

using The Dark

Eye ruleset.

382

Drakensang adapts The Dark Eye, the popular

German pen-and-paper RPG, to a computer

RPG for the first time since Realms of Arkania:

Shadows over Rivia, way back in 1996.

A lot changed since then. Drakensang uses the

updated 4th edition rules and, instead of a blobber

with turn-based combat like RoA, plays as what its

developers described as “Baldur’s Gate in 3D” – an

epic real-time-with-pause RPG where you create a

character and gather companions to save the world.

This instantly brings Dragon Age: Origins (2009)

to mind, but Drakensang actually predates it. It also

goes for a very different tone, with a colourful, slightly

cartoony art style and a whimsical world, populated by

burlesque characters. It feels as a game born out of a

fun pen-and-paper RPG session between friends.

Its main feature, The Dark Eye ruleset, is both a

blessing and a curse. It’s a complex, classless system,

that offers a lot of freedom in character building.

Experience points are used to directly upgrade your

characters – improving attributes, spells and talents,

or being spent on trainers to learn new ones.

Such degree of freedom demands understanding

to be fully enjoyed. The developers added tooltips and a

nice manual, but it’s a system much more complicated

than Dungeons & Dragons. Some nuances, such as how

parry works, can be hard for newcomers to grasp.

A bigger frustration comes from how poorly

the game employs all these talents and nuances, e.g.

there are five Social talents, such as Fast Talk and

Seduce, but you’ll have very few chances to use them.

The majority of dialogues won’t even provide a single

role-playing option – you’ll just click on the only available

option and continue reading. Or just skip, since NPCs

have unique looks but dull, poorly translated lines.

In fact, Drakensang as a whole suffers from a poor

overall quality of content. Everything is linear and

railroaded – once you explore an area and finish the

main quest there, you’re sent to the next area, unable

to ever return to the previous one. Some quests have

creative premises, but too often they force you to walk

back and forth over large area, usually fighting the

same respawning enemies over and over.

The combat is also a mixed bag. It has great

animations and flows well, but lacks depth. During

most of the game, characters will only have one or two

combat skills, limiting your options. Worse, there’s no

collision detection – enemies can walk right through

your heroes, making positioning useless.

This is tolerable during most fights, but hurts

during the challenging boss battles – especially when

they overwhelm you with large numbers of enemies,

exposing the lack of tactical options available.

Overall, Drakensang has all the building blocks

required for a great RPG, but the content lacks in

quality and fails to take advantage of its strengths.

Playing it leaves you disappointed. It looks great and

has a rich system, it should be fun! But it isn’t.


“What’s really important to us is

creating a huge pool of clothing,

weapons and armour for the

player to choose from, so we

have something which I jokingly

call ‘Barbie dolls for men’, an

opportunity for adults to play dressup,

so to say. The variety of items,

a flexible equipment system and

upgrading your character are a lot

of fun and very important elements

in Drakensang.”

– Bernd Beyreuther,

Drakensang’s project director

Luckily, Radon Labs later released Drakensang:

The River of Time (2010), a prequel which took

player’s feedback to heart and improved upon every

aspect of the game. Exploration became non-linear,

talents more useful, fast-travel points were added, the

filler battles were replaced by engaging set pieces, etc.

It’s the same system, but with much better content.

Still, the most interesting change is the scope, as

The River of Time goes for a shorter and more intimate

story. Instead of being The Chosen One, here you join

a trio of charismatic adventurers – Ardo, the Warrior;

Cano, the Thief; and Forgrimm, the Dwarf – and play

as a their partner in a smaller, 30-hour adventure.

You’ll still be able to control them most of the

time, but in some moments they’ll act by themselves.

For example, when trying to invade a fortress, Cano

will try sneaking while Forgrimm will brute-force his

way in. You’ll decide who to help – playing either a

stealth section or a combat gauntlet.

The game delivers these moments in a well-paced

and humorous tone that fits perfectly with the colourful

art style. In a sense, The River of Time is perhaps the

closest we ever got to a The Princess Bride CRPG.

Sadly, Radon Labs had several issues publishing

the game outside Germany. Its English version arrived

almost a year later, as a $20 budget title that had no

marketing or press coverage. Radon Labs still put out the

Phileasson’s Secret expansion, but then went bankrupt.

The company was acquired by Bigpoint Games,

a German publisher specialising in browser games.

In 2011, they released Drakensang Online – a freeto-play

Diablo-like browser MMORPG, no longer

connected to previous games or The Dark Eye ruleset.

Drakensang: The Dark Eye might have been

underwhelming, but The River of Time remains a great

RPG. Few people got the chance to play it, but if you’re

reading this and enjoy games like Dragon Age, be sure

to embark on this joyful, full-hearted adventure. FE

Combat is realtime-with-pause,

with up to four

party members.

It’s very similar

to many BioWare

titles, but issues

such as limited

abilities and a

wonky movement

system stop it

from being great.

We suggest using

Ergo’s Fixpack

when playing

Drakensang, and

Ergo’s AddonPack

when playing

River of Time.

Both mods

feature several

bug fixes, balance

improvements

and other useful

tweaks, such as

faster movement.

The Dark Eye ruleset gives players a lot of options, but

they can be hard to understand and are often underused.

The River of Time features more choices that affect dialogue

and gameplay, such as helping Forgrimm or Cano.

383


Fortune Summoners:

Secret of the

Elemental Stone

Lizsoft, 2008

Windows

FS had a Deluxe

version released

in 2009 in Japan,

with additional

content and

voice acting. But

only the original

version was

localised into

English by Carpe

Fulgur in 2012.

You can switch

control between

the three main

characters on

the fly, as well as

customise their

behaviour when

being controlled

by the AI.

Characters

have four base

attributes,

and also learn

many spells and

abilities. Using

them correctly

without sticking

to just one or

two is crucial.

384

Fortune Summoners is a hardcore side-scroller

ARPG in the vein of “Metroidvania” games,

featuring three classes (combat roles) and a

strong emphasis on character stats and skills.

The main character, Arche, is a physical fighter

who is controlled in the manner similar to fighting

games, while her friends are magic-users – Sana’s water

magic is slow but diverse, while Stella is an aggressive

fire spellcaster, capable of freely moving around.

Generally, combat is what the game does best.

Enemies react to your moves, acting ahead if your

actions get too simplistic, dodging your attacks,

taking advantage of the pauses in your movement,

and inflicting status ailments. They also block, flank,

stun-lock you, fly, jump, do leap and ranged attacks,

cast powerful spells, heal themselves, float out of your

attack or spell range, and move faster than you do.

Much of the game’s difficulty comes from

managing your timing and momentum (which

may prove frustrating to some). The companion

AI is competent enough that the player might find

themselves worse at controlling the girls (in particular

Arche) than the AI, but also highly customisable.

Fortune Summoners never holds your hand.

Dungeons get labyrinthine and span many screens,

featuring puzzles that involve jumping, switch-pulling,

crate-pushing, and discovering hidden passages.

Unfortunately, exploration can get fetch quest-y and

linear, with a back-and-forth design that often expects

you to find the one NPC amidst a hundred of others

to advance the plot.

Starting off with Arche, the transfer student

on the way to her new school, the game’s story and

dialogue are nothing if not cliché-laden – luckily

treated playfully, not seriously. The pervading spirit of

light-heartedness and camaraderie, perfectly captured

by Carpe Fulgur’s translation, eases you into the whole

nonsense pretty well, too.

Fortune Summoners takes pride in its old-school

design, with good reason and to good effect. The

combat is engaging and challenging, the writing is

upbeat and charming, and the dungeon-crawling,

while at times artificially prolonged by backtracking,

is enjoyable with many secrets to find. As a result, it

remains one of my favourite. CB


Project Aon, 2008

Windows, Mac and Linux

Seventh Sense

In July of 1984 the first instalment of the Lone

Wolf gamebook series, Flight from the Dark, was

published, spawning a franchise that would sell

over ten million copies to date.

The setup is classic: you are Lone Wolf, the only

surviving Kai Lord – an order of holy warriors blessed

with psychic and physical powers that opposes the

Darklords. It’s a simple tale of good guys versus bad

guys, but the implementation is masterful.

Created by young musician Joe Dever together

with his artist friend, Gary Chalk, the series would

stamp upon young minds a narrative, a look and an

identity that would shape their idea of fantasy for

years to come. Sadly, by the late 90s the gamebook

market withered, prematurely ending the series.

In recent years however there has been renewed

interest in the series thanks to Project Aon, a fancreated

site that re-released the books in HTML, with

permission from Joe Dever, who approved the free

dissemination of his work online as a gift to the fans.

Seventh Sense is a free, fan-made playing aid for

the Project Aon versions of the Lone Wolf gamebooks.

It automates and aids the playthrough, tracking all

stats, rolls, skills, items and page-jumping, while also

allowing players to greatly customise the book’s rules,

art style and even seek special challenges.

The books are intended to be played in order, as

one huge adventure. In the first one you create your

character, rolling stats, choosing skills (Camouflage,

Hunting, Weaponskill, Healing, Mind Blast, etc.) and

your initial equipment. These choices will all greatly

impact the options available during your quest.

Each subsequent book allows you to keep your

current equipment and choose one extra skill, taking

Lone Wolf all the way from an apprentice to a Grand

Master with mythical weapons and powerful spells.

The series has 29 books, and at the time of writing

Seventh Sense supports up to book 17, The Deathlords

of Ixia, and it's regularly updated with more content.

To return to Lone Wolf after a few decades away

is a pleasurable experience. The adventures of the last

of the Kai Lords are short, sharp shocks: full of daring

escapes, sudden deaths, exotic locales, crazy plots and

fantastical elements that enchant young minds and

cloud old ones with a perfect miasma of nostalgia. NT

In 1998,

Joe Dever

published the

28th Lone Wolf

book. After an

18-year hiatus,

he returned in

2016 with a

self-published

29th book.

Seventh Sense

calculates and

tracks all your

rolls, skills, items

and choices.

This is especially

useful as you

carry your hero

from one book

to another.

Combat is solved

by taking your

Combat Skill,

subtracting the

enemy’s Combat

Skill and rolling

a dice. A chart

then indicates

the battle’s result.

385


Mount

& Blade

TaleWorlds Entertainment, 2008

Windows

TaleWorlds is

an indie games

studio based

in Turkey. In

2005 they were

founded and

released an

alpha of Mount

& Blade. From

that alpha they

gathered a fan

base, funding

for the full

game and a

publishing deal

with Paradox.

While travelling

in the world

map, you’ll often

come across

nobles, villagers,

caravans, bandits

and armies, each

with their own

objectives and

behaviours.

386

If you take visceral hack-and-slash combat akin

to that found in Chivalry: Medieval Warfare, add

in a smaller scale, more intimate taste of battle

management à la Medieval: Total War, and wrap it all

in the trappings of a medieval sandbox world with

RPG elements, your end result is the multi faceted

and engaging game named Mount & Blade.

Your start by creating your character, answering

questions about his/her background and ambitions,

which will affect your stats, items and social standing.

Then the game begins, and you’re in Calradia, a large

medieval world, free to do whatever you wish – hunt

bandits, recruit villagers for your army, fight nobles in

tournaments, offer your services for a king, etc.

But truly, the soul of Mount & Blade is its battles.

Whether you are a general charging the enemy’s army

from a snow-covered hill or just a soldier taking

part in a castle siege, the game just comes to life: the

landscapes, character, weapon and armour models,

sound of hooves, clash of blades and cries of battle all

work together to immerse you in that moment.

Combat is deceptively simple: by pressing the

left button and moving your mouse you attack from

left, right, overhead or thrust. Doing the same with

the other button leads to a block, but there are parries,

shields, weapon types, momentum and other nuances.

You may also issue instructions for your army –

if you manage to keep a sharp mind as battle erupts

around you. Clashing with targets of opportunity and

making snap decisions as the unpredictableness of

battle unfolds to achieve victory is deeply satisfying.

While roaming the lands of Calradia either, as

an avatar on the game map or while exploring one of

the towns or castles that dot its surface, you are able

to stop, rest your troops, and plan your next move

amongst all the chaos of a land contested by multiple

factions. This is when the sense of all of your battles

being small cogs in a larger wheel sets in – as you

interact with NPCs either through dialogue or at the

tip of a sword, other NPC units are likewise pursuing

their own objectives all around you.

Faction relations and interactions are evershifting,

and the armies are constantly on the move.

Fortunately, significant events you don’t encounter

yourself while roaming the land are flashed to you

in text and logged into the game’s bank of reference

material, providing general glimpses on the state of

the land when needed.

The lands of Caraldia are alive with more than

just the faction forces: army deserters, manhunters

tracking them down, sea raiders, villagers, trade

caravans and more all move about and interact,

making the otherwise sparse land come alive with the

simulated life of the population.

Conflicts, either small skirmishes or all-out

battles with hundreds of troops, are always occurring

throughout the land, and your role in it all is up to

you. At night, sight lines are reduced, and it may come

as a shock to find just how close an enemy force is

when dawn strikes. Fortunately, everything on the

land freezes when your force is stopped, giving you

time to plan your next move.


Mods for Mount & Blade

Battle Size Changer: Allows you to

increase the maximum number of

soldiers in battle at once, from the

default 100 to a max of 1,000.

The Last Days of the Third Age:

Lets the player fight on either side

of the War of the Ring, as one of

Tolkien’s various fantasy races.

Star Wars Conquest: A huge mod

set in the Star Wars universe that

allows you to explore, battle heroes

and conquer the galaxy.

Sword of Damocles Adds a complex

kingdom management system, over

100+ troop types and much more.

Mods for Mount & Blade: Warband

Floris Mod Pack: A compilation

of great mods created by the fans.

Highly recommended.

Anno Domini 1257: Set during the

Crusades and Mongol Invasions.

Brytenwalda: A complex mod set in

Britain after the fall of Rome.

Prophesy of Pendor: A popular

but challenging mod, with tough

enemies and deadly combat.

A Clash of Kings: Set in the world

of G.R.R. Martin’s Game of Thrones.

Warsword Conquest: An amazing

mod based on Warhammer Fantasy.

The Last Days of the Third Age mod

allows you to defend Minas Tirith.

Conquer the galaxy as a Sith lord

in the Star Wars Conquest mod.

As a sandbox game there is no overarching

narrative guiding progression in M&B, so “winning”

falls to a player’s own particular interests. This could

mean aiding your faction in achieving dominance,

but could also involve more character -specific goals.

Perhaps you wish to aid a pretender to wrest

the throne from her rival and in turn be granted a

lordship. Both your Renown (earned in battle) and

your Relationship rating with lords and townspeople

will determine if they even acknowledge you, and are

impacted by quests and the decisions you make.

If combat is your main goal, the XP gained from

kills and completing missions increases your stats,

which in turn opens the door for higher skill levels.

Skills are all passive, and range from dealing more

damage with certain weapons to riding better horses,

tracking other groups, capturing prisoners, persuading

nobles and better training of troops.

Yes, your troops will also level up, following one

of several upgrade trees. Those Swadian farmers you

recruited might become powerful knights, while the

Khergit recruits can become agile horse archers.

The effort and care for detail put in by TaleWorlds

to create a faithful medieval experience rather than a

fantastic one is an endearing facet of Mount & Blade:

weapons and armour are more rugged than gaudy,

castles, towns and villages are made of hew wood or

stone, and the people of Calradia look and act the part:

the poor are unwashed and weary, while the nobility

are somewhat clean and focused on self -interest.

In 2010, a stand-alone expansion called Mount

& Blade: Warband was released, adding a new faction,

the ability to form your kingdom and multiplayer.

Then came historical packs: With Fire & Sword (2011),

Napoleonic Wars (2012) and Viking Conquest (2014),

adding guns, cannons, ambushes and much more.

Still, Warband remains the most popular version,

thanks to its amazing variety of excellent mods.

Ultimately, the core of Mount & Blade is reflected

in its name, giving a harrowing and entertaining taste

of being a medieval battle commander. But it does

so within a subtly immersive world of conflict and

choice shaped by your victories or defeats, by mount

and by blade. BW

The With

Fire & Sword

expansion is set

in 1600s Poland

and it’s based

on a famous

novel of the

same name,

written by

Nobel-winning

author Henryk

Sienkiewicz.

Characters don’t have much of a personality, but dialogues

offer many options, from serving kings to marrying nobles.

You can buy weapons, armour, horses, food for the troops

or even live as a trader, making profit on trade goods.

387


Neverwinter Nights 2:

Storm of Zehir

Obsidian Entertainment, 2008

Windows

The tight

budget on

Storm of Zehir

led to some of

the VA work

being carried

out in-house,

with the

developers

themselves

voicing some of

the characters.

Zehir allows

the entire party

to engage in

conversations,

with characters’

skills, races,

classes and

alignments

allowing for

distinct replies.

On the world

map, characters

pass skill checks

to run faster

through rough

terrain, spot

various hidden

locations and

avoid being

ambushed by

wandering foes.

388

Where NWN 2’s first expansion, Mask of

the Betrayer, wriggled free of the main

campaign’s tiresome Sword Coast heroics

to deliver a charmingly dark and offbeat fairy-tale

narrative, Obsidian Entertainment’s second add-on

offered the chance for its designers to get genuinely

creative with the series’ gameplay.

Storm of Zehir wouldn’t have the budget of

either of its predecessors, or the development time,

or the manpower. What it did have was an impressive

collection of art assets (including almost 120 unique

creatures), 24 sub-races, 15 base classes, 24 prestige

classes and 1,859 feats – plus a dozen-odd background

traits for anyone who wasn’t satisfied with those

character-building possibilities.

With this hoard of role-playing resources in

hand, lead designer Tony Evans and his team decided

that Zehir would be a throwback CRPG; a storylight

adventure with full party creation, a variety

of monsters, and heavy emphasis on skill checks. It

would take the player through the mysterious jungles

of Chult, founding a trade empire while attempting to

thwart a Yuan-Ti conspiracy.

It was a fantastic idea – and, in its efforts to reestablish

the delights of unfashionably outdated RPG

tropes, highly prescient. Sadly, the project’s ambitions

come up short against a pretty unassailable obstacle

– the game itself. Simply put, NWN2 is the wrong

vehicle for this kind of RPG. Its long loading times

and module-based gameplay become truly agonising

when applied to a constant series of random

encounters and tiny settlements, while the infamously

bad AI continues to wreck all hope of creating

legitimately tactical combat.

Other ideas simply feel half-baked; the

merchant empire-building amounts to little more

than trotting across the map collecting invisible

lumber and dropping it off at various towns. The main

plot itself is so lightly handled as to barely register.

There are genuine consolations, however. The

game’s dungeons, while often frustratingly small,

make full and inventive use of its bestiary. The

jungles of Chult (and their dinosaurs!) are a fresh and

welcome locale. And the grandest innovations – the

party-based conversation system and the world map

– deserve to have real influence on RPG design long

after memories of this expansion have faded.

Zehir, in short, is a real curiosity – albeit one

more likely to appeal to modders, designers and

Obsidian completionists than anyone looking for a

solid, entertaining dungeon-crawling good time. GT


Larian Studios, 2009

Windows and Xbox 360

Divinity II:

Ego Draconis

This is a game where you can (at will) turn into

a dragon, attack a flying fortress and the army

of demons protecting it, land in the courtyard,

kill the guards with a mix of fierce sword fighting and

spell-casting, subdue the fortress’s commander and

then read his mind to find out his deepest secrets. All

this 100% gameplay, no cutscenes involved. It has to

be one of the best RPGs ever made by man, right?

Unfortunately, no. Larian’s ambitious vision for

Divinity II included a multiplayer campaign and even

RTS elements. However, development issues, lack of

funding and the hardware limitations of the Xbox 360

forced them to make some deep cuts in their project.

While the end result is still an entertaining thirdperson

Action RPG, it’s also a very uneven one.

Starting as an apprentice Dragon Slayer, you are

sent on your first hunting expedition. Soon the tables

turn as you suddenly find yourself bound to a dragon,

able to shape-shift into a mighty flying beast, but on

the run from your previous companions.

Larian always set themselves apart by their clever

writing, and Divinity II is no exception. Some of the

dialogues are exceptional, the quests are highly creative

and the game overflows with interesting ideas, such

as the aforementioned mind-reading skill, the mighty

dragon form, an undead “pet” you can customise by

collecting body parts and even a personal battle tower,

complete with servants you must recruit.

The problem is that the game often doesn’t play

to its strengths, tiring players with dungeons full of

mindless enemies or repetitive battles against the

flying fortress, when the real treat lies in its dialogues

and quests. The combat isn’t bad per se, featuring

a nice range of spells and abilities, but it’s poorly

balanced. Worst, it’s often clear that you’re fighting

enemies just to artificially extend the game’s length.

The original release was plagued by bugs, but the

2011 Dragon Knight Saga re-release fixed most issues,

enhanced the graphics, redesigned some areas and

added the Flames of Vengeance expansion pack, with

about 20 hours of new content.

In 2012, Larian would release the Developer’s

Cut version, adding design documents, concept art,

a fascinating documentary about the development of

the game and the various obstacles they faced, plus an

optional “cheat mode”.

Read that as a developer’s confession that the

game works better as a crazy, light-hearted experience,

enjoying quests and skipping combat. Divinity II

could have been much more, but its humour and

clever writing still guarantee a good time.​ FE

Larian would

return for more

dragon battles

in Divinity:

Dragon

Commander

(2013), an

exotic mix of

RTS battles,

strategy maps,

dragon combat

and political

simulator.

Combat is simple

and cooldownbased,

but gets

the job done. The

real problem is

that there’s just

too much of it.

While impressive,

transforming

into a dragon

can get tiresome,

as you’re

mostly limited

to repetitive

battles against

a flying fortress.

389


Dragon Age:

Origins

BioWare, 2009

Windows, Mac, PS3 and Xbox 360

To help

promote

Dragon Age,

EA hired

Blur Studio

to create an

elaborate

4-minute CGI

trailer, titled

Sacred Ashes.

It is difficult to accurately portray what Dragon Age

represented at the time. While still independent,

BioWare had given us some of the most memorable

entries in the RPG genre. However, their recent

dabbling in Eastern martial arts with Jade Empire and

pulp science-fiction shooter-RPGs with Mass Effect,

had baffled as many fans as it had pleased others.

Dragon Age, then, when first revealed in 2004,

was seen as a return to form. A return to tactical

battles, to a high-fantasy setting, to game mechanics

uncompromised by console ports. While in line with

the company’s desire to create their own original IP,

it was a spiritual successor to the Baldur’s Gate series.

Rechristened Dragon Age: Origins, it held its

ambitions up proudly, with an intro chapter that

varied wildly depending on the race, class and social

standing of your created character. The game thus

sidestepped the usual memory loss trope beautifully,

giving you plentiful background into your character’s

life and possible motivations – before tying it in

smartly with an epic first chapter that demonstrated

both the scope of the threat facing the world of

Thedas, as well as the rich background of cultural and

political intrigue that tugged at its periphery.

Dragon Age stands to this day as a masterclass in

introducing players to a game, world and characters,

and sadly, few games have attempted beginnings in

such a scope. Origins, indeed.

Then came the combat that makes up much of

the game. An active, party-based battle system where

the player controls up to four characters in realtime-with-pause

combat. The game seamlessly went

into this mode from Exploration mode whenever

required, offering in both modes a good degree of

camera control. The PC version also included a third,

tactical bird’s-eye view with mouse-driven controls –

a clear nod to the Infinity Engine games.

The complaint, for many, was that, in deviating

from the rich Dungeons & Dragons ruleset, Bioware

had not created an equally compelling alternative of

their own, and the oversimplification of the system –

fewer classes, fewer abilities, simplified skill trees, and

even fewer party members – made for less compelling

encounters and less of a tactical challenge.

While there were highlights – one of the first

fights against a towering, ogre-like enemy, for

instance, or the dragon encounters – many of the

battles felt cookie-cutter and by-the-numbers.

390

Character creation is limited to three classes and three

races, but you can unlock 18 specialisations as you play.

Combat offers both a third-person camera and a tactical

top-down camera, similar to the Baldur’s Gate series.


“The problem with the ‘moral meter’

is that even though we’re offering you

choices, it forces you to choose one or

the other, and then you’re on a fixed

path [...] So, in Dragon Age, we don’t

have a good and evil meter, all the

decisions in the game have solutions

that are logical, where we thought,

‘let’s provide the player with solid

reasons for doing these things’, which

allows us to have a lot of room for

greyness in morality.”

– David Gaider,

Dragon Age: Origins’ lead writer

Spell-casting uses

a mix of mana

and cooldowns.

Some spells can

be sustained,

while others can

be combined into

powerful magic

combos.

Loot was similarly simplified. While equipping a

new piece of gear for your characters did have pleasant

visual impact, it was relatively rare to find items that

had a cool story behind them or a tangible mechanical

benefit. And the lack of variety often made players

wear the same armour set for dozens of hours.

The world, too, was missing the huge amount of

secrets and places to explore for exploration’s sake that

had left their mark on previous games. Some areas –

like Ferelden’s capital, Denerim – have their share of

nooks and crannies, but most other areas feel a bit flat.

It was the writing, then, that saved Dragon Age:

Origins. To this day it stands as some of BioWare’s

finest. The world was written with a scope and depth

that paints a much broader picture than the relatively

small setting of Ferelden where the plot develops.

Yet even this small corner of the world is rife with

political plots and cultural/racial tensions. Be it the

plight of the elves or the ostracisation of magic-users,

your character is given much to think about.

And think about it you should, because the

available dialogue options are much more nuanced

than those of modern BioWare games. Gone is the

duality that forced you to pick between demon and

saint in KotOR, or between good samaritan and hardassed

rebel in Mass Effect.

Armour offers set bonuses and weapons can be upgraded

with runes, but both are very limited and feel uninspired.

Here you can, as an example, really feel sorry for

the way mages are treated, because you know a few

and they seem actually quite decent people. But, on

the other hand, some of these decent people seem to

be involved in blood rituals and the summoning of

demons, endangering common folk and themselves.

The lack of a moral compass that defines your

character is replaced by relationships with your party

members – some of the most beautifully written

and complex party members in BioWare’s history.

Depending on how they view your actions and words,

they may either open up to you or even directly

oppose or betray you – a fascinating loyalty system

that can sadly be mostly cheated on via gift-giving,

but remains as one of the finest integrations between

writing, player choice and mechanics.

The game was further complemented by a huge

amount of DLC, most of which is story-driven and

of very high quality; a modding toolset that gave us

some great fan-made content; and a remarkably tight

– if somewhat brief – expansion in Awakening.

A mystery when first announced, Dragon Age:

Origins is today seen by many (myself included)

as BioWare’s last great RPG, before they turned

completely to a (still quite enjoyable) more

mainstream kind of game. LM

Mods:

Extended Community Canon Project: A series of

interconnected mods and campaigns that expand

upon the game’s world and lore.

Dragon Age Redesigned: Adds many subtle changes,

improving the visuals, environments and events.

JX - Dragon Age Extended: A big mod pack that adds

new classes, specialisations, bug fixes and tweaks.

Baldur’s Gate II Redux: Module 1: Allows you to

play through Irenicus’ iconic dungeon from BG2.

Dragon Age

had over

35 DLCs,

ranging from

stand-alone

campaigns to

extra party

members,

holiday gifts,

pre-order

bonuses and

merchandise

tie-ins. It was

highly criticised

for featuring

an NPC that

would advertise

and sell DLCs

in-game.

391


Warhammer 40,000:

Dawn of War II

Relic Entertainment, 2009

Windows Linux and Mac

DoW2’s co-op

and multiplayer

mode were

originally tied to

Windows Live,

but were moved

to Relic’s own

servers in late

2014. To this

day they remain

quite popular.

392

You control

your squad in

real time, using

tactics, cover,

skills and items

to best survive

the game’s

overwhelming

odds.

From dozen of

weapons and

accessories to

jetpacks, relics,

Terminator

armour and even

giving into Chaos,

there are a lot

of customisation

options.

The original Dawn of War, released in 2004,

was a very popular RTS based on the famous

Warhammer 40k license. Its sequel, however,

dramatically changed the gameplay into what can be

described as a unique real-time tactical RPG.

Gone are RTS elements such as base-building or

resource-collecting – you now control a squad of four

units, each with their own personality and skills.

The campaign casts you as Blood Angels trying

to stop a Tyranid invasion. There are many stories and

optional missions, all presented by great voice acting.

Dawn of War II can also be very hard – it has only one

save slot and failing a mission might lock you from

retrying it or give time for the invasion to advance.

Your units all gain experience as they battle,

allowing you to customise their skills and equip them

with the Diablo-like loot you find. This aspect of DoW2

is extremely satisfying – there’s a lot of freedom in how

to build your squad so their abilities complement each

other, and finding items such as Terminator armour

and Power Swords will have any 40k fan grinning.

The first expansion, Chaos Rising, improves upon

everything, especially the rather repetitive missions.

Besides items and enemies, it adds a corruption system

– optional objectives are presented and failing them or

choosing the easy path will taint you with Chaos.

Those seeking to remain pure not only need to

carefully approach each mission, but also refrain from

using tainted equipment – which is far more powerful.

Your corruption level also affects the game’s ending.

The other expansion, Retribution, is a mixed bag.

It features six factions: Space Marine, Eldar, Chaos,

Imperial Guard, Ork and Tyranid. Unfortunately, they

all must play the exact same dull missions and the RPG

elements have been heavily cut. These campaigns now

use the same system as the game’s multiplayer matches,

with resource-gathering and unit-building similar to a

“lite” version of Relic’s own Company of Heroes.

Retribution’s big addition is the Last Stand mode,

where three players pick a unit each and combine to

fight waves of enemies, earning XP and loot as they play.

With Dawn of War III returning to its RTS roots,

DoW2 remains a one-of-a-kind title, recommended for

40k fans and those seeking a quick-paced challenge. FE


Venetica

DECK13 Interactive, 2009

Windows, Xbox 360 and PS3

Venetica begins with a rather unique premise:

you are Scarlet, a young girl from the small

town of San Pasquale. Suddenly, the town is

attacked by assassins, your fiancée is killed and you

meet with Death himself – who reveals that he is your

father, and that you must help him save the world.

The game is a light Action RPG in the veins of

Fable, filled with side-quests to take and moral choices

to make, but more focused on story and exploration.

Most of the game is spent in a fantasy version of

16th-century Venice, divided into five large districts.

Venetica is no Assassin’s Creed II, but the team did a

great job, filling the city with stunning sights and a

few hidden side-paths, while using a colourful art

style to compensate for the small budget.

The combat is simple to a fault. There are four

weapon types – swords, spears, hammers and the

undead-slaying Moonblade. Each one comes with

different damage types, combat skills and combos you

create by timing your attacks right. Or at least that’s

the theory, as it’s too easy to get behind enemies and

stun-lock them by quickly mashing the attack button.

As the daughter of Death, Scarlet also has access

to some handy powers. First of those is the ability to

come back from the dead. As long as she has enough

Twilight Energy, she’ll always revive when slain.

As the game advances, you’ll unlock new powers,

such as the ability to speak with the deceased, see

through the eyes of ravens and briefly warp between

the land of the living and the realm of the dead.

It’s fascinating in concept and occasionally the

game allows you to make great use of these powers

– like casually letting a robber cut your throat, then

reviving and killing him. Sadly, those are very rare;

Venetica fails to explore its immortal character and

some powers are used only once during the story.

Scarlet is the main attraction of Venetica, being a

strong and charismatic character while still allowing

room for players to role-play her. You’ll be able to

choose Good, Neutral or Evil paths, as well as join one

of the three guilds in Venice: Warriors, Messengers

and Necromancers, each with a unique set of quests.

Unfortunately, while the game works as a whole,

its parts feel constrained and rushed. Elements such

as the combat, the interface, Scarlet’s powers and the

consequences for her choices all could use a few more

months of polish, and I can’t shake the feeling that

features were cut nearly at the end of development.

Despite these limitations and the poor combat,

Venetica is still a charming, casual Action RPG and

definitely worth a play for fans of games like Fable. FE

Venetica has a

morality and

a reputation

system, and

even tracks how

many people you

killed, but rarely

uses those in

interesting ways.

Combat is simple

and exploitable,

but the game

doesn’t overstay

its welcome or

tire players with

endless filler

fights.

393


Torchlight

Runic Games, 2009

Windows, Mac, Linux and Xbox 360

Mythos, the

game the team

at Flagship

first began

working on,

was acquired by

Korean company

HanbitSoft,

who continued

development

and released it in

2011. They have

since closed its

servers.

Torchlight

reintroduces

iconic features

from FATE, such

as Fishing and

a Pet that hauls

your loot back to

town to sell it.

394

During the development of Hellgate: London,

a team at Flagship Studios began working

on Mythos, a simple online “Diablo clone”, to

serve as a network technology test for Hellgate. The

project was led by Travis Baldree, creator of FATE,

and several former Blizzard North employees, who

all grew quite fond of it. However, financial issues at

Flagship led to the team being dismissed.

To stay together, the team formed Runic Games,

aiming to create a “spiritual successor” to Mythos.

Before tackling a full-scale MMORPG, they decided

to first test their concepts and polish their tools with

a smaller, simpler and more inviting game. Eleven

months later, Torchlight was released.

Despite the short development time, the team’s

experience in the genre shines through. Torchlight is

a charming and polished game that faithfully follows

Diablo’s core design, while adding several proven

concepts and improvements from similar games, plus

some fun new ideas of their own.

Torchlight is set in a steampunk world, where a

small mining town found trouble while excavating

magical ores. Like in the original Diablo, your task here

is to descend the vast dungeon next to town, reach its

lowest level and defeat the ancient evil within.

Spanning 35 randomly generated floors, this

deep dungeon contains several themed layouts that

change every few floors, such as mines, ruins, caves,

crypts, prisons. But these environments are far from

claustrophobic – they present a sense of scale and

verticality that’s rare in the genre, with large open

areas and distant levels visible as you explore.

Torchlight offers three heroes – the Destroyer,

focused on melee combat; the Vanquisher, a rangeoriented

rogue; and the Alchemist, specialised in

magic and summoning. Each has three unique skill

trees, with distinct specialisations.

There’s a great degree of flexibility here – skills are

diverse, heroes can wield (or dual wield) all weapon

types, and there are spells found while exploring that

can be learned regardless of class or stats. So you can

easily play as a melee Alchemist with two axes, or as a

gun-wielding Destroyer focused on spells. The tradeoff

is that some skills feel rather generic.

Feature-wise, Torchlight is like a collection of

some of the best ideas in the genre, presented in a

coherent and accessible package. The pets from FATE

return, fighting alongside you and hauling extra loot

back to town; the UI is efficient and friendly; you

can enchant items, transmute them, socket gems and

collect sets; there are side-quests and bounty hunts,

boss battles every few floors; a “retirement” feature for

those wanting to switch heroes; and even an endless

dungeon available once you beat the game.

The art style is another of Torchlight’s highlights.

It’s whimsical, with cartoony characters and painterly,

faux-waterbrush environments. Some of the enemies

are borderline cute, adding to the casual-friendly tone

of the game. However, the short development time

does rear its head here, for the lack of enemy variety is

quite noticeable after a few hours playing.


“We felt like Torchlight’s price

point was a magic price point for

that kind of game and we sold more

than we anticipated. So there’s a

market for a $20 AAA game. Our

idea was: let’s just make games that

feel like an AAA game and play like

an AAA game, but strip away all the

extraneous stuff and the expensive

marketing campaigns and all that.”

– Max Schaefer,

Torchlight’s designer

Most class skills in

Torchlight aren’t

very impressive

nor unique, but

the more generic

character system

does allow for

more flexible

playstyles.

A smart move from the developers was to release

TorchED, the editor for Torchlight. Highly moddable,

the game was flooded by mods – from small tweaks to

new features, classes and extensive overhauls.

Sadly, Torchlight’s biggest weakness could not be

easily fixed: it lacks multiplayer, for many players, a

must-have in games of this genre.

Despite limitations like this and a shorter overall

length, Runic’s decision to support mods and sell the

game at a $20 dollar price point made it a success.

With Torchlight selling over one million copies,

Runic decided to work on a sequel, expanding the

game and adding the much-desired multiplayer.

Torchlight II (2012) is pretty much that – a larger

and better game, with new classes, pets, enemies and

items; a longer single-player campaign that spawns

four acts all across the world, huge outdoor areas

full of events, mini-dungeons and side-quests, a new

game editor (GUTS) with Steam Workshop support,

cleaner UI and – finally – multiplayer co-op.

The game now contains four classes: Engineer,

Outlander, Berserker and Embermage – each with

its own Charge Bar, a unique resource that builds

up during combat to fuel their powers. And more

replayability features were added, such as New Game+

and Mapworks, a random map generator.

It’s quite telling that, although Torchlight II

was released just a few months after Diablo III, many

found themselves preferring the “clone” to Blizzard’s

new entry in their genre-defining series. Torchlight I

and II are both great games, highly polished, creative

and inviting. Their lower price and the extensive mod

library only add to their appeal. FE

Torchlight 1 Mods:

Wulf’s Beginner’s Mod Pack: Several mods to expand

the game without changing its core experience.

Emberfiend: Adds crafting, recruitable companions,

new quests, items and locations. Great for a replay.

Jarcho’s Class Compilation: Offers over 20 new classes,

such as Demonologist, Airbender and Ice Queen.

Torchlight 2 Mods:

Haknslash Essentials: A massive collection of mods,

it adds dozens of new classes, pets, items, enemies and

quests, plus a few small fixes and tweaks to the game.

SynergiesMOD: A total overhaul mod, it offers new

towns, rebalances most of the game, adds new classes,

enemies, items, maps and features like Respec potions.

Far East Pack I and II: Part of a now-abandoned fan-made

expansion, adds seven new classes and lots of great content.

After the release

of Torchlight II,

the Runic team

stated that

they would not

be creating a

Torchlight MMO

anymore, due

to burnout and

deep changes in

the MMORPG

landscape.

Each class has three skill trees they can level up, but there are

also spells that every character can use, regardless of class.

Torchlight II features four all-new classes, each with its

own specific Charge Bar, making them feel more unique.

395


Yumina

the Ethereal

Eternal, 2009

Windows

Yumina was

localised into

English by JAST

USA in 2013.

An expansion

and a sequel

have since

been released

in Japan.

Yumina packs

several unique

mechanics, stats,

equipment, skills

and systems. It’s

intimidating at

first, but very

logical and robust

once mastered.

As the game

progresses,

its gameplay

expands, adding

daily schedules,

affinities and

even first-person

dungeons full of

monsters.

396

Yumina the Ethereal is a perfect example of

modern PC-exclusive JRPGs. Very different

from popular console titles like Final Fantasy,

these are focused on a niche market, usually mixing

Visual Novel storytelling with challenging battles and

complex mechanics – plus erotic scenes.

But leave prejudice aside – Yumina is above all a

great, polished RPG, with clever mechanics and artful

use of 3D backgrounds with 2D sprites.

The plot starts (but doesn’t stay) simple: to avoid

failing in school, Yumina needs to become the next

Student Council President, so that she can change the

school rules. For this, she must win the Election War.

It’s all told through a typical Visual Novel style, with

humorous but long, overwritten dialogues. Thankfully

they can be skipped if you only care for the battles.

Indeed, the Election War is quite literal. You’ll

have to win “debates” that are in fact turn-based

battles, with rivals shouting arguments – such as

“Standardised testing is pointless!” – each time they

attack. You control four characters, their available

skills defined by their position: the front “debater”

usually attacks directly, while the three others act as

support, using skills as “counter-arguments” to the

actions of your front character and his foes.

In a very interesting mechanic, the mana pool

is shared between friends and foes. It’s locked at 100,

but divided into four colours. Using red abilities, for

example, reduces the percentage of red mana in the

pool and increases other colours. Managing mana

through skills, formation changes and special items

is the key to battles, as characters can’t use their skills

if there isn’t enough of their corresponding mana.

The game has various routes, leading to vastly

different endings and final battles. Each time you

finish the game, you’re offered the chance to play

again in a New Game+ mode, keeping your stats and

items, but also increasing the difficulty. Beat all three

routes and you’ll unlock the fourth route – a final

challenge leading to the “True Ending”.

Yumina is not for everyone. Few will stand the

anime-style art, insane plot, complex systems and the

presence of awkward hentai scenes. But those who try

it (there’s a demo) will discover a challenging game,

packed with content and unlike any other RPG. FE


Marauder

Apeiron, 2009

Windows

Aperion’s previous game, 7.62 High Calibre,

was a real-time open-world tactical RPG,

heavily inspired by the Jagged Alliance series.

While rather buggy and with a boring storyline, its

complex simulationist combat and highly detailed

“gun porn” conquered quite a few devout fans.

Marauder, also known as Men of Prey in Europe,

is instead a linear, story-driven game, based on a

book series of the same name from Russian author

Berkem Al Atomi. The game places you in the boots

of Akhmetzyanov, a common man trying to survive

an alternate-history Russia where the government

collapsed, anarchy reigns and the US is invading.

Don’t expect a pleasant story. Ahkmet himself

is neither a virtuous paragon nor a noble-hearted

antihero, but a man willing to do anything to keep

him and his wife safe. You will fight militias, raiders

and cannibals, but also desperate, starved neighbours

trying to take some of your precious food.

Marauder’s combat perfectly reinforces its harsh

atmosphere. The unique real-time-with-pause system

from High Calibre is still here, if slightly streamlined.

Every action takes a set time to be performed, and

each has its pros and cons. The shotgun is a sure kill at

close range, but it takes 0.42 seconds to ready it, while

a pistol-wielding enemy can fire in just 0.08 seconds.

You must take that into account in order to survive.

While I usually prefer turn-based tactical games,

Marauder’s intense and nerve-wrecking battles make

great use of the game’s elaborate real-time system. To

add to the challenge, Ahkmet can only see what’s in

front of him and must otherwise rely on hearing to

guess the enemy’s position. This is further accentuated

by the game’s overwhelming odds, pitting you alone

against dozens of looters or a full elite military squad

with nothing but a rifle, some mines and your wits.

The game keeps the extensive and highly detailed

armoury found in High Calibre, with almost a hundred

weapons, and adds a few more RPG mechanics to the

formula, such as character creation, a skill tree and

lock-picking. You’ll also get up to three companions as

the plot advances, allowing for more complex tactics.

Sadly, Marauder is extremely linear. Besides the

main story, you’ll only be able to visit a bazaar, do a

couple of side-quests and have one-line conversations

with a handful of NPCs. And the dialogues are all in

Russian, with poorly translated English subtitles.

Rough, challenging and intense, Marauder is

a unique low-budget tactical RPG. Its bleak story,

harsh setting, high difficulty and complex combat are

a sure treat for cold-blooded tactical enthusiasts. FE

It’s strongly

recommended

to manually

edit the

game’s config

files. That

way you can

unlock higher

resolutions and

better camera

controls.

Firing from the

hip is faster, but

aiming allows you

to target specific

body parts and

cripple enemies,

or go for a lethal

headshot.

Weapons can

be upgraded,

equipped with

accessories, fire

different bullets

types and even

have their stocks

folded. But they

also decay, break

and overheat.

397


Risen

Piranha Bytes, 2009

Windows and Xbox 360

Due to a deal

with publisher

JoWood, Piranha

Bytes lost the

rights to the

Gothic license

after Gothic 3.

This led to the

Risen series,

but the contract

expired in

2011 and the

licence has since

returned to them.

Gothic 1 and 2 established an open-world Action

RPG standard that, from certain perspectives,

still hasn’t been surpassed. They inspired a

devout fanbase, which was less than pleased with how

Gothic 3 turned out. While the game tried many new

things and had some merits, they got overshadowed

by the numerous faults – some due to design, others

due to publisher interference.

The fallout from the third instalment resulted

in the developers, Piranha Bytes, parting ways with

their long-time publisher JoWood and starting a new

franchise – Risen. But Risen is a Gothic game in all

but name; even the setting’s backstory is essentially a

follow-up to one of the endings of Gothic 3.

Set on a remote island occupied by three factions,

packing a challenging melee combat and the typical

blue-collar German writing, Risen made Gothic fans

feel right at home. Rewarding exploration and the

iconic trainer system were strongly present alongside,

sadly, some old flaws such as overly tedious dungeon

areas. While the world may not be as coherent and

atmospheric as Gothic 1 and 2, Risen’s improved

graphics and friendly interface make it a good entry

point for Piranha Bytes games.

Overall, fans were pleased. But the mainstream

audience had lukewarm feelings towards it, especially

on consoles. Risen 2: Dark Waters (2011) was a clear

attempt to rectify that, embracing a whole slew of

modern design trends for streamlining purposes.

Combat was heavily simplified, devolving into

mindlessly whacking at enemies. Guns were added,

but given their simplicity and lacklustre animations,

their only merit is speeding up fighting considerably.

Ditto for adding companions. This is relevant because,

for some reason, the developers decided to bloat the

enemies’ health to about double what it should be,

making battles a long exercise in tedium. Given that

melee fighting was one of the highlights of previous

games, it was disappointing how Risen 2 had fallen.

The skill system also got changed into a bizarrely

overcomplicated mess: you gain glory (EXP) to spend

on statistics that derived into sub-statistics and then

you go to trainers to unlock special abilities. Why?

In the previous games the player simply gained

Learning Points when levelling up, which were then

spent with trainers by paying gold. The fact that this

system was overcomplicated for no reason shows the

designers were aimless in their creative process.

398

Harbour Town is one of the three hubs in Risen. Its NPCs feel

alive, and most of its quests have multiple solutions.

Risen’s character system is almost a straight copy of Gothic,

as you use gold and level-up points to pay for trainers.


“If you ask three people what a

Gothic game consists of, you’ll get

five answers. That makes it very

difficult to realise what players

expect from a new Gothic.”

– Björn Pankratz,

Gothic and Risen series’ designer

In Risen you use

runes to freely

cast damage

spells, but all

the other spells

require scrolls

that you must

find or scribe

yourself, making

them a valuable

resource.

Several other issues also plagued Risen 2 – the

seamless world was replaced by small islands that

aren’t interesting to explore (some are just corridors),

the factions were reduced, the quests are mostly linear

and fetch-based, DLCs, fast travel and QTEs were

added and the game’s UI was redesigned for consoles.

If not a bad game, it was mediocre and forgettable.

The game’s only real highlight was its aggressively

advertised pirate theme. But, in the end, it was more

of a façade. You can’t freely sail your ship; merely use it

for fast travel; and the plot is about defeating a godlike

being with the use of magical artefacts. Beyond some

flavourful fetch quests, the game really isn’t all that

pirate-oriented – or, at least, it’s more Johnny Depp

than Errol Flynn in terms of atmosphere.

Risen 2’s adoption of modern gaming trends

renounced all the things that fans appreciated about

the Gothic series. Still, it did sell over a million units.

It’s hard to say if this was due the pirate theme or the

marketing, but probably a combination of both.

Risen 3: Titan Lords (2014) was Piranha Bytes’

attempt to pander to everyone – which resulted in

nobody being pleased. On one hand it sold itself as

“Piranha Bytes going back to its roots”, on the other

it added a mini-map with quest-compass, a binary

morality system and even a “detective vision”.

Combat was slightly better – no longer so rigid

and with a bit of flow reminiscent of the older games.

But, given the excessive reliance on rolling and on

charged blows, it looked ridiculously floaty. The game

also returned to having three factions, each leading to

different flavours of the Warrior/Mage/Rogue paths.

However, trying to be everything for everyone,

Risen 3’s world is a mishmash of pirate and medieval

influences from all other Gothic and Risen games,

which resulted in a frankly schizophrenic tone and

writing truly hitting rock bottom. It feels like a parody,

especially since the protagonist sounds like Clint

Eastwood doing an impression of Clint Eastwood.

Risen 3 may be marginally better mechanically

than Risen 2, but its lack of coherence and obviously

pandering design makes it far less redeemable.

Piranha Bytes first tried going back; then they

tried changing; and then they tried compromising.

All attempts at catching a flame that’s ever-fading

in the collective conscious of the gaming crowd.

The Gothic experience can’t simply be recreated for

a modern audience – it needs to be reintroduced.

Games like Dark Souls and XCOM show us that hardbut-fair

is something that can flourish even today.

Hopefully Pyranha Bytes can achieve this seemingly

Sisyphean task of getting back to their old glory. LL

There aren’t

any big mods

for the Risen

series, but

both Risen 1

and Risen 2

have unofficial

patches to fix

some minor

bugs. You can

also tweak

their .ini files

for improved

shadows and

draw distance.

Risen 2’s UI was redesigned for consoles. And while the

character system expanded, most additions are pointless.

Risen 3 tried to please Gothic fans while adding anything

that was popular – from kill-cams to a busty side-kick.

399


Knights

of the Chalice

Heroic Fantasy Games, 2009

Windows

Knights of the

Chalice uses

the Open Game

Licence, a public

permission that

allows anyone

to freely create

games based

on Dungeons &

Dragons 3.5 or

5th Edition.

You begin the

game by rolling

a party of four

characters using

D&D 3.5 rules,

here limited to

three classes and

three races.

400

To this day, the debate still rages over which

game can rightfully be called “the ultimate

Dungeons & Dragons 3.5 game experience”.

While sectarians wage this endless war, the critical

thinker will know that the answer depends entirely

on which a part of 3.5 you use to judge each game.

Looking for the most expansive implementation

of the character system? Then surely no competitors

can hold a candle to the amount of options in 2006’s

Neverwinter Nights 2. Are you instead looking for

strictly correct rules and combat implementation?

Then 2003’s Temple of Elemental Evil is the game for

you. If story and role-playing opportunities are what

you crave, Mask of the Betrayer is rivalled only by true

classics like Planescape: Torment.

If, however, what you want is a consuming

dungeon-crawling experience that harkens back

to the Gold Box days, then no games can challenge

2009’s masterfully crafted Knights of the Chalice.

Perhaps the most criminally overlooked RPG of its

era, it is no overstatement to call it one of the defining

D&D 3.5 video games.

Knights of the Chalice is a turn-based, tactical

combat simulator developed single-handedly by

Pierre Begue. It is a vast game with tons of dungeons

to explore and foes to battle. The game was developed

using the Open Game Licence – the “freeware”

version of D&D 3.5 – and stays relatively true to the

core rules. While you’ll only find a small selection

of races and classes, casters have a veritable library

of spells at their disposal, while fighters can grapple,

bull-rush and choose from a wide selection of feats.

In the story department, KotC offers only the

most basic of explanations for your adventuring

endeavours. The game’s art assets are simplistic but

incredibly endearing. The flat, top-down perspective

was the most immediate turn-off for players when

the game was released and remains so to this day, but

do not let such details deter you. Within 30 minutes

you’ll be completely used to the camera, which will

perfectly do its job in the fighting to come.

KotC is a dungeon crawler above all else, and as

such presents your party of four with a run-of-the-mill

adventuring quest, which soon turns into a sprawling

epic throughout the land. As you fight Orcs, giants and

dragons in increasingly exotic locations, encounters

remain handcrafted and take advantage of the strengths

of the systems on display here. More often than not, the

game forces you to shake up previously solidified tactics

to overcome new obstacles.

Combat is fought on tile-based terrain, which

will soon imbue you with the sensation of moving

miniatures during a pen-and-paper session. Mages

must be positioned correctly for Cone of Cold spells,

clerics must use their Righteous Might with care so as

not to block themselves from proper positioning when

they turn Large, and fighters must hurry to grapple the

enemy mage before he summons a deadly demon.


“If I was the dungeon master on a

tabletop game and you, as a player,

wanted to reduce the price of a

flaming sword by 20%, I would not

roll a D20 to see if you succeeded;

I would ask you to demonstrate

your own bargaining skill in talking.

[...] That’s why I don’t like the

‘talking’ skills very much; they are

a replacement for the player’s own

intellect.”

– Pierre Begue,

Knights of the Chalice’s creator

Throughout your tour of KotC’s world, you’ll be

greeted with ingenious design decisions that make

the adventure flow. Like how you can revitalise

your party completely by resting, but must do so at

limited campfires that put pressure on your resource

management. Or how the game presents you with

fights that are sometimes too difficult for your current

level, but hides useful resources like Arrows of Slaying

nearby. Or how you can compensate for the restricted

resting by crafting wands of healing or fireball scrolls.

The crafting system is also the game’s one, true

weakness, however. You can craft every single piece

of equipment your characters need, as long as you

can pay. This, in turn, means that the loot you gather

throughout your quest is only useful insofar as it can

be sold for gold, allowing you to craft something better.

Considering the game’s dungeon-crawling nature,

being rewarded with new, wondrous items now and

again could have been one of the game’s main draws.

The game is also balanced around a party of two

fighters, a mage, and a cleric, and so taking along

more casters will make the mid- and endgame easier.

In an effort that dwarfs almost every other game,

KotC is perhaps the most well-documented CRPG

in existence. Thanks to a hyperlink-based based

tool that describes every aspect of the rule system,

any clarification you might need is just a click away.

As such, not only does KotC have one of the most

complex rule systems of modern RPGs, but also

one of the most transparent. It stands as a testament

to the importance of good documentation and

brings into question why even AAA RPGs are often

incomprehensible and vague in this regard.

Knights of the Chalice is as classic an RPG as

they come. Its complexity and depth will appeal to

veterans of the genre, while its slick design and wealth

of documentation makes it easy to dive into for

newcomers looking for a tactical challenge. CG

Knights of the

Chalice’s crude

graphics are

secondary next

to the quality and

complexity of its

combat system.

Knights of the

Chalice 2 is

currently under

development.

It’s an ambitious

project, set in

a new world

and featuring

many new races,

classes and

spells, as well

as a module

editor tool.

If you’re ever in doubt about a stat, feat or spell effect,

just click on it and you’ll get a detailed rule explanation.

The game is heavily focused on combat, but you’ll also

come across a few puzzles and talkative creatures.

401


2010-2014

The freedom to play

(and create) any game

After years in the hands of a few giant publishers, the new decade

brought in a widespread democratisation of the gaming industry.

Digital distribution bloomed, with Steam dominating the market.

With its Greenlight system introduced in 2012, it became possible for

any developer to (try to) get their game on the platform. Introduced in

2013, the Early Access service also allowed developers to sell still-unfinished

games, thus gathering the necessary funds to complete the project.

Crowd-funding also empowered many developers to pursue their

dreams, with Kickstarter alone reporting over 10,000 game projects

successfully funded. Game engines and console development kits started

to get cheaper as well – or were even offered for free.

The rise of mobile gaming and indies also changed the way people

thought about game pricing and buying games. While $60 AAA releases

were still popular, it became common to have $5-10 low-budget indies or

$20 mid-sized games. This may seem like common sense now, but it was

a long process – as recently as 2009, Runic’s decision to sell Torchlight at

$20 was still seen as a bold pricing strategy.

The result is that a charming 2D indie can be as profitable as an

expensive cutting-edge 3D game. The massive monetary entry barrier

that surrounded the industry for years had now fallen.

Foreign markets also grew closer. The first Dark Souls was only

ported to PCs in 2012 thanks to an overwhelming public petition, but

it quickly became common to see games from major Japanese studios

on Steam, as well as indie titles such as Recettear and One Way Heroics,

courtesy of several new localisation companies.

This eventually led to what some call the “indie bubble” or the

“opening of the floodgates”, as more and more games are released

each year, making it harder for titles to get noticed. As a result, many

developers release a game, fail to profit and end up closing down soon

after. Players also had issues with some developers pitching their games

under Kickstarter or Early Access but failing to actually finish them,

leaving behind a graveyard of abandoned projects.

Still, it’s a much welcome change compared to the drought of the

mid-2000s, as the amount of choice players have is unrivalled.

Games now come from one-man indies, middle-sized studios and

big AAA studios. From the US and Europe, but also from Japan, China,

South America and Africa. From expert programmers and from those

with an idea in their head and a free engine on their PCs. From nostalgiadriven

projects and from those seeking to expand the boundaries.

Truly, what a time to be gaming.

402


Trends:

Crowd-funding: Online crowd-funding dates back to the early 2000s, with platforms

like ArtistShare helping fans finance their favourite artists. But everything changed

in 2012, when Tim Schafer went to Kickstarter to pitch an adventure game. Asking for

$400,000, he received over three million dollars, drawing everyone’s attention and starting

a boom of crowd-funded projects – from small indie games to multi-million dollar

entrepreneurships such as the OUYA console and the Oculus Rift.

Tim Schafer’s

Double Fine

Adventure project

was released in

2014, under the

name Broken Age.

YouTubers and Streaming: While YouTube was founded in 2005, the 2010s was when

gaming channels exploded – celebrities such as PewDiePie, Markiplier and TotalBiscuit

overshadowed traditional news websites, as people began to rely on YouTubers for

information. Streaming (and watching) games became a massively popular hobby, with

Twitch emerging as a dedicated platform, consoles adding built-in streaming features

and events like eSports tournaments reaching millions of viewers.

The 2014 League

of Legends World

Championship

finals were

watched by over

27 million people.

Motion Gaming: In 2010, both Microsoft and Sony released their answers to the

Wii’s surprisingly popular motion controllers: the Xbox 360’s Kinect and the PlayStation

Move. Both companies strongly pushed their accessories, but neither managed to connect

with their audiences and fulfil expectations. Microsoft still tried to force its new Kinect 2.0

alongside the Xbox One but eventually abandoned it, while Sony ended up integrating the

Move controllers into its PlayStation VR.

The Kinect sold over

24M units and the

PlayStation Move

about 15M units,

but neither of them

were considered

successes.

The iPad is released.

The middle ground between

mobile phones and dedicated

consoles, it became a popular

platform for indie games.

The Nintendo 3DS is an

evolution of the DS, packing

stereoscopic 3D effects and a

great library of games. It has

sold over 65M units so far.

PlayStation Vita was

released to compete with

the 3DS, but was quickly

abandoned by Sony. Estimate

sales were around 10M.

Steam Greenlight allows

anyone to submit their

games to Steam, “opening the

floodgates” to thousands of

smaller developers.

The PlayStation 4 is released.

In 2016, Sony would also sell

the PS4 Pro, a more powerful

version of the system designed

for VR and 4K gaming.

2010 2011 2012 2013 2014

Twitch is born, as a gameplay

streaming side-channel of

Justin.tv. Over the next few

years, its popularity would

explode, reaching 100 million

visitors per month in 2015.

Skylanders: Spyro’s

Adventure popularises the

concept of using collectible

toys to interact with video

games. Both Nintendo and

Disney would later release

their own line of toys.

Oculus Rift is presented via a

Kickstarter campaign, raising

$2.5 million and setting

virtual reality as “the next

thing”. In 2014, the company

was acquired by Facebook

for 2 billion dollars.

Wii U is released, keeping

its predecessor’s movement

controls and introducing a

new touch-screen gamepad.

Suffering from a lack of

third-party support, it sold

only 13 million units.

The Xbox One is released,

originally bundled with a

Kinect 2.0, which was later

abandoned. As of Jan 2016

it had sold about 18M units,

around half of the PS4’s

reported sales at the time.

403


Borderlands

Gearbox Software, 2010

Windows, OS X, PS3 and Xbox 360

Borderlands’ art

was changed

months before

release and

became nearly

identical to

a 2007 short

animation called

Codehunters.

Gearbox later

acknowledged

the inspiration,

but never properly

credited the

original artist.

Each character

has a particular

playstyle and

three unique

skills trees.

Mordecai, for

example, can

specialise in

pistols, in sniper

rifles, or improve

his pet’s attacks

and skills.

404

Ask someone to describe a Borderlands game

and the first things they’ll mention will

probably be the comedy setting and the faux

hand-drawn art style. These features set the series

apart in the crowded shooter market and make

Borderlands visually striking and unique.

The odd thing is that these attributes were

basically last-minute additions. The original

Borderlands began development as a grim game with a

serious art style, and didn’t become the Borderlands we

know today until the last few months of development.

This is a series where its defining attributes didn’t take

shape until the last possible moment, and it had to

overcome a lot of internal pressure to do so.

In Borderlands, you play as one of four Vault

Hunters (basically outer space treasure hunters)

searching for fame and fortune in the world of

Pandora. In your way stands a never-ending army

of psycho bandits, indigenous wildlife, and killer

robots. Each Vault Hunter has their own set of powers

that favour a particular playstyle. Some will lend

themselves to risky up-close engagements, some are

suited to using long-range weapons, and others are

stronger in support roles for those that want to play

co-op with their friends.

As you gun down waves of enemies, they drop

randomised weapons and gear. In a lot of shooters the

gameplay can eventually get stuck in a rut, with the

player eventually settling on one or two weapons that

suit their playstyle, to the exclusion of all else. But in

Borderlands the constant supply of absurd weapons

can keep the gameplay fresh.

Maybe right now you’re really attached to a

shotgun that shoots explosive rounds, but an hour

from now you’ll find a pistol that sets people on fire

and allows you to throw unused bullets like grenades

if you reload prematurely. After that you might fall in

love with an assault rifle that can melt through enemy

armour with corrosive damage and has a scope

attachment that allows you to use it like a sniper rifle.

They follow the traditional coloured rarity tiers

of Diablo II, with some of the legendary weapons

having more exotic abilities. The variations in

recoil, damage output, reload speed, magazine size,

accuracy, and fire rate are endless, so that every gun

feels unique. On top of this, the player levels up on a

regular basis, which means they’re always gradually

out-levelling their guns and thus need to be on the

lookout for replacement gear of higher levels.

While the comedy and art style give Borderlands

its unique personality, the gameplay is what sets the

series apart and keeps players interested for hundreds

of hours. The Borderlands formula is a marriage of

two vastly different genres that combine to become

more than the sum of their parts.

Half of Borderlands is derived from the lootdriven

Action RPGs like Diablo, where the player cuts

through waves of foes in search of rare items. Most of

the game is spent furiously clicking on monsters, with

the player stopping only to sort through their loot,

look for interesting items, and sell off the rest in town.


“The thing that compels us towards

growth, discovery and choice in

RPGs, that sort of long-range loop,

it’s not mutually exclusive with the

short-term, visceral, base-level joy

we get from moving and shooting

in a shooter. [...] if we marry them

together, there’s a real opportunity

there to pave new ground. That

was Borderlands from the very

beginning.”

– Randy Pitchford,

Gearbox’s co-founder

Besides

thousands of

weapons, you’ll

also have to pick

a shield and

grenade mods, as

well as manage

all the different

ammo types.

This shower of loot creates a cycle of anticipation

and revelation similar to luck-based games like slot

machines or loot boxes. Only instead of paying

money and opening boxes, the player is wiping out

clusters of foes. There’s always the promise that the

player might find something really special in the next

encounter. This system of randomised loot tickles the

reward and pattern-matching parts of the brain, and

is what gives these kinds of games a reputation for

being “addictive”.

The drawback with the Diablo-style gameplay is

that it can be a little monotonous and dry. Sure, the

player might get a little tingle of excitement every few

minutes when an item drops and they stop to see if

they got anything good, but between those moments

there’s a lot of mouse-clicking and pressing the same

few hotkeys. It’s not a terrible experience, but it

doesn’t really hold up on its own. Imagine playing a

Diablo clone with the random loot removed. It would

make for a game of very limited appeal.

The other half of the Borderlands experience

comes from your typical first-person shooter

mechanics. The player needs to shoot bad guys, dodge

incoming attacks, manage ammo and strike a balance

between taking cover and doing damage. It’s fast,

violent, and visceral.

The drawback of first-person shooters is that they

can suffer from a bit of “intensity fatigue”. If you’ve ever

tried to play a classic shooter like Doom or Quake for any

length of time you’ve probably noticed that the constant

redline action can become paradoxically boring. An

experience can’t sustain maximum action forever and

eventually the sound and fury can get to be numbing.

By blending these two genres, Borderlands creates

an experience that has the advantages of both while

mitigating their shortcomings. The wild gunplay is a

lot more engaging than Diablo’s mouse-clicking. At the

same time, the shower of loot and the ever-changing

selection of weapons is there to save the player from

intensity fatigue and from falling into the two-weapon

rut. In a world filled with clones and imitators,

Borderlands stands out as a unique franchise with a

gameplay style and personality all its own.

The two follow-up titles have refined the formula

without straying from the original. Borderlands 2 (2012)

zeroed in on a genre-savvy meta-humour, and Borderlands:

The Pre-Sequel (2014) introduced new gameplay tweaks.

Pre-Sequel has the stronger mechanics, while

Borderlands 2 had stronger jokes, characters, and story.

I think we’re still waiting for the ultimate realisation of

the Borderlands formula that takes the best parts of all the

entries and brings them together in a single game. SY

In 2014, Telltale

Games began

to release

Tales from the

Borderlands,

an episodic

adventure

game based on

Borderlands.

Borderlands 2 polished the experience with a slicker design,

new characters and a bigger focus on the meta-humour.

Pre-Sequel expanded the gameplay, adding double-jumps,

low gravity, a ground-slam and a better in-game economy.

405


Din’s Curse

Soldak Entertainment, 2010

Windows, Linux and Mac

Din’s Curse got

an expansion

in 2011, called

Demon War. It

adds a new class

(Demon Hunter),

plus new items,

areas, monsters,

quests and

events.

A log keeps you

informed about

what’s going on

while you play –

from NPCs in dire

need to monsters

levelling up.

Din’s Curse offers

seven different

classes, each with

three skill trees.

You can also

create a hybrid

that uses two of

any skill trees.

406

Back in 2007, Soldak released Depths of Peril, an

Action RPG where you led a barbarian tribe

and had to not only kill monsters, but protect

your town and deal with other NPC factions as well.

While it was a dynamic game, it was also a fastpaced

multitasking challenge. Miss one tiny bit, and

half of your tribe would dead with the other half being

raided while you’re out hunting savage monsters.

Seeking to improve upon this formula, Soldak

created Din’s Curse – a faithful heir to old roguelikes,

married with Diablo. The game controls like Diablo,

uses the same coloured loot system and also has an

unfortunate town built over a multi-level dungeon.

But there’s a key difference – the town and NPCs you

must protect are all active, evolving entities.

Citizens will use equipment that you donate,

buy items, go into debt, argue (and kill) each other,

be killed by monsters, die of starvation or simply flee.

They will also offer quests – from personal favours

like delivering packages and gathering ingredients to

helping the town by recruiting a new weaponsmith,

killing a monster leader, finding water, etc.

If all key NPCs die, it’s the end of your town. But

not of the game – you can try to save another town.

Monsters aren’t static either – they are all active,

with their own agenda and allies. Skeletons will get

along with zombies, but will kill hell dogs. They will

level up and grow in power, and the hell dogs can later

arise as undead! Bosses are even worse: they gather

minions to attack your town, build nasty things and

raise their own minions – which then scatter and start

to do the same, repopulating the dungeon.

And so you might be hunting a nasty orc mage

then have to immediately return to town to stop an

invasion from the dungeon depths, find out who built

this monster gate in the city, fight the guilty citizen,

help others with their health issues, then be asked to

destroy a weather machine that the aforementioned

orc mage has built while you were gone.

You get the picture. Din’s Curse always have

something for you to do. But, unlike Depths of Peril,

you can fully customise how you want to play it.

It’s you who sets the pace of quests, dungeon

depth, amount and level of monsters. You can make

the game easier, disabling town invasions altogether,

or make it much harder, speeding things up, buffing

monsters or handicapping yourself with restrictions.

All and all, Din’s Curse is a fascinating mix of

Action RPG gameplay and roguelike dynamics. If you

can handle its crude, dated graphics and the mediocre

interface, I wholeheartedly recommend it. OB


ArcaniA:

Gothic 4

Spellbound Entertainment, 2010

Windows, Xbox 360, PS3 and PS4

After the botched release and poor reviews of

Gothic 3, JoWooD Entertainment took the

series’ licence away from Piranha Bytes and

instead hired Spellbound Entertainment (known for

their Desperados series) to create the next Gothic.

However, ArcaniA: Gothic 4 is the result of more

than just a change of developers. The Gothic series was

never popular in the US, and JoWooD decided it was

time to change this, bringing the series to consoles and

tuning it to the tastes of this new audience.

What followed was a complete mishandling of

the franchise and an all-round failure, so contrived

and misguided it’s almost comical – as if middle-aged

European executives wrote a design document based

on what they think “American kids these days like”.

As such, you now play as a new, younger hero, and

the developers were thorough in removing absolutely

any complexity or nuance from the game.

The Gothic series has always been known for its

brilliant sense of exploration, cleverly designed open

world and amazing sense of progression. It had a

strong emphasis on verisimilitude, with things such

as alternate paths and solutions, the ability to spare

enemies, realistic schedules for NPCs, etc.

ArcaniA instead offers a series of minuscule and

artificially gated areas, each with a main quest and

3-4 side-quest – all clearly marked on your mini-map.

Finish the main quest, the gate opens and you advance

to the next area. These areas are pretty but uninspired,

mostly filled with generic forests, linear dungeons and

the same few enemies. Trying to explore outside the

narrow paths will either cause you to get stuck or fall to

your death, and you can’t even swim anymore.

Not only are the areas are dull – the whole game

is based on “kill X monsters” or “bring Y items” quests.

Your very first quest has you doing three of these

errands to “prove yourself ” to your fiancé’s father!

Sounds like a parody, but it’s a taste of the entire game.

Finally, combat and character progression lost

any charm or relevance. Attributes were all removed

and the iconic system of getting trainers to teach you

was replaced by a bland skill tree with “+1%” upgrades.

Combat is brain-dead – most enemies can be defeated

by mashing the attack button, while the “hard ones”

merely require you to dodge when they glow. And

magic spells were reduced to simply three flavours of

ranged damage (fire, lightning and ice).

For most, ArcaniA is just a forgettable game that

was reviewed poorly and got barely noticed by the so

desired US console gamers. But, for Gothic fans, it was

the death of a beloved series. FE

JoWooD went

bankrupt in

2011 and its

assets were

acquired by

Nordic Games.

The company

removed the

Gothic subtitle

from ArcaniA

and re-released

the game for

the PS4 in 2015.

The story brings

back many old

faces, as you

seek vengeance

against the

previous Gothic

hero, who

became king and

was corrupted

by madness.

A bridge guarded

by two soldiers.

Instead of talking,

swimming, killing,

sneaking, bribing

or going around,

your only option is

to do their quest.

407


Two Worlds II

Reality Pump, 2010

Windows, Mac, PS3 and Xbox 360

Two Worlds II

can sometimes

refuse to launch

depending on

your PhysX

driver. If you’re

having any

issues, install

Nvidia’s PhysX

legacy driver.

Two Worlds II

combat is solid,

but its console

focus limits

the number of

abilities on the

action bar to only

three at a time.

408

The first Two Worlds (2007) wasn’t a critical hit,

but some fans enjoyed having an alternative to

Oblivion and Gothic 3 in open-world RPGs.

Its multiple factions, huge world, classless character

system, Old English dialogues and Polish origins gave

it a distinctive flair, even if the game wasn’t very good.

An expansion named Two Worlds: The Temptation

was announced, but after years of delays it became a

full sequel – awkwardly titled Two Worlds II. While at

a glance it looks like the first game, a lot was changed.

The Old English writing was abandoned, as the

hero now sports a deadpan attitude, with occasional

snide remarks, self-aware jokes and bizarre situations

adding humour. Graphics have been greatly upgraded,

displaying flowing hair and cloaks, dense vegetations,

reflections and object physics with such prominence

that it seems like a (dated) tech demo sometimes.

While Two Worlds II is an open-world game, it

isn’t very big nor rich, and progression is often gated.

There’s a small introductory island, a large continent

dominated by Savannah and Middle Eastern towns,

a second continent with a Japanese-inspired city

surrounded by tropical jungles, and a third continent

that appears as a huge landmass on the map, but is

actually quite small in playable areas.

While there are several side-quests, the game

itself isn’t very lengthy – a completionist can likely see

everything in 30-40 hours. Instead, the real draw of

Two Worlds II is the diversity of things to do.

The game is a real-time Action RPG, with a

classless character system offering the usual Fighter/

Mage/Thief abilities, plus a few non-combat skills.

Combat is rather clunky but gets the job done, and

the physics engine makes hits feel satisfying.

During your journey you’ll create new spells,

race horses, sail a boat, upgrade weapons and armour,

dye your clothing, join guilds, battle in arenas, explore

dungeons, play songs, mine, gamble, pick locks, pick

pockets, set traps, etc. It’s a feature list that rivals some

of the best open-world RPGs, but packed into a much

shorter and fast-moving game.

Among these features, the magic system stands

out. Two Worlds II requires you to create all your

spells by combining magic cards. You mix an effect

card (Fire, Water, Life, Force, Thorns, etc.) with a

carrier card (Missile, Area Effect, Summon, Totem,

etc.) and then add modifier cards (Time, Damage,

Defence, Homing, etc.). Depending on your level, you

can stack several of these to strengthen their effect, or

even make spells with two or three different phases.

For example, you mix Fire and Missile to make a

Firebolt. Then you can add a modifier to make it split

into more missiles and/or ricochet between enemies,

plus add the Corpse card with the Enchant carrier to

hold enemies still for four seconds after being hit.

It’s an extremely interesting system, with all sorts

of novel powers like resurrecting yourself or creating

altars you can later instantly activate to heal or buff.

And it ties well to the character progression, as buying

more cards and levelling up your skill to mix more of

them into a single spell is quite rewarding.


You can dismantle you gear, then use their materials to

upgrade equipment, dye them and socket magical gems.

Dialogue is very simple, with few choices besides asking for

exposition and refusing side-quests. But it’s often funny.

You can mix effects, carriers and modifiers to create your

own spells, from walking on water to ricocheting fireballs.

There are numerous activities, such as a Guitar Hero rip-off,

sailing, playing dice, horse racing and building a village.

There are other good ideas, but poor design

choices end up diminishing them. The game has a

classless character system that promotes spreading

your skills, but requires wielding a staff when casting

spells and forbids you from using bows with heavy

armour or robes, limiting your gameplay options.

Similarly, equipment is mostly restricted by

level, limiting your effective choices to your current

level tier, as it will deal a lot more damage than the

previous tier (an issue Two Worlds 1 also had).

That’s not to mention odd choices like having

dungeon maps always fully revealed or how enemies

are all displayed on the mini-map, even “hidden” ones.

The game even promotes glaring AI faults: a loading

screen tip is to climb on rocks, so that melee enemies

can’t find a way to reach you and just stand still.

However, the worst sin of Two Worlds II is how

many of its novel features are criminally underused.

You can sail a boat, manually positioning the boom to

harness the wind, but there’s few places to sail to. You

get a horse, but can only use it on the first continent.

You can dye armour, but there are few colours and you

can only dye certain parts of it. You can make spells to

jump higher or walk on water, but there’s little reason

to use them. You can sneak, steal and assassinate, but

that’s rarely useful. Luckily, mods like Worldmerge

manage to salvage much of that, adding content to

better explore those features.

Multiplayer is also extensive. There’s a separate

co-op mode with a linear and combat-heavy 10-hour

campaign set sometime between Two Worlds 1 and 2,

plus modes like Deathmatch, Duel, Crystal, Capture,

Defend the Throne and even a Village mode, where you

build farms, mills, forges, guardhouses, shops and the

like, occasionally defending them from monsters. It’s all

very simplistic, but nice to have nonetheless.

Two Worlds II’s charm comes from this contrast.

It’s extremely ambitious – but, while it lacks depth,

the constant stream of new things to do leads to an

addictive experience, always asking “what’s next?”. It’s

not a game for everyone, but those willing to endure

some roughness and limitations will certainly find

themselves entertained for many hours. FE

Mods:

Worldmerge: The ultimate mod pack for Two Worlds II,

it fuses the main campaign, the Pirates of the Flying

Fortress expansion and the multiplayer maps into a

single world, with three new difficulty settings. It also

adds better AI, tougher combat, hidden secrets to

pursue, an expanded character creation, more armour

colouring options, the ability to cast spells with any

weapon and use bows with any armour, increased draw

distance, killable NPCs, new weapons, armour, quests,

boss enemies and much more. Highly recommended,

even for a first playthrough.

Two Worlds II

was surrounded

by controversy,

selling the 2017

expansion Call

of the Tenebrae,

which was

previously

promised as a

free update, and

disabling the

game’s console

commands

in order to

sell microtransactions.

409


Cthulhu

Saves the World

Zeboyd Games, 2010

Windows and Xbox 360

Cthulhu Saves the

World was first

released for the

Xbox Live. Zeboyd

Games then ran

a Kickstarter to

fund an enhanced

version and a PC

port, which was

released in 2011.

410

The game takes

elements from

various classic

JRPGs, such as

the multi-panel

cutscenes from

the Phantasy

Star series.

Combat is the

usual JRPG

fare, but with

a few twists.

For example,

each round the

enemies get 10%

stronger, forcing

you to kill quickly.

Cthulhu Saves the World is a small and linear

but content-rich RPG, put out by the prolific

Robert Boyd and Bill Stiernberg duo at

Zeboyd. The game is mostly notable for its retro

aesthetics and hilarious take on the Cthulhu mythos.

In terms of structure and gameplay, Cthulhu

Saves the World is a straightforward JRPG. Where

the game shines – the reason it is worthwhile to talk

about at all – is its plot, its characters and the obvious

love that the developers had for both. You begin the

game as Cthulhu, the Old One, being deprived of

your powers by an unknown force. In order to regain

them, you must first become a true hero – only then

may you resume your plans to destroy the world. It’s a

well-constructed and humorous story that most fans

of Lovecraft should be able to appreciate.

Ironically however, the game’s characters are also

the game’s biggest weakness. While you never get tired

of Cthulhu cast in the role of “grumpy and unwilling

saviour”, or some of his tag-along friends and the

sharp developer wit their personalities exhibit, other

characters are downright obnoxious and unnecessary.

Your first companion, Umi, is a tiresome groupie

whose shtick gets old really fast. Other characters like

the necromancer (October), the sword (Sharpe), or

the cat alien (Paws) are much more interesting and

switch between parodying tropes of the genre, being

cool characters in their own right.

As a game, Cthulhu Saves the World is a sufficient

but forgettable experience. You walk across a fairly

linear overworld or map with your band of ragtag

saviours, collecting items and fighting battles, both

random and hand-placed. The battle screen takes you

to the standard JRPG line-up, where enemies and

player characters stare each other down face-to-face,

taking turns to inflict damage upon each other.

You might think the game is bad or bogged

down from my choice of words. This, however, is not

the case. Cthulhu’s characters and enemies are varied

and you have plenty of different tactical options at

your disposal, thanks in part to a clever progression

system that offers a choice between different skills and

stats bonuses at each level-up.

Ultimately, Cthulhu Saves the World is more than

enough fun to justify the measly 2 dollars being asked

for the game on Steam these days. It is one of those

rare games, like the original Doom, where playing it

gives you a sense of who its developers were, what

they enjoyed, which time they were raised in, and

which culture produced them. For this reason alone,

the game is worth a glance from any would-be RPG

connoisseurs. CG


Faery:

Legends of Avalon

Spiders, 2010

Windows, Xbox 360 and PS3

Middle-of-the-road games have a certain

kind of difficulty attached to them it comes

to writing reviews. Calling them the worst

is disingenuous while lauding certain quirky aspects

can sound like undeserving praise. Faery: Legends of

Avalon is the quintessential example of this.

The game can best be described as a JRPG-lite

about adventures in the fairy realm. There are plenty

of generic elements that, while not exciting, are easily

digestible: you’ll engage in quests and dialogues with

binary good/evil paths, meet a few new companions,

collect simplistic gear and fight in straightforward

turn-based JRPG-like battles. But the how and why is

not of importance, but rather the where.

The plot revolves around an ever-increasing

magical cast of beings that goes journeying in curious

places – the World-Tree Nordrassil, the haunted Flying

Dutchman, an Arabic city on top of a giant beetle and,

of course, the titular Avalon. On top of all of this, there

is a simple feature which adds tremendously to the

exploration aspect: flying.

Being an enchanted fairy has its perks, one of

them is being able to travel by wings across the land.

There is a primal kinetic delight to zig-zag left and

right while going about with questing and combat.

Given how much of the time is spent on going from

point A to B in RPGs, you would think more thought

would be spent on how to make it more interesting.

Faery: Legends of Avalon is one of the few games that

actually tries to change this vital part and succeeds.

The only other feature worth mentioning is

the visual aspect of the game’s progression system.

When the main character gains a level, they must

choose between exclusive spells and abilities, each

with different visual representations – horns, wings,

tattoos, tails, auras, etc.

Thus the player might have a cat’s tail, dragonfly

wings and antennae on one playthrough, but looks

entirely different in the next, adding a lot of personality.

The fact that Faery stands out so much reflects

horribly on games. Mystery is one of the driving

forces of fiction and the fact this title impresses so

much in that department just shows how saturated

with Tolkien-esque fantasy the industry is. But even

in a world of gaming with endlessly diverse settings, I

would still recommend Faery, even for a short while,

just for its flying and visual level-up representation.

In the end, Faery: Legends of Avalon is a simple

6-8 hour game that shows players something new, and

that’s already more than can be said of some RPGs

that are ten times as long. LL

Combat is

clearly based

on JRPGs, and

extremely

simple. You just

need to learn

when to use

physical attacks

or spells.

Your choice of

skills also changes

your appearance,

such as the type

of magic you pick

deciding what

kind of wings

your character

will have.

411


Alpha Protocol:

The Espionage RPG

Obsidian Entertainment, 2010

Windows, PS3 and Xbox 360

Alpha Protocol

was ready for

a 2009 release,

but its publisher,

SEGA, imposed a

delay to build up

hype. The plan

backfired, as AP

was released right

after Mass Effect

2 and Splinter

Cell: Conviction,

leading to harsh

comparisons and

slow sales.

I

should clarify right at the beginning that, in my

opinion, Obsidian Entertainment’s Alpha Protocol

is one of the most underappreciated Action RPGs

of all time. Sure, the game has numerous faults, so it

is not entirely Game of the Year material, but it also

has several important and well-developed elements in

which it surpasses the competition.

As one can see from the subtitle, Alpha Protocol

invites you into the world of espionage, where you

encounter top-secret organisations, terrorists, rogue

spies, gadgets right out of a James Bond movie and,

of course, a secret agent who will save the day. The

hero I’m talking about is Michael Thorton, who was

just recruited into Alpha Protocol, a super secret

organisation in the United States.

After a brief introduction, you will start your

career with an easy tutorial, followed by your first

real assignment: travelling to Saudi Arabia to find and

deal with an international terrorist. Of course, this is

just the beginning, and soon you will figure out things

are not as they look. After a few missions, you will run

for your life, with half of the American government

breathing down on your neck, not mentioning the

Russian mafia, and some bad guys from China.

If you like the political thrillers of Tom Clancy,

or the hit TV show 24, you will feel right at home

in the world of Alpha Protocol, and you won’t be

disappointed by the events depicted in the game.

Obviously a good story cannot exist without

good characters, and Obsidian pulls this off quite well.

Michael Thorton is not a predefined character; it’s

up to players to decide what kind of person he is. An

important tool for this is the dialogue system, which at

first sight is very similar to the dialogue wheels used in

other RPGs. However, you won’t choose what you want

to say, but in what manner you want to reply. This way,

Thorton can be aggressive, professional, or suave – the

three agent archetypes, Jack Bauer, Jason Bourne and

James Bond – plus a few other choices, depending on

the context. There is a short time limit for choosing,

which gives dialogues a nice, natural flow.

Your decisions, your replies, the intel gathered,

all have consequences (some bigger, some smaller)

to a degree that few other games ever could match,

which in itself warrants several playthroughs. You can

even choose how to approach missions, such as trying

to infiltrate an airbase right at the start or going after a

local weapon dealer for intel first.

412

As you level up you’ll gain points that can be spent to

gain passive buffs or learn new skills and abilities.

Weapons and gear are customisable in a variety of ways,

thanks to upgrades that can be found or purchased.


“The story is gameplay – the

alliances/enemies you make in

the game affect missions, respect,

endgame choices, reactivity, and

also special perks for your character

as well. Interaction with a character

in the game is a game system and

gameplay in itself, which was our

goal. We didn’t want the story or

dialogue to be divorced from the

missions or gameplay.”

– Chris Avellone,

Alpha Protocol’s lead designer

There are several memorable NPCs in the game,

although, because the story is grounded in reality,

they are not as far-fetched as in games like Planescape:

Torment. I have to point out Steven Heck, who

must be applauded as one of the most memorable

characters in gaming. Every minute the player spends

with this psychopathic rogue agent is comedic gold.

Just don’t be surprised if the guy ties up the hostages,

pours some fuel on them and finally sets them on fire.

However, not everything is nice and good, thanks

to problems found in the game mechanics. By default,

the game is a third-person shooter, mixed up with

Deus Ex influences and fairly hectic cover mechanics.

You can sneak around, evade cameras and knock out

unalert guards, or just draw your weapons and gun

everyone down. Being an RPG, Alpha Protocol also

has a nice (although shallow) character progression

system, which lets the player upgrade Thorton’s skills

(weapons, martial arts, technical affinity, etc), as well

as offering unique passive perks that are unlocked

based on your choices, actions and playstyle.

The problem is that some of these abilities are

useless, while others are overpowered. For example,

using a Stealth skill which briefly turns you invisible

together with the Chain Shot skill allows players to

easily finish off anybody, even bosses.

Sadly, the game has some shortcomings in the

technical department as well. Controls were clearly

designed with controllers in mind, which makes the

camera movement with a mouse pretty frustrating

sometimes. It also has some texture streaming and AI

problems, and lacks some overall polish, with players

complaining about several minor bugs.

The mini-games are a controversial point, since

people are divided over whether or not they are designed

well. I personally feel that they are among the best of

their kind, because they require actual concentration,

hand-eye coordination, and they are not focused on

quick time events or trivial puzzles. During hacking, you

have to find matching lines of codes in a running matrix.

To disable an electric circuit, you must solve a visual

maze. And to pick a lock, you have to manually move

the pins of the lock. It is true that, because of the jerky

mouse controls, these can become somewhat difficult,

but, once you get used to how they work, they are quite

manageable. And if you get stuck, they can be bypassed

with a few EMP grenades.

With all that said, who is this game for? Well,

if you value good stories, like to experience the

consequences of your choices and love conspiracies,

then give Alpha Protocol a shot. You might find a

rough diamond under the technical difficulties. JC

You have a time

limit to choose

between the

various dialogue

options, and

they will all

have long-term

consequences.

Chris Avellone

revealed in a

2013 interview

that his plans for

a sequel involved

a wackier tone,

similar to Kill Bill

and the Saints

Row games, while

also featuring an

asynchronous

multiplayer

element, inspired

by Dark Souls.

However, due to

poor sales, SEGA

has no interest

in a sequel.

The cover mechanics are serviceable, but will occasionally

give players a hard time, likely forcing a reload.

The longer you keep your aim reticule over the target,

the higher your accuracy and the critical hit chance.

413


Fallout:

New Vegas

Obsidian Entertainment, 2010

Windows, PS3 and Xbox 360

A vast amount

of content and

usable items

create a satisfying,

complicated RPG.

414

People will never stop bickering over whether

Fallout 3 is better than New Vegas, and I love

that. It’s a sign of prosperous times, really. After

all they’re both excellent games that came out within

two years of each other, they both spin the same idea

and same franchise to cater to specific tastes, and

they both provide some of the most satisfying longterm

gameplay in the genre. Plus, that debate always

reminds me that New Vegas actually exists, which

makes me far too giddy to get bitter about anything.

Because, while I think Fallout 3 is one of the better

RPGs of this generation, I think Fallout: New Vegas is

the very best game of its generation!

I don’t even have to question myself. Out of an

entire console generation of RPGs, Fallout: New Vegas

had the highest standards in choices and consequences,

world-building that was most relevant to gameplay,

the funniest and most thoughtful writing, the most

impactful levelling and character progression, the most

pleasant tone and atmosphere. The list goes on.

It’s a dream-team collaboration between Bethesda’s

tech (a massively detailed open-ended world with a

meticulous level of player interaction) and Obsidian’s

writing (a complicated interactive political drama) that

combined the best qualities of the best modern RPGs.

And it certainly also helped that the Mojave

Wasteland presented in Fallout: New Vegas was more

contemporary, mature and bold. It evoked more

Game of Thrones than Road Warrior.

The Mojave Wasteland wasn’t really a wasteland.

The people around New Vegas have schools, jobs,

clean water, food, clinics and a few functioning

governments whose conflicts drive the action of the

story. New Vegas itself is a vacation spot for wealthy

retired folks coming in from out of state, and that

doesn’t feel post-apocalyptic.

Your character isn’t a lone scavenger grasping for

survival; he’s a gainfully employed courier trying to

make a delivery. This desert wasteland is covered in

power lines and plumbing pipelines, farms and busy

trade routes. The nonsensical fantasy of Fallout 3 was

turned into a fully detailed economy for New Vegas,

and the productivity of its economy gave actual stakes

to the factions vying over it.

Faction play is the star of the show, really. There

are an overwhelming number of possibilities for

each faction to intersect in and out of each other’s

storylines in different ways. Faction quests criss-cross

into other faction quests, the order in which you take

them can affect your possibility of taking others, and

the motivations and narrative wrappers surrounding

those quests always related to the complexities of the

world’s economy. The three biggest factions at play all

fight with a reasonable and realistic amount of selfinterest.

You can see where they’re coming from. Even

Caesar’s Legion, who had to have been the villains.

And what great villains they were! Caesar’s

Legion had an ever-expanding medieval empire that

revelled in slavery, torture, sadism and warfare. And

what made them truly terrifying is that they weren’t

moustache-twirlers.


“I guess the thing is, I don’t really

view RPG and FPS as separate

genres. FPS is the style of combat

that the game has outside of VATS.

But the RPG always influences

how you use that combat system,

whether it’s in VATS or in firstperson

real-time.”

– Josh Sawyer,

New Vegas’ lead designer

Fallout: New Vegas is a game about economics,

after all, so Ceasar’s Legion weren’t evil simply

because they enjoyed being evil, but rather because

they had created a fairly successful war economy that

required them to be evil. It required them to systemise

a banality of evil.

They rationalise the horrible things they do

with economics, victim-blaming and their sneering

superiority complex. If you lost track of your moral

compass, you could easily get talked into seeing

things their way. They were terrifying video game

villains because they didn’t resemble video game

villains. They resembled villains from real life. And

that was horrifying.

Outside of their torchlit war camps was a vast

American desert full of singing cowboys, lounge

lizards, mutated hulks and leather-clad anarchists

who had a vast number of stories to tell. The Mojave

Wasteland is built as a narrative-framing device for its

short stories, little Twilight Zone side-quests that tell

strange and wonderful episodes before the three-part

series finale of the main quest.

That’s how I was able to squeeze a gratifying

250 hours (that were rarely boring!) out of the game;

there’s simply an insane amount of enjoyably self-contained

stories to be found in the side-quests.

Travelling with certain companions may tear apart your

faction allegiances, if you choose to recruit with them.

You can see this same episodic storytelling

happening in the DLCs as well. As one of the few

games of its generation to do DLC right, New Vegas

sold four story add-ons that were each like mini

expansion packs, adding in a good chunk of extra

content while also exploring a new story in this

universe that had something interesting to tell. And

screw the haters, Dead Money was the best one!

Fascinating stories, meaningful choices and a

thoughtful awareness of its world are baked into nearly

every element of this game, and for those reasons it

is my favourite game of its generation. These are the

reasons why Fallout: New Vegas is one of the best FPS-

RPGs of all time, and deserves to be as highly regarded

as Deus Ex and System Shock 2. GW

Mods:

Fallout: New Vegas Mod Manager: Handy tool that

makes mod installation, update and removal easier.

JSawyer: Created by the game’s own lead designer,

this mod makes the game harder with various

tweaks, such as harsher survival conditions, less HP,

lower level cap and adding weight to stimpacks.

Project Nevada: The most popular of all New Vegas

mods, made by Fallout 3: Wanderer’s Edition’s team.

It’s a huge mod that adds new features, changes to

the balancing, new weapons and even implants.

Yukichigai’s Unofficial Patch: A huge bug fix mod

that aims to increase stability without changing the

gameplay or causing issues with other mods.

Fallout - Project Brazil: Offers a whole new campaign,

where a civil war erupts inside your vault.

Autumn Leaves: A professionally made new quest

where you’ll have to solve an exotic murder mystery.

No Auto Aim: This mod removes the dice rolls from

combat, so that gunplay is more similar to an FPS.

With VATS,

the player can

cripple specific

body parts,

damage enemy

weapons or shoot

unexploded

grenades.

Part of the team

that worked

on New Vegas

had worked

on Van Burren,

Interplay’s

cancelled third

Fallout. Many

ideas from

that game

were salvaged,

including

Caesar’s Legion,

the Hoover Dam

battle and the

Burned Man.

415


Mass Effect 2

BioWare, 2010

Windows, Xbox 360 and PS3

Writer Shamus

Young wrote an

extensive and

detailed analysis

of the Mass Effect

trilogy’s story and

world-building,

especially the

changes from

ME1 to ME2. It

can be found on

his website: www.

shamusyoung.com

Characterbuilding

has

been changed.

Dialogue and

non-combat

skills have been

removed, but

new powers can

be learned from

your companions.

416

The original Mass Effect was both a critical and

a commercial success, and the BioWare team

had three years to polish the sequel. Mass

Effect 2 ended up selling more copies and winning

more awards (Metacritic 89 vs. 94), so both BioWare

and Electronic Arts were surely happy. But is it really

a better RPG? My answer would be no.

A better game? Possibly. It’s a paradoxical game,

that suffers from what seems to be executive meddling

and a design-by-committee approach.

The best element to showcase this schizophrenia

is the writing. The main plot ranks among the worst

video game plots in existence – it starts with Shepard

getting killed, then resurrected and forced to work for

a terrorist organisation, gathering allies and resources

for a special mission. Its flaws are too many to list

here and I recommend readers to check the excellent

dissection by Shamus Young (linked to the left).

However, the companions and their recruitment

and loyalty missions, which form the majority of

the content, are some of BioWare’s best. While the

companions themselves are hardly unique and suffer

from the “sexier and edgier” treatment, they are

mostly well-written and the quests, first to recruit

them and later to ensure their loyalty, are excellent.

More races of the galaxy are represented in the

team than were in the first Mass Effect, and through

the companion stories the surrounding world is

expanded. Unfortunately the encyclopaedia from

the first game still exists and is utilised as a crutch

by the writers – however it’s unnecessary to actually

consult it, as all the information that the player needs

is conveyed by the companions.

Technically, the sequel has not made any notable

changes. To this day, the game still looks and sounds

good, though it is fairly obvious that the levels are

small and the obvious waist-high walls are always a

clear signpost that combat is about to start.

Which brings me to Mass Effect 2’s big change:

mechanically, the game has been turned into a cover

shooter, similar to Gears of War. It’s a puzzling change

as mechanically there was nothing wrong in the combat

of the original. It doesn’t work too well with the

special powers either, as aiming them is somewhat

cumbersome with this new stiff camera.

To further reinforce the similarities to shooters,

gone is the overheating mechanism – we’re back to

the safety of magazine reloads. Naturally, this change

required a nonsensical retcon of existing lore and it

really serves no purpose, as bullets are so liberally

spread around that there is absolutely no danger of

ever running dry, not even if you are a soldier and

thus use guns for every encounter.

The special abilities of various classes and their

skill trees have also been overhauled. They weren’t that

interesting in the original and now they are largely

meaningless. Every encounter is possible to complete

with any squad composition as your teammates are

largely useless, thus levels had to be designed to

accommodate every class that Shepard could be – a

similar issue that plagued Neverwinter Nights.


“We’re really highlighting the

shooter aspect of it. We haven’t

actually taken away any of the RPG

systems, but we want to package

it so that everything is a little bit

more intuitive, more streamlined,

and overall the experience is like,

‘Ah, I played through this incredible

story’. A typical BioWare story. But

how we played through it felt much

smoother.”

– Adrien Cho,

Mass Effect 2’s lead producer

Instead of trying to improve Mass Effect ’s clunky

inventory, BioWare axed it as well. Possibly a good

thing, because their replacement for Mako is quite

possibly the worst time-wasting mini-game in the

history of video games: the planetary mining.

In short, the player is shown a rotating picture of

a planet and then must scan for deposits by holding

one mouse button, then shoot mining drones with

the other mouse button. It’s insanely mind-numbing.

While the Mako driving segments of the original

suffered from certain issues, I cannot for the life of

me understand how a designer could think that this

scanning system is an improvement.

Thus gameplay is a strange mixture of the utter

boredom of scanning planets for resources to upgrade

your ship and gear, fluid combat that isn’t really

challenging but is quite entertaining, and talking

to people to propel the plot forward. As befitting a

BioWare game, that last part is where the game shines.

A new feature, the ability to interrupt some of

the conversations to take action – in either Paragon

or Renegade manner – is a novel concept and works

surprisingly well. Seeing Shepard punch an annoying

journalist or throwing a baddie through a window

instead of having to listen to their prattle is such a

guilty pleasure.

You must gather allies, tech and resources, but exploring

planets was been replaced by a dull scanning mini-game.

And what about the continuity between games

that BioWare so hyped before ME2 launched? It really

isn’t there. Yes, the game gives you little nods here and

there to some of the stuff that you did in ME1, but it is

all cosmetic and has zero effect on gameplay.

The ending of the game is a beacon of hope. The

entire party takes part in it and, depending on the

choices the player has made throughout the game,

certain companions can be permanently killed.

Sadly, Final Fantasy VI (1994) is still the reigning

champion in this aspect, as Shepard can still only take

two companions along in the actual combat while

the rest of party is assigned to various tasks in the

background. If only this mechanic had been used more

in the game and in more detail instead of this gimmick

that only happens in the last segment of the game.

Thus my reasoning for the opening statement of

Mass Effect 2 being a paradoxical game – the main

plot is awful but the companions are good. RPG

elements have been stripped out but gameplay is fluid

and entertaining. There is good in here, as well as bad

– it all depends on what you value more. GA

Mods:

Coalesced.ini Mod Manager: Makes modding easy

by handling changes made to the configuration file.

Better ME2: Adds some gameplay tweaks, a bit of

rebalancing, a cleaner HUD and gamepad support.

Hybrid Combat: Makes combat similar to ME1,

changing how reloading works plus other tweaks.

Flash’s Mass Effect 2 Mod: Aims to make the game

more balanced and faithful to the lore, e.g. it makes

that enemy’s shield regenerate, just like yours.

A Lot of Textures: A large pack with new HD textures.

Casual Outfit Beyond Normandy: A pack of casual

clothes that you can now wear even outside the ship.

Mass Effect 2

revamps the

combat system,

now focusing

on cover-based

shooting, much

like Gears of War.

Mass Effect 2

had over 20

DLC packs.

Two of those

introduced new

companions

and came with

new copies of

the game. Since

2013, those

characters

can be freely

downloaded.

417


Academagia:

The Making of Mages

Black Chicken Studios, 2010

Windows

An updated

version of

Academagia

was released

on Steam in

2017, featuring

a new interface

and including

all previous

DLCs.

Like in Princess

Maker you must

plan your daily

schedule, but

Academagia

offers more

options, such as

where to study

and how much

effort to put in.

Interactions

are all textbased.

Random

events will pop

up, offering

the chance of

a reward or

(on failure)

humiliation.

418

Academagia starts with the player character,

a 12-year-old child on the floating island

of Mineta, being invited to attend the

Academagia, a magic school. The player first customises

their character – choosing stats, traits, backgrounds, a

familiar, etc. – then is immediately presented with a

dizzying array of options for what to do with his or her

time during the school year.

The gameplay is a combination of RPG and Choose

Your Own Adventure book – each day is broken down

into three time slots where the player chooses what

to do. Their character can attend classes, study, make

friends and go on adventures, during which they’ll be

presented with various choices to overcome obstacles,

where success is determined by their stats.

The game includes one entire school year (the

developers are currently working on a sequel with

the second year), but it doesn’t give any concrete

goals beyond “pass all your classes”, so the player is

free to do pretty much whatever they want. The fun of

Academagia comes from a combination of exploring

role-playing options and interacting with the world,

learning how to navigate all the systems to accomplish

whatever goals the player sets for themselves.

There are a huge number of skills (over 300!), and

training them up will often unlock new actions. By

the end of the game they can have dozens of choices

of how to spend every time slot. They can train their

familiar, study illegal magic, go shopping, befriend (or

bully) other students, cast spells, go on adventures,

explore the school grounds and town, and more.

The writing and the freedom players have is the

strong point here. One of my favourite adventures

involved improving the school’s terrible cafeteria

food. My character burgled prize recipes, incited a

riot in the cafeteria, blackmailed the head chef, put on

a fancy dinner party for the school faculty, and finally

managed to get a new menu implemented. At the end

I was feeling a genuine sense of accomplishment.

Academagia does have some flaws – since it was

put together by a fairly small team, they didn’t have

the resources to make sure all the different systems

were balanced and useful. For example, shopping for

items is a pain since characters can only visit a single

store per action, rather than being able to browse

among all the stores at once.

However, if you can look past or work through

some imbalances in the gameplay, you’ll be rewarded

with an immensely rich, expansive game and the

ability to guide your young wizard from a novice to

an expert magician. JO


Dungeons

of Dredmor

Gaslamp Games, 2011

Windows, Mac and Linux

Dungeons of Dredmor is an interesting take on

the modern roguelike. While many other

games try to take elements of the genre and

mesh them into other models, Dredmor takes the core

roguelike formula and plays around with it to make it

accessible and customisable, but hard to master.

The game offers three difficulty levels, plus the

option to toggle permadeath and increase or decrease

the size of the dungeons. This allows people to play

Dredmor at their own pace and get a feel for the game

before going for the true roguelike experience. The

“No Time to Grind” mode is especially nice since it

speeds up the game, allowing for quick sessions. This

ease of access helps to attract those curious about the

genre, yet still offers a challenging experience.

Dungeons of Dredmor’s main objective is to

reach the bottom of the dungeon and slay the evil

Lord Dredmor. While it sounds run-of-the-mill,

everything else is goofy and light-hearted in nature.

The game has no qualms about taking common game

tropes and putting a ridiculous spin on things, such

as item vending machines, enemies shouting witty

remarks, countless pop culture references and some

humorous item and skill descriptions.

Another unique thing is the progression system.

Unlike standard roguelikes where there’s a focus on

stats and gear, Dungeons of Dredmor relies on skill trees

for character growth. Players pick seven out of the 20

skills (32 with the expansions and countless more

through mods) available to them and are dumped into

the game. The skill trees range from traditional ones,

such as “swords” and “smithing”, to humorous ones

like “emomancy”, “communist” and “tourist”. Each

skill influences things such as starting gear, passive

traits and active skills; however, players only get one

skill point per level, so its important to choose wisely.

Depending on what skills players have picked,

they can also craft various forms of gear from random

materials found in the dungeon. Crafted items can

range from the standard weapons and armour to

more exotic things such as potions, traps, wands and

– why not – a clockwork power-limb. This gives the

player an element of control they can establish among

all the random variables, allowing them to build

towards optimal victory or silly gimmick builds.

Dungeons of Dredmor’s skill system offered so

much flexibility that I personally kept coming back,

clocking more than 300 hours of game time. Its a great

alternative take on the roguelike model, a very acessible

introdution to newcomers, and it has something to

offer for anyone who’s willing to play it. JR

Dungeons of

Dredmor has

three DLCs that

add numerous

new items,

monsters

and classes.

The first DLC

was released

for free, as

a gift to the

community.

An unexpected

mini-boss can

suddenly end

an adventure.

Or not, if

you disabled

permadeath.

Dredmor offers

the rare chance

to play as a

dual-wielding

vegan geologist

pirate with

mathemagical

powers and

communist

leanings.

419


E.Y.E.

Divine Cybermancy

Streum On Studio, 2011

Windows

Before E.Y.E., the

developers created

a Half-Life mod

called Syndicate

Black Ops. It was

released in 2004

and set in the same

universe as E.Y.E.

Released in 2011, E.Y.E: Divine Cybermancy is

the debut of French Streum On Studio. It is an

ambitious and unique shooter/RPG hybrid,

which is interesting, considering how shamelessly it

“borrows influences” from various sources, especially

from pulp fiction like Warhammer 40k, Shadowrun,

Lovecraftian horror and other video games.

The game takes place in an amalgam of various

settings that you might recognise immediately – a

dystopian future where humanity is ruled by feuding

megacorps, where contact has been made with

hostile aliens, and where the world is threatened

by the coming of the “metastreumonic force”, a

mysterious throng of beasts spawned from psionics

and nightmares. The player is a member of the titular

E.Y.E – an organisation of psionic cybercommando

warrior-monks. But E.Y.E is no exception to the rest

of the world – its once brotherly factions of Jian Shang

Di and Culter Dei are now at each other’s throats.

E.Y.E is a game about many things, but it is

primarily about confusion, chaos and betrayal. Make

no mistake, the paragraph above shows just about the

only things you can be certain of (or can you?) when

it comes to the game’s narrative.

Events that will make you question the entire

game start happening very soon, and accompany you

all the way to the “end”. The atmosphere crafted in

this game is superb, and it takes you on a true rollercoaster

of emotions and sensations. This is achieved

thanks to the mix of the mundane and the mystical.

On one hand, you have typical special ops missions

that require you to infiltrate various places, perform false

flag operations, etc. But on the other, everything is coated

with a layer of esotericism – unexplainable events take

place, your character suffers repeated bouts of amnesia,

delusion and insanity. As you keep playing, you realise

you simply have no one to trust, not even yourself, and

the game laughs in your face every time you think you

finally understood it.

All these aspects also contribute a lot to another

of E.Y.E’s highlights – the non-linearity. There are a

few moments where you need to take sides and make

decisions that influence the rest of the campaign. This

adds tons of replayability, but also further enforces

your paranoia. Do I betray the guy that is probably

betraying me as we speak for the other faction that

is shady as hell? Or maybe I should choose the third

dude who’s been acting suspiciously since the start!

420

The visuals vary between cyberpunk dystopias,

cryptic dreamscapes and windswept wastelands.

The character-building options are vast, including skills,

implants, psi powers and even a research system.


“We believe the role from the

developers is not necessarily to

please the player, nor to simplify

the games. Doing that might drive

to what is more and more frequent:

a standardisation of the market.

And in E.Y.E it is essential for the

dramatic tension to let the player

assume his own choices.”

– Streum-on-Studio

Nothing is certain

in E.Y.E., the weird

dialogues and

unusual narrative

will keep you

second-guessing

the whole game,

and there are

multiple endings

to uncover.

As for mechanics, E.Y.E manages to be both a

solid shooter and an RPG, which is an impressive feat.

It gives you plenty of guns that really feel like proper

guns, have various ups and downs, traits, recoil,

hitbox-varied damage, etc, including a 4-bullet hand

cannon and a miniature nuke launcher.

You can also use melee weapons and grenades,

set up turrets and grab a gun drone to follow you

around. The enemies obviously respond in kind,

rushing you en masse, sniping from afar or using

some seriously heavy ordnance like plasma cannons

and gunships.

The neat thing is that you can also toggle the

difficulty to your liking with sliders for the AI’s

accuracy, reflexes, etc. From the RPG side, you have a

lot of customisation available to you. Apart from guns,

you can also get a whole lot of psionic powers, cyber

augmentations and stat boosts, which are bought or

acquired from research and XP. You can also hack

everything (or everyone) you encounter in different

ways – destroy, leech stamina or even take control.

Just be careful you don’t get counter-hacked.

The differences between playing a melee beast,

a sharpshooter or a psyker are also fairly big and

support different playstyles well.

The technical side is also an important contributor

to the overall atmosphere. E.Y.E is running on the

dated Source Engine, but the developers still managed

to squeeze a lot of juice out of it, mostly thanks to

the art direction. The environments are fairly varied,

including futuristic cyberpunk cities, red dunes of

Mars, mysterious ruins and Asian-inspired temples.

Finally – and this is a funny point – E.Y.E

has been infamous since its release because of its

downright terrible translation. Indeed, the dialogues

and flavour texts have some seriously broken grammar

and bizarre choices of vocabulary, and are generally

confusing, although not to the point to make the

game unplayable. Interestingly enough, this botched

translation actually contributes a lot to the overall

feeling of estrangement, as the oneiric atmosphere

is only further strengthened when every character

sounds either like a mystical sensei or a raving lunatic.

E.Y.E is a very cool game, and one that I can

recommend wholeheartedly. It takes a while to get

used to, sometimes can be crushingly difficult, and

you’ll wonder what the hell is going on all the time,

but the ride is definitely worth it, and it can also be

played in co-op if you want to get confused with some

buddies. Just make sure you patch it properly. DR

The hacking mini-game has you selecting actions to

invade an AI that can – and will – hack you back.

Some of E.Y.E.’s inspirations are a little less subtle

than the others, such as this “cybernetic demon”.

421


Dark Souls

From Software, 2011

Windows, PS3 and Xbox 360

Initially

there were

no plans for a

PC port, but

fans created

an online

petition and

gathered more

than 93,000

signatures,

surprising the

developers.

The eccentric

NPCs in Dark

Souls present

an organic style

of side-quests,

as their stories

progressing as

you play, shaped

by your actions.

422

To talk about Dark Souls, one has to first talk

about Demon’s Souls. An Action-RPG released

on PlayStation 3 to little initial fanfare (to the

point of being passed over by Sony for localisation, , a

decision they later came to regret) it gradually acquired

a cult following. There are many reasons for its appeal,

but the most often cited ones are its unforgiving but fair

difficulty, methodical and balanced battle system, smart

level design, well-realised starkly gothic setting, and

unique, entirely novel asynchronous and synchronous

multiplayer features.

Dark Souls builds upon this foundation, adding

a seamlessly traversable, interconnected world with

even more content and multiplayer opportunities into

the mix, making Demon’s Souls feel like a beta test for

what would become Dark Souls.

In terms of plot, Dark Souls is minimalistic, and

it depends upon players piecing together background

information presented in item descriptions and

environmental clues to fully understand its lore. It

takes place in a universe where many humans are

cursed with the “Darksign”, forcing them to wander

the earth for eternity, reviving after each death, slowly

losing their humanity. Players are cast into the role of

the “Chosen Undead”, and must end this curse.

Over the course of this endeavour, they’ll

interact with eclectic – and often eccentric – NPCs,

many of which are involved in their own quests. Like

the main story of the game, most of these side-quests

and their outcomes are not immediately obvious, and

need to be discovered. In fact it could well be the case

that anyone playing the game for the first time and

without accessing third-party information will not

even realise that they are happening, and that their

actions might have changed some outcome.

Analysing Dark Souls in comparison with other

RPGs, it falls into the category of classless ARPGs

with an open story and world structure. While players

choose a starting class when creating their character, it

only serves to determine their initial stat distribution,

as well as starting equipment and spells. Afterwards,

every character can freely distribute points to various

stats at level-up, and use any given equipment or spell

as long as they meet its requirements.

The mechanics of saving and death are quite

unique, and linked intrinsically with the game’s

story. As in Planescape: Torment, you play a character

who is essentially immortal. However, unlike that

game there is a strict penalty for death, and saving is

constant and automatic, meaning you must endure

every choice you make. Upon death, the game returns

you to the last bonfire (serving as checkpoints) you

rested at, and all your Souls (the game’s currency, used

both to purchase items and to level up) are lost.

You may retrieve them where you died, but

dying again while trying to do so will result in them

disappearing forever. This rather unforgiving system

has earned the game its reputation for difficulty,

together with the requirement for careful exploration

and concentration in every battle, which we will

discuss next.


“I would like players to conquer

the difficulty and enjoy taking on

formidable enemies and going back

and forth in dungeons. The process

of overcoming the challenge and

the feeling of accomplishment

brought by breaking through each

difficulty is the value we would like

to offer to them.”

– Hidetaka Miyazaki,

Dark Souls’ director

Battles in Dark Souls are quite a different affair

compared to most other ARPGs. They don’t at all fit

with the Diablo clones and their hordes of enemies,

opting for a smaller number of more dangerous foes.

Neither are they trying to emulate pure action games

with their complex systems of combos. Instead, they

are comparatively slow and thoughtful affairs, where

careful positioning and choosing your weapons as

well as the field of battle wisely for each encounter is

at least as important as having fast reflexes.

A central component to the system is Stamina, a

replenishing resource used up when attacking, blocking

with a shield, evading and casting spells. Managing

Stamina is essential to being successful in battles.

Many of the game’s systems are carefully

designed in order to enhance the situational nature

of battles – e.g. using a polearm in a confined tunnel

is inadvisable, as collisions between your weapon and

level geometry are actually detected. This focus on

rewarding careful approaches is evident in another

major strength of the game: its exploration.

The world and its levels are deeply interwoven,

filled with secrets, deadly traps, and shortcuts which

make deeper forays from each bonfire easier. In

this context, Dark Souls’ asynchronous multiplayer

features need to be mentioned.

Almost every equipment piece in Dark Souls is a viable

choice, allowing for extremely diverse playstyles.

The game allows players to place messages in the

form of glowing runes on the ground. These can point

out hidden paths, treasure, traps, enemies – or they

can be false and made to lead trusting players to their

deaths. Similarly, player deaths result in bloodstains

in other players’ worlds, and can be touched in order

to see the dying player’s last moments as a phantom.

On the topic of phantoms, while Dark Souls is a

fantastic single-player RPG, it also features a multitude

of popular multiplayer options based on the concept of

phantoms visiting – or invading – the world of a host

player, neatly circumventing the plethora of continuity

or design issues which might occur when trying to fit

multiplayer into a single-player RPG.

Dark Souls’ combination of challenging battles,

exquisitely designed levels, deadly bosses and punishing

death mechanics had such influence that it gave birth to

its own sub-genre, with Dark Souls II (2014), Bloodborne

(2015), Dark Souls III (2016) and several others that

followed, such as Lords of the Fallen (2014), Salt and

Sanctuary (2016), Nioh (2017), etc. It’s a punishing but

rewarding experience, as all these dangers are almost

invariably fair and can be mastered – by learning the

game’s mechanics, carefully studying each environment

and always proceeding with caution. DU

Mods:

DSFix: Released the same day as the game’s lousy PC

port, this mod unlocks the game’s resolution and/or

frame rate, among other improvements. A must-have.

Prepare to Die AGAIN: This mod aims to give veteran

players the excitement and mystery of playing Dark

Souls for the first time by changing the location of

enemies, items and bonfires. Great for a replay.

Hyper-Agressive Enemies: Makes enemies able to see

you from afar and chase you anywhere. Use it with the

Self Gravelording mod for the ultimate challenge.

Dark Souls’ many

challenges seem

impossible at

first, but they

are all fair and

surpassable by a

focused player.

In 2018,

From Software

released

Dark Souls

Remastered

for PC, PS4,

Xbox One and

Switch, adding

improved

graphics, frame

rate and online

features.

423


The Witcher 2:

Assassins of Kings

CD Projekt RED, 2011

Windows, Mac, Linux and Xbox 360

In 2012, CD

Projekt released

The Witcher 2:

Enhanced Edition.

It added over

10GB of new

content, and was

a free update for

those who already

owned the game.

The inventory

was entirely

redone to better

fit controllers,

but feels rather

awkward when

using mouse and

keyboard.

424

A

sequel to the surprise hit The Witcher (2007),

Assassins of Kings puts Geralt of Rivia on the

trail of the eponymous assassins, who just

killed King Foltest of Temeria, for whom the protagonist

has been working as a bodyguard after the events

of the first game. Accused of regicide, Geralt needs

to seek out the real murderers to prove his innocence

and, with his usual luck, gets entangled in more than

one political and military conflict along the way.

The game’s differences from its predecessor are

visible at a first glance. It runs on an entirely new engine

(called REDengine), developed from scratch by

CDProjekt RED and was, at the time of its release,

one of the best-looking games on the market. Sound

and music follow suit, although the soundtrack by

Adam Skorupa and Krzysztof Wierzynkiewicz has

more of a traditional orchestral flair than the folk-inspired

bagpipe music of the first game.

Gamelay-wise, the original’s unusual top-down

view and point-and-click movement are gone – the

camera is now fixed squarely behind Geralt’s back,

with his moves controlled by keyboard only, which

brings the player much closer to the action. There are

also significantly more cutscenes.

Most of the systems from The Witcher are still

present, although simplified or streamlined. Alchemy

does not require an alcohol base any more, and can

be performed anywhere, since meditation does

not require a bonfire any more. Inventory has been

switched from grid-based to list-based, optimised

for controllers. New additions include a rudimentary

stealth mode and Quick-Time Events, both appearing

a few times in the game. The fist-fighting and dice/

poker mini-games mark a return, and a new arm

wrestling mini-game was also added.

The character system has been reworked from

scratch and consists of three separate skill trees, one

each for sword-fighting, magic (witcher signs), and

alchemy, with the most powerful skills unlocking

after certain prerequisites are met. In addition, Geralt

will find rare items called mutagens, which randomly

drop from monsters and/or are created as by-products

of alchemy. These mutagens can then be inserted into

slots attached to some skills (13 in total, the most in

the alchemy tree), granting a permanent bonus.

The game is comparable in size to its

predecessor, with similar ratios of dialogue to combat

to exploration. The number of people that Geralt can

talk to is somewhat reduced, but they are a comparably

diverse and colourful bunch and usually have more

to say on average. It is perhaps worth noting that the

number of casual sex encounters has been reduced,

as Geralt is now in a more-or-less stable relationship

with sorceress Triss Merigold.

Wilderness areas are not as open as in the first

game and usually resemble a collection of intertwining

wide corridors. This makes the world seem smaller,

although Geralt will spend a similar amount of time

running around it, including some dungeon delving

into caves, mines and crypts.


“We really created an ambitious

game and we didn’t want to limit

our artistic expression. Nudity is

considered normal in the best TV

shows nowadays, especially when

it serves the story – so why should

gamers be treated like children?

The sex themes in The Witcher 2

are deeply rooted in the story, and

they are not there just to show off.“

– Maciej Szczesnik,

Lead Combat designer

Combat became

more actionoriented,

with

Geralt mixing

strong and fast

attacks with the

occasional (or

rather frequent)

dodge roll.

Combat has been changed from the mouse-driven

system of the original game to a more typical Action

RPG system with a third-person camera. The three

separate fighting stances are gone, with fast and strong

attacks instead just mapped to different keys. Geralt still

uses two swords – steel against normal and silver against

supernatural opponents – but he can now also throw

knives for a rudimentary ranged attack.

Other melee weapons, such as axes, hammers,

clubs and halberds are available, but, as in the first

game, much less effective than swords. Defensive

moves include rolling and blocking, the latter

consuming vigour, which is also the resource used for

casting signs – a kind of witcher magic. Signs work

more or less as before, except for Quen, which now

creates a magical armour that absorbs damage.

One of the strongest points of The Witcher 2 is

the plot, which in my opinion is significantly better

than the first game’s. What makes it truly unique is

the ability to experience the game’s second chapter

from one of two distinct perspectives. Depending on

a choice made in the previous chapter, Geralt will end

up either in a besieged dwarven fortress town or in

a military camp of the army laying said siege, with

both options providing unique quests, storylines and

points of view for the unfolding events.

This binary choice gives an incentive to replay

the game and allows for an additional insight into

the story and motivations of certain characters, if the

player plays through both of the paths.

In all honesty, if you expect a straight follow-up

to The Witcher, you might not like Assassins of Kings.

The differences are numerous and affect the game on

many levels, and there is no question that the sequel

is mechanically more shallow. On the other hand,

The Witcher 2 is still a great-looking (and sounding),

enjoyable Action RPG with great characters and

a deep, complex plot, just like its predecessor. It is

simply cut from a different mould. WM

Mods:

In 2013, CD Projekt released the REDKit, an editor for

The Witcher 2. Sadly, few mods were ever finished, most

being cosmetic changes, but here are two highlights:

Full Combat Rebalance 2: Mod created by Andrzej

Kwiatkowski, now a gameplay designer at CD Projekt.

The mod is huge and includes changes to the game’s

balance, tweaks to the combat and new animations.

Enhanced Mod Compilation: A compilation of minor

changes that offers quality-of-life improvements, like

reducing some items’ weight and adding auto-loot.

In May 2011,

the Polish

version of

Playboy

featured one

of the game’s

characters,

Triss Merigold,

on its cover.

Witchers are hunters, so being prepared is key. Potions,

for example, can make you see enemies in dark areas.

The game is full of choices that impact the story, including

one that splits the game into two entirely different paths.

425


Way of the

Samurai 4

Acquire, 2011

Windows and Playstation 3*

*Way of the

Samurai 4 was

first released in

2011 in Japan.

It reached the

West in 2012,

but the PC port

came only in

2015, released

by Ghostlight.

You can

sometimes talk

to enemies

during combat to

persuade them,

or use the back

of your blade to

knock them out.

426

Often one of the most talked about aspects of

RPGs is their size and length. Since the 80s,

magazine ads boasted lines like “30 dungeons”,

“over 200 monsters” and “dozens of hours of fun”, and the

trend only got stronger with the rise of gargantuan RPGs

like the Elder Scrolls or The Witcher series – games that can

take over 60 hours to beat, with some players enduring

over a hundred hours in a single playthrough.

However, keeping a lengthy, epic narrative on

track is very tricky when the game has to factor in the

player’s decisions, as many RPGs do. A very common

solution is for choices to branch out only for a while,

then quickly tie back into the main narrative. It’s what

games like Mass Effect do – choices are accounted for,

but even if you are the worst bastard who ever lived

you’ll still have to do X and Y to save the galaxy.

Going in direct opposition to this philosophy

is the Way of the Samurai series. The first game,

released in 2002 for the PlayStation 2, cast players as

a wandering ronin who enters a small remote village.

From there on, everything was up to the player – he

could get involved in a conflict between local factions,

try to protect a woman from bandits, kill everyone

he sees or just casually cross the village and leave,

“finishing” the game in under five minutes.

Way of the Samurai 4 was the first game of the

series released on PC (now also joined by Way of the

Samurai 3) and it’s arguably the best among them.

You create a ronin who arrives at the port town

of Amihama. The game is set in 1855, during the

Bakumatsu period, when the Shogunate was at its

end and the Japanese were suffering the incursion

of foreign warships into their waters – often on

unfriendly terms. This tension is portrayed in three

main factions: the Shogunate forces, a visiting British

ambassador and a group of anti-foreigner extremists.

As you arrive in town, a fight breaks out between

the factions, and it’s up to you to pick a side – or

simply walk away. It’s a game that trades length for

width; the town is tiny, with just nine small areas, and

there’s only a handful of key characters to interact

with. But within this limited setup you can explore

many possibilities, with entirely different outcomes.

Maybe you want to side with a faction, only to

betray it later. Or you’ll devote yourself to helping a

single character. Perhaps you’re in town just to fight

in a tournament, or to steal from shops. You can play

a silent character that refuses to answer any question,

or draw your blade during conversations and attack.

Way of the Samurai 4 is a game designed to be

replayed many times, learning about the characters,

the world and the consequences of your actions. Your

money, items, weapons and, better yet, choices will

carry into your next playthroughs in various ways,

from store prices to expanding your possibilities.

For example, your Japanese ronin won’t be able

to understand most foreigners at first. However, if you

help build a language school, it will remain there in

future playthroughs, so your next characters will now

understand the foreigners – and that will open new

story possibilities for you to explore.


“The last game was set during

the Warring States period in the

1500s, so we had been aiming for a

rough, cool feel, but for this one we

wanted flashy, ostentatious visuals

and therefore decided to set it at

the dawn of intercultural exchange.

[...] we did consider to some degree

that this era might be appealing

in the event that the game was

released overseas.”

– Tetsushi Saito,

WotS 4’s lead designer

The game plays

with the culture

shock between

Japan and

the West in a

humorous and

often over-thetop

tone.

There’s a strong meta-aspect to the game, as each

time you finish it you’ll gain points to unlock more

features, like playable female characters, harder difficulty

settings, new customisation options, and more combat

choices, such as dual-wielding or using guns.

Speaking of combat, Way of the Samurai 4 makes

great use of sword fighting. While you may fight large

numbers, battles are always one at a time. There’s

a strong and a fast attack button, plus a block, and

your attacks change with your directional input, from

lunges to overhead attacks, depending on your choice

of fighting style and your character’s mastery of it.

The trick is that you begin with a plain katana

and a basic sword fighting style, but you’ll collect

more weapons and fighting styles as you defeat your

enemies. There are over 70 styles to unlock, including

various sword stances, dual-wielding, spears, shinobi

style and hand-to-hand combat.

Enemies will always drop the weapons they use,

and you can equip or disassemble them and use the

parts to forge a new blade with special properties. Just

remember to repair them often, as they quickly break.

There are over a hundred weapons in the game, and

collecting exotic swords and styles can become a goal

on its own, as some are well-hidden and others are

only available on specific difficulty settings.

While a regular playthrough is very short, there’s

a large amount of side-content to explore, from the

aforementioned weapon and style collecting and postgame

unlockables to various side-quests and “kill X

number of people” challenges. You can even manage

a dojo, recruit students and create your own fighting

style. While most of these are tasks are fun and will

happen naturally, fully unlocking all the game has to

offer can be a rather repetitive task.

What can also be a bit too much is the tone of the

game. Previous games in the series always had some

silly Japanese humour and over-the-top characters,

but here it reaches extreme levels of wackiness, with a

Lolita-like ambassador, a knight named Megamelons,

a trio of sadistic sisters who love torture and an absurd

“night encounter” mini-game where you must sneak

into your lover’s bed at night.

Regardless, Way of the Samurai 4 is a fantastic

game that offers a fun and challenging combat, a cast

of memorable characters and an incredibly fresh take

on game design. Replayability and player freedom are

the key here, and it’s a joy to slowly get to know the

game’s characters, areas and events like the palm of

your hand, then disrupt its inner workings – helping,

rescuing and killing different characters, just to see

how the game adapts and weaves new stories. FE

WotS 4’s

excellent

soundtrack was

composed by

Noriyuki Asakura,

who also worked

on the popular

Rurouni Kenshin

(aka Samurai X)

anime, set in the

same period.

You can disassemble weapons you collect and use them

to forge entirely new ones, with various special abilities.

Your journal displays the various events and paths you’ve

gone through, and hints on how to unlock new ones.

427


The Elder Scrolls V:

Skyrim

Bethesda Softworks, 2011

Windows, Xbox 360 and PS3*

*In 2016

Bethesda

released

Skyrim Special

Edition, a

remaster for

Xbox One and

PS4. Later

the game

also received

a Nintendo

Switch port

and a VR

version.

There is a time early in a child’s life upon which

they discover a special power that children

have: the theatre of the mind. It is during this

time that common objects acquire the most delightful

properties. A broomstick flies. A trashcan is a shield,

a twig becomes a sword, and that shrubbery over

yonder is a forest begging to be explored in search of

treasure to gather and fiends to banish.

Yet it is the oddest thing, that as children grow

into adults they lose this special power. This happens in

such a quiet, demure way, that most of us never realise

it’s gone, or even that we ever had it in the first place.

Skyrim is the kind of game that makes us remember.

The uncanny valley is in full effect in this

grandiose epic: the vastness of its open world and the

density of its vegetation brings into full focus the fact

that there’s something off about that guy’s face. Or

that, given enough skill and darkness, a mischievous

player may very well steal the clothes a character is

wearing – without her noticing.

But Bethesda’s grand epic shrugs the uncanny

valley away with an eye for playfulness and a knack

for re-awakening that repressed power of imagination

dwelling somewhere within its players’ skulls.

This is first-person action role-playing by the

numbers, then. Press left to strike, right to block, both

for a shield bash, or hold for a charge attack. Ranged

combat is simpler even, while magic simply lets you

assign a spell to each button. There is a nice heft to

the clash of sword (or fang!) on shield, and an audible

tautness to the bowstring, but there is little more to

combat than sloppy timing.

Character development, too, feels slightly

underwhelming. Skyrim uses classic “skill up by

using” system, and it is well-implemented, but in

many areas improvement doesn’t seem to translate

to the screen well enough. On the other hand, there

are the powerful Dragon Shout spells to acquire by

exploring the world, and even several talent trees on

which to invest points. These are hit-and-miss, with

some very worthwhile and fun abilities to be found,

and several underwhelming ones.

It’s all about the world, really. Criticism can fairly

be levelled at nearly every other aspect of the game –

the swordplay feels floaty, magic is different flavours of

projectile combat, crafting is grindy and uninspired,

the enemies are mostly damage sponges rushing you,

and those ancient ruins all look strangely alike.

428

Once again you can play in both first- and third-person

modes, but this time the combat feels a lot more weighty.

The interface is slick and allows you to examine objects

in 3D, but it plays horribly on keyboard and mouse.


“We give the player a lot of credit,

we trust him. We give him all these

tools and we teach him this stuff

and he’s an excellent player-director.

He wants downtime, he goes to

town and talks to people. Says he

wants some challenge – ‘I’m gonna

fight that dragon I heard about’. It

becomes much harder to put the

game down. He is the director of his

experience.”

– Todd Howard,

Skyrim lead producer

And yet, these negatives seem small, pitiful

even, when standing at the edge of the Throat of the

World and looking down, past the fog and into the

green fields west of Whiterun, recognising that small

outcrop of rocks where you once stumbled into a

cadre of Redguard assassins.

The negatives float away when, low on health

and provisions, you find yourself running for your life

from a high-level dragon (and asking yourself: “why

did I install the mod that makes dragons deadlier?!”)

– and all of a sudden, into the legs of a mountain giant.

You then make your escape into a nearby cave while

the two behemoths clash outside – and venture into

whatever new discovery awaits inside. And there’s

always something to be discovered.

Skyrim is a game of moments, of small random

occurrences, of carefully orchestrated plans going to

hell because of stupid NPCs, of moments posing in

front of breathtaking views, of sitting by the fire, an

action with no gameplay benefits whatsoever, done

simply because you feel like hearing that bard sing

again about how Ulfric is the High King – and in his

great honour we shall drink and sing. It is this tapestry

of micro-experiences that breathes life into a player’s

sojourn onto the icy lands of northern Tamriel.

Skyrim is not meant to be a simulation, or a

twitch experience. It is, quite frankly, not even much

of a role-playing experience – unless you use your

rediscovered imagination to fill in the blanks. Then,

it shines like few others. LM

Riding a horse

across the vast

plains in pursuit

of a dragon is the

kind of emergent

experience that

Skyrim excels at.

Skyrim

had three

expansions:

Dawnguard and

Dragonborn,

which add

extra areas

and content,

and Hearthfire,

which adds

the ability

to build your

own house.

Mods:

SkyUI: Absolutely essential, this mod replaces Skyrim’s

default interface for one better suited for keyboard and

mouse, with sortable columns and other cool features.

Unofficial Skyrim Patch: There’s one of these for each

expansion, and they provide important bug fixes.

Skyrim Redone (aka SkyRe): A massive mod that overhauls

most of the game, altering combat, magic, stats,

perks, enemies, crafting and much more.

Alternate Start - Live Another Life: Allows you to skip

the long introduction and start the game in one of many

wildly different locations and situations.

Immersive Creatures: A huge mod that adds over 2,000

creatures, including new quests and bosses.

Immersive Weapons and Armour: Adds over 100 new

weapons and 50 new armour sets, all lore-friendly.

Climates of Tamriel: Changes the weather and lighting,

for more atmospheric visuals and darker dungeons.

Requiem: A hardcore overhaul mod, it changes Skyrim

into a harsh and more realistic game. For experts only.

Deadly Dragons: This mod adds unique dragons to the

game and makes them smarter and tougher to defeat.

Enderal - The Shards of Order: Developed by the same

team who made the excelent Nehrin mod for Oblivion,

this is an entirely new game created using Skyrim’s

engine, with a new world, new levelling system and a

much heavier focus on storytelling.

RealVision ENB: ENBs are graphical mods that heavily

alter the game’s visuals, adding effects such as grain and

depth of field. There are many, but RealVision is the

most popular, achieving results such as this:

If you want to

heavily modify

Skyrim, visit the

Skyrim Total

Enhancement

Project wiki, a

comprehensive

modding guide

available at

www.wiki.stepproject.com

429


Magical

Diary

Your character has

four attributes:

Smart, Strong, Cute

and Weird. The last

one is the funniest

to focus on.

Using clever

solutions, like

teleporting a

monster away

instead of fighting

it, awards you

school merits.

Hanako Games, 2011

Windows, Mac and Linux

What the hell?” – asks the reader, looking at

this page. Magical Diary, a visual novel/

RPG hybrid – I reply – a game with one of

the most interesting magic systems ever.

You’re a girl sent to a magical Hogwarts-like

school, where you must attend classes, make friends

and overall survive school life. It’s clearly inspired by

Princess Maker (1991) and Academagia (2010), but

with a more light-hearted and accessible presentation.

Each week you must decide your schedule,

choosing what magic classes to attend – and eventually

learn spells. The game features five magic schools,

each with 12 spells, plus 16 combination spells that

require a set number of points in two schools. So

you’re looking at over 70 spells to play with, such as

Find Spirits, Anti-Magic Field and Stoneshape.

These can occasionally be used to solve (or cause)

daily issues, but the dungeons are the real highlight

here. Once in a while you’ll have to take tests that

teleport you to a maze and require you to reach the

exit. The challenges range from a monster hunting you

to a rival wizard, or just a big chasm to cross. And the

solutions are all up to you. For example, to escape the

monster you can kill it with damage spells, teleport it

elsewhere, teleport yourself to the exit, distract it, scare

it away, blind it, put it to sleep, turn invisible or even

simply dig a tunnel across the maze. It’s an extremely

rich system that really offers you the proper range of

choices a spellcaster should have, instead of simply

being a range damage-dealer, shooting fireballs

everywhere, like in many “real” RPGs.

The big downside of Magical Diary is how short

it is. Even slowly reading everything for the first time

will take you only about five hours, and there’s simply

not enough room to explore its magical system. Many

spells only have one use in-game, so you’re likely to

end without even casting half of your spellbook. And

sadly, there are only seven dungeons in the game.

Still, the game is quite replayable. It’s fun to learn

different spells to try new solutions on the dungeons,

and the story can go interesting and unexpected

places depending on how you choose to act.

Don’t let prejudice put you off; Magical Diary is a

solid experience that brings a much needed breath of

fresh air into the genre. FE

430


BioWare, 2011

Windows, Mac, Xbox 360 and PS3

Dragon Age II

With the world-threatening invasion of the

Blight solved by the player in Dragon Age:

Origins, we now unexpectedly turn our

sights to the lives of those affected by the war.

A quick glance at the concept of Dragon Age II

and you’ll be in awe at how ambitious it is. This is the

tale of Hawke, a war refugee who just arrived with

his family at the dark city of Kirkwall, not a penny to

his name. Over the next years, he will have to find a

way to survive not an inhuman ancient evil, but the

worst of humanity itself – greedy slavers, desperate

thieves, religious zealots and a hateful mage-hunting

inquisition. To crown it all, the story is told by an

unreliable narrator: a sleazy companion of Hawke

under interrogation by a mysterious woman.

Unfortunately, this bold premise was met with

BioWare’s demand for a streamlined, fast-paced RPG,

to be released between Mass Effect 2 and 3. Thus, the

team reportedly had little more than a year to make

Dragon Age II; and it shows. While the art style is

vastly improved, the limited development time led to

cuts, reused assets and very few locations to explore.

This wouldn’t be such a big problem, if not for the

drastic simplification of the game’s systems. Gone are

elves and dwarfs as playable races, the prestige classes,

crafting, non-combat skills and even your companion’s

armour. What’s left is an action-heavy, console-friendly

combat system that has some interesting ideas, such as

cross-class combos and friendship/rivalry talents, but it

still gets repetitive fast – in part because it’s paired with

poor level and encounter design that just throws wave

after wave of respawning enemies at the player.

However, DA2’s true flaw is the execution of its

story. It spans a decade, showing Hawke’s life alongside

his family and friends in Kirkwall but, rare intimate

moments aside, it’s just a generic power fantasy.

The railroaded plot drags you from set piece to

set piece in contrived ways and clashes terribly with

the gameplay. Hawke will summon meteors and slay

armies during combat – with exaggerated animations

and huge blood splashes – then endlessly moan about

“being powerless” during dialogue. DA2 fans will say

the companions are the game’s saving grace, but while

Varric and Aveline are well-written, others seem to

exist only to further the plot or fulfil romantic fantasies.

To be fair, it’s impressive how much the developers

delivered in such a short time. Nonetheless, Dragon Age II

is a repetitive and schizophrenic game that promised to

revolutionise RPG storytelling with a personal tale about

coexistence, only to deliver yet another pandering tale

about saving the world and romancing everyone. FE

Dragon Age II

got four story

DLCs, which

added three new

companions. An

expansion called

Exalted March

was planned,

providing closure

on Hawke’s story,

but was later

cancelled.

The dialogue

wheel is similar

to Mass Effect,

but introduces

a Humorous

attitude, besides

Diplomatic and

Aggressive.

DA2 is entirely

set in the city

of Kirkwall and

its immediate

surrounding areas.

Although it spans

several years, its

locations barely

change.

431


Deus Ex:

Human Revolution

Eidos Montréal, 2011

Windows, Mac, PS3, Xbox 360 and Wii U

Augmentations

empower your

playstyle, allowing

you to move

heavy objects,

hack computers,

see through

walls, persuade

NPCs, and so on.

Deus Ex: Human Revolution had a lot of things

going against it. It was the first game developed

by Eidos Montréal, and none of its developers

had worked on a Deus Ex before. Invisible War (2003),

though well-received by critics and commercially

successful, was a heavily streamlined sequel poorly

received by fans. When HR was announced by Square

Enix, many expected the same outcome or worse.

The new developers, however, loved the original

and wanted to stay faithful to its design, which proved

to be a remarkable challenge. The first two years of

development were focused on prototypes, as the team

struggled to find the Deus Ex gameplay they wanted.

Once found, the team ended up with roughly only two

years to make the full game. This did cause issues, but it

also makes its accomplishments look more impressive.

The team also wanted to preserve the series’ story,

so they made HR a prequel set in 2027, 25 years before

the first game. The protagonist is Adam Jensen, chief

of security at Sarif Industries, an advanced biotech

company. After an attack at Sarif ’s HQ in Detroit

by a group of mercenaries, Jensen suffers near-fatal

wounds. The company then saves Jensen with the most

advanced augmentations available, making him one of

the most heavily augmented humans at the time.

One of the narrative’s main influences is the

myth of Icarus, featured in some of the trailers and

the beautiful theme song. It’s a theme seen in both

DX1 and HR, along with conspiracy theories, megacorporations,

surveillance, liberty, technological

progress affecting social classes, and others. The

story suffers from a rushed ending, but its numerous

themes are well-explored, and the side-missions do a

good job fleshing out the setting.

Human Revolutions’s gameplay follows the

series’ pillars: a versatile combination of FPS combat,

stealth, exploration and social interaction, albeit with

a different execution. The level design also follows

similar principles, but areas are less open-ended in

favour of more detailed environments. A surprisingly

good hacking mini-game was added and plays an

important role, while the new dialogue system makes

conversations play out like a puzzle.

Combat as a whole is improved as well, but some

mechanics can make it a bit too easy, mainly the cover

system, takedowns, and the XP system. The game is

played in a first-person view, but entering cover switches

it to a third-person camera, allowing players to peek

around corners and see what’s behind them. It’s an

optional tool, but many areas were designed around it,

so some may find it awkward to avoid using it.

The takedown is the game’s only melee attack.

Available in lethal and non-lethal forms, it quickly

neutralises any non-boss target (or two, with an

upgrade) in a single attack, during which you cannot be

detected or harmed. The game plays fine without it, so

players wanting more challenge can ignore it entirely.

The game offers experience rewards for finishing

a mission completely undetected and without raising

alarms, but other rewards don’t feel so appropriate.

432


“Initially it was also very tough to

convince the team to be totally on

board, because you would have to

go to them and say things like, “OK,

you have to work on this piece for the

next two months, and and only 30%

of players are going to see that’. Most

games have the philosophy of ‘if we

spend money and time on something,

all players must see that’.”

– Jean-François Dugas,

Deus Ex: Human Revolution’s director

Some dialogues

are like a puzzle,

where you must

convince other

characters to

help you by

observing their

personalities.

For example, hacking always gives XP, but using

passwords you found doesn’t. It’s not a major issue,

as you’ll earn enough experience no matter how you

play, but the game clearly favours specific playstyles

and approaches. Similarly, HR’s most infamous flaw

is its boss fights. Due to time constraints, they were

outsourced to a different studio, and the result feels as

out of place as it sounds. The player is forced to fight

bullet-sponge enemies in small, closed areas, contrary

to all other missions in the game.

Luckily, the game received a Director’s Cut in

2013, which added stealth and hacking options to

allow for more playstyles. It also added an extensive

director’s commentary and Making Of documentary,

plus as all the DLCs and slightly improved graphics.

Speaking of which, the game’s aesthetic, heavily

inspired by cyberpunk themes and the Renaissance,

is perhaps its most memorable quality. These themes

are strongly reflected in the character designs and

environmental storytelling. The stark contrasts,

mainly between gold and black, often resemble a

chiaroscuro approach that sets a unique atmosphere.

The ever-present yellow filter was divisive, but

was toned down in the Director’s Cut. Overall it’s

an area where the game truly shines, and Michael

McCann’s excellent score makes it all even better.

Judged by itself, Deus Ex: Human Revolution is

one of the best AAA RPGs from the last decade. As a

Deus Ex prequel, it falls short of the first game in some

areas, but comes remarkably close. It is a rare triumph

among its contemporaries. A lesson that a modern

AAA reboot, despite being made by a new studio with

none of the original creators, can find success and its

own identity while staying faithful to its roots.

The same cannot be said about Mankind Divided,

HR’s direct sequel, released in 2016. The graphics are

prettier, hacking is more fun, and the hub area in

Prague is very nice, but it’s worse than its predecessor

at just about everything else.

The level design is way too simple, the story feels

like it was cut in half (possibly because Square Enix

had plans for a trilogy), the writing has a lot more

exposition, and the game as a whole is way too easy.

To make it worse, they added micro-transactions to

the campaign and a tacked-on multiplayer mode.

Deus Ex: Human Revolution was a best-seller

and won several Game of the Year awards. Mankind

Divided was well-received by critics, but it didn’t go

down well with the public, resulting in underwhelming

sales. Much like Invisible War, it did enough damage

that the franchise was put on hold by Square Enix,

tragically taking Deus Ex back into the fridge. FAX

Like in the original Deus Ex, the inventory is quite limited,

forcing you to carefully choose which items to bring along.

Mankind Divided includes a gorgeous and quite immersive

recreation of Prague, but the rest of the game is uninspired.

433


Mass Effect 3

BioWare, 2012

Windows, PS3 and Xbox 360

In addition to

difficulty levels,

Mass Effect 3

features the

“Action” and

“Story” modes.

The former

changes

dialogues into

cinematics,

while the latter

makes combat

extremely easy.

The character

system remains

similar to that of

Mass Effect 2, but

now most powers

can branch into

two different

playstyles.

434

Streamlining the original Mass Effect’s gameplay

systems allowed its sequel to reach much higher

commercial and critical success, so it was only

natural for the third game to follow the same path,

which is exactly what happened.

Mass Effect 3 is a very iterative addition to the

series, focusing on new content, polish and refinement

in certain aspects. It even introduces a fresh batch

of lore inconsistencies to supplement those already

present in ME2, and is equally shameless about this.

The story follows directly from Mass Effect 2’s

final DLC (Arrival), with Commander Shepard

grounded on Earth (having apparently returned to

active duty in System Alliance after his/her Spectre and

Cerberus episodes) and facing a hearing regarding the

warnings of an imminent Reaper invasion – which the

government still doubts is a threat or even exists!

Reapers show an ironic sense of humour and

invade at this exact moment, forcing our hero to jump

straight into action and once again travel across the

galaxy in search of a way to defeat the enemy, as well

as gathering allies and resources for a counter-attack.

As usual, Shepard is aided in this task by a team of

trustworthy companions, who are a mix of old friends

returning from previous games and a few new faces.

While there are way fewer squad-mates than in

ME2, they offer many skills to choose from and match

to your personal tastes. Almost all companions are

potential ‘love interests’, to the point where it seems this

feature was a priority when deciding on the cast. Sadly,

there’s no Krogan party member this time.

Being the trilogy’s finale, Mass Effect 3 offers

resolutions and follow-ups to various story arcs from

previous games. Some of them are an impressive display

of storytelling and attention to player choice, while

others are somewhat lacklustre, with near-identical

replacement characters showing up to take the place

of those who did not survive. Still, the sheer amount

of effort put into creating a coherent player-affected

narrative between the three games warrants respect.

However, it’s impossible to defend some plot

points, especially Cerberus’ ridiculous omnipresence

and Shepard’s unexplainable plan to stop the Reapers.

The contrivances felt in ME2 are back in force, as the

game often ignores previously established concepts or

forces players to helplessly watch certain events.

Gameplay-wise, Mass Effect 3 is basically the

same as ME2, but more polished in every way. The

action part feels better than ever with gunplay easily

on par with contemporary shooters and a variety of

characters’ abilities introducing another layer to the

combat dynamic. All the classes have been changed

and rebalanced, encouraging players to try out new

builds and allowing for vastly different playstyles.

In addition, Shepard is now much less restricted

when it comes to loadout, as every class is able to use

every weapon. Weapons can also be customised by

modifying them with various components, such as

extended magazines or accuracy-improving scopes.

These welcome changes allow for some very interesting

and fun combinations of guns and abilities.


“Mass Effect has been a

shared experience between the

development team and our fans

– not just a shared experience in

playing the games, but in designing

and developing them. An outpouring

of love for Garrus and Tali led to their

inclusion as love interests in ME2.

A request for deeper RPG systems led

to key design changes in ME3.”

– Casey Hudson,

Mass Effect series’ executive producer

Enemies now

have several

abilities and will

throw grenades,

deploy turrets,

use shields, buff

allies and pilot

mechs – which

you can steal for

yourself.

Level design is a noticeable improvement over

the linear corridors of ME2. There are more open

spaces, alternative paths and optional branches, which

usually net a loot cache or additional story elements

like datalogs (though the hacking and bypass minigame

were entirely removed). Sets of chest-high walls

and crates are also less obvious this time, so you are

not immediately alerted of an incoming firefight.

All this makes the “walking around” experience

more enjoyable, not just a downtime between combat

and dialogue. Environments are visually impressive,

with some truly awe-inspiring backgrounds, from

beautiful alien cities to war-torn battlefields.

Audio layer is worth mentioning too, with music

created by several composers, led by Hollywood

veteran Clint Mansell, and sound design rewarding

playing the game with good audio setups. Voice

acting is also superb, as per series tradition.

ME3 caused a certain controversy on launch, due

to one important squad member being locked behind

a “Day 1” DLC (From Ashes), which is (to this day) not

included with the base version of the game. Fans of the

series will definitely want to play the third game with

this and other DLCs, especially the final one (Citadel),

which serves as a send-off for Shepard and will cause a

surge of memories from previous games.

ME3 also adds separate multiplayer missions,

tied to the in-game galactic war. By playing these

missions (or the Mass Effect: Infiltrator game for iOS),

players earn additional “war assets” that are used in

the single-player campaign, influencing its outcome.

Regardless, the game’s – and therefore the whole

trilogy’s – ending(s) were deemed unsatisfactory

by many and led to an online uproar. BioWare later

released a free DLC (Extended Cut) addressing these

concerns, but some fans still consider it a letdown.

The Mass Effect trilogy stands as a landmark.

While some will always be disappointed by the

(many) unfulfilled promises, its successful blend of

cinematic Action RPGs with strong squad member

relationship elements ensured the direction of future

BioWare games – and of many other RPGs. MS

Mods:

Expanded Galaxy Mod: Adds new features, events,

items and several extra missions across the galaxy.

ME3Recalibrated: An unofficial patch, it addresses

many bugs, as well as some lore inconsistencies.

MEHEM: Gives the game a different, happier ending.

A Lot of Textures: A large pack with new HD textures.

After only

featuring a

male Shepard

in ME1 and

2’s cover and

promo material,

BioWare held a

vote to choose

the official

female Shepard.

She was voted

a redhead by

19k fans, and so

ME3’s box came

with a two-sided

cover art – one

male, another

female.

Weapon mods are back, and you can now customise your

loadout, restricted only by the weight limit of each class.

The endings change depending on how many war assets

you gathered, either in missions or in the multiplayer.

435


Tales of

Maj’Eyal

Nicolas “DarkGod” Casalini, 2012

Windows, Mac and Linux

Tales of

Maj’Eyal is

open-source

and freely

available for

download, but

it’s also for

sale on Steam

and GOG, with

its two recent

expansions

requiring a

donation or

purchase.

There are six

main stats and

each class has its

own unique skill

trees, but extra

skills (even from

other classes)

can be unlocked

by performing

special quests.

436

Since I first heard about roguelikes, I’ve always

wanted to love them. The concept of highly

complex RPGs with infinite randomly generated

adventures was exciting, but I never felt fully satisfied

by playing ADOM, NetHack, Angband, Brogue and

other classic roguelikes. Something was missing.

More than nice graphics or a friendly interface,

I missed a sense of place – all those carefully handplaced

details that give a special quality to dungeons,

towns, quests and NPCs – that offer interesting goals

and tease cleverly hidden secrets for players to pursue.

Luckily, I found all that I wanted in Tales of Maj’Eyal.

Also know as ToME4, its development began back in

1998 as Tales of Middle-Earth (or ToME1). A variant

of the classic roguelike Angband, it was constantly

expanded for over a decade until 2012, when the

team decided to release a fourth major version that

replaced the Tolkien-based setting for an original one

and changed the name to Tales of Maj’Eyal.

From a quick glance one can already see several

differences from traditional roguelikes – instead of

ASCII graphics, ToME uses charming 2D graphics

and an accessible, mouse-driven interface. However,

the biggest difference is how it blends the roguelike

formula with more traditional CRPG bits, becoming

an “RPG/Roguelike hybrid”, if that makes sense.

For example, there’s still permadeath, but you

can disable it or play in “Adventure mode”, where you

can die a few times before your character is erased.

ToME also makes selective use of randomness.

Its world map, towns, NPCs and quests are fixed,

allowing for a quality far beyond that of traditional

roguelikes. It even offers choices and consequences:

there’s a faction that hates magic due to past events and

will attack magic-users on sight – but also share secret

anti-magic techniques if your character renounces

magic forever. Another option is to ally yourself with

renegade mages and destroy said faction.

Dungeons blend random layouts, enemies and

treasures with fixed themes, key rooms and bosses.

This gives them a lot of personality – you’ll follow

giant sandworms as they dig tunnels, battle in space,

free slaves, dive underwater, race against time, etc.

Another unusual mechanic is how most races and

classes have unique starting points and quests, but must

be unlocked first. Say you start as a Dwarf Berserker –

you’ll begin your adventures in the Dwarven kingdom,

learn about their culture, do some race and class-specific

quests then venture into the world map. If you’re lucky,

by the time you die you’ll have done something special

and unlocked a new race or class, and can now, for

example, play as an Elven Archmage, which starts in a

different area with different quests.

The game currently has 16 races and 35 classes,

offering several widely different playstyles. Each

class has a set of skill trees that slowly unlocks as you

level up, providing direct damage skills and passive

bonuses, but there’s also many “utility” abilities:

teleporting, redirecting damage, raising walls, magic

shields, etc. Instead of random potions and scrolls,

you’re given a clearly defined set of versatile tools and

must manage their resources and cooldowns wisely.


“To me, accessible means that

any player should be able to start

the game and feel at home as fast

as possible. In this day and age,

this means having mouse control,

tooltips, hotkeys and so on. The user

should never have to fight the UI,

it’s the UI that should adapt. But

behind the simple UI is hidden a

beast. I tend to describe ToME as a

tactical RPG roguelike[...]”

– Nicolas “DarkGod” Casalini,

Tales of Maj’Eyal’s creator

The main towns

and dungeons

are always in the

same place on

the world map,

but there are

random optional

areas and

roaming parties

of NPCs.

This gives ToME a very rare quality which I

love: true power comes not from big numbers, but

from versatility. A Chronomancer can split time, test

multiple tactics for a few turns and then choose the

timeline that worked better; a Doombringer can take

an enemy with him into a demonic plane to duel; a

Necromancer can perform a dark ritual to turn into a

Lich and avoid (perma)death once, and so on.

It’s a game that’s always challenging (partly due

to enemies level-scaling up), but building a good mix

of abilities and equipment that can provide tactical

options is far more important than min-maxing stats.

If unlocking new classes/races, trying new quest

solutions and following the main story isn’t enough

to keep you motivated, ToME also offers over 1,700

achievements to pursue and special online events –

you might be happily playing when a developer comes

online and opens a portal to a mysterious plane!

The game is still in constant development, with

new features and expansions being introduced. Ashes

of Urh’Rok (2014) and Forbidden Cults (2018) added

more content to the main campaign, but the real

attraction is Embers of Rage (2016), which adds an

entirely new campaign where you play as Orcs and

their allies, using technology like pistols and steampowered

saw-blades, as well as a new crafting system.

ToME also has an Infinite Dungeon mode and an

Arena mode for those who care more about fighting,

so you can see why it’s a game I’ve spent hundreds of

hours playing – and will still keep playing.

If classic roguelikes never felt satisfying for you,

or even if you’re a long-time veteran, I recommend

trying Tales of Maj’Eyal. You can get the basic version

for free on the official website, but this is a game that

has more content, creativity and passion than most

big-budget RPGs out there. Don’t miss it. FE

There are several

fan-made add-ons

for download at

ToME’s website

and on Steam

Workshop, adding

new races, classes,

UI improvements

and translations

into Chinese

and Japanese.

ToME is a highly

tactical roguelike,

that gives players

many versatile

abilities, plenty

of information

and tests them

against all sorts of

challenges – both

random and fixed.

437


Legend of

Grimrock

Almost Human Ltd., 2012

Windows, Linux and Mac

In January

2014, a liveaction

web

series based

on Legend of

Grimrock was

funded on

Kickstarter,

made by the

same team

responsible

for Nuka

Break. Sadly,

the project

was never

concluded.

When the indie game scene took off in 2008,

I was hoping that some of the abandoned

game genres from yesteryear might make

a comeback. To my surprise, a group of Finns were

thinking just that and made Legend of Grimrock, a

game that honours the real-time grid-based dungeon

crawlers (aka blobbers) from back in the day.

In terms of game design and UI mechanics,

Grimrock picks up exactly where games like Stonekeep

and Anvil of Dawn left off in the mid-90s, and then adds

some new tricks of its own. The de facto standards of

a full-screen view, minimal UI, inbuilt automap and

easy inventory management are all present, but then

today’s standards of graphics and sound are added.

Realistic lights and shadows, full animations for the

monsters and even a Freelook view.

For someone like me who grew up playing many

of the predecessors to Grimrock, this felt like an old

dream coming true: playing an archaic game genre

with modern-day luxuries.

The plot is simple and non-intrusive: your party

is comprised of convicts that are thrown into the

eponymous mountain-prison with the promise that

your escape will grant you amnesty for your crimes.

A voice that speaks in your dreams urges you to

come find it at the bottom of the mountain, and you’ll

soon find journal pages of an adventurer that came

before you. For once the world doesn’t need saving,

it’s just a personal quest for freedom through a wellcrafted

dungeon filled with puzzles and monsters.

The game goes for the classical “four party

members” approach, but its bare-bones character

creation system is somewhat disappointing. With

only four races and three classes, three of the races are

custom-tailored towards each of the classes and then

humans are thrown in as all-rounders.

Further customisation is gained through the

skill system, where there are plenty of skills to learn

but not enough skill points to go round. As a result,

Fighters will have to choose a preferred weapon

and Mages must pick a preferred school of magic.

Obviously they could have done better with both

systems, but it works as is.

Another valid point of criticism is the interface.

Its minimal approach is a good thing, but its tiny size

leads to many unwanted misclicks, especially with

the keypad-esque spell interface, where players must

input specific rune combinations to cast spells.

438

While not a very difficult game, Grimrock makes clever

use of enemies and traps to create elaborate puzzles.

There’s a secret mode where you can enter the dungeon

alone as Toorun, a unique all-round character.


“We feel that puzzles and also

party-based gameplay to some

extent are lacking in modern RPGs,

and this is one of the factors that led

to the development of Grimrock.

But, more importantly, we are huge

fans of the genre and can’t bear

that these types of awesome games

are not made anymore. So, clearly

somebody had to step in and do

something.”

– Petri Häkkinen,

Almost Human co-founder

Mages not only

have to spend

skill points to

master the

various schools

of magic, but also

need to know the

correct rune

input, usually

found in scrolls.

One problem that has plagued games of this

ilk from the beginning is how easy it is to trivialise

combat with the so-called “combat mambo”. Attack a

monster, then quickly sidestep and turn to face where

the monster will move. Repeat until it dies.

Past games tried various monster AI routines,

which Grimrock also does but then goes one further

and subtly builds the levels around the monster’s

strengths, giving them the home-field advantage.

The game feels lonely at times as there is no

one around to talk to, but this benefits the overall

atmosphere as the sense of isolation adds an element

of survival to the game, making players rely more on

their supplies and the game’s crafting system.

Legend of Grimrock turned out to be a surprise

hit, selling nearly one million units and paying for its

development in less than a week. A sequel was therefore

inevitable, and Legend of Grimrock II roared onto

the scene in 2014. Instead of a mountain prison, the

party is now stranded on a remote island, allowing for

non-linear exploration in every direction.

The sequel is superior to the original in almost

every sense, adding underwater areas, boss battles,

smarter monsters and a stronger emphasis on vertical

movement... and yet it somehow failed to rival the

impact (and sales) of the first game.

The Grimrock games are first and foremost an

homage to a school of game design that is considered

outdated, but clearly not unwanted. Already, several

games have tried to cash in on their success by riding

in its wake, but so far none of them have matched

it. It’s not often that one game can revive an entire

gaming sub-genre, but that’s exactly what Legend of

Grimrock did. ÁV

Fan-Made Dungeons:

One of Grimrock’s high points is the dungeon editor.

As grid-based dungeons are easy to plan and build,

there have been plenty of fan-made dungeons made,

especially for the first game. Here are some highlights:

The Master Quest: The first game’s campaign with

extra content. Works very well and is highly enjoyable.

Mines of Malan Vael: A short dungeon with a new

mine tileset. Find out why all the workers in a mine

have disappeared.

The Master Key: A dungeon that’s heavily inspired by

Dungeon Master, a nice mixture of puzzles and combat.

The author also did a dungeon based on Chaos Strikes

Back, but it’s not as enjoyable as this one.

The Forbidden Halls: Your party discovers some

abandoned halls and decides to explore them.

It features some odd and annoying additions,

but overall it’s quite enjoyable.

The second game is set on a remote island, offering a huge

non-linear dungeon crawler surrounded by gorgeous vistas.

The level editor is easy to understand and provides

a great deal of freedom when in able hands.

439


Kingdoms of Amalur:

Reckoning

Big Huge Games, 2012

Windows, PS3 and Xbox 360

Alongside

Amalur, 38

Studios were

developing an

MMO set in the

same setting.

The game

had been in

development

for six years,

but, after the

company went

bankrupt, Curt

Schilling said

the game simply

“wasn’t fun”.

Amalur is very

reminiscent of

Fable, especially

in the art style.

But the camera

has a narrow FOV

and tilts down,

focusing more on

the floor than on

the environment.

440

In the current low-risk, heavily consolidated AAA

development scenario, it’s becoming increasingly

rare for companies to invest in new IPs. Small

projects aside, nowadays most AAA titles are sequels,

reboots, spin-offs or spiritual successors.

As such, Kingdoms of Amalur: Reckoning took

the world by surprise. Not only was it an original

IP, but it was helmed by a dream team: Ken Rolston

(lead designer on Morrowind and Oblivion), Todd

McFarlane (founder of Image Comics and creator of

Spawn) and R.A. Salvatore, the best-selling fantasy

author famous for his Drizzt Do’Urden novels.

Behind this ambitious super-project was retired

baseball player Curt Schilling, who founded his own

game development company (38 Studios), purchased

Big Huge Games from THQ and then secured a loan

of 75 million dollars from the US state of Rhode

Island to develop Amalur and a tie-in MMORPG.

With R.A. Salvatore creating an original setting

and McFarlane directing the art style, Rolston set

out to create a new brand of open-world RPG. He

envisioned a game that offered Bethesda’s expansive

worlds, BioWare’s narratives and Blizzard’s addictive

progression systems, but focused on fast-paced action

combat inspired by games like God of War.

The game begins with your character dead. Then

he/she gets better. This rather Planescape: Torment-ish

event removes you from the Wheel of Fate and allows

you to interfere with other people’s destiny. But don’t

expect deep philosophical dilemmas – you basically

can kill people before they were fated to die.

To do so, Amalur offers a variety of weapons,

spells and skills, divided into three classic archetypes

– Might, Finesse and Sorcery. Every level-up, you get

three points to spend on the archetypal skill trees.

You can mix them however you wish, and the game

reacts to that by unlocking “destiny” bonuses you can

equip. For example, investing six points in Might and

six points in Sorcery gives you the Guardian destiny,

which boosts defense and converts damage into mana.

Combat is really the meat of the game, and it’s

a satisfying blend of arcade action and RPG. You

equip two weapons at once, each assigned to a button

(a controller is advised), and you can freely mix their

attacks. The nine weapon types all play very differently

and there are several moves at your disposal – dodges,

parries, timed blocks, 3-hit combos, charge attacks,

delayed attacks, damage spells, sustained buff, traps,

summons, etc... You can also sneak and backstab

unsuspecting foes, though it isn’t often useful.

The enemy variety isn’t big, but they all have very

distinct moves and skills. And, to seal the deal, Amalur

uses a Diablo-like loot system, with random items of

several qualities, legendary unique, item sets, gems

and even a salvage and crafting system. It isn’t deep, as

the item bonus lack diversity, but it’s addictive.

Sadly, the game’s balance is severely lacking.

Combat is a cakewalk unless you play on Hard, and

even then the respawning monsters and huge amount

of side-quests means you’ll eventually become too

powerful and breeze through it. A shame, really.


“A good RPG has four aspects –

exploration, narrative, advancement

and then combat. And, as it turns

out for the first three things, people

have been doing a pretty good

job with them. But the combat...

we really just haven’t been asking

enough of ourselves with that

and haven’t really known what

an alternative would be. So, we

decided; the world needs an RPG

with good immersive combat.”

– Ken Rolston,

Amalur’s design director

Choices you

make can unlock

unique “destiny”

bonuses, but

both the dialogue

system and the

rare use of the

persuasion

skill are very

simplistic.

Even though unbalanced, Amalur’s combat is fun

and the progression system is solid. What doomed it was

the decision to favour quantity over quality, delivering a

200-hour RPG that plays like a single-player MMO.

Amalur’s world is massive, packed full with quests.

But, while you can go almost anywhere from the start,

it feels railroaded and limited. You can’t jump, areas are

surrounded by jarring walls, dungeons are linear and

quests are very simplistic, lacking any sense of scale.

For example, you’re sent to find the Theatre of Fate – a

legendary place most people don’t even believe exists –,

yet all you really do is exit town and follow a short road,

guided by the all-knowing quest compass.

The NPCs are also poorly done. Entirely devoid

of personality, they are mere quest dispensers and lore

encyclopaedias, ready to dump monotonous lines on

how Gadflow, the Unseelie King, ordered his Tuatha

Deohn to destroy the Dokkalfar and please Tirnoch...

It’s uncanny how the lore is both incredibly generic

and dense, making it almost impossible to care about.

Non-combat skills like Persuasion and Lockpick

try to diversify the gameplay, and you can also own

houses, steal, pickpocket, kill NPCs, get arrested, etc.

However, it’s all very limited and robotic, closer to the

small-scale artificiality of Fable than to the immersive

living world Ken Rolston created in Morrowind.

Still, Rolston made his point. Amalur’s combat

is much more satisfying and deep than rivals such as

Skyrim or the Dragon Age and The Witcher games,

highlighting a flaw in modern RPGs. Its arcade-like

gameplay isn’t tied to the narrative as in the Gothic

and Souls series, but the mix of a satisfying arcade

combat with a massive open world is thrilling.

Sadly, any chances of a sequel improving the

formula are long dead. While Amalur sold over a

million copies, 38 Studios had severe management

issues trying to develop a tie-in MMORPG and the

company filed for bankruptcy shortly after.

Kingdoms of Amalur: Reckoning is easy, limited,

unpolished and often dull. But it offered something

fresh, that no other open-world RPG did. That is, until

Dragon’s Dogma came along two months later... FE

Mods:

Widescreen Fixer: Allows you to increase the game’s

extremely narrow FOV and zoom out the camera.

HeartCore (aka YSA) Mod: A Cheat Engine file, it makes

the game harder by nerfing your hero, decreasing XP,

buffing enemies and increasing the game’s speed to 115%.

Reckoning Remapping Tool: Greatly improves the

poor port job on the keyboard and mouse controls.

Amalur had

several DLCs,

including preorder

exclusives

and an online

pass. Of note

are the Legend

of Dead Kel

and Teeth of

Naros DLCs,

which add new

monsters, items

and areas, plus

some interesting

quests to try.

The Diablo-like loot is addictive, with some cool-looking

unique weapons. Sadly, their bonuses are all very similar.

A special bar fills up as you fight, allowing you to slow down

time, power your attacks and execute foes for an XP bonus.

441


Dragon’s

Dogma

Capcom, 2012

Windows, Xbox 360 and PS3

Dragon’s

Dogma was

released

in 2012 for

consoles. The

Dark Arisen

version came

in 2013, and

only in 2016 did

Capcom finally

port the game

to PCs.

Equipment is

diverse, and can

be upgraded

by finding the

necessary items.

Tasks range from

mining rare ores

to breaking a

monster’s tusk

during battle.

442

Your lantern sputters to half-lit status, only

dimly illuminating the massive form of the

cyclops as it lurches towards your party.

Hearing your fighter pawn yell, you move closer and

allow yourself to be launched into the air, grabbing

hold of the cyclops’s arm and climbing to its armoured

head. As the cyclops swipes at you, it misses and

knocks its helmet to the ground below. Your mage

pawn casts a flame enchantment on your strider

pawn, who takes the opportunity to shoot an arrow

straight into its eye. Welcome to Dragon’s Dogma.

The heart of DD is its action-based combat

system, and the interactivity it allows. Inspired by

Capcom’s 1990s fantasy beat ‘em ups, it also encompasses

a great amount of more recent influence, from

the monster-climbing of Shadow of the Colossus to

the weightier realism of Demon’s/Dark Souls, as well

as Capcom’s own Monster Hunter and Devil May Cry

series (Dragon’s Dogma director, Hideaki Itsuno, also

directed Devil May Cry 2, 3 and 4).

In combat, characters may grapple a small opponent

to hold it in place, pick up and hurl an explosive barrel

at foes, or climb onto large monsters and hack away at

weak points. Frequently, they call out tactics to each

other, depending on cooperation for success.

Monsters, too, take advantage of interactivity,

and a player may find himself dragged into the air by

a harpy’s claws, bitten and held down by a wolf, or

seized and crushed by the hands of a cyclops or ogre.

Magic also possesses a rarely seen physicality.

Spells differ not only in elemental effects but also in

how they manifest themselves, from a wall of flame,

to a pillar of ice (which you can climb over), to a

maelstrom sucking up smaller foes and flinging them.

You play as the Arisen – a hero destined to battle

the Dragon. In a unique online component, you can

be joined by up to three AI-controlled pawns – a

main pawn that you create yourself, plus two others

recruited from a pool of pawns created by other players

(or randomly generated, if you’re playing offline).

Pawns are drawn from six vocations (i.e. classes),

each with access to a multitude of skills and categories

of weapons with only some overlap, causing each

vocation to play distinctly from the others. Rangers

have a more powerful and further reaching bow but

are less effective at melee than Striders; Sorcerers

sacrifice some of the healing and support magic of

Mages in exchange for powerful offensive spells;

and Warriors hit harder than Fighters but are less

defensive. The Arisen also has access to the hybrid

vocations: Mystic Knights combine melee ability with

magic spells, Assassins can mix the weapons of the

Fighter and Strider vocations, and Magick Archers

combine dagger-wielding with magical bow abilities.

There are interesting nuances in character

creation. Unlike other games where appearance is

purely cosmetic, in Dragon’s Dogma the choices you

make determine your height and weight class, which

has tangible effects such as making heavier characters

more difficult to knock down while smaller characters

can fit through small openings.


“One of our key concepts was

to give players around the world

the chance to feel like they had

genuinely encountered and taken

on these mythical beasts that we all

have in our collective consciousness.

Our art directors and designers

tried not to stray too far from the

imagery found in ancient legends

and iconography.”

– Kento Kinoshita,

Dragon’s Dogma: Dark Arisen’s director

Combat is

refreshingly

tactile, from

climbing larger

monsters to

grappling with

smaller creatures

to cutting the

heads of hydras.

The story is somewhat rudimentary, linking

the Arisen to the Dragon from the beginning, and

thereafter following a largely linear series of main

quests. There are many optional noticeboard quests

of the type “kill 5 wolves”, but more interesting are

the side-quests initiated by talking with characters,

where decisions can lead to or block further quests,

sometimes even eliminating prominent NPCs.

Dragon’s Dogma contains an impressive but

poorly explained depth as features such as making

forgeries of important items (to keep the original for

yourself or to sabotage a quest, changing its outcome)

and the NPC Affinity system (which controls your

relation with every single NPC and determines your

romantic interest) have lasting consequences, yet the

game barely mentions them.

Initially intended to be an open-world game, the

scope was drastically reduced during development,

leaving Dragon’s Dogma with the vestiges of openworld

design but a setting too small to match. Aside

from the city of Gran Soren and the fishing village of

Cassardis there are no real settlements to speak of,

only a few forts or camps. The game’s many quests will

take the player across the map multiple times, forcing

unwitting players to waste time backtracking and

fighting the same respawning mobs of low-level foes.

Thankfully, the Dragon’s Dogma: Dark Arisen

version released a year later expands the existing

fast-travel system, greatly reducing the amount of

backtracking necessary. Although Dark Arisen also

makes various minor changes to the base game,

its real draw is Bitterblack Isle, a vast dungeon that

introduces new treasures and monsters – including

deadly necrophages that attack by surprise, attracted

by the corpses of slain enemies. Intended for highlevel

play, the Isle is separate from the main game and

can be ventured into as early or late as one desires.

Curiously, Dragon’s Dogma fails to play into its

strengths as much as it could have, with the larger

monsters – both climbable and featuring a range of

interesting behaviors – appearing only sparingly at

first, and a number of creatures emerging only in the

final stage of the game. Important systems such as

NPC Affinity and Pawn Inclinations (which control

Pawn behaviour) are opaque and poorly explained,

often resulting in frustrating outcomes and leading

wiser players to seek online sources of information.

Still, Dragon’s Dogma manages to recapture

much of the spirit of group adventuring. Those

willing to give it a try will not only encounter many

legendary creatures but also that rarest of beasts – an

RPG with action-based combat done right. ZD

In 2015, Capcom

released Dragon’s

Dogma Online,

a free-to-play

MMO spin-off.

The game is

only available

in Japan, but

Western players

can use VPN and

fan-made English

patches to play it.

Whether at night or in a dungeon, the realistic darkness

forces you to rely on your lantern, enhancing exploration.

There are five elemental enchantments, plus several status

effects such as slow, poison, silence, burning, wet, etc.

443


Of Orcs

and Men

Cyanide Studios and Spiders, 2012

Windows, Xbox 360 and PS3

The unusual

choice of

having a

goblin rogue

as protagonist

paid off, and

in 2014 Styx

got its own

spin-off game:

Styx: Master

of Shadows, a

stealth game.

Combat is realtime,

but you

can shift into

slow motion and

queue up to four

actions for each

of the characters.

Styx can sneak

around and try

to assassinate

guards, but he

can’t go very far

from Arkail.

444

Purely from a writing standpoint, this game is

one of the most overlooked gems of the RPG

genre. If you love story-driven RPGs, I highly

suggest considering this game. Tons of games talk

about “mature themes”, but this one really hits the nail

on the head – not just with the adult language (which

there’s a lot of, but it fits the game’s themes well).

The story covers racism, slavery, political

ambition, violence, and betrayal. This is not the

clichéd story of a hero setting out to stop a great

evil that threatens the world. The war between orcs

and humans has been decidedly one-sided and, in a

desperate bid to prevent the enslavement of all orcs,

an elite orc military unit receives orders for a suicide

mission: kill the human emperor.

In a bold creative choice, Of Orcs and Men puts

you in control of the “monsters” – Arkail, a brutish

orc, and Styx, a stealthy, smart-ass goblin. Both of

them are well-written and it’s interesting to see how

their interactions with each other change as the story

progresses. The plot also contains a few unexpected

and well-developed twists, which turns the original

plan into something much greater.

The developers have also done a good job

connecting the characters’ personalities to their

fighting styles. The combat is real-time-with-pause,

allowing you to switch back and forth between

characters and queue attacks – but before charging

into battle you can try sneaking around with Styx and

quietly assassinate as many enemies as possible.

The orc, Arkail, is a great embodiment of the

berserker-type warrior, and not just in the writing. He

sports a rage meter that fills when he takes damage.

Once full, he goes into a literally uncontrollable rage.

It can turn the tide of a battle in your favour due to the

damage boost, but can also cost you heavily thanks to

the lack of defence and its potential to accidentally kill

Styx. Some combo attacks are also available, such as

having Arkail throw the goblin into enemies.

Unfortunately, the game is extremely linear, with

almost no exploration or player agency. The maps are

repetitive, mostly long corridors full of combat, with

minimal detours to occasionally find some loot. There

are a handful of side-quests, but they usually just offer

more of the same. And there’s pretty much no choice

and consequence – the game is going to play out in a

certain way no matter your dialogue choices.

Of Orcs and Men is definitely not for everyone,

but if you enjoy story-driven RPGs there’s a very good

chance you’ll find yourself sucked in, wanting more of

the amazing characters and world. RR


Level Up Labs, 2012

Windows, Mac and Linux

Defender’s Quest:

Valley of the Forgotten

Defender’s Quest is simply a great game. This

is definitely not the type of game I would

normally play. In fact, I had never played

a tower defense game before or since. What really

appealed to me about the game were the RPG elements,

and it didn’t fail to deliver. The story combines with

the combat and character development to make a

surprisingly inspired game.

There is an actual story to this game that drives

everything forward. The main character, Azra, is

infected by a plague and thrown into a pit from where

she must escape. As the story unfolds, you’ll discover

the driving force behind the plague and seek to put an

end to it. I really enjoyed the writing, and, while the

humour was a bit offbeat, there were several occasions

where I literally laughed out loud. There’s the clichéd,

somewhat dumb warrior (who has some priceless

lines), a sarcastic archer, a noble knight, and a greedy

egotistical dragon. It’s a great mixture that allows for

all kinds of comedic interactions.

The game is fairly straightforward: you have to

protect your main character and defeat all the waves

of attacking enemy forces. This is achieved through

carefully positioning your characters at choke points

on the map. Adding some tactical depth to the

gameplay are the class system and magic spells. There

are six different classes, which all have unique skills

with varying areas of effect, so careful positioning is

the key to victory. As characters level up, you spend

points in their skill trees to unlock new abilities or

improve existing ones. Azra is immobile during battles,

but can spend mana to summon allies, upgrade them

or, on various spells, to assist in eliminating the hostile

hordes. Coming up with strategies to leverage your

army’s abilities towards victories – preferably flawless

ones – is the real beauty of the combat system.

All the maps have four levels of difficulty to

choose from (with the harder tiers obviously netting

better rewards), and there’s an NG+ mode that adds a

new type of currency for the best items. The game is

also surprisingly long, clocking around 20 hours.

Believe me, even if this isn’t something you’d

normally play, it is very capable of engulfing you with

its charm. I loved it so much I didn’t even hesitate to

pre-order Defender’s Quest II. RR

While the initial

challenges are

easy to complete,

some later stages

that may require

you to come back

stronger.

Besides the skill

trees, there’s

also a large

number of items

for you to equip

your characters,

including unique

weapons and

armour.

445


Diablo III

Blizzard, 2012

Windows, Mac, Xbox 360 and PS3

Among the

initial complaints

about Diablo III,

some players

thought it was

too cartoony and

colourful. They

created a mod

called DarkD3

to make the

game darker.

Blizzard replied

by making a

secret level full

of ponies and

colourful art.

Diablo III places

a premium on

mobility, as Elite

enemies fill their

surroundings

with poison,

lasers, lava and

other hazards,

then try to push,

pull or lock

you in place.

446

The history of Diablo III is one of immense

highs and lows. After the outstanding success

of Diablo II in 2001, Blizzard soon began

working on a sequel. Little is know about this project,

but reportedly it had fully 3D graphics and several

MMO elements, with a large open world.

However, disputes between Blizzard North and

Vivendi Games led to several key developers leaving

the company and, ultimately, to Blizzard North

being closed in 2005. Their version of Diablo III was

scrapped, and development began on a new one.

In May 2012, 11 years after its predecessor, Diablo

III was finally released. Expectations were impossibly

high, and the game broke PC sales records, selling

over three million units in the first 24 hours.

Superficially, the game’s core gameplay is very

familiar. You have five classes – Wizard, Barbarian,

Demon Hunter, Witch Doctor and Monk – who must

battle the forces of evil across four story Acts.

Highly polished, the game brought in fully 3D

graphics and a physics engine that makes each blow

feel extremely satisfying. Blizzard opted for a more

stylised art style and a greater focus on story, added

elements such as events across the maps and crafting,

then streamlined some aspects of the game, such as

removing the need to stockpile potions and scrolls.

The biggest change came in the character system.

While Diablo II was about picking stats and skills as

you level up, Diablo III focuses on flexibility, offering

a range of skills that can be freely changed at any time.

Each character has six slots for active skills and

three slots for passive ones (four with the expansion).

If at any time you’re unhappy with your character

build, you can easily change it. Each active skill can

also be equipped with a Rune, slightly modifying the

skill – reducing cooldowns, changing damage types,

adding more effects, making it last longer and so on.

A more controversial decision was that Diablo III

required an Internet connection, even for single-player,

which led to some huge server issues on launch.

Another disappointment was the game’s difficulty,

divided into four modes you had to unlock one at a

time. Many players (myself included) got burned out

by playing 15-20 hours of an incredibly easy game

before begin allowed to try a harder difficulty. And

there was no endgame besides a pointless grind.

Yet, what nearly killed Diablo III was a single,

greedy idea: adding an in-game Auction House.

It was made for players to sell their loot, not only

for in-game currency, but also for real money – of

which Blizzard would take a cut. To be sure people

would use it, rare items were dropped sparsely. You

could play for hours without seeing a single good

drop. And when you got one, chances were that it was

for another class, pushing you to sell it at the Auction

House for something you can actually use.

Furthermore, the damage of every skill and

ability was tied to your weapon and gear, making even

the best player useless without decent equipment.

Progression became inherently tied to the Auction

House, the best items selling for over 50 dollars.

Diablo’s “kill and loot” gameplay loop was broken.


“What happened is that players

started playing the Auction House

and not the game, because of how

stingy we were when we launched

Diablo III [...] In the process they

were wrecking their reward loop,

they were robbing themselves of

the magic of Diablo, of killing a

monster and seeing the legendary

drop and picking it up.”

– Josh Mosqueira,

Diablo III’s game director

It took two years for Blizzard to acknowledge the

obvious – the Auction House had to go.

In March 2014, they released the Reaper of Souls

expansion, removing the Auction House and adding a

revamped “Loot 2.0” system, dramatically increasing

item drop rates and making them more relevant for

whichever class you’re currently playing.

If Diablo III was a good game ruined by poor

decisions, Reaper of Souls is a cohesive pack of great

ideas. Together with a fifth story act and a new class

– the Crusader –, the expansion added an Adventure

mode, where you freely travel across all areas of

the game collecting bounties – brief missions like

“complete event X”, “clear area Y” or “kill boss Z”.

Completing bounties yields rare items, crafting

ingredients and is a good way to level up or gather

items without having to replay the campaign again.

Other key additions include legendary gems

with unique powers, a more robust crafting system,

enchanting and fully reworked difficulty settings,

offering players much more freedom in how to play.

Moreover, a solid endgame was finally added

with the Rifts – special dungeons where you must kill

a certain number of enemies to battle a tough boss.

On Greater Rifts you have a very strict time limit, and

the difficulty levels are virtually endless.

Together with the expansion came the Seasons,

which every few months reset the leaderboards and

add new content that only freshly made characters

can experience (at least initially), persuading people

to restart the game from Level 1.

This worked particularly well with the more

flexible skill system, as the steady addition of gems,

legendary items and armour sets with special powers

provides new playstyles to try every few months.

Also worth mentioning are the Set Dungeons,

hidden areas where players who gathered complete

equipment sets can test their skills with the powers

granted by the set in custom challenges.

Blizzard also added an abundance of cosmetic

rewards, such as portrait frames, pets, banners,

wings and unique appearances you can apply to your

equipment. Most of these are won by earning special

in-game achievements – Diablo III’s only DLC came

in 2017, adding the Necromancer class for $15.

While the Auction House heavily damaged the

game at launch, Reaper of Souls later managed to

turn Diablo III into a friendly, addictive and highly

polished package. It may lack the more hardcore

experience found in Grim Dawn and Path or Exile

but, for most mainstream players, Diablo III is all they

need until Diablo IV. FE

Diablo III packs

dozens of skills,

plus legendary

items, sets and

gems with unique

powers. With

more items being

added each

season, players

have many

possibilities.

Diablo III’s

always-online

DRM led to

several issues,

as players

were unable

to connect to

the servers

and play the

game for weeks

after launch.

The outrage

reignited when

Blizzard made

the console

ports able to

play offline, but

refused to do

so with PCs.

Reaper of Souls added the Adventure mode, where

you can freely travel the world completing bounties.

Rifts present an interesting endgame, as you must finish

increasingly difficult dungeons under a strict time limit.

447


FTL: Faster

Than Light

FTL was funded

by a Kickstarter

campaign in April

2012. Subset

Games received

200,542 dollars,

from an initial

$10,000 goal.

Some battles

can have special

hazards, such as

fighting against an

unmanned drone

ship while inside

an asteroid field.

Not only do you

have to choose

what systems to

upgrade, but also

how to distribute

your ship’s energy

between them.

448

Subset Games, 2012

Windows, Mac, Linux and iOS

Frustrating”, “thrilling”, “unique”. These are just

a smattering of the words used to describe the

brutally difficult, insanely addictive roguelike

RPG that is FTL: Faster Than Light.

FTL tells the story of a crew of Federation

soldiers fleeing the advancing hordes of a rebel force

across eight sectors of a galaxy, representing the eight

stages of the game, each more dangerous than the last.

Dogged at every turn by the insurrectionists,

your implacable enemy slowly moves from left to right

across each starmap, pushing your ship inexorably

toward the next sector, or doom, if you decide to turn

and fight. Your crew will encounter pirates, automated

drones, distress beacons, ion stars, ship fires, enemy

boarding parties and giant alien spiders, to name just

a few things that want to kill you.

What most wants to kill you, it seems at times,

is the game itself. FTL, like many roguelikes, has a

simple random number generator which determines

the outcome of every jump between the stars, every

shot fired from your Burst Laser II, every time you

send a crew member into harm’s way. While certain

crew skills and upgrades to your ship increase the

percentage chance that the randomly generated

number will come up on your side, there’s always the

possibility of an extraordinary string of bad luck that

ends an otherwise successful run prematurely.

Another roguelike element is permadeath. When

your ship is destroyed, your run ends and you must

start over again in Sector 1. This adds real weight to

every decision you make, and how it will affect your

ship and crew.

RPG elements abound in FTL: in order to

overcome the Rebel flagship at the end of Sector 8, a

prudent commander must upgrade his or her ship’s

systems, find, purchase, or salvage new weaponry,

as well as recruit and train crew members. These

elements contribute directly to a successful run, and

it is almost impossible to win without them.

Finally, many mods await the experienced

commander. The Captain’s Edition mod installs a host

of new features including new weapons, random events,

space station battles, and sector hazards, to name just a

few. Turning the Tide, another mod, allows a courageous

(or perhaps foolhardy) FTL captain to turn and face the

demons in pursuit, and not only escape, but push the

rebels back. All of these mods and more are compatible

with Advanced Edition, a completely free DLC which

adds a new ship and race, new weapons, subsystems, and

a few tweaks to the game.

Don’t be daunted by FTL’s difficulty – dying is

half the fun. No, really, it is! JU


Ultra Runaway Games, 2013

Windows, Linux and Mac

Paper Sorcerer

Paper Sorcerer is a throwback to the glorious

1980s, paying homage to great blobbers of old

and to the point-and-click adventures from the

MacVenture series, such as Shadowgate.

The most evil of sorcerers has been up to some

usual naughty shenanigans, terrorising innocents and

wreaking havoc, so a group of heroes has been forced

to imprison this danger to society inside a magical

book. You play as that evil sorcerer (or sorceress) who

must now find a way to break free and exact revenge

– an obvious connection to Wizardry IV.

The monochrome visual style is original and

beautifully minimalist, with the sleek ink design

illustrating the central theme of a world within a book.

The core gameplay of Paper Sorcerer consists of

3D first-person exploration and puzzle solving with

2D turn-based combat. The game’s dungeon is made

of different levels within the magical book prison,

each having three floors followed by a boss area.

You’ll encounter enemies as floating black clouds, and

combat begins once you approach them.

As in Wizardry IV, you can summon minions

to help you, creating a party of up to four characters.

You may choose from creatures such as skeletons,

witches, ghosts, vampires, cultists, werewolves, trolls

and other nasty monsters, each one possessing a wide

variety of skills and magic, giving you plenty of party

compositions and battle strategies to play with.

Battles can be very tense, as you’ll have to plan

for the long run. All characters have Defense points,

which block physical damage but decrease with each

blow. Health can only be recovered by casting spells,

resting or using potions, but you always begin battle

with full Defense points. This leads into an interesting

dynamic, where you’ll have to weigh up which stat to

invest in and what sort of restoration spells to use.

Beside the main dungeon there’s also a safe zone

called the Sanctuary, with a room to rest, a trainer to

learn skills, a creepy house that leads into an optional

dungeon and a store to buy equipment and potions.

Paper Sorcerer comes with four difficulty settings

available: Easy, Normal, Hard, and the super brutal

“1980s mode”. The downside is that the random

loot drops can be rather unfair, especially on higher

difficulties, punishing players and promoting savescumming

(loot is generated when you open a chest).

All in all, Paper Sorcerer is a lovely crafted game

with superb artistic presentation. While some bugs are

present, it’s nonetheless a very admirable effort from

Jesse Gallagher who, by himself on Unity, created this

parchment world for us to discover. CV

Paper Sorcerer

was made by a

single man, Jesse

Gallagher, funded

by a Kickstarter

campaign in 2012.

Jesse received

13,151 dollars,

from an initial

$5,000 goal.

Characters have

an energy pool,

necessary for

casting most

skills. It slowly

regenerates each

turn, so resourcemanaging

is key

in battle.

The dungeons

hold many secrets

and interactive

objects, often

cleverly hidden

by the game’s

unique art style.

449


Shadowrun

Returns

Harebrained Schemes, 2013

Windows, OS X, Linux and Android

Shadowrun

was a popular

tabletop RPG

during the 90s,

with hundreds of

source books, its

own magazines,

two console

games, trading

cards and over

40 novels. Its

latest version

was released in

2013, called

Fifth Edition.

There are five

races (human,

elf, dwarf, orc

and troll) and six

archetypes to pick

from, but you can

also create your

own, mixing the

game’s various

skills and stats.

450

In 1989, Shadowrun entered the tabletop RPG

market, one year after Cyberpunk (not yet 2020).

Shadowrun brought with it a different angle on

the genre: in addition to the grimy futuristic hellscape

of tech and corporate rule, it also wove in the return

of magic to “our” world, placing orcs, mages, and

dragons alongside cyberdecks and street samurai.

Two video games hit home consoles in 1993 and

1994, for the SNES and SEGA Genesis respectively.

The two were vastly different; the latter was an openworld

action RPG with roguelike elements. The SNES

game was a more linear, plot-oriented Action RPG.

After this, the video game licence languished in

North America until 2007, when Microsoft released

a lacklustre first/third-person deathmatch game for

Windows Vista and the Xbox 360 which has thankfully

mostly fallen from memory. At the time, it seemed like

the death knell for this part of the franchise for fans of

the earlier console games.

Enter Kickstarter. In 2012, Harebrained Schemes

put up a campaign proposing Shadowrun Returns, a

single-player isometric turn-based RPG for PCs and

tablets, designed by the original creator of Shadowrun,

Jordan Weisman. They asked for $400,000. What they

got was over $1.8 million.

The game dropped in July 2013 with the promised

campaign, called Dead Man’s Switch. It was... fine.

Not perfect; the licensing agreement with Microsoft

caused a to-do about the DRM (later resolved),

and the game had no ability to save manually. This

wasn’t terrible, but the campaign was heavily combatoriented,

with long levels, and the turn-based battle

system was heavily reminiscent of the new XCOM,

with RNG lurking around every turn.

The campaign escalated stakes awkwardly,

featuring a cult that was secretly a front for bug

spirits that threatened to destroy Seattle. When the

storytelling was personal, it was decent, but it strayed

too often into combat and cameos from godlike

NPCs from the tabletop game. Promised ties to the

console games proved to mostly be the return of the

main character from the SNES game as an NPC, and

otherwise the cast was lacklustre. But the game played

OK up until the final level, where you were forced

to use inaccurate, low-damage weapons in order to

defeat the otherwise endlessly respawning bug spirits.

If that had been everything Shadowrun Returns

had to offer, it would have been a decent, but not

exceptional game for long-time fans. However, as a

stretch goal in the Kickstarter campaign, they promised

an entire second campaign, set in a city of backers’

choice. Polling settled on the Flux State of Berlin.

Dragonfall hit as an expansion in 2014, and

blew expectations set by Dead Man’s Switch out of the

water. The PC was still a player-generated blank slate,

but you were given more leeway in dialogue options

to define your character. Also, you were given a team,

rather than a rotating mass of hired shadowrunners

that filled out your party during fights. The flow of the

game changed from being wholly linear to hub-based,

with a slate of missions you could choose from.


“Shadowrun mixed the cyberpunk

meta-theme of the dehumanisation

of humanity and the destruction of

nature with the optimism of nature

reasserting itself via the return of

magic and all the flora and fauna that

comes with it. Where as cyberpunk

can become a monochrome of grey,

Shadowrun became a universe of vivid

contrasts, with everything from mage

wage-slaves to troll biker gangs.”

– Jordan Weisman,

Shadowrun’s creator

Combat is

turn-based and

plays similarly to

the new XCOM.

Characters have

only 2-3 action

points and can

use cover, but also

have access to

spells, summons

and drones.

The story was complex, with sharply written

dialogue trees with decisions that deftly avoided clear

“best” options. This made for a dark mood – maybe a

little too dark in the end; there were multiple endings,

but they all led to the canon ending laid out by the

Shadowrun metaplot, which left the impression that

there was no real way to win in the end.

Still, Shadowrun is a setting that prizes getting

personal victories where you can, while you watch the

world go to hell around you.

Dragonfall was so much better than the original

campaign that the developers re-released it later

that year as an expanded stand-alone title, named

Dragonfall: Director’s Cut.

The good bits became better; you got the chance

to delve deeper into your team’s stories, they gave

you better customisation, and expanded the already

great soundtrack. The bad bits improved: the combat

system was overhauled, making it more tactical, and

the UI was redone. You also finally had save slots.

Overall, Dragonfall would have been a fantastic sendoff

for the series.

Yet, there was still more to come. Berlin had won

the original poll, but Hong Kong was an extremely

close second, so Harebrained launched another

Kickstarter in 2015 – this time raising $1.2 million.

Shadowrun: Hong Kong dropped later that

year, featuring even more system refinements

and gameplay tweaks. Whether it was better than

Dragonfall is mostly a matter of taste – Hong Kong

had a larger, mostly less close-knit cast on your team,

and though the stakes were of a similar scale, they felt

smaller, closer, part of the family-oriented plot.

The developers followed it up yet again by adding

Shadows of Hong Kong, a whole extra campaign set

after the first, along with the usual fixes and polish,

releasing Shadowrun: Hong Kong - Extended Edition.

Harebrained is on record that they’re done with

making games on this engine, leaving Shadowrun:

Hong Kong as the capstone for the series for the time

being. With Dragonfall and Hong Kong in particular,

they’ve done what few have been able to do: take

classic video games and not only give respect to

players’ nostalgia with new entries, but in many ways

surpass the originals. TAB

Editor and Steam Workshop:

Harebrained released an editor for each of their Shadowrun

games, allowing players to create new adventures and

share them via Steam Workshop. We suggest Antumbra,

The Price of Conviction and From the Shadows.

After Shadowrun,

Harebrained

kickstarted

BattleTech,

another setting

created by

Jordan Weisman.

They raised $2.7

million in 2015,

and the game

is scheduled

for 2018.

The original game assigns specific NPCs each mission, but

Dragonfall offers a BioWare-ish cast of fixed companions.

You can hack into terminals, sneaking past security to steal data.

Originally turn-based, this became real-time in Hong Kong.

451


Hyperdimension

Neptunia - Re;Birth 1

*The game

was originally

released for the

PS3 in 2010 as

Hyperdimension

Neptunia. The

2013 Re;Birth

version for

PS Vita and

Windows is

a complete

remake.

Dialogues are filled

with references,

puns and 4th-wall

breaking jokes that

were well handled

by the translation.

A 2D world map

gives you access to

various dungeons,

which can later be

“re-programed” to

have new monsters

and items.

Idea Factory, 2013

Windows, PSP Vita and PS3*

A

game that no one expected to see on PCs,

Neptunia is set in the world of Gamindustri,

where four nations – Lowee, Lastation,

Leanbox and Planeptune –, are locked in an eternal

conflict called the Console War. The first three

nations clearly represent the Wii, PlayStation and

Xbox consoles, while the last one is a reference to the

SEGA Neptune, a cancelled console from the 90s.

In one of the most bizarre industry metaphors,

the game begins as the “console goddesses” join forces

against the Planeptune goddess and remove her from

the Console War. And so you must help Neptune, a

powerless and amnesiac personification of a cancelled

console, to return to her rightful place and save all of

Gamindustri. Hard to find a weirder premise.

Neptunia as a whole is a light-hearted tribute

to video games, especially the Japanese indie scene.

Your first two companions, Compa and IF, are the

personification of Compile Heart and Idea Factory,

the game’s publisher and developers, respectively.

You’ll meet more characters alluding to Japanese

companies and series, as well as countless other video

game references in the form of enemies, dungeons,

attacks, items, jokes and even entire game mechanics

– like how you can burn game discs with status boosts

of your liking and equip them as accessories.

The unusual setting aside, Neptunia is a standard

yet solid JRPG. The story is told via 2D cutscenes (with

its fair share of puns and fan-service), while the simple

dungeons are explored in a 3D third-person camera.

Touch an enemy and you enter turn-based combat,

where characters can freely move a certain distance

and each weapon/skill has a different range. The game

shines on the impressive amount of depth underneath,

with a robust equipment and crafting system, special

goddess forms, diverse enemies, multiple status effects

and many companions to use (even more with the

DLCs). You can customise their powers, attack types,

appearance, battle formation and pair them with other

characters to gain special bonuses and combos.

Battles can be very tough, so you’ll have to grind

at some points, usually by doing side-quests at the

guild and revisiting dungeons in pursuit of XP, items

and materials for crafting. An interesting feature here

is the ability to “re-program” dungeons, adding new

monsters, different item drops or raising the difficulty.

A huge hit, the game quickly got three sequels (and

three remakes), manga and anime versions and a series

of spin-offs, such as a turn-based tactical RPG and an

idol-raising sim. Neptunia is an extremely niche game,

but one that perfectly resonates with its audience. FE

452


Crystal Shard, 2013

Windows and Linux

Heroine’s Quest:

The Herald of Ragnarok

Crystal Shard is not new to adventure games.

This indie studio has been developing them

since 2001, but most of them are made with

Adventure Games Studio and, on top of that, they are

all free. So I didn’t expect much of Heroine’s Quest.

I was wrong. Imagine a parallel universe where

Sierra released Quest for Glory in 2013, with the same

VGA graphics, but bigger, with more RPG stats, and

tuned to the Norse mythology. That’s Heroine’s Quest.

Yes, it’s that good.

Any fan of QfG will immediately feel at home.

It’s all very familiar: the similar graphics, the good old

Sierra interface, the three classes – Warrior, Sorceress

and Rogue – and the distinct battles with monsters.

But it’s a parallel universe, remember? So, apart from

some jokes about Harry Potter, The Hobbit and other

modern references, the game is quite original.

Your heroine arrives in a small town during an

unusually long winter. As it happens, this winter is

unnatural, a sign of the forthcoming Ragnarok – the

end of the world at the hands of monsters and frost

giants. And, of course, it’s up to you to save the world,

regardless of your initial less-then-average physical

conditions and zero equipment.

The Adventure part is quite solid: most tasks are

logical, and very rarely require guessing. Moreover,

key tasks are marked on your map, so you’ll never lose

track. Most quests can be solved in several ways, and

each class has their own personal quests and goals.

As a result, playing each class feels like a distinctively

different game that follows the same plot and setting,

so you could easily play it at least trice.

The role-playing aspect is also very well-thoughtout.

Your success in certain puzzles is determined by

several stats and skills, which improve during your

adventures while you use them, quite naturally.

Thus, climbing a tree will raise the “Climb” skill

and also the “Strength” stat; casting “Fire shield” will

raise the correspondent skill and the “Magic” stat;

while battling with random monsters will raise almost

everything – if you live to tell the tale.

Finally, there’s also a day-and-night cycle and

three conditions you must constantly monitor: Cold,

Sleep and Hunger. Sadly, while they offer some

challenge at first, later they become simply a distraction

that prevents you from finishing the game too fast.

Regardless, Heroine’s Quest is great, and I fully

recommend it to any adventure lover – especially to

those fond of the Quest for Glory games. SS

Heroine’s

Quest is free,

available for

download on

Steam or on

the developer’s

website: www.

crystalshard.net

Battles are very

similar to those

of Quest for Glory

I-III, but can offer

a lot of options

depending on

your class, skills

and items.

The game uses

an icon-based

interface similar

to that of classic

Sierra games like

King’s Quest V

and Quest for

Glory III.

453


Path of Exile

Grinding Gear Games, 2013

Windows and Xbox One

Path of Exile’s

business model

relies on selling

cosmetic items

and quality-oflife

features

such as extra

stash room or

character slots, as

well as supporter

packs with

physical rewards

and perks like

designing

an item.

Some of the

game’s maps

make extensive

use of puzzles

and traps, which

can be as deadly

as any boss fight.

454

Designed from the ground up as a Free-to-Play

Action RPG that “will never be pay-to-win”,

Path of Exile began with 250,000 players

during Beta, grew to over 11 million registered players

in 2015 and keeps expanding to this day.

One of the things that drives such impressive

numbers and keeps the community active to this day

is Path of Exile’s tireless pursuit of innovation and the

developer’s attention to player feedback.

Clearly inspired by Diablo II, the game captures

what many fans felt was missing in Blizzard’s third

entry in the series: atmosphere and complexity.

Expertly mixing old and new design trends, Path of

Exile brings back that experience of spending hours

pondering over abilities, items and stats, trying to

create your own perfect build.

The game has seven classes: Marauder, Duelist,

Ranger, Shadow, Witch, Templar and Scion. There

are only three base stats – Strength, Intelligence and

Dexterity –, and that’s reflected in the class roles.

Three classes focus on one stat (i.e. the Ranger relies

on Dexterity), three are “hybrid” classes such as the

Templar (Strength/Intelligence), and the Scion is an

all-rounder. However, any character can use any item

or skill, as long as they meet the stat requirements.

Most Action RPGs usually focus on two main

features: abilities and loot. In Path of Exile these two

are intertwined, as all abilities come from Ability

Gems which are socketed into your equipment.

Moreover, you can use up to five Support Gems to

modify a single ability. You could make a Fireball

jump between targets, split into multiple projectiles,

freeze enemies, drain HP or auto-cast on critical

melee hits – perhaps even all of these at once!

This allows for a great degree of customisation

which is perfectly complemented by the game’s

defining feature: the Passive Skill Tree.

Path of Exile features a huge, daunting skill tree

composed of 1,325 nodes! These provide all sorts of

passive benefits, from increasing stats and damage to

more radical changes, such as converting all Evasion

into Armour, using Health to cast abilities, or having

only 1 max HP but being immune to Chaos damage.

All classes share this same tree, they just start at

different points. As such, players can focus on the

nearby nodes, which provide bonuses associated with

his class, or travel all across the tree, mixing bonuses

from several different classes.

It may be overwhelming at first, but, no matter

how good or bad your build is, you’re always learning

and evolving – the next character will be easier to

make, and you never feel like you wasted your time.

Which is great, since Path of Exile is designed

as a replayable, long-term experience. It features an

extensive and challenging endgame, which constantly

grows bigger. As of late 2017, the game had seven

expansions, adding new features such as challenge

leagues, new NPCs, player hideouts, corruption, etc.

The downside of this is that the game has a bit of

content-creep and can be intimidating at first, but the

developers keep a close eye on the community.


“The problem that we found was

that, because of this classless system,

you kinda only needed to play one or

two characters – you know, the one

you like, and maybe a second one.

It wouldn’t be this cool thing that they

had in Diablo, where you intend to

play every other class. [...] People had

no need to make a Ranger because

they just played a Witch with a bow.

That’s why we added the Ascendancy

classes.”

– Chris Wilson,

Path of Exile’s producer

and lead designer

Initially Path of Exile had only one chapter, then

grew to four, which had to be done on all three difficulty

settings to reach the endgame. The developers listened

to feedback saying it felt repetitive and overhauled

the entire system. They removed the difficulties and

instead doubled the number of chapters – reusing

the same assets and locations, but adding some visual

changes and new, much more difficult battles.

Other recent changes are the Ascendancy classes,

endgame specialisations that provide powerful new

playstyles but are restricted to each class, thus giving

players more incentive to try out all classes, despite

the game’s mostly classless nature. To unlock an

Ascendancy class you must beat The Lord’s Labyrinth,

a roguelike-ish experience where you delve into a

maze full of traps, treasures and extremely difficult

boss battles, and must finish it without dying.

These are joined by other creative mechanics,

such as the lack of currency, a rich crafting system,

random maps with special modifiers, buff potions that

refill as you kill, etc. Everything in Path of Exile feels

familiar, but offers interesting new twists.

The game is always online, with other players

being visible when inside towns, so you can trade, create

parties or jump on a PvP match. This makes the game

feel alive even when playing alone, but those seeking an

even bigger challenge can lock themselves off from all

online interaction in Solo Self-Found mode.

In the end, all these mechanics and features serve

Path of Exile’s main strength: player choice. Even with

the best build and items, no character will be able to

excel at everything. Every choice brings trade-offs,

and the end result is an experience that’s unique and

memorable for the player. TF

Path of Exile

tries to innovate

in every aspect,

including loot.

Even “white”

tier items are

valuable, as they

can be used to

craft powerful

unique items.

Since the game

doesn’t have

a currency,

online trades

are based on

bartering. The

developers

intentionally

avoid adding

an auction

house, so

players often

use services

like www.poe.

trade to index

their trades.

The massive

passive skill

tree features

1,325 nodes.

Some offer small

stat bonuses,

while others

will radically

change how your

character plays.

455


Cataclysm:

Dark Days Ahead

Kevin Granade, 2013

Windows, Linux, Mac and iOS

Cataclysm:

Dark Days

Ahead is based

on the original

Cataclysm, a

2010 roguelike

by Zachary

“Whales”

Jenkins that

was later

abandoned.

Crafting is a key

feature of DDA,

allowing you

to cook, farm,

craft weapons,

build walls, set

traps, board up

houses and even

repair (or build)

vehicles.

The character

system is highly

complex, with

four stats, dozens

of skills, positive

and negative

traits, over 100

professions,

locational

damage and

much more.

456

Cataclysm: Dark Days Ahead could be best

described as a lovingly crafted amalgamation of

Fallout, Minecraft and Deus Ex with a heaped

spoonful of Lovecraftian horror. A free roguelike, DDA

is still recieving daily updates and is a long way from

finished but, while it needs some polish, that hasn’t

stopped me from sinking hundreds of hours into zombie-

(and other abomination)-infested New England.

DDA has multiple starting scenarios, but the

default one drops you into an emergency shelter with

some winter clothing, a knife, a lighter and a bottle

of water. From there, you can craft, hunt, scavenge,

steal or murder your way from just another (un)lucky

survivor to a being of near-godlike power.

Just don’t expect it to be easy. The learning curve

for DDA is quite steep and dead bodies litter the

conscience of every veteran player, but each one had

a reason and each taught a valuable lesson for how to

survive. Or just how to not die.

There are dozens of distinct locations to explore,

hundreds of items and thousands of things to do. You

can spend your time sneaking past a zombie horde to

get that last can of beans, spelunking through a science

lab for untold treasure or even just cooking yourself a

nice meal with the finest apocalyptic ingredients.

Sounds very Fallout, doesn’t it? But you could

also cut down some trees with your trusty chainsaw

to build a log cabin, or take some morphine and

jam second-hand bionic implants under your skin

until you glow in the dark. Grab some mutagen and

grow yourself some wings and a tail. With plenty of

skill and certain books you could even put together

your very own laser cannon. DDA is a deep ocean of

content for you to explore, and the tap of open-source

development is on and making it deeper by the day.

The game also has no set goals. Presumably the

player would like to survive and grow in strength

until they can slaughter their way through hordes

with impunity, but they don’t have to. Some choose to

simply turn off cities and zombies to play the game as

a wilderness simulator, or they pick specific starting

scenarios to role-play as a knight, schoolgirl, scientist

or even a lost BDSM practitioner. Wandering NPCs

might give you a quest or stab you in the face, and you

can follow quest lines to help fellow survivors.

While most games offer a story and some tools

to apply in order to reach them, DDA offers a huge

range of tools, and you must supply your own goals.

It’s a brutal playground and will bring you hours of

fun – if you can get over the initial difficulty hump. D1


Aarklash:

Legacy

Cyanide, 2013

Windows

Inspired by the Confrontation desktop miniature

game, Aarklash: Legacy is a highly tactical realtime-with-pause

RPG. It’s set in a world engulfed

by war, with every race is fighting for supremacy of

the continent. You control a group of debt collectors

called Wheel Swords, who have been wrongly accused

of crimes they did not commit and thus need to fight

to reveal the conspiracy that threatens their order.

It must be said that Aarklash is not very deep

in terms of RPG elements. There is no choice and

consequence, level design is linear and the story and

characters are but a means to an end. Where it really

shines is in its smart and complex combat system,

that mixes genres in challenging and interesting ways,

with a relatively long learning curve.

Your party is composed of four characters from

a panel of eight heroes. The standard MMO trinity –

Tank, Healer, DPS – applies here, but each role has

been tweaked to be interesting, highly customisable

and useful in more ways than one.

Wendaroo for example, one of the two healers

available, can heal and do damage – but won’t

regenerate mana. To keep healing the tank, he must

steal life from other party members, potentially

leaving them vulnerable. Every character plays with

risk and reward, which makes each feel very unique

and fun to play, making you think before every click.

Aarklash is entirely linear, pushing you across

several maps with nothing but battles and some

story bits. An advantage to this approach is that each

encounter is handcrafted, without any trash mobs.

Fights work like a puzzle, providing new challenges

that keep the game fresh. Each enemy has its own

active and passive skills which the player must learn

how to react to. Knowing which enemy must be killed

first is very important, and positioning is crucial.

You’ll have to micromanage all four of your

characters, use buffs, debuffs, heal, silence enemies,

increase defense, and so on. One wrong decision

during battle – whether that be your positioning,

focusing the wrong enemy first or mistimed ability –

can and will kill you.

Still, every time I died I managed to understand

exactly what I did wrong. It is tough, but fair.

Aarklash is not a Diablo-like loot fest – you won’t

even find new weapons or armour, only accessories.

It’s not an RPG with significant story or reactivity

either, but don’t let that turn you off. I didn’t expect

much going into it, but Aarklash: Legacy proved itself

a hidden gem for those who want good tactical combat

and don’t mind the fact it doesn’t offer much else. RI

Confrontation was

a popular tabletop

wargame released

in 1997 by French

publisher Rackham.

The company

closed in 2010, but

Cyanide acquired

its IP to produce a

PC version of the

game in 2012 and,

later, Aarklash.

The RtwP combat

will be familiar

to fans of games

like Baldur’s Gate,

but it requires

much more

micromanaging.

Each hero only

has four abilities

and can’t change

their equipment,

but they can be

customised via a

skill tree or just

swapped anytime

for other heroes.

457


Card Hunter

Blue Manchu, 2013

Windows, Mac and Web Browsers

Card Hunter was

first released in

2013 as a web

browser-based

flash game.

In 2015, it also

got stand-alone

Steam client for

Windows & Mac.

Some battles

have special

objectives, such

as controlling

victory points,

surviving X turns

or defeating the

enemy’s leader.

You build

your party of

three heroes

choosing from

three classes,

thee races and

countless spells

and equipment.

458

If AD&D and Magic: The Gathering had a baby, it

would be Card Hunter. Jonathon Chey, co-founder

of Irrational Games, hired Richard Garfield, the

creator of Magic, to help him develop a tactical roleplaying

card-based free-to-play game. The end result

is unlike anything else out there – quick, funny and

deeply tactical, without taking itself too seriously.

A recent trend in game design circles is to eschew

RNG (and therefore luck) in favour of other mechanics.

Card Hunter is a giant stride forwards in this direction.

Stats, abilities, skills, and perks have all been eliminated

by simply making everything a card. Equip a pair of

Boots of Buttkicking? Some movement and armour

cards are added to the character’s deck. Removed a

Perplexing Mirror trinket? Its spell cards come out.

The game still has some dice-rolls but these are

only for some cards and only to enact their special

power. A good example is armour, which is played as a

“counter”. Some armour always slightly reduces damage,

while others reduce more but only on a successful diceroll

of, say, 3+. It’s a well-balanced system that feels right

even when the dice-rolls are not in your favour.

Thus, equipment upgrades are agonising choices

compared to the obvious DPS increases found in so

many games. One weapon gives you two great attack

cards and one lousy one, while another weapon offers

three good attack cards. Which is better? You decide.

Battles follow an original formula: at the start of

the round each character draws up to their hand limit.

Then each side takes turns playing cards: attack cards

to attack, movement cards to walk or run X squares,

and counter cards (like armour) to cancel opponents'

cards. When you have no cards left to play, or don’t like

your remaining cards, you pass. Once both sides pass,

a new round begins. Characters keep up to two cards

into the next round, with the remaining discarded.

There’s strategy in when to play and when to pass.

Adventures are played in self-contained modules,

much like classic D&D modules. The campaign map

provides increasingly diverse modules to choose, plus

shops to buy cards and taverns to recruit/replace heroes.

A free-to-play game, Card Hunter is constantly in

development, with new expansions and features (such

as co-op) being added at regular intervals. Players can

use real money to buy adventures, cosmetic changes,

gold, loot chests and club membership – which offers

an extra piece of loot in every chest for a period of days.

An anomaly in today’s RPG scene, Card Hunter

is a shining example of what a few seasoned AAA

developers can do if they go indie. With a little help,

they can turn a genre upside down. TH


Spiders, 2014

Windows, PS3, PS4 and Xbox 360

Bound by Flame

French studio Spiders is one odd developer. Their

first RPG, Faery: Legends of Avalon (2009), was

an extremely unusual title, where you would

play as fairies, battle in JRPG-style turn-based combat

and freely fly across maps such as the giant world tree

Yggdrasil or the Flying Dutchman.

They followed with Of Orcs and Men (2011), a

more “standard” kind of CRPG with RTwP combat,

yet bold enough to cast players as the monsters – an

Orc and a Goblin tasked with killing the human king.

Then came Mars: War Logs (2013), an Action RPG

about a veteran soldier and a boy escaping prison in a

dystopian sci-fi society ruled by Technomancers.

All these games were very unusual and creative,

but suffered heavily from tight budgets and some

poor design choices: small and linear areas, repetitive

combat, extremely limited exploration and character

progression, rushed endings, etc.

Bound by Flame is an attempt to fix all that,

polishing the systems from Mars: War Logs and

solidifying their BioWare influences. The game is still

divided into hubs, but they are larger than before. The

combat has been greatly enhanced, featuring three

fighting styles (Warrior, Rogue and Pyromancer),

varied weapons, five romanceable companions, and a

very well-done crafting/customisation system.

However, the story became a clichéd medieval

fantasy hero’s journey. You’re struggling against the

world-destroying Ice Lords and their undead scourge

when something goes wrong and you’re possessed by

a fire demon. You’re granted power, but must often

choose whether to keep your humanity or allow the

demon more control in exchange for power.

For the first two hours or so, Bound by Flame is

an impressive game. But, sadly, as you go on, the same

old problems begin to rear their heads.

Combat and enemies quickly grow repetitive,

there’s too much backtracking, few choices matter,

the pacing is inconsistent, it lacks polish and the

game’s quality declines as you advance, up until an

abrupt ending to what should’ve been an epic saga.

Thus, Bound by Flame is hard to recommend. While

arguably the best Spiders title gameplay-wise, it feels

lacking next to most RPGs and, worse, it lacks that

bold, exotic creativity that their previous games had.

Plainly put, it’s generic and underwhelming.

Still, it might be interesting for those just looking

for a story-driven Action RPG with decent combat,

romances and all that – a low-budget BioWare-like

game. But if you’re looking for something fresh, then

I suggest giving Of Orcs and Men a try instead. FE

Combat is in real

time, but you

can freely pause

to cast spells,

use items or give

orders to your

companion.

The crafting

system stands

out and allows

you to add or

replace parts of

your weapons

and armour to

customise them

to your playstyle.

459


Might and

Magic X

Limbic Entertainment, 2014

Windows and Mac

M&M X only

got one DLC,

entitled The

Falcon & The

Unicorn. It adds

a post-game

dungeon that

strips your

party of all its

high-level gear,

and is much

harder than the

core game.

The game offers a

segmented open

world with some

gorgeous vistas.

The day-andnight

cycle also

plays a role in

some puzzles.

You’ll collect

several rare relics

and artefacts, as

well as blessings

that allow you to

enter previously

unreachable areas.

460

After the failure of Might and Magic IX in 2002,

Ubisoft bought the series and kept making

Heroes of Might and Magic games and spinoffs

like Dark Messiah of Might and Magic (2006) –

but never returned to the main RPG series.

However, the unexpected popularity of Legend

of Grimrock in 2011 led to passionate developers at

Limbic Entertainment to propose to Ubisoft an oldschool

RPG revival: Might and Magic X - Legacy.

You begin by creating a party of four heroes,

choosing from Humans, Elves, Dwarves and Orcs,

each with three unique classes. Faithful to the series,

you can later hire up to two NPCs to help you with

passive bonuses, learn additional skills and perform

special quests to earn a class promotion.

Surprisingly, M&M X abandons the free 3D

movement of M&M VI to IX, replacing it for a very

old-school grid-based system, with the party moving

square-by-square. In spite of this dungeon crawler-ish

gameplay, the game features an open world, with

towns, forests and mountains to explore.

Compared with other open-world titles, it’s

closer to Gothic than Skyrim, as you can wander freely

(some road blocks aside), but enemies in certain areas

will tear inexperienced parties apart.

While exploring the world you’ll come across

monsters, side-quests, merchants, optional dungeons,

secrets, puzzles and the series’ usual trainer NPCs,

which are necessary to improve your skill tier.

In line with its old-school ambitions, the game

also returns to turn-based combat. Battles can be very

challenging, and there’s plenty of skills, spells and

status effects to handle, making M&M X arguably

the most tactical game in the series, despite a rather

annoying over-reliance on unfair ambushes.

From a graphical point of view, the whole game

was built on a tight budget, reusing many assets from

Heroes of Might and Magic VI. And it shows, alternating

very pleasant landscapes with really bad textures. On

the whole, however, exploring the various areas and

environments is a satisfying experience.

Unfortunately, the game is very badly optimised,

leading to frequent frame rate drops and graphical

issues, plus other annoying bugs. Ubisoft’s Uplay store

and invasive DRM can also be a hassle.

Overall, Might and Magic X - Legacy is a good

and surprisingly old-school RPG. Clearly developed

by fans of the series, it offers modern accessibility

improvements, but also high difficulty and complex

systems. Sadly, it sold poorly, so Ubisoft pulled the

plug and another sequel is unlikely. AM


The Banner

Saga

Stoic, 2014

Windows and Mac

The Banner Saga is the first game in a planned

trilogy of story-driven, tactical RPGs with a

nice smattering of choice and consequence

and beautiful hand-drawn artwork.

Banner Saga is built around the concept of an

ongoing apocalypse, told from the perspective of two

different groups and their respective caravans, and

the developers had no problems presenting the harsh

choices that such an event would entail. Although the

story is fairly linear, which characters remain alive

depends greatly on player choices throughout.

Since the world is ending, supplies are limited

and required to prevent your caravans from starving,

NPCs from leaving, morale plummeting, and battles

becoming more difficult as a result. You can buy

supplies with Renown, gained from battles, but it’s

also needed to upgrade troops or buy items.

The combat is turn-based, and there’s a variety of

classes with specialised skills, offering a wide range of

tactics. You can also move your characters’ stat points

around between six different attributes, allowing for

greater customisation of roles and playstyle.

For example, you can spend points making a unit

into specialised armour breakers or boost the number

of times they can perform a special ability. One of said

attributes is Will Power, which dictates a unit’s ability

to go above and beyond their typical limits, moving

further than normal or boosting an attack.

A unique mechanic that separates Banner Saga

from other games is the shared health/strength pool

for units: damaging an enemy reduces their damage.

However, outright killing a unit might not be in your

best interests since the game uses an “I go, you go”

system. Therefore, it can be valuable to leave weaker,

heavily damaged units alive to prevent full strength

units from getting more turns.

The big drawback of Banner Saga’s combat is the

limited number of enemy types, many of which lack

special abilities, which does erode the tactical depth.

Despite that and the linear nature of the main story,

I thoroughly enjoyed the game and its mechanics.

The artwork also deserves a lot of praise, providing a

unique look, with elegant hand-drawn animation and

gorgeous Eyvind Earle-styled landscapes.

Banner Saga 2 arrived two years later, continuing

the story and adding improvements such as more

enemy types and less arbitrary choices. It also allows you

to import your saves – along with all the consequences

of the choices you made. If the final game manages

to properly concludes this dark, but engrossing story,

then Banner Saga could become an all-time classic. RR

The Banner

Saga was one

of the first big

Kickstarter games,

raising $720,000

in 2012 and

inspiring many

similar titles.

After self-funding

Banner Saga 2,

Stoic returned to

Kickstarter with

Banner Saga 3

in 2017, raising

$410,000.

Upon achieving

enough kills,

all basic classes

can level up and

later upgrade

into one of

three specialised

classes.

You can use skills

to attack your

enemy’s health,

reducing their

HP and strength,

or attack their

armour, reducing

their damage

absorption.

461


NEO

Scavenger

Blue Bottle Games, 2014

Windows, Linux, Android and iOS

From a quick glance, NEO Scavenger is just a

Flash-based roguelike developed by a one-man

team. However, like an expert scavenger, it

knows how to make the most of its limited resources

and manages to create something truly valuable.

You start by choosing your character’s traits. The

game uses an advantage and disadvantage system that

should be familiar to GURPS fans, allowing you to gain

points by picking negative traits (Insomniac, Feeble,

Myopia, etc.) and spend points on positive traits

(Tough, Hacking, Tracking, Botany, etc.). While not as

complex as other character systems, these will heavily

alter each character’s choices and playstyle.

Once that’s done, you wake up from cryogenic

sleep, only to find out that the world went to hell. Now

you’re in the middle of a post-apocalyptic Michigan,

wearing only a medical gown, a weird amulet and a

wrist strap labelled “Philip Kindred”, and it’s up to you

to figure out what happened, why you were frozen and

find some clothing and food – but not in that order.

NEO Scavenger’s defining feature is being a rather

experimental game, mixing a survival roguelike gameplay

with Choose Your Own Adventure segments, plus as

a unique approach to presentation.

Combat, for example, is turn-based and doesn’t

feature a single frame of animation. Instead, you select

commands, such as “shoot”, “kick” or “sneak towards”,

and the combat log will describe what happened.

While this may seem crude, it allows for actions that

even triple-A games find too complex to animate,

such as head-butting, leg tripping and even grappling

(with mods) – all while pushing a shopping cart.

Still, the most interesting aspect of the game is

how it obfuscates its stats. NEO Scavenger never tells

you how many hit points you or your enemy have,

how much damage a weapon does or to what extend a

concussion or a fever affects you. Everything is up to

your own judgement. You don’t replace your baseball

bat for that machete you just found because the game

says it does +10% fire damage, but rather because you

– the player – feel safer with it.

These are some very bold design decisions,

especially in this graphics- and DPS-driven era. More

importantly, they succeed in transmitting a unique

sense of tension, as you mentally visualise yourself

rolling in the mud, tired and wounded, attacking

another desperate survivor with a tree branch and

wondering who will drop dead first.

Items degrade, plastic bags rip open and there’s never

enough room to carry everything you want – or need.

The crafting system is very elaborate and intuitive,

which is good, because using it is vital for your survival.

462


“I think some folks prefer stats,

and stats definitely have their place.

But I wanted to see how it felt

hiding that stuff to make it more

about judgement calls and play

experience. That, and the absence

of information makes us fill in the

gaps with our own interpretations.

Usually those are cooler than

anything I could come up with!”

– Daniel Fedor,

NEO Scavenger’s creator

The game’s CYOA

segments have

great writing

and atmosphere,

but can kill you

without warning,

forcing a restart.

Every aspect of NEO Scavenger follows this

logic. The game features a robust survival system that

requires you to regularly eat, drink, sleep, treat your

wounds, protect yourself from the cold and medicate

against diseases. Of course, not all water you find is

safe for drinking, and eating meat without cooking it

might be a bad idea. Even something like wearing two

right-foot boots can result in blisters and affect you

negatively. Is it worse than walking around barefoot?

It’s up to you to figure it out.

Along the way, you’ll die – a lot. But it’s OK, the

fun in NEO Scavenger lies precisely in learning how to

survive this harsh post-apocalyptic world. The many

characters you create will never gain experience nor

level up, but after a while you – the player – will learn

how to scavenge, craft items, assess risks and survive

for a few days without dying of hypothermia.

At that point, you might then be ready to begin

searching for answers, to discover out what happened

to the world, to explore its borders, interact with its

inhabitants and follow whispered rumours towards

the game’s cryptic main quest. Or become a cannibal.

It’s a dog-eat-dog world out there. FE

Mods:

Extended NeoScav: Expands the game in every way,

adding new traits, crafting recipes, combat moves,

factions, items, quests, locations and even a rideable

bicycle, plus a few well-thought-out balance changes.

Mighty (mini)Mod of Doom: Despite the name, it

also adds a huge amount of content and rebalancing.

Science & Sorcery: This WIP mod aims to give a

Shadowrun-ish feel, adding magic to the game.

The abstract

combat screen

allows for

unusual and

elaborate scenes

to take place,

such as kicking a

religious fanatic

while pulling a

plastic sledge.

463


Blackguards

Daedalic, 2014

Windows and Mac

The game

excels on its

diverse combat

scenarios, like

battling zombies

on a crypt lit only

by occasional

lightning strikes.

The character

system is complex

and allows for a lot

of customisation,

but Blackguards

is sadly lacking in

equipment variety.

464

Known for old-school point-and-click adventure

games such as Deponia and Edna & Harvey,

German developer Daedalic took gamers by

surprise by releasing Blackguards – a tactical turn-based

RPG based on The Dark Eye tabletop ruleset.

While the story sells itself as a dark narrative

where you play as outlaws, it’s rather cliché and heroic.

The Dark Eye ruleset is the true drawing point. While

some of it was cut, such as most non-combat talents,

it remains a solid and complex (if rather intimidating)

classless system, offering ample freedom when creating

your character. It’s a joy for hardcore players, but very

poorly explained for newcomers, and the forced party

members end up limiting some of your party-building

possibilities – sometimes even forcing a restart.

Blackguards knows its limitations and uses some

unconventional design choices to compensate for them,

betting everything on its battles – cities are presented as

simple animated backgrounds with stores and NPCs

to talk with, exploration is limited to a 2D world map

full of icons, dungeons are but a semi-linear sequence

of battles without rest, and the story is told via simple

cutscenes, with an occasional decision to be made. This

leads to a unique “Western Final Fantasy Tactics” feel,

and while the game's first hours are very linear, it later

opens up to a wide range of interesting side-quests.

Daedalic’s background as an adventure game

developer is felt here in an unusual way. There are no

random battles in Blackguards, meaning that every

encounter happens in a unique arena specifically

designed for it, often with unique challenges or tactical

puzzles. There are traps, time limits, holes that spawn

enemies, movable and destructible objects, healing

orbs, falling chandeliers, mechanical blades, flying

dragons, swamp gas, giant tentacles, mind-controlling

plants, drawbridges, collapsing passageways, a giant

cage on a crane, etc. There’s not a single RPG out there

that offers so many interesting combat scenarios.

This alone makes Blackguards a must-play for

any tactical fan – or RPG designer. Unfortunately, the

game stretches out for far too long (40 to 60 hours),

and the limited variety of enemies and equipment

results in a rather stale second half of the game.

Even more unfortunate was Daedalic’s failure to

realise what made the game fun. Blackguards 2 (2015)

streamlined the RPG elements to focus on an ambitious

strategic campaign, and the tightly crafted encounters

were replaced by poorly balanced battles against hordes

of respawning enemies. It pleased reviewers, but not

players, selling at only a fraction of the first game and

likely ending the Blackguards series. FE


Transistor

Supergiant Games, 2014

Windows, PS4, OS X and Linux

Role-playing games usually try to find a balance

between world-building and game mechanics,

but very few of them try to merge them.

Transistor is an intriguing attempt at doing so. At

first glance, it uses the same concepts as Bastion, with

an ominous narrator, real-time combat and a strong

reliance on music for storytelling. But it quickly

demonstrates its own individuality.

The story revolves around Red, a singer living in

the retro -futuristic city of Cloudbank. Escaping from

a murder attempt, she comes into possession of the

Transistor, a tremendously powerful sword. With this

blade in hand, your goal is understand the mystery

behind it and stop the Process, an army of robots bent

on destroying Cloudbank. Confusing in some aspects

but very straight forward at heart, the storytelling

succeeds in creating a touching experience.

Programming terminology cleverly parallels every

game concept and shapes Cloudbank into a unique

setting. Music, in particular, is the key of Transistor’s

identity, tying to Red’s character, evolving according

to the situation and retelling the story through songs.

Needless to say, the soundtrack is gorgeous.

Using an isometric point of view, you guide Red

and her huge blueish sword through the gorgeous

landscapes of Cloudbank, fighting various units of

the Process on your way. Combat is in real time and

four functions (special attacks) can be equipped, from

quick shots to massive area attacks. The catch is that

enemies are fast, possess various types of annoying

abilities and some might even respawn.

This is where the Transistor’s powers become

useful. By activating a power called TURN(), Red can

stop time to plan and queue actions in advance. Once

ready, your plan is instantly executed and a cooldown

starts to use TURN() again.

Experience expands Red’s powers by opening

secondary slots or obtaining new functions. The latter

can be equipped as direct attacks, as improvements on

other functions or as passive bonuses. For example,

Red’s initial function CRASH() is just a powerful blow,

but in an upgrade slot it stuns enemies, and used in a

passive slot it makes you immune to slowing effects.

There are 16 functions in total and experimenting

is super fun. Some combinations are overpowered, but

you can also use handicaps, which make the enemies

stronger but assure you some nice experience bonuses.

The most compelling aspect of Transistor is how

everything blends together: its beautiful soundtrack,

gorgeous art direction, interesting world-building and

surprising battles. Even if it’s a short game. TR

The beautiful

world is shown

through an

isometric view.

Combat is in

real time, and

you can equip

up to four active

skills at once.

When TURN()

is activated the

game pauses,

allowing you to

plan and instantly

execute a short

sequence of

actions.

465


Divinity:

Original Sin

Larian Studios, 2014

Windows, OS X, Linux, PS4 and Xbox One

D:OS was

crowd-funded

on Kickstarter

in 2013, raising

$900,000. The

sequel was

also funded

by Kickstarter,

raising 2 million

dollars in 2015.

You start the

game by creating

two characters.

The game offers

a few classes

to choose, but

you can fully

customise them,

editing stats,

abilities, spells

and talents.

466

The Divinity series isn’t the story of a world, but

an ambition. Since 1999, Larian Studios and

its CEO Swen Vincke have had the dream of

not merely walking in Ultima VII’s mighty footsteps,

but finally surpassing it.

It’s been a bumpy road, with 2002’s Divine Divinity

biting off more than it could chew, and subsequent games

being marked by fantastic, original ideas – be soulbound

with an evil knight! Turn into a dragon! – often undercut

by more mundane concerns like shaky core foundations,

and simply trying to keep the lights on.

With Divinity: Original Sin, however, all the pieces

finally came together. Kickstarter proved the thirst and

funding for classic-style RPGs was there (though D:OS

was far from old-school), while a new approach to

development provided the much needed foundation for

Larian’s crazier ideas, such as elemental-focused combat

that swiftly turned any battlefield into a flaming hellscape,

letting you cast rain for everything from putting out a

burning ship to extinguishing enemy bomb fuses.

That twist was to focus on multiplayer first – not,

as Neverwinter Nights had done, necessarily with the

goal of prioritising that in the final game, but forcing

the team to create systems and scripts capable of

anything the player might do.

Murder everyone in town? Abuse teleportation

and other spells? Divinity: Original Sin had to be

ready, without taking cheap cop-outs like just ending

the quest if a particular NPC died, or breaking in the

event of a sequence break.

Instead, that Ultima VII inspiration came back

in full force. Ultima VII and D:OS actually have

very different design styles, with D:OS enforcing a

fairly linear route versus Ultima VII merely strongly

suggesting it, but what they share is a commitment

to an open world that works naturally. Bosses, for

instance, aren’t immune to tricks like being teleported

out of their arena into one of your choosing. In one of

the cooler interactions, you can even run a two-man

con on the NPCs by engaging one in conversation and

having another sneak behind them and steal things.

The result was a triumph. Divinity: Original Sin

instantly validated and justified Larian’s hard work in

the eyes of its critics, as well as delighting fans who’d

been there for the long haul.

If it had issues, it was that the overall plot was a

bit of a mess, and the company’s love of comedy made

it feel a bit *too* silly. The linearity was also an issue,

with a strict intended path. These were subsequently

fixed with a major free update/re-release, the Enhanced

Edition which, amongst other things, tweaked the plot

to make more sense, altered the ending, and added

controller support and a full voice-over.

Luckily, one thing nobody can say about Larian

is that it sits on its laurels. At first glance, Divinity:

Original Sin 2 (2017) looks like much the same game.

Under the hood, however, it takes everything that the

first game tried and cranks it up to 11.

Now you have up to four player characters, often

with competing objectives in each location, and all

after the same thing – their shot at godhood.


“During a demo, I think at the

German magazine Gamestar, I was

told that we’d probably have to

re-educate players because they’re

not used to this type of gameplay

anymore, conditioned as they seem

to be by all the streamlining games

go through nowadays.”

– Swen Vincke,

Divinity: Original Sin’s director

and Larian’s CEO

Combat is turnbased

and uses

action points, but

its defining feature

is how you can use

spells, objects and

the environment

to your advantage,

such as igniting

a pool of oil, or

freezing wet

enemies.

It’s a game that outright encourages you to split

up the party, pretending to play nice while really

sabotaging each other with tricks like dyeing a

green poison potion "health red" and slipping it into

another party member’s backpack.

On top of this, each character has their own

unique story, the world is packed with encounters

and decisions, and the interaction density is almost

ridiculous. The first Divinity: Original Sin offered a

trait called "Pet Pal" that allows you to talk to animals,

mostly for jokes, but sometimes for hints and hidden

quests. The sequel not only has that, but characters who

respond differently based on your race and other traits,

magic that makes it possible to camouflage yourself as

something else, and the ability to talk to the ghosts of

the dead. Then eat their souls for magic points.

The result is a fantastic experience. The humour

and imagination is still very much there, just more

deftly handled, while the plot is simple enough to

keep humming along under the action but big

enough in scale to take in any short story that an area

designer wants to tell – anything from epic dramatic

battles at sea, to the tale of a chicken corrupted by

primordial magic, or a magic statue unimpressed by

RPG heroics and the idea of the ends justifying the

murderous means.

The linearity remains a nuisance, and sometimes

the mass of scripting does fall over itself (especially in

the final map), but with so much good stuff to find, it

matters much less than it might.

As said, though, Divinity has been a path as much

as a series. It’s as notable for how it started as what it’s

become, and its evolution a credit to both Vincke and

his team over the years. While "beating" Ultima VII is

likely an impossible goal for any RPG, simply because

they’re not so much fighting the reality of Ultima VII

as the Platonic ideal of it in the world’s memories.

There's no arguing that, in following its lead, Larian

has done its legacy proud.

More importantly though, regardless of nostalgia,

it created a series that can proudly stand in the top tier of

modern RPG development, and proved that, wherever

they head next, it’s going to be worth following. RC

Toolset and Game Master Mode:

Alongside Divinity: Original Sin, Larian also released

the Divinity Engine, a toolset to create your own maps

and adventures and/or edit the game’s main campaign.

This was greatly expanded in the sequel, adding the

Game Master Mode – where one player can prepare

adventures and act as GM for up to four other players.

D:OS offers a rarely seen level of freedom, allowing players to

steal and kill NPCs, freely move objects around, craft, etc.

D:OS2 added new races, plus the option to play special pre-made

characters that have unique stories, goals and skills.

467


Lords of

Xulima

Numantian Games, 2014

Windows, Mac and Linux

Lords of Xulima

raised $35,000

on Kickstarter in

2013. Backers got

the Talisman of

Golot DLC, but

beware that this

can make the

game too easy.

Combat can be

very challenging,

with monsters

destroying your

party with nasty

status effects.

Use the Deepest

Dark mod for

the ultimate

challenge.

Xulima uses two

mini-games for

lock-picking and

trap-disarming.

They require

character skill,

player reflex and

scarce resources.

468

With the rise of crowd-funding, developers

began to cater to a nostalgic audience by

making “spiritual sequels” of classic RPGs.

Sadly, many of these projects became hollow copies:

games that mimic visuals, mechanics and themes, but

fail to deliver that intangible quality of the originals.

Numantian Games, a small six-man studio from

Spain, did exactly the opposite. Lords of Xulima doesn’t

look like any classic RPG, but definitely plays like one.

The game tells the story of Gaulen the Explorer, a man

chosen to travel to the land of Xulima, cleanse the

sacred temples and help the gods return to the world.

In an unusual twist, you don’t create or customise

Gaulen – instead, you create the five party members

that will accompany him, choosing from nine classes.

Combat is turn-based and in first-person, similar

to Might and Magic, but with some tweaks. Characters

position themselves in a small 2x4 grid and can only

attack adjacent units, resulting in a “tactical blobber”.

It’s also quite challenging, and makes heavy use of

status effects – wounds reduce stats, bleeding does

damage every turn, stuns delay characters' actions, etc.

This depth is combined with a large bestiary to create a

nice variety of encounters, keeping battles interesting.

Exploration, however, is Xulima’s main strength.

You walk around controlling Gaulen in an isometric

perspective, exploring huge and cleverly designed

maps. Each area has its share of mazes, treasures and

hidden passages, all covered with a thick fog-of-war

that makes exploration feel rewarding.

The diversity of environments is staggering, and

every area has its own gameplay trick: a labyrinth of

poisonous mushrooms; a frozen tundra that quickly

exhausts your food; a dungeon full of Tesla coils; a

deadly monster that must be avoided; a burning forest;

a teleporter maze; a lava lake; a massive desert; etc.

These are complemented by bold design choices.

The world is huge and mostly open, with tough enemies

serving as “progress gates”. Random encounters are

finite and occur only in some areas, with other areas

reserved for special puzzles (where saving is disabled).

The constant need for food keeps exploration tense,

and money remains important during the entire game.

However, too much ambition can be a bad thing.

Xulima is far too long – over 70 hours – and declines in

the second half. Character progression stagnates, areas

feel empty, recoloured enemies appear in volume and

the narrative never goes beyond “purify all temples”.

Regardless, Lords of Xulima remains impressive –

it’s a passionate tribute to classic old-school RPGs, but

it achieves this while being its own, unique game. FE


Lords

of the Fallen

CI Games and Deck13, 2014

Windows, Xbox One and PS4

Despite developer’s efforts to state otherwise,

the best way to describe Lords of the Fallen

is “Dark Souls clone”. The game is a real-time

Action RPG focused on intense battles, which require

thoughtful approach, patience to wait for an opening

and careful management of your Stamina bar.

Everything, from the controls to the deadly boss

battles and even how enemies respawn when you die

will remind you of From Software’s Souls series.

That’s not to say the game doesn’t try new things.

Most notably, it features a defined protagonist – you

always play as Harkyn, a brutish prisoner released to

help battle an invading army of demons. All you can

choose is his starting class (Warrior, Rogue or Cleric),

plus one of three magic types, which are very limited

and entirely secondary in this melee-oriented game.

One of the game’s best twists is the XP multiplier,

which increases with each kill and remains until you

rest, challenging players to push as far as possible.

Other additions include a combo system based

on timing your strikes, runes you can socket into

weapons, a magical gauntlet that fires projectiles, and

challenge rooms you can complete for special items.

The visuals also stand out, as the graphics are truly

impressive. The art-style is gritty and intentionally

over-designed, clearly inspired by Games Workshop’s

Warhammer. The game’s first enemy is already a huge,

armour-clad demon. While cool, it can feel contrived,

as the endgame foes look much weaker, ruining the

usual “from rats to dragons” RPG progression.

Regardless, the graphics can’t make up for how

limited the game is. The story is forgettable and just

an excuse to kill stuff, but the real sin here is how there

are few unique weapons and movesets, few enemies

to fight, few areas to explore and, above all, very few

reasons to ever replay the game once you’re done.

Lords of the Fallen isn’t a bad game by any means,

but it’s impossible not to compare it with the Souls

games and notice how flat it falls. The core elements

are present, but they lack the depth, scope, polish and

unique flair that Hidetaka Miyazaki and the team at

From Software adds to their games.

Of course, it didn’t help that Lords of the Fallen

came with a new type of DRM that, while it made the

game uncrackable for months, also led to instability

and performance issues for many PC players.

In the end, if you have a powerful PC and enjoy

the combat of the Souls games, you’ll have a good

time with Lords of the Fallen, admiring its graphics

and battling some interesting foes. But you’ll quickly

go back to waiting for the next Dark Souls. FE

In 2017, Deck13

would release

The Surge,

another Dark

Souls-inspired

game, but this

time with a

sci-fi setting.

There are a

few NPCs and

dialogue choices

in the game,

but they are

forgettable

and of little

consequence.

There’s a good

selection of

equipment, but

it follows a linear

progression,

limiting your

effective choices.

469


Dragon Age:

Inquisition

BioWare, 2014

Windows, PS3, PS4, Xbox 360 and One

Alongside DA:I,

BioWare made

the Dragon Age

Keep, a website

where you can

import DA:O and

DA2 save games

to use in DA:I.

Even if you lost

the save files or

never played the

previous game,

you can use

the website to

craft a custom

world state.

Combat can be

played in the realtime

Action RPGlike

mode of DA2,

or in the tactical

top-down RTwP

mode of DA:O.

470

The Dragon Age series is undoubtedly one of

BioWare's flagship franchises, and considered

by many to be one of the stronger fantasy RPG

settings ever created. Dragon Age: Inquistion is the

third instalment of the series and takes place after the

events of both Origins and Dragon Age 2 – you can

even import your old save files, carrying choices you

made in the two previous games.

Players will see all of the familiar races and

classes available to choose from upon loading up the

game but, unlike in Origins, their choice will have no

impact upon the opening sequence. Upon finishing

the introduction, players will learn that they are the

leader of a newly formed faction: the Inquisition.

Your main goal will be to seek out breaches (portals

that allow demons to enter the world) and close them

using a magic that only your hero possesses.

The faction aspect is not new to the series, as

the Grey Wardens played an integral role in DA:O.

The series has a history of highlighting politics and

its impact on the world around you, however none

have made it such an integral part of the game. One

of the more satisfying aspects of DA:I is growing the

newly formed Inquisition faction from a small band

of followers into a true power in the land of Thedas.

By exploring the massive zones and completing

the countless hours of side-quests, you are rewarded

with both influence and power, tools vital to the

expansion of the Inquisition and unlocking new

zones. As your Inquisition grows in reputation, choices

that you make will affect how the story unfolds and

how those around the world see you. Do you execute an

enemy or simply banish him to join the Grey Wardens?

These choices provide an impact on how the story plays

out and provide significant replay value. Your choices,

no matter how little they may seem, matter.

Graphically, DA:I takes the series to another level.

The game uses EA’s Frostbite Engine and, despite a rocky

development process and still having to support lastgen

hardware, it sports vastly improved player models,

environment, combat and skill effects. Some of the most

satisfying moments in the game will be taking a break

from slaying bandits and fade the demons to simply

appreciate the environment around you.

And there’s certainly no shortage of environments

to marvel at. Inquisition dwarfs both its predecessors

– it’s divided into multiple zones, with a single zone

being nearly as large as all of DA:O. Each zone is

unique and beautiful in its own right, and contain

enough secrets, loot and battles to keep even the most

experienced DA veterans busy for days.

The loot system in Inquisition is quite traditional,

but where the game stands out from previous

instalments is its greatly improved crafting system.

This makes rewards from questing and looting more

meaningful and provides depth that lasts throughout

the entire game. No more will you have to wear the

same armour for half of the game, as it is easy to both

find and fashion upgrades. These upgrades provide

noticeable differences in combat, allowing you to feel

the growth in power of your character as you progress.


“Inquisition was bigger than it

needed to be. It had everything but

the kitchen sink in it, to the point

that we went too far... I think that

having to deal with Dragon Age 2

and the negative feedback we got

on some parts of that was driving

the team to want to put everything

in and try to address every little

problem or perceived problem.”

– Cameron Lee,

Dragon Age: Inquisition’s producer

The Dialogue

Wheel was

expanded,

displaying new

emotions and

choices that

require money,

specific perks or

classes/races.

The combat in DA:I will prove satisfying for both

those who enjoyed the more tactical approach of DA:O

and those who preferred the more action-oriented

DA2. Encounters are normally played in real time,

with the ability to perform basic attacks, cast spells,

use abilities and switch in real time between your

party members. At any point, combat may be frozen

and a tactical overhead view will allow you to plan

the attacks of each of your four party members. Once

you are satisfied with your tactics you may return the

game to live action. Both modes are extremely fluid

and transitioning between them is seamless.

Joining you on your quest will be a mix of

familiar faces from previous games and a stout cast of

new companions. As with all Dragon Age games (and

BioWare games in general), the voice acting is topnotch

and creates some very unique and memorable

characters. Dorian and Cole in particular stand out

and provide some of the best storylines and dialogue

throughout the journey.

Fans of the series will also be excited for guest

appearances of some of the more popular characters

from the previous two instalments.

Yet, despite several familiar faces from previous

games, Inquisition’s story is a far cry from the

beloved first instalment, Dragon Age: Origins.

While it has its moments, it fails to properly

create a sense of urgency or really allow you to become

properly invested in what is at stake. Compelling

individual character storylines are present, but they

don’t seamlessly fit into the grand scheme.

The same could be said about some side-quests,

which can feel like busy work. There are hundreds of

them, which can unlock mounts, powerful items and

help grow your forces. Some players might find them

repetitive and just skip them, but others will be able

to ignore the main story for hours upon hours of play.

The game had several DLCs and three expansions

– Jaws of Hakkon, The Descent and Trespasser. The

first two simply add new areas with more content, but

the last greatly expands the game’s ending and story.

DA:I is also the first Dragon Age game that

features a multiplayer mode, where you and four

other players battle your way through increasingly

difficult levels of randomly generated monsters.

Ultimately, Dragon Age: Inquisition builds upon

the strong foundation of the series and other BioWare

RPGs, by adding tons of content and replayability.

While it may lack the charm and polish of DA:O and

some of BioWare's early RPGs, it’s still a game you

can easily sink over a hundred hours on your first

playthrough – and still be eager for more. CHR

DA:I's first

expansion,

Jaws of Hakkon,

was released

for all platforms.

The following

ones, however,

abandoned the

older consoles

and were

exclusive to

PC, Xbox One

and PS4.

The War Table allows you to manage your Inquisition,

dispatching advisors and doing missions to earn resources.

Crafting expands the series’ usually limited loot, featuring

multiple materials that imbue items with unique bonuses.

471


Wasteland 2

inXile Entertainment, 2014

Windows, Linux, OS X, PS4 and Xbox One

Character creation

mixes stats, skills

and perks to offer a

lot of possibilities,

but not all of them

are viable. Some

stats, like Strength,

aren’t very useful,

and there are stat

thresholds which

punish some builds.

472

In the innocent days of 2012, game designer

Tim Schafer (Full Throttle, Psychonauts, Grim

Fandango), using a little-known platform called

Kickstarter, went directly to the public to raise funds

for the development of a new computer game. His

hope was to avoid the necessary evil of publisher

oversight, freeing the developers to work their

creative magic entirely by their own rules. Schafer

asked for $400,000 but ended up raising 3.3 million

dollars, changing crowdfunding forever.

On the heels of this accomplishment, producer

Brian Fargo saw his opportunity to do the same thing,

and revive a project that had been burning in the back

of his mind for nigh 20 years. Wasteland 2 was to be

both (officially) a sequel to Fargo’s 1988 top-down party

RPG, Wasteland, and (unofficially) a spiritual successor

to Fallout and Fallout 2, the isometric single-character

classics. Fargo’s proposed team roster was filled with

heavyweights: Alan Pavlish, Jason Anderson, Ken St.

Andre, Michael Stackpole, Liz Danforth and others,

many of whom worked on the original games.

More important than the names, Fargo’s company,

inXile Entertainment, promised to revive a style of game

that had lain comatose for all that time. They raised over

$3,000,000 – including an important $30 of my own.

I grew up on Wasteland, and the announcement of

this project represented a chance to relive an uncritical

childhood joy. Ultimately, even filtered through the

cynicism of adulthood, my gamble paid off.

So what did we get, exactly? Wasteland 2 is the

story of a quartet of newly minted Desert Rangers,

post-apocalypse cops somewhat in the vein of Mad

Max, with a more cowboy feel.

Who are these Rangers? Wonderfully, that

is up to you. Sincerely helpful protectors of the

innocent? Disinterested mercenaries doing the bare

minimum? Hardened killers who solve every problem

by butchering both perps and victims? Professional

soldiers in leather and fatigues? Drunken lunatics in

gorilla suits and lingerie? There’s even a path for players

who don’t want to be Desert Rangers at all. Blow off

missions, attack the innocent, steal, raid, and kill your

boss; you will find that there are scripted consequences

there too, with a full alternate ending.

Wasteland 2 hangs its hat on substantial choices,

and it delivers. Side with a paramilitary organisation

intent on bringing order to a chaotic trade route, and

you’ll be forced to battle the cult that currently controls

the region; or you can side with the cult and do a

completely different set of missions, or play the two

against each other, or fight them all. These decisions

may have resounding effects on your game.

Part of W2’s deep commitment to player agency

includes the ability to fail. Try to save a drowning boy

and you might end up killing him. Investigate slaver

activity in an attempt to rescue an innocent girl and

your actions might lead to her suicide. Resounding

success in one mission might mean another becomes

unsolvable or irrelevant, imbuing your choices with

true consequences. Tanking a mission never means a

“game over” unless your squad is wiped out entirely.


“One of the things we liked about

Wasteland 2 is there were multiple

endings along the way. You didn’t have

to play the game all the way to the

‘normal’ ending to win. Because what’s

a ‘win’? It’s a narrative, right? You’re

telling your own story. So we redefined

what winning means.”

– Chris Keenan,

Wasteland 2’s director

Dialogues allow

for several kinds

of choices and

skill checks, but

also features a

keyword system;

a call back to the

first Wasteland

which feels oddly

out of place.

“Failing forward” is a foreign concept to many

gamers but, for those of us who appreciate the concept,

the freedom on offer here is rare and precious.

Missions range in tone from deadly serious to

outright goofy. You’ll battle an organised gang of

murderers by assaulting their fortress in an hours-long

campaign of blood and horror; then save a man from

being executed for the crime of dandruff by donating

Earth’s last surviving bottle of medicated shampoo.

W2’s areas are connected by a sprawling world

map, replete with lethal radiation, random encounters,

and secrets. Once inside an area, the game assumes

a ¾ perspective reminiscent of Fallout’s, now fully

rotating in 3D. Combat is turn-based with light tactical

elements, focusing more on statistics than strategy. The

addition of “called shots” in the 2015’s Director’s Cut

edition gave combat more depth than simple hit point

attrition: one Ranger might shoot an enemy’s arm to

spoil his aim, buying the others time to kill him.

Character-building includes not only stats and

skills, but Perks à la Fallout as well. My team featured a

Bloodthirsty Opportunist who received a bonus when

attacking wounded targets and scored extra Action

Points for finishing off enemies, and a Thick-Skinned,

Hardened, Weathered melee Slayer who moved with

the grace of a buffalo but was virtually indestructible.

Which brings us to the issue of balance. It isn’t

great – by the end of the game on “Ranger” (Hard)

difficulty, all my characters had a 100% chance to

hit every shot, and an outlandishly steep gear curve

meant my armour shrugged off any attacks short of

nuclear weapons. I still had fun, but for a substantial

challenge, “Supreme Jerk” difficulty is recommended.

The game is packed with content; a typical

playthrough may take 40 or 50 hours. This is a doubleedged

sword in that it makes W2 hard to replay, which

in turn makes it difficult to appreciate the choices

you’re making and the consequences unfolding around

you. Who knows how things might have turned out at

the end if I’d made different decisions at the beginning?

Is it worth another 40 hours to find out?

Still, not seeing all the outcomes made my choices

feel more my own. One doesn’t read a CYOA book from

cover to cover; that misses the point. Meeting friends,

making enemies, deciding who lived and who died –

my journey was not quite like any other. I uncovered a

lie and spread the truth, and a whole region descended

into violent chaos. I shot an innocent man and let a

guilty one go free, and covered up my crimes for what

I thought was the greater good. Did I do right? Could

I have done better? Maybe some day I’ll tell the story

again in a different way and see what happens. RJS

The UI features some poor design choices, but also quality-oflife

improvements such as automatically distributing loot.

You explore the wasteland via a 3D overworld map, dealing

with radiation, random encounters and limited water supplies.

473


South Park:

The Stick of Truth

Obsidian Entertainment, 2014

Windows, PS3 and Xbox 360

The Stick of

Truth was

censored in

Germany for its

Nazi imagery,

and in some

other countries

due to scenes

involving anal

probing by

aliens.

You control your

kid and a friend

during combat,

using melee

attacks, ranged

weapons, skills,

items, summons

and farts to beat

your foes.

The menus are

displayed as

if they were a

Facebook page,

with characters

adding you as

a friend and

commenting on

recent events.

474

The first time I saw The Stick of Truth, it felt like I

was watching the TV show – maybe something

like their famous “Make Love, Not Warcraft”

episode. This was partially because the visuals of the

game perfectly match those of the show, and all the

voices and even some of the writing is done by the

show creators, Matt Stone and Trey Parker.

However, what truly makes The Stick of Truth

feel like the show is its pacing. RPGs have a tendency

of being long, overwritten and full of pointless filler

(something Obsidian often struggles with), but here

you have a game that is short, concise and fast-paced –

just like the TV show. It’s a comedy about kids playing

an RPG, and all its rules, stats, battles and other genre

tropes are used as tools to deliver jokes.

You play as “the new kid”, who just moved into

South Park and joins Cartman and his friends in

playing an elaborate RPG-like game. The entire town

is available for you to explore, and it’s a fan-service

overload, packed with jokes and references to the show.

As your kid explores and completes quests, he’ll

make friends (who can join him in battle) and find new

equipment, allowing you to customise his look and

skills. Each area is short and only has a few battles, most

of which can be skipped by using the environment –

such as farting on a candle to burn nearby enemies. This

helps keep the pace tight and avoid repetition.

Combat is turn-based and very similar to the

Paper Mario series, where you can empower attacks

and block with timed button presses. It’s easy and

unbalanced, but its goal is not to challenge players

– it’s there to deliver jokes, allowing you to listen to

funny taunts, use farts as magic, dodge giant testicles

mid-battle and summon Jesus to kill your foes.

Lasting only about 10-15 hours, the game ends

before becoming repetitive or running out of ideas –

something that more RPGs should do.

The sequel, South Park: The Fractured but Whole

(2017), ditched Obsidian in favour of Ubisoft’s internal

studio, which brought several changes. Now the kids

are playing as superheroes and parodying Marvel and

DC movies, but the game lacks the novelty and tight

pacing of its predecessor. It adds a more complex

character system and grid-based tactical battles, which

pleased some players, yet feels somewhat misguided.

Spending a lot of time fighting tactical battles in a

comedy game is a bit like playing Doom for the story.

Nevertheless, both titles are a joy to South Park

fans and will please those interested in a funny and

short adventure. But if you’re looking for a deep RPG,

there are way better options out there. FE


UnderRail

Stygian Software, 2015

Windows

UnderRail is, quite simply, one of the greatest

CRPGs created since the turn of the century.

It exemplifies the concept of building living,

breathing worlds, popularised once upon a time by the

old Origin Systems tag line: “We create worlds.”

A post-apocalyptic game clearly reminiscent of

the original Fallout, UnderRail certainly pays homage,

but also manages to stand as its own unique game.

The character system is very traditional: there

are seven base attributes; over 20 skills divided into

Offense, Defense, Subterfuge, Technology (itemcrafting),

Psi (mental powers), and Social; and loads

of feats tailored for various paths and playstyles.

Players can create just about any type of character:

a blockhead who wears tailored heavy armour and

swings an electrified sledgehammer; a blaggard who

sneaks around with a poisoned serrated knife; a psiuser

who traps enemies behind force walls and pulps

their brains with a thought; a commando who uses

his customised assault rifle, flashbangs, and grenades

to blast his way out of everything; a ranger who uses

stealth, deadly traps, and a silent crossbow to eliminate

his enemies one by one; a diplomatic sniper; and many,

many more viable combinations.

Yet, for me, the exploration aspect of UnderRail

is its greatest achievement. Rooms are packed with

interactions, from the usual boxes and crates to vents

you can peek or crawl through, locked doors to pick,

ladders to climb and hidden nooks to uncover. The

game’s level design makes clever use of intricate,

interconnected, multi-level rooms and terrain featuring

dead ends, one-way passages, and so on, in such a way

that navigating the environment is a challenge by itself.

It’s also rewarding, thanks to the Oddity system,

which awards XP for exploring and uncovering hidden

items – an alternative non-combat experience source.

Heavily inspired by Fallout, UnderRail’s combat

is turn-based, isometric, and based on action points.

It’s simple but challenging – and highly satisfying, thanks

to the sheer variety of weapons, skills and enemies. The

denizens of UnderRail have many unique tricks that the

player must learn to recognise and counter in order to

survive. Many times during some of my playthroughs,

I’d inch my way into a room, toss a flashbang in a likely

direction, then dash back out again, hoping to flush out

possible lurkers and avoid being back-stabbed.

UnderRail isn’t without flaws, lacking in intricate

dialogue trees and meaningful choices and consequences.

Still, considering that it was mostly made by one man,

these are understandable shortcomings. UnderRail is a

massive incline, and no CRPG fan should miss it. JBH

UnderRail was

first released

in 2012 on

Desura, where

fans could

buy the alpha

version to

help fund its

development;

it was a popular

crowd-funding

system before

Kickstarter and

Steam Early

Access.

While you

control only

one character,

the combat

succeeds at

providing plenty

of interesting

options and

challenges.

The crafting

system is very

detailed; you can

create almost

anything that

can be equipped

or used, and

the wide variety

of materials

offers plenty of

customisation.

475


The Witcher III:

Wild Hunt

CD Projekt RED, 2015

Windows, PS4 and Xbox One

After

Witcher III’s

release, CD

Projekt created

16 DLCs,

including new

quests, items,

and a New

Game+ mode

– all freely

available for

download.

Monster-hunting

is an immersive

experience.

It requires

learning about

the monsters

then preparing

yourself, and

rewards you

with powerful

mutagens.

476

After the success of The Witcher II and the

positive buzz about its post-release support,

expectations about the Witcher III were high.

The development team abandoned the linear structure

of its predecessor in favour of an open-world approach,

yet managed to make it a world worth exploring.

The player revisits the role of the eponymous

witcher (a monster hunter), Geralt of Rivia. Early

on, he learns that his adopted daughter, Ciri, is being

pursued by the otherworldly Wild Hunt. The story

unfolds through hundreds of main and secondary

quests, some of which let you play as Ciri, allowing

you to explore the story through her point of view and

utilise her latent magical abilities.

The game takes place in three main areas, of

generous size. Life is poor, nasty, brutish, and short

for the inhabitants of rural Velen, where folklore is

more than old stories. The bustling city of Novigrad,

and its environs, offer all the lures and insidiousness

of a more civilised region. Finally, the isles of Skellige

are rough, wild places inspired by Norse sagas.

The combat and movement mechanics have

been refurbished since the second game. Geralt is

more agile and he can ride horses, use boats and swim

to explore the massive game world.

He can specialise in three distinct skill trees

and equip various items although, due to lore,

swords remain the most effective weapons. The

crafting system is useful without being overbearing

and weapon degradation is well-balanced. Reflexes

remain important in combat, but alchemy can offer

an extra boost. Preparing oils and potions to hunt

the larger beasts helps the player inhabit the role of a

witcher, especially in harder difficulties.

Geralt can also use his witcher abilities to track

prey and provide guidance for quest purposes. Said

tracking skills also provide an in-world justification

for being uniquely equipped to tackle certain quests.

There is horseback combat, horse races, and Gwent,

a card game along the lines of Magic: The Gathering,

which follows a tradition of excellent card games in

RPGs, such as Arcomage in Might and Magic VII or

Triple Triad in Final Fantasy VIII.

The Witcher III is technically accomplished and

mechanically sound, but its biggest accomplishment

is the quality of its quests. Side-quests never feel like

they’re padding out the game’s length, as the game

deftly sidesteps those cookie-cutter quests that ask you

to gather a number of items or kill a number of enemies.

Secondary quests serve to advance storylines

or provide insight into the world; monster hunts

are tied to everyday life or to the ecology of an area.

Even treasure hunts may lead to interesting locations

or uncover personal stories. The sheer length of the

game invites shades of déjà vu, but quality remains

high throughout the hundreds of hours of the game.

The Witcher III is the rare game that lets you

memorise lines for a play you produced, and chastises

you for not keeping court protocol. You won’t help

the bard Dandelion for a reward, but because he’s that

kind of friend who tends to get in trouble.


“In Poland a different style of

[tabletop] RPG was popular –

where a story is told and throwing

dice is less important. What’s

important is the psychology of the

characters, the way of telling the

story and simulating the world.

This way of thinking is also visible

in The Witcher.”

– Marcin Blacha,

The Witcher III: Wild Hunt’s

story director

The Witcher

III’s dialogue

is excellent,

having a natural

writing and great

animation. Some

dialogues also

allow you to use

your skills, while

others enforce

a time limit for

replying.

Taking the time to flesh out characters and

Geralt’s interactions with them makes the game world

feel more concrete and lends weight to the efforts of

the player. Combat is an integral part of the game and

a pacifist run is not an option. However, this concern

for the life of daily folk brings the Ultima series to

mind despite the obvious differences.

The incorporation of elements of Polish folklore

helps distinguish the game from run-of-the-mill

fantasy worlds. Certain sequences evoke an uncanny

feeling, draw misplaced anger or make the player feel

sympathy for the circumstances that turned someone

into the monster they are about to face. Some of the

choices have outcomes that are hard to discern, and

yet, bad outcomes may not force a reload since they

make an impression either way and feel satisfying

from a narrative point of view.

Sequences with very mature themes take place

is in the same game where you are solemnly tasked to

retrieve a favourite pan, or where you can opt to have

a snowball fight before the climax of the game.

It is not the first game that lets you take a break

from questing, but it takes pains to create the texture

that makes it worth helping a villager or cutting

down a monster. The game also features a fitting

denouement for the main game and the expansions.

The first expansion, Hearts of Stone (2015),

upends the trope of virtually invincible endgame

characters by casting Geralt against an immortal and

a being that can control time. There are the usual

opportunities to fight, track, and explore, but at its

best moments there’s a melancholic, philosophical

sheen when exploring the toll of power and the

circumstances of the new characters. Bosses have left

their kid gloves at home, too.

The second expansion, Blood and Wine (2016),

places Geralt in Toussaint, a new region inspired by

France’s Provence. This meatier expansion offers a

range of quests straight from chansons de geste and

epic poems. Geralt can join tournaments, help a

cowardly knight fight an ogre, acquire an estate, etc.

However, darker undertones soon become apparent.

A certain quest with spoons is a best-in-class dark

folk tale, and the game’s new advancement system

keeps things interesting mechanics-wise.

The Witcher III is the culmination of a long journey

for CD Projekt. Their skills have increased to match

their ambition and many will be saddened Geralt’s

saga has come to an end. However, its achievements

will remain with us: presenting an interesting world,

relevant side-quests and streamlining that does not

necessarily sacrifice depth or texture. AB

If you want a

more realistic

experience, try

The Witcher 3

Enhanced Edition

mod. It overhauls

the entire game,

changing stats,

NPCs and combat

by removing

levels and XP so

that the world

feels more

consistent.

The in-game card game of Gwent became very popular,

eventually being released as a stand-alone game in 2016.

Despite all its polish, the game has some interface issues.

Especially the inventory, which can get very confusing.

477


Age of

Decadence

Iron Tower Studios, 2015

Windows

If you’re

unsure about

the game, try

its excellent

demo on Steam.

You can later

bring the save

file into the

full game.

AoD has six main

attributes and 23

skills, divided into

Social and Combat

skills. Instead of

classes, it offers

eight starting

backgrounds.

478

It’s not often a game spends 11 years in development

and comes out well. Age of Decadence however,

did, and it’s far from the only way it defies

convention and expectation.

Heavily inspired by Fallout 1 and 2, the game

takes place in a post-apocalyptic Roman-esque empire.

The populace has descended into a sort of cut-throat

barbarism, and those that would prey on strangers are

more common than those who would help.

The once glorious empire fell into conflict with

a rival nation and both sides called gods and men to

fight and die in droves. At least that’s what you learn

at the start of the game. What actually happened and

how must be discovered over multiple playthroughs

by skilled characters. Uncovering the backstory of the

world is very enjoyable, even if the final result is a bit

inconsistent.

Graphically, the game is not impressive at all.

The Torque engine would not have been remarkable

in 2004, and certainly is not today. That is not to say

the game is wholly ugly; some locations have enough

art design and tricks to them that they feel impressive

when you first see them. This is also helped by the

difficulty of getting there and the exoticness that

certain places are imbued by the setting.

AoD is not a game that is kind to completionists.

If your lock-picking skill is not up to the task, you will

not get to see what’s behind a door. The same holds for

combat, dialogue and other forms of environmental

challenges. This difficulty and approach to stat/skill

checks requires adjusting to. In most RPGs, a decently

built character will be able to beat every combat

encounter, charm the crown of off every king and

steal all the gold in the land.

In AoD, a skilled player might be able to mix

two distinct skill sets, but more likely you’ll invest

everything into a particular method of progress and

still occasionally struggle.

For the turn-based combat, this is actually a

plus. There are plenty of viable strategies, and, despite

being essentially locked into your first choice of

weapons and defence (block or dodge) there’s plenty

of customisability. For the melee weapons, you have

daggers that are fast and weak but great with aimed

strikes, swords/hammers/axes which can cause

bleeding/armour breakage/mini-crits and rounding

out the melee weapons there are spears which have high

range and can interrupt enemies moving close to you.

For ranged combat, there are bows, crossbows

and throwing weapons. Crossbows differ by requiring

an action to reload and not scaling with your strength,

while throwing weapons are just kind of bad.

Beyond weapons, there’s also a decent amount

of combat tools and consumables – including crafting

and alchemy – to round out your options. Many of

these are exceptionally powerful and can easily turn

the tide of a whole fight when properly applied.

While in some fights you might wish you had a

full party to control instead of AI allies, the combat in

AoD is nonetheless excellent and incredibly satisfying

once you achieve some level of expertise.


“Combat difficulty is integrated into

the setting. You can’t say that the

world is harsh and unforgiving and

then allow the player to kill everyone

who looks at him or her funny. The

game has to be hard, dying should

be easy, and you should have

reasons to pick your fights.”

– Vince D. Weller,

Age of Decadence’s creator

Combat is

turn-based and

uses action

points, offering

several types of

attack with each

weapon.

Sadly, the same cannot be said for environmental

challenges and dialogue. Often, they fall into the trap

so many other RPGs fall into: you can simply pick the

options with the [tags of] skills you have invested in,

rarely needing to actually read the text.

In most RPGs, failing a dialogue skill check

will simply put you into a combat that anyone with

moderate skill can beat. Instead, AoD will just kill

you mid-dialogue and send you to the main menu to

reload or make a new character; sometimes it might

also throw you into a fight that’s absolutely impossible

for your build. In some ways this is frustrating, in

others it’s pleasantly brutal and unapologetic – the

world will not bend to keep you from breaking.

The sins of the dialogue gameplay are really just

the same designs flaws essentially all RPG dialogue

suffers from. There are, of course, good parts, as there

are multiple ways to resolve many quests peacefully.

In fact, that’s one of AoD’s strengths, as it’s possible

to play pure “talking characters”, going through the

entire game without ever entering combat.

Some of your choices will also have long-lasting

consequences, such as betraying a faction and joining

another, or scheming to change the leader of a faction

(which changes later quests as they are not likely to

have the same agenda).

An interesting part of the dialogue design is the

frequent use of “teleports” to reduce walking around.

You’re routinely offered the option to just immediately

go to the person/place that is your goal. If it makes

sense in the story, you may even be forced to do so.

Sometimes it may feel like you don’t have agency, but

it’s mostly just removing the illusion of agency.

In general, a single playthrough of AoD will create

more questions than it answers. Each character will

typically join one of the six major factions and then

be responsible for making events unfold in favour of

that faction. However, events will occur even without

the player, and learning the reasons behind them will

require playing other factions as well.

Of the factions, one is dedicated to pure talking

characters, two focus heavily on combat while the

remainder generally allow for both types of characters

to get through as long as you make the right choices of

who to support and who to betray.

Age of Decadence is frequently frustrating, obtuse

and a bit constricting. But, with an excellent combat

system and Choose Your Own Adventure dialogues

that often present interesting non-combat gameplay,

it’s also a very good RPG. Regardless, it’s worth playing

simply because it ignores many deeply ingrained design

conventions and offers viable alternatives. JA

Iron Tower used

Age of Decadence’s

assets and combat

system (now with

party members) to

develop Dungeon

Rats, a combatfocused

RPG

released in 2016.

There are several qualities of weapons and armour, as

well as items needed for crafting, alchemy, disguises, etc.

Some segments play like Choose Your Own Adventures,

entirely based on dialogues, items you carry and skill checks.

479


Undertale

Toby Fox, 2015

Windows, PS4, PS Vita, Linux and Mac

Undertale

raised $51k on

Kickstarter in

2013. It went

on to sell over

two and a half

million copies.

Undertale uses

the medium itself

as a narrative tool.

Battles, UI, music

and even the save

files are used for

characterisation

and storytelling.

Dialogue with the

charismatic cast

of monsters is

easily Undertale’s

strongest point – it’s

consistently funny

and well-timed.

480

Undertale was originally pitched on Kickstarter

as an RPG “where no one has to get hurt".

It drops you, a human child, alone into an

underground world of hostile monsters, but gives you

the choice to spare them instead of killing them.

And the game makes a strong case for it – the

monsters are endearing, with simple desires like being

a pet, or some laughs for their bad stand-up comedy. If

you give them what they want, they’ll leave you alone.

While some RPGs present nonviolence as a series

of choices in a text tree which might let you sidestep

combat, Undertale integrates them into its turn-based

battles. You can attack, but for each monster you can

instead perform various actions, like “Compliment”

and "Threat", which might help pacify them.

During the enemy’s turns you control your Soul,

a tiny red heart, and must dodge monster attacks in a

brief bullet-hell sequence. Boss battles often change the

mechanics of dodging by painting your Soul a different

colour – when it’s blue, for example, your Soul is subject

to gravity and can jump. It’s a simple enough system,

but manages to stay fresh for the whole game.

The morality of Undertale leaves no room for

ambiguity or nuance, but the game’s dedication to it is

what stands out. Forming deeper friendships with the

strange and entertaining monsters of the underground

is interesting and rewarding; killing them feels terrible,

and the rest of the cast won’t let you forget.

The game even reserves a special kind of hell

for any player who would go out of their way to kill

everyone “just to see all of the game’s content...”

While the game’s art is rather simple, the music

is outstanding. It’s a memorable and catchy mix

of chiptunes and piano, weaving various themes

throughout its tracks in many different styles. Having

made the game all by himself, Toby Fox manages to

fully utilise every visual, audio and technical aspect

available to convey the desired narrative and tone.

Knowing more beforehand would spoil the fun.

Undertale is not a long game – you’ll beat it in about

five hours – but it’s an immensely clever game, full of

surprises and worth replaying. It’s a worthy successor

to its clear influence, the Mother/Earthbound series,

and I can’t wait to see what kind of games will inherit

Undertale’s influence after its stunning success. MAS


Mystery Chronicle:

One Way Heroics

Spike Chunsoft, 2015

Windows, PS4 and PSP Vita

In 2010, a roguelike called One Way Heroics was

released in Japan. Developed by SmokingWOLF,

it added a clever twist to the genre: instead of

exploring deep dungeons, your goal is to march east,

running from an all-devouring darkness.

The game plays much like a traditional roguelike:

it’s turn-based, has permadeath, unidentified items, etc.

But, like an old-school side-scrolling game, the screen

automatically moves right – if you’re slow, you die.

This adds a whole new dimension to the game.

Not only must you worry about items and enemies,

but also consider terrain and time – “can I get in and

out of that house and grab the treasure chest before

the screen reaches me? If not, can I break its wall?”

Initially your goal is to walk east until you find

the Demon Lord and defeat him, but things get more

elaborate as you play. Every time you finish the game

(or die) you’re rated on how many enemies you killed,

levels you gained, distances you walked, money you

gathered and feats you performed. This score earns

you points used to unlock new classes, perks, NPCs,

quest givers and other metagame features.

This mitigates the frustration of permadeath, as

even in death you get a sense of accomplishment. Your

first playthroughs will also be quite short and simple,

slowly expanding as you pursue harder challenges.

Each world is randomly generated, but you can

note down their code, visiting the same world multiple

times or sharing them with friends. Each day the game

offers special worlds, with events like 3x Experience

or secret NPCs, that are available only for a limited

time. You can also customise the difficulty, with four

settings and the option to disable the metagame aid.

The game was quite successful worldwide, and in

2014 it received the Plus expansion, which added new

classes, items, terrains and UI improvements.

In an unusual turn of events, developers from

Spike Chunsoft saw the game and loved it, cutting a

deal with SmokingWOLF to remake One Way Heroics

as a spin-off of their Mystery Dungeon series.

The result is Mystery Chronicle: One Way Heroics.

Extremely faithful to the original, it offers 25 classes,

great artwork and some slight changes to the story and

mechanics. It also added a competitive multiplayer

mode, but sadly it’s very rare to find anyone online.

Despite these upgrades, some fans still prefer the

original game with the Plus expansion, disliking the

remake’s balance changes and weaker soundtrack.

Regardless of version, One Way Heroics remains

an excellent game, accessible and challenging while

offering a new twist to the roguelike genre. FE

The original

One Way Heroics

had an excellent

soundtrack.

You can use the

OWH Music

mod to play the

remake using

these songs.

A thick wall or a

monster with a

lot of health can

be deadly, locking

you in place

until the screen

reaches your

character.

The game

uses stats as

a resource:

hiring NPCs as

companions costs

Charisma, while

learning spells

cost Intelligence.

You can boost

stats by choosing

Perks at the start.

481


Tale of Wuxia

Heluo Studio, 2015

Windows

Jin Yong is a

highly acclaimed

contemporary

Chinese author.

He wrote 15

books based

on wuxia (martial

arts and chivalry),

which together

sold over 100

million copies and

were adapted

into over

90 movies and

TV series.

Legend of Wulin

Heroes was also

never translated

into English, but

it’s known as

one of the best

Chinese RPGs

ever made.

482

In 1996, Soft-World – a gaming publisher headquartered

in Taiwan – tasked one of their teams,

Heluo Studio, to make a game based on the novels

of famed wuxia writer Jin Yong.

They created Heroes of Jin Yong ( 金 庸 群 俠

傳 ), a tactical role-playing game where the player

gets to roam China in an age of honourable martial

arts heroes, populated by a mix of all Jin Yong novels'

characters and plots. During your travels it’s possible to

change certain storylines and recruit over 30 characters

to brawl it out with various villains and heroes.

Five years later, the same team made a sequel

titled 武 林 群 侠 传 – loosely translated as Legend of

Wulin Heroes (not to be confused with the tabletop

RPG of the same name), and set one hundred years

after the first game, with new characters and an

original plot. It retained the open world and tactical

RPG elements of its predecessor, but also introduced

a new Princess Maker-like sim-raising mode, where

your character’s growth is determined by a weekly

training schedule set by the player, presented in a

humorous Chibi art style.

You play as a nobody who dreams of becoming a

martial arts hero. He is guided by your hand in training,

with up to 32 stats (not including hidden ones)

being available for the player to improve. All of them

are useful in one way or another – if perhaps not in

battle, then surely interwoven into various events.

You’ll be able to learn several Kung Fu styles,

categorised into Saber, Sword, Staff, Palm/Fist,

Finger, Leg, Hidden Weapon, and Music, with their

corresponding stats affecting the techniques that

your hero finds during his journey or learns from his

master when he is pleased with his pupil.

The hero’s many base stats also affect his overall

battle competency in battle, such as Flexibility

providing a passive boost to damage and enhancing

most sword techniques. In fact, some techniques

have a third stat to boost its power, such as alcohol

the for the Drunken Fist style. Yes, you can learn to

become skilled in alcohol in this game!

Aside from preparing the hero for combat, you’ll

also have chores like chopping wood or cleaning, and

can choose to indulge in activities like fishing, hunting,

smithing, herb-gathering and gardening – each with

its own respective list of diverse mini-games.

Your performance in these mini-games will

determine the skills gained and add rewards such

as rare meat from killing a bear while hunting, or a

treasure chest as a no-error bonus when mining.

You can also learn more about different aspects of

Chinese culture, such as Chinese Chess, Calligraphy,

Acupuncture, Music and even Gardening. A lot of care

went into these, and not only will you get interesting

lessons, but you’ll later be asked to identify songs,

calligraphy styles, acupuncture points or decide upon

a chess move – with your performance impacting the

bonus your character receives.


Tale of Wuxia offers a large variety of mini-games, from

lock-picking to blacksmithing. Most of them are excellent.

You roll your character at the start of the game, with

three passive talents and over 20 stats to consider.

The training mode is presented in a Chibi art style and

it’s filled with events and lessons on Chinese culture.

After a certain amount of weeks has passed, the

hero will be tasked with plot-related missions. While

some will only be a series of battles, others allow you

to freely roam around town for a time (such as until a

ceremony begins), and you’re able to explore, talk to

NPCs, buy items, do side-quests and find secrets.

There are often long-lasting consequences based

on your actions and, depending on which faction

you wish to side with, it might even be good to “fail” a

mission, although generally not by losing in battle.

These missions also serve as a good wake-up call

to let the player know if the hero’s Kung Fu is lagging

behind – if battles are too difficult you can catch up

during the next weeks of training.

Players are given the freedom to exercise their will

upon each event and their actions will affect future events

one way or the other. Up to 30+ NPCs can be befriended

through events and gifts, and they will greatly contribute

to your success in future endeavours and possibly unlock

certain events that lead to treasures and new Kung Fu

teachings. Furthermore, six of these fellow companions

are romanceable heroines with unique events for you

to pursue!

The game can be difficult for those who neglect

to train their hero, but the versatility of approaches in

each playthrough and the amount of freedom to raise

your hero makes replaying the game highly enjoyable

and part of the charm.

Combat is turn-based, and was expanded in the remake

to feature hexes and some impressive animations.

Overall, there’s enough variety of Kung Fu styles,

skills, events, routes, endings, NPCs and achievements

to guarantee at least three full playthroughs.

Regrettably, Heluo Studio was later disbanded,

a victim of the large shift in the Chinese publishers

(including Soft-World) towards MMOs and online

gaming. However, Legend of Wulin Heroes remained

a cult classic among the Chinese fanbase, motivating

its original creators to reform Helio Studio with a new

publisher and create a modern, fully 3D remake.

Released in 2015 as 侠 客 风 云 传 , it was the

first game of the series to be officially translated into

English, published on Steam in 2016 as Tale of Wuxia.

Besides the many graphical upgrades, the remake also

gave the developers the chance to refine and expand

the game’s story and events, improve its mini-games,

upgrade the combat to a hex-based system, add a new

day-and-night cycle with timed NPC schedules and

increase the number of romanceable heroines.

The remake was soon followed by Tale of Wuxia:

The Pre-Sequel (2017), which abandons the raising sim

aspect for a more traditional JRPG-style, with full party

control and a fixed protagonist.

Tale of Wuxia and its prequel still have some

annoying bugs, and the crowd-sourced translation is

rather uneven and messy, but they’re definitely worth

playing. It’s a truly one-of-a-kind wuxia experience

that you aren’t likely to find elsewhere. NY

The Chinese

version of

Tale of Wuxia

received

several DLCs

after release,

adding more

content and

new romances,

but they

were never

translated

into English.

483


Fallout 4

Bethesda Game Studios, 2015

Windows, PS4 and Xbox One

Fallout 4

received six

DLC packs,

released once

a month from

April to August

2016. They

add new areas,

new items and

more options

when crafting

or building

settlements.

Stats, skills and

perks were all

combined into

a single system.

Each level you

gain one point,

which can be

used to increase

stats or unlock a

new perk.

484

Role-playing games have always been hard to

judge and categorise due to their hybrid nature.

In essence, RPGs are the genres that most aim

towards the maxim “better than the sum of its parts”.

With this in mind, Fallout 4 is the superlative example

of the opposite.

There is not a single element in the game that

can be pointed out as utterly sub-par, but the issue

here is one of legacy and focus. The venerable Fallout

franchise started out as the seminal isometric RPG

that offered world reactivity in regard to player’s

character build. In the old games, a low-intelligence

brawler was going to have many differences in their

experience compared to a smooth-talking pistolero.

All of this being wrapped in a post-apocalyptic

50s retro sci-fi atmosphere where the old-world

saccharine consumerism contrasted with the realistic

struggle for survival in a radioactive wasteland.

Fallout 4 shows its inability to understand the

basic premise of its origins right from the get-go. The

game begins with a pre-war couple going about their

daily lives and answering the door to a salesman before

the nuclear bombs hit and they must take shelter in one

of the iconic Vaults, where they are cryogenically frozen

for two centuries before beginning their adventure.

This is a woefully improper scene due to the

old world being the Mr. Rogers to the new world’s

Mad Max. These people were meant to be depicted

primarily through their unnaturally gleeful cultural

artefacts – demystifying them undermines the entire

premise. It should also be mentioned that the salesman

is encountered again as an immortal ghoul that did

not change his clothes or disposition in 200 years. The

original Fallout games could be ironic, post-modern

or just plain irreverent, but never outright stupid.

Sadly, this salesman ghoul is indicative of the entire

writing quality Fallout 4 displays.

These changes should come as no surprise, since

the franchise's systemic identity is no more. The

process Bethesda began in Fallout 3 was somewhat

halted by Obsidian’s Fallout: New Vegas, but is now

complete in Fallout 4. Character builds have been

reduced from being representations of good and

bad traits that affect the game world to a single

character build that may deal more damage with

some weapons than others. There are no skills such as

“Repair”, “Scientist” or “Doctor” that get checked in

conversation or during encounters anymore. Instead

you have a system where one point per level is invested

in perks which focus almost entirely on combat or

loot, with a few scatter-shot nods to exploration.

Given the prestige of the developer, conversations

are now a depressingly low-budget affair, where

every player response must have four options since

that is how many buttons there are on a controller.

This results in yes/no answers being accompanied

by absolute filler, usually marked "sarcastic", or the

occasional charisma attribute check that might unlock

new options but mostly gives a small experience

boost. In short, Fallout this is not; and even more

alarmingly, an RPG this is not.


“We do like to try new things and

we have some successes. I think the

shooting in Fallout 4 is really good –

I think it plays really well. Obviously

the way we did some dialogue stuff,

that didn’t work as well. But I know

the reasons we tried that – to make a

nice interactive conversation – but [it

was] less successful than some other

things in the game. For us, we take

that feedback. I think long-term.”

– Todd Howard,

Fallout 4’s creative director

Fallout 4 goes

for a cinematic,

BioWare-like

dialogue system,

with fully voiced

dialogues and

their own, poor

take on the

Dialogue Wheel.

But even ignoring this series’ roots, the most

recurring element within this open-world shooter

masquerading as a role-playing game is the complete,

almost desperate, lack of direction when it comes to

how it is put together. It chases after modern trends,

instead of chiselling them into a coherent product.

The more polished shooting mechanics – greatly

improved since Fallout 3 – are contrasted with the

statistical nature of the combat, which Bethesda

inherited but doesn’t know how to handle. The

result is dreadful game experience, where you’ll keep

pumping the same enemy with dozens of head shots

which the animations try to meaningfully sell.

One of Fallout 4’s most publicised features,

the ability to build your own settlements, is entirely

disconnected from the rest of the game. You could

rebuild the entire wasteland and nothing would

change, relegating the entire affair to a bloated minigame

rather than something that was meant to work

in tandem with the game’s other elements.

The main quest tries so hard to come up with

dramatic hooks regarding one of your loved ones or

the nature of being human, yet they fail so completely

due to existing in a sandbox designed for the player

to run for hours on end from building to building,

shooting and looting everything in sight.

The entire experience of travelling the wasteland

that this game presents is one of mixing a dozen

different puzzle sets and then trying to make them fit; it

is an experience of witnessing developer exasperation as

they work on something that works against itself.

My personal feelings are that all of the elements

in Fallout 4 could be part of a great game, but no great

game can come from the way these elements are used

– only digestible mediocrity, which has been achieved

in spades here. LL

Mods:

Unofficial Fallout 4 Patch: Fixes hundreds of bugs left

by the developers. A must-have for any player.

Full Dialogue Interface: Makes dialogue options display

the full text characters will say, not just short lines.

DEF_UI: Similar to Skyrim’s SkyUI, it greatly improves

the game’s UI to work with mouse and keyboard.

Armoursmith Extended: An excellent mod that gives

players more options and control over their armour,

allowing you to mix and match multiple layers.

Sim Settlements: Overhauls how settlements work,

making settlers build and expand it by themselves.

This massive mod has its own expansion packs.

In August

2017, Bethesda

released the

Creation Club, a

service that sells

mods curated

by the company.

Weapons and armour now have multiple parts and can

be customised using scrap and the new crafting system.

You can build settlements using scrap collected all over

the wasteland. While initially engaging, it lacks in impact.

485


Sunless Sea

Failbetter Games, 2015

Windows, Mac and Linux

Sunless Sea is

set in the same

universe as

Failbetter

Games’ Fallen

London, a freeto-play

CYOA

browser game

from 2009.

Not every danger

is unseen – you’ll

need to upgrade

your ship to

survive pirates

and monsters

in real-time,

cooldown driven

battles.

While exploring

you’ll have to

manage food

supplies, fuel

reserves, cargo

slots and an everincreasing

terror

driving you mad.

486

The dark and the ocean. Sunless Sea’s title contains

the most potent metaphors for the unknown,

and it very much hinges upon the two reactions

that the unknown elicits: fear and curiosity.

As a captain in Failbetter Games’ Fallen London

universe, it’s your task to explore the strange islands of

the vast Unterzee. Every trip is accompanied by risks

and costs. Traversing the waters consumes rations and

fuel, while your crew’s fear grows. Of course, there are

creatures lurking in the dark that might weaken you

further, damaging your hull and killing your crew.

Once your ship enters a port, Sunless Sea reveals

its text-heavy nature: its strange places are described

in vivid prose that oscillates rapidly between innocent

whimsy and macabre terror.

Torn between fear and curiosity, the player

will have to make choices – will you open the sealed

coffin? Will you give the stranger a ride to the next

island? Will you dare eat the sea monster’s meat?

The likelihood of success for some actions depends

on the strengths of your attributes; many others will

be available if you’re willing to pay a price: gold, fuel,

food, crew members, treasures, Fragments of Secrets

(i.e. experience points), or even attribute points.

If you manage to return to London alive, you

can collect the bounties for your accomplishments

and hope that the sacrifices made allow you to come

out ahead. On your next trip, you may be able to

undertake actions that were previously locked to

you. If, however, you perish among eldritch horrors

and cannibals, the game will have to be played from

the very beginning and the Unterzee’s islands will be

randomly redistributed. But you may play as your heir,

cashing in on heirlooms you have left to yourself.

Sunless Sea is inarguably an RPG, but one that

isn’t tied to conventions. Most RPGs are structured

around progression and exploration; Sunless Sea

subverts both. Despite an ultimate goal to achieve,

there isn’t a linear sequence of main quests that leads

you to it. Instead, you have countless small "storylets"

that are only vaguely interdependent. Also, progression

isn’t fixed, and whatever rewards you gain can easily

be lost. Exploration, a major part of the game, is never

free, neither of care nor cost. Sunless Sea imbues the

journey into the unknown with danger and mystery.

Sunless Sea is one of the few games that lives

in the mind as much as on the screen; its secrets

aren’t just there to be ticked off, but to be savoured.

Sometimes, imagining what lies in the Zee is the best

way to enjoy the game. How fitting for a game about

the dark and the ocean. AI


Hand of Fate

Defiant Development, 2015

Windows, Linux, OS X, PS4 and Xbox One

Hand of Fate is a rather peculiar roguelike.

Not only because its places, objects and

characters are drawn from a deck of cards.

Nor is it because the dungeon takes the form of a

tortuous path made of these face-down cards, where

one moves card after card while keeping an eye on a

quickly diminishing stock of food.

Hand of Fate is very special because it puts the

player in front of a game master – literally. It is this

odd, masked wizard surrounded by magical objects

who gives the game its edge. With his melodramatic

gestures, he turns into an epic narrative what would

otherwise be nothing more than yet another medieval

fantasy adventure. With his sizzling, masterfully

voiced comments, he gives depth to each game.

A Hand of Fate playthrough is not a series of random

events and encounters – it is a duel of resilience, the

clash of two wills that collide.

In this fight, the player’s only weapons are the

new cards he earns and adds to his deck when he

solves a situation in an optimal way – for instance,

saving an old man attacked by Lava Golems grants

a new event card that will be advantageous to come

across in the dungeon. As the stock of cards increases,

the player can therefore build a deck to suit his needs,

made of the most beneficial encounters possible. And

threaten the game master’s supremacy.

To beat the game, you also have to master what

is perhaps its weakest mechanic: its combat system –

either triggered by a bad choice or automatically by

certain cards. This simplified imitation of the battles of

the Batman: Arkham Asylum series is based on beating

your opponents by clubbing the mouse button, and

remains far inferior to the rest of the game. It would be

a shame, however, to give Hand of Fate a miss because

of its combat system.

Persevering leads to terrific moments: a narrative

that gets closer and closer to perfection (thanks to

quality music, meticulous writing and a darkening

atmosphere), cards that turn out to be complex quests

(completing the first card grants the second one, to be

added to the deck), and a game master who is thrown

into a foul mood at the prospect of defeat.

While the sequel, Hands of Fate 2 (2017), doesn’t

improve the combat system, it expands the campaign

considerably, adding longer and more diverse subintrigues.

Unfortunately, the returning game master is

a little more restrained. The almost total absence of his

threatening figure turns the game into something that

one simply wants to complete, rather than a duel of

egos that one is desperate to win. IZ

Hands of Fate

was crowdfunded

on

Kickstarter in

November

2013, raising

AU$ 54,095.

Each card has

multiple options,

and solving it

correctly provides

rewards and

possibly a new

card that advances

its quest.

Combat is the

weakest part of the

game, forcing you

fight in a Batman:

Arkham Asylumlike

manner using

the equipment

cards you own.

487


Pillars of

Eternity

Obsidian Entertainment, 2015

Windows, Mac and Linux

The Pillars

of Eternity

Kickstarter

launched in

September 2012

and raised over

4 million dollars.

A documentary

called Road to

Eternity later

revealed the

crowd-funding

saved Obsidian

from closing.

The inventory is

very nostalgic,

but offers modern

conveniences like

mouseovers and

neat details like

secondary weapons

appearing on the

character’s model.

488

The emergence of crowd-funding in the early

2010s created a new class of games between

mainstream AAA titles and shoestring budget

indies. Among these were Obsidian’s “Project Eternity”,

which hit Kickstarter in 2012, promising to bring back

the glory days of the Infinity Engine games, citing

Planescape: Torment, Baldur’s Gate, and Icewind Dale.

A public that had been disappointed time and

again ate it up. The game reached its funding goal in

under 24 hours, and its success took Obsidian by surprise.

They scrambled to come up with stretch goals

and backer rewards to keep the pledges rolling in. This

exhilarating but chaotic campaign left its mark on the

game: the world is peppered with out-of-place vanity

NPCs with exotic looks and frankly stupid nameplates,

tombs are full of backer memorials and the game has

a tacked-on mega-dungeon and stronghold that would

have worked better as a Durlag’s Tower-style expansion.

Regardless, Pillars of Eternity delivers the big

game promised in the campaign. There are two large

cities and two smaller quest-hub villages; wilderness

maps, dungeons, caves, ruins and castles aplenty; 11

character classes; dozens of monster types, spells, and

talents, hundreds of items and enough quests for a

single playthrough to soak up many weekends.

It took a while for all this complexity to settle

down, as Obsidian spent two years iterating upon it via

post-release patches, but this smoothed out the rough

edges and allowed the system to come into its own.

An Infinity Engine game veteran jumping into

Pillars of Eternity will feel immediately at home. The

sounds and visuals, complemented by Justin Bell’s

beautiful musical score, are just like they ought to be;

the moment-to-moment feeling of commanding units

is just right, and quests and dialogues behave exactly

like they used to – or even better, thanks to qualityof-life

improvements like mouseovers, a Fast-Forward

function and a “loot all” button. Only after a few hours

playing do the differences start to become apparent.

While Pillars of Eternity’s combat is still of the

RTwP variety, its original ruleset has more in common

with 4th edition D&D than the old AD&D which

powered the IE games. All character classes will acquire

a broad selection of abilities selected on level-up, many

of which will have per-rest or per-encounter uses.

Combat also features an engagement system,

where melee combatants lock each other in position

and can’t move under the risk of taking an opportunistic

attack. Unless you go out of your way to build a mobile

party with mainly passive abilities, fights will be more

static than in the Infinty Engine games, and you will

pause more to fire off those per-encounter abilities.

It’s also much easier to hold a line or block enemy

movement, and a good deal harder to run through

enemy lines to get at their back-row casters.

Pillars is also markedly easier than Baldur’s Gate

or Icewind Dale. Players enjoying a challenge are well

advised to go straight to Hard or Path of the Damned

difficulties, and avoid going into the White March

expansion until the very end or risk out-levelling and

out-gearing the second half of the game.


“If you want to make a Muscle

Wizard, who is mighty and powerful

and a stupid idiot, you can do that.

Mechanically what happens is that

you’ll do a lot of damage, but their

durations and areas of effects will

be very small. Then, in conversation

they’re total idiots. [laughs]”

– Josh Sawyer,

Pillars of Eternity’s lead designer

Combat looks

similar to the

IE games, but

plays very

differently due

to additions like

the engagement

system and

per encounter

abilities.

The story starts you off with a magical catastrophe

that sends you after a mysterious villain operating

ancient machinery to nefarious ends, while you deal

with local problems ranging from personal tragedies

and village disputes to a magical plague affecting

the entire realm. It unfolds through traditional RPG

quests, punctuated by Choose Your Own Adventurestyle

interludes with beautiful ink illustrations.

The world of Eora features elves and dwarves,

undead haunting ancient ruins, dragons lurking in

remote corners of the world, and gods meddling with

mortals. However, it has a Renaissance feel, rather than a

dialogues one. Adventurers tote arquebuses and pistols;

caravels ply the seas carrying explorers, merchants,

and colonists to new frontiers, and societies struggle to

come to grips with transformational discoveries.

Accompanying you are eight distinct companions

(11 with the expansion) hailing from all corners of

Eora, from Sagani the Boreal Dwarf huntress to Kana

Rua, the jolly chanter from seafaring Rauatai. They are

for the most part well-written and characterful, and

their banter provides welcome levity in a story that

would often take on perilously dark tones. You can also

complement – or, if you wish, entirely replace – these

companions with custom adventurers you can create

from scratch at inns.

Overall, Pillars of Eternity fails to live up to the

best of the originals in some respects, but surpasses

them in others. While competent enough, the writing

does not come close to Planescape: Torment’s; Defiance

Bay and Twin Elms feel empty and static compared to

Athkatla or Baldur’s Gate, and even the best encounters

do not quite match the likes of Firkraag’s Dungeon.

The character system, however, is a major step

forward. Pillars’ 11 classes and highly flexible talent,

ability, and attribute system allow massive scope for

variety, from relatively obvious variants like a ranged,

alpha-striking back-row Paladin, to specialised builds

making use of a particular item’s unique properties.

Pillars of Eternity’s lead designer Josh Sawyer’s stated

goal was to support as many character concepts as

possible, from smart barbarians to Muscle Wizards,

and the system accomplishes this well.

Pillars of Eternity carried heavy expectations. It was

supposed to revive a beloved subgenre, and represented

a new direction for Obsidian Entertainment, at the

time struggling for survival.

Warts and all, it succeeds. It delivers a big, broad,

beautiful, and deep game, with massive replayability, a

lush, rich world, at the same time familiar and fresh,

and gameplay that feels like a natural evolution of the

originals it emulates. PJ

The IE Mod

allows you to

customise the

game to be

closer to the

Infinity Engine

games, changing

its interface,

disabling

engagements

and more. It also

includes some

tools to help

modders.

Dialogue is extensive, often presenting multiple choices and

skill/attribute/reputation checks, but the story is very linear.

While scarcely used, the CYOA-like segments provide

interesting role-playing options and are a great addition.

489


490


Further

Adventures

While this book is dedicated to single-player

CRPGs officially released in English, it

would be foolish to only talk about them

and ignore the relevance and entertainment value of

the thousands of games outside this definition.

As such, this section is devoted to a brief listing

and commentary on various games that didn’t fit in the

main timeline, such as early Japanese RPGs, CRPGs

unreleased in the West, unofficial fan-translations and

even cancelled games we might never get to play.

Crono, Lucca

and Frog battle

against Magus

in Chrono

Trigger. Artwork

and character

design by Akira

Toriyama, of

Dragon Ball fame.

491


1982-1987:

The birth of the Japanese RPGs

Where does one begin when talking about the first Japanese RPGs? Well, with some game from 1982/1983.

The problem is, no one knows which.

Dragon and Princess / ドラゴンアンドプリンセス is often pointed to as the first RPG made in Japan,

and it’s particularly interesting for being a party-based game with top-down tactical turn-based combat (before

Ultima III popularised such combat systems), but at its core it’s a text-adventure game.

One cannot write about this subject without mentioning Seduction of Condominium Wives / 団 地 妻 の 誘 惑 ,

Koei’s erotic RPG about a condom salesman visiting an apartment block, where he must knock on doors trying

to “sell his products”, while battling Yakuza and ghosts who roam the halls.

Several other early titles existed, such as Mission: Impossible / スパイ 大 作 戦 , a spy-themed adventure

game; Genma Taisen / 幻 魔 大 戦 , based on a manga of the same name, King Khufu’s Secret / クフ 王 の 秘 密

(which claimed to be a "Role-Playing Game”), Arfgaldt / アルフガルド, another text-adventure, etc.

It’s interesting that many of these games already called themselves “Role-Playing Games”, even though few

have traditional features like stats, XP, level-ups, classes, etc. This quote by Tokihiro Naito (creator of Hydlide),

found in The Untold History of Japanese Game Developers Vol. 2, best represents the spirit that dominated

Japanese game development at the time:

“Back then, Japanese people didn’t have a well-defined sense of the RPG as a game genre. I suspect that,

because of this, the creators took the appearance and atmosphere of the RPG as a basic reference, and

constructed new types of games according to their own individual sensibilities. In my case, I never had the

opportunity to use an Apple II, so I was completely unaware of Wizardry and Ultima.”

Even those who knew Western games were making titles that were more experimental in nature. Nihon

Falcom began in 1981 as Apple importers in Japan, so they had access to the Apple II and its games. Later

becoming developers, they jumped into the genre with Panorama Island / ぱのらま 島 , an exotic title that uses a

hex-based overworld full of traps, plus wire-frame first-person dungeons (with automapping!).

While it sold itself as a “Fantasy Role-Playing Game”, it lacks core elements like stats, XP, level-ups. You

only have to manage your food and money. Overall, it plays more like a mix of platform and adventure games.

Still, there are some early games that are undeniably RPGs, such as Legend of the Holy Sword / 聖 剣 伝 説 ,

Sword and Sorcery / 剣 と 魔 法 , and Poibos / ポイボス, but they are very obscure, their release dates are uncertain.

As such, the least controversial starting point might be Koei’s Dungeon.

It’s by no means the first CRPG made in Japan, but it’s undeniably an RPG (heavily inspired by Ultima),

has a commonly agreed release date (December 1983) and was popular enough to actually impact players and

other developers. This elevates it over early obscure pioneers that had no influence in the genre.

Thus, starting with it, the next pages will examine 15 games that shaped the early JRPGs.

492


Dungeon

The Black Onyx

Tower of Druaga

ダンジョン (1983)

ザ・ブラックオ ニ キス (1984)

ドルアーガの 塔 (1984)

An Ultima clone where you

pick a class (Warrior, Thief, Cleric,

Wizard or Ninja) and explore a

large island in search of El Dorado.

Developed by Koei, it’s a

simple RPG, but features great

graphics (including solid walls!),

a large overworld and a massive

dungeon underneath it – which is

over 250x250 squares in size!

Clearly made in the image of

Western RPGs, it also has monsters

taken directly from D&D books, like

Mind-Flayers and Demogorgons.

Henk Rogers was an RPG fan

who moved to Japan and noticed a

lack of games like Wizardry. So he

decided to create his own.

While not “Japan’s first RPG”,

as it’s often claimed, it was their

first popular CRPG, selling over

150,000 units, spreading the genre

and influencing many developers.

It also pioneered allowing

players to customise the character’s

appearance, displaying equipment

the character’s avatar and using

coloured bars to indicate health.

Namco’s “Fantasy Pac-Man”, this

deceptively simple arcade game asks

you to climb 60 floors of a tower.

On each floor, you must grab a

key and recover a hidden item, which

requires a specific action – e.g. killing

Slimes on Floor 2 wields a pickaxe,

which can destroys walls.

Combat is done by “bumping”

into foes, but some require special

items or strategies to be beaten.

While it’s not an RPG, Druaga

is a cornerstone for Japanese Action

RPGs, as well as their puzzle design.

Dragon Slayer

ドラゴンスレイヤー (1984)

Hydlide

ハイドライド (1984)

The Screamer

ザ・スクリーマー (1985)

And here’s the first Action

RPG ever. If Tower of Druaga was

about uncovering secrets, Falcom’s

Dragon Slayer is about grinding.

You’re tasked to slay a dragon

and locked inside a huge dungeon,

but you start too weak. Your only

hope is to slowly explore, finding

treasures and bringing them back

to your home to increase your stats.

Combat uses the same “bump”

system of Druaga, and there are

many useful magical items as well.

T&E Soft took Tower of Druaga

and brought in colourful graphics,

a fluid pace and a (tiny) open world

for players to explore, “bumping”

into foes in search of magic items

required to rescue the princess.

A massive hit in Japan, it’s one

of the most influential JRPGs of the

80s, often credited for introducing

quick saves and regenerating health.

However, it’s also often bashed

for its heavy mandatory grinding

and frustrating difficulty.

Set in a dark, cyberpunk world,

The Screamer sends the player alone

into an abandoned military lab full of

mutants, robots and horrors.

A hardcore dungeon crawler,

it plays much like Wizardry, except

for its combat: you fight monsters

in real-time – shooting, jumping,

ducking and blocking their attacks

in very simplistic 2D battles.

It also features eight unique

NPCs, who roam the dungeon and

each has their own agenda.

The Screamer’s

characters

were designed

by manga

artist Shohei

Harumoto,

who also made

a short manga

that came

with the game,

showing the

hero’s origin.

493


Xanadu

Heart of Fantasy 2

The Legend of Zelda

ザナドゥ (1985)

夢 幻 の 心 臓 II (1985)

ゼルダの 伝 説 (1986)

To this day,

Xanadu is

Nihon Falcom’s

greatest success;

a PC-exclusive

that sold over

400,000 copies in

a time when PCs

were rare and

expensive.

While a sequel to Dragon Slayer,

Xanadu changes almost everything,

and influenced almost everyone.

It adds a town where you can

train individual stats, buy items and

talk to NPCs. Beneath the town lies

a large cave, which you explore in

a platform-like side-scrolling view.

When you touch an enemy

or enter a dungeon, the game goes

into a top-down “arena-like” view.

Combat is still “bump-based”, but

now there are spells, several items

and even giant boss battles.

The original Heart of Fantasy,

released in 1984, was one of Japan’s

many early Ultima clones.

The sequel plays like a blend

of Ultima III’s exploration and

Wizardry’s combat, but stands on

its own achievments, featuring

three large interconnected worlds,

colourful artwork, tough battles and

a great UI entirely based on menus.

It’s a title that could’ve easily

rivalled most Western CRPGs

from 1985, but sadly was only

released for Japanese computers.

Shigeru Miyamoto and his

team at Nintendo mixed Hydlide

with Xanadu, removed all the RPG

elements and focused on the most

important – the call for adventure.

They added an attack button,

created a huge world full of secrets,

designed clever dungeons, puzzles

and boss battles, made magic items

altered gameplay and got rid of all

the time-wasting grinding.

In doing so, Zelda created a

new genre: the Action-Adventure,

where the series rules unrivalled.

Dragon Quest

Ys

Digital Devil Story: Megami Tensei

ドラゴンクエスト (1986)

イース (1987)

デジタル・デビル 物 語 ストーリー 女 神 転 生 (1987)

In 1990, Enix

published a

manga retelling

Dragon Quest’s

development,

titled ドラゴ

ンクエストへ

の 道 . It’s a fun

read, and details

the developer’s

admiration for

Wizardry and

Ultima.

Enix’s Dragon Quest was the

perfect game at the perfect time.

Created by Yuji Horii, a CRPG

fan who wished to reach wider

audiences, it blended Wizardry’s

first-person battles with Ultima’s

NPCs and open world, wrapped

in a friendly menu-based interface

that allowed anyone to play RPGs.

Amplified by Akira Toriyama’s

unique art style, it sold over two

million copies in Japan and defined

the entire JRPG genre.

A team at Falcom thought

RPGs were getting too demanding,

so they created an Action RPG

focused on fun and adventure.

The result is a light-hearted

RPG that’s memorable, accessible

(thanks to its “bump combat”),

and packs an amazing soundtrack.

While overlooked in the West,

in Japan it stands tall as one of the

landmarks of the genre.

You can read a more detailed

review of the Ys series on page 88.

Based on a novel of the same

name, Megami Tensei stars Akemi

Nakajima, a teenage hacker who

uses his PC to summon demons.

When the demons run out of

control, it’s up to Akemi and his

girlfriend to stop them. Besides

fighting, players can also try to

recruit the demons, and then fuse

them into more powerful demons.

A cult classic by Atlus, it would

receive great sequels and spin-offs,

including the Persona series.

494


Final Fantasy

ファイナルファンタジー (1987)

Sorcerian

ソーサリアン (1987)

Phantasy Star

ファンタシースター (1987)

A young employee at Square,

Hironobu Sakaguchi was frustrated

with his job and decided to bet

everything on a final adventure,

that would either sink or swim.

Building upon the Dragon

Quest’s formula, Final Fantasy is a

massive game, where four custom

“heroes of light” had to travel the

world – by feet, boat and airship –

to purify the four elemental orbs.

While not selling as much as

Dragon Quest, it still became the

world’s best-known JRPG series.

The End of an Era

The fifth title in Falcom’s huge

Dragon Slayer series, it focused on

the side-scrolling gameplay.

Greatly expanding its RPG

elements, it included a very odd

profession system, added complex

magic, impressive battles against

large bosses, and a party of up to

four custom characters.

The game was module-based,

and in the following years many

“Scenario Packs” were released,

some including content made by

fans in official design contests.

As the game starts, a cutscene

shows Ali’s brother being killed

by soldiers of Lord Lassic. And so

she swears to begin a revolution.

Along the way, she’ll gather three

companions: Odin, a brutish warrior;

Lutz, a presumptuous sorcerer; and

Myau, a magical cat-like creature.

Developed by SEGA for the

Master System, Phantasy Star was a

title ahead of its time, that pointed

towards the future of JRPGs with

its amazing graphics, memorable

cast of heroes and evolving story.

Nintendo’s Famicom arrived in 1983 in Japan, followed by the SEGA Master System in 1985. After massive

hits like Dragon Quest, Final Fantasy and Phantasy Star, the consoles became the definitive platform for JRPGs,

– and for Japanese games overall – a complete reversal of the situation in the US and Europe.

Even with the popularisation of 16-bit computers later on, the PC was left for niche titles which made use

of their amazing capabilities to render high-res still images – mainly Strategy games, Visual Novels and Eroges

– including erotic JRPGs like Rance and Dragon Knight. Falcom would be one of the few remaining companies

focused on producing PC JRPGs, which helps explain why they are barely known in the West.

As such, Western CRPGs lost all relevance to the Japanese players and developers – Dungeon Master,

Wasteland, SSI’s Gold Box series, Diablo, Daggerfall, Baldur’s Gate, Fallout, System Shock 2, Deus Ex, Morrowind

and other classics either never made it to Japan or failed to leave an impact. Even Ultima Underworld (1992), so

influential in the West, was barely noticed in Japan – with Software’s King’s Field series being the closest thing it

ever got to an Eastern descendant (although Ultima Online would have quite an impact years later).

Wizardry, on the other hand, would gain new life in Japan. While Sir-Tech crumbled away in the 90s,

Japanese companies would acquire the series' licence and produce over 30 Wizardry games, remakes and spinoffs,

plus novels, manga series, anime, toys, mobile games, tabletop RPGs and even an MMORPG.

Note, however, that these games and their clones all follow the classic formula, up to Wizardry V (1988).

The changes made in Wizardry 6-8, such as having an open world or going fully 3D were never embraced.

For those interested in this subject, there’s unfortunately few good sources of information on the early

days of JRPGs – your best options are Hardcore Gaming 101 or asking around at the RPG Codex or NeoGAF.

However, if you can read Japanese, then the OLD GAMERS HISTORY Vol. 3 & 4 books, published in 2013 by

メディア・パル, are essential reading, covering over 200 RPGs from 1983 to 2000.

An expanded version of this article can be read at 1982-1987 - The Birth of Japanese RPGs re-told in 15 Games.

495


Fan-Translations

This section will cover games that were never officially translated into English, but had translation patches

made by dedicated fans. More than just releases from big publishers that never got translated, there’s an entire

market of indie (or doujinshi) PC games that most Westerners aren’t even aware of – such as the Touhou games.

Twice a year, a massive event called Comiket (Comic Market) is held in Tokyo, with over half a million

attendees over three days. Besides comics and movies, a huge amount of indie games are also presented. Just in

Comiket 83, held in December 2013, there were over 300 games being presented to the public.

While Japan is the first country that comes into mind when talking about foreign RPGs, there are plenty

of interesting games from other countries, such as Chinese Paladin (China), The Fall: Last Days of Gaia

(Germany) and Brány Skeldalu (Czech Republic). Sadly, the steep language barrier means most of those are

nigh unplayable for the average gamer. Luckily for us, there are groups of kind souls that pour much effort into

creating fan-translations for some of these games.

One of the most famous fan-translations is Mother 3, a Game Boy Advance sequel to the famous

Earthbound. The game was released in 2006 in Japan, but never reached Western audiences. In 2007, a

professional translator named Clyde Mandelin organised a team to fan-translate the game into English. After

16 months of work, they release the patch and quickly got more than 100,000 downloads, showing just how

much interest in the game there was. However, even after the group offered the entire translated script for free

to Nintendo, there’s still no announcement of an official English release of the game.

It’s truly a shame that anyone trying to legally play games must go through such a hassle. Some of these

games are real gems that are sadly kept away from people that would love to buy and play them. On the next

pages we shall list some of the most interesting fan-translated games a curious CRPG player can find, and hope

that someday they receive a proper English release.

496


SD Snatcher

Konami, 1990

MSX2

Back in the 80s, right after creating the very first

Metal Gear game, Hideo Kojima developed

Snatcher (1988), a Blade Runner-like adventure

game/visual novel. Set in a cyberpunk future, you play

as Gillian Seed, an agent sent to investigate the rise of

“snatchers” – biological machines that are disguising

themselves are humans.

Filled with memorable characters, gripping plot

twists and Kojima’s exotic style, Snatcher was a huge

critical and commercial hit. In its wake, instead of a

sequel, came SD Snatcher – a remake of Snatcher, now

as an RPG with cute “super deformed” art.

Sporting a slightly different story, the game

now plays as a typical JRPG. You walk around town,

looking for clues, talking to NPCs, then delve into

dungeons and fight foes in turn-based FPS combat.

Yes, turn-based FPS combat! Each turn, you

choose a weapon and use the reticule to aim at a point

on the screen – you can fire at the enemy's body to

deal damage, or at specific points to decrease its stats

and eventually cripple it. For example, attacking its

eyes/sensors will reduce its accuracy, while attacking

its weapons will decrease its attack.

The twist is that, before you fire the enemy will

likely move, meaning aiming for small areas is tricky

– you’ll have to anticipate its move or stop it from

moving by destroying its legs. Different guns also

have different speeds and damage area, so choosing

your equipment is important.

It’s an extremely original system that suits the

game perfectly. It even throws some curveballs, such

as enemies using shields or hostages. Unfortunately,

the system isn’t well-employed and ends up being

slow and repetitive – battles happen too often and

take a long time to beat, requiring you to first weaken

the enemy and then slowly damage it.

Overall, SD Snatcher is more of a curiosity for

die-hard Kojima fans. Still, its novel combat system

and the fact it was one of the first Japanese games to be

fan-translated more than earns its reputation. FE

The combat

has a novel

presentation,

as you aim and

shoot in turnbased

battles,

but it’s simplistic

under the hood.

You’ll go to the

cinema to watch

Godzilla, visit a

bar named Outer

Heaven and own

a Metal Gear. Yup,

this is a Kojima

game.

497


Chinese

Paladin

Softstar, 1995

MS-DOS, Windows and SEGA Saturn

The Windows

version of Chinese

Paladin is now

freeware. Those

interested in

playing it should

also download

SDLPal, a mod

which adds a

few very useful

features.

Combat is turnbased,

with up

to three party

members. During

battles, powerful

attacks can leave

permanent marks

on the ground.

While translating

from Chinese

required some

compromises

(especially in

poems), the

excellent story

remains perfectly

enjoyable.

498

No matter how globalised and connected the

world might be, there are still some local

products that never seem to reach other

lands, no matter how popular they are in their native

region. Chinese Paladin is one of such hidden gems.

Developed in Taiwan, it’s a game known by

several names – 仙 劍 奇 俠 傳 , XianJian QiXia Zhuan,

The Legend of Sword and Fairy, Chinese Paladin or

simply “PAL” (the name of its .exe file).

You play as Li Xiaoyao, a young man that visits

an island of fairies in search of a cure for his sick aunt.

There he falls in love with a girl named Zhao Ling’er,

who gives him the medicine. He leaves, promising to

return and marry her once his aunt is well.

On his way, he loses his memory, and from there

unfolds a fantastic journey, full of romance, comedy,

tragedy, mystical creatures, powerful martial artists,

gods and demons. It’s a gripping tale, that feels like a

Chinese epic poem in video game form.

The game plays much like a typical 90s JRPG:

you follow the story in a linear fashion, travelling

from town to town, talking to characters, exploring

dungeons and facing enemies in turn-based combat.

Unfortunately, while the story is excellent and flows

smoothly in the first hours, it’s later broken by

massive dungeons and endless repetitive battles.

This is made worse by how easy and uninspired

combat is. Your character’s skills are very limited

and they regenerate HP and mana outside combat,

so you’ll likely just keep casting your most powerful

skill. Even boss battles don’t amount to much, mostly

requiring you to heal every other turn, outlasting the

enemy rather than outsmarting it.

The game was remade in 2001, changing the

pixelated art for pre-rendered graphics and adding

two new endings. However, it reduced the dungeons

to linear areas filled with monsters – not really an

improvement, as they are still needlessly long.

A massive hit, Chinese Paladin is considered

the most important RPG ever made in China. Its

immense popularity led to several sequels, spin-offs,

and even a 2005 live-action TV series. After decades

as a Chinese-only treasure, the English fan-translation

finally broke the language barrier, allowing anyone to

experience this hidden classic. FE


Enix, 1990

PC-98

E.V.O.:

The Theory of Evolution

One of the hidden gems of the Super Nintendo

was E.V.O.: Search for Eden (1992), an unusual

side-scrolling Action RPG based on evolution.

You began as a primitive fish over 300 million years

ago and slowly evolved across the ages – first into more

advanced fish, then into amphibians, dinosaurs and

mammals, ending at the Ice Age and the first humans.

What few people know is that E.V.O. was actually

a remake of an earlier game released only for PC-98:

46 億 年 物 語 -THE 進 化 論 – or “4.6 Billion Year Story:

The Theory of Evolution”. Now fully fan-translated as

E.V.O.: The Theory of Evolution, it’s worth a look.

Like its SNES counterpart, you begin playing in

the ocean, millions of years ago. But the first difference

quickly appears: combat is turn-based and very simple.

As you defeat enemies you earn EVO points,

which can upgrade your stats: Vitality (hit points),

Endurance (defence), Wisdom (special abilities) and

Attack (damage). Each has a threshold, so, once you

invest enough points in a stat, your creature evolves.

The stat screen shows a graph with all possible

evolution forms in each era, but it’s a very confusing

system, since stats are presented as cardinal directions

but don’t work as such, e.g. Wisdom points north, but

sometimes it leads to an evolution that’s south or east

of your current one, making it hard to plan ahead.

As you evolve and complete quests – which

usually require talking to a certain NPC or visiting

a certain area – you’ll jump millions of years into the

next chapter, where new evolutions and perils await.

The game is divided into six chapters, and here

we see another big difference from the SNES remake:

the story is much larger in scope, going all the way into

the far future. And it involves not only the goddess

Gaia acting as your guide, but also aliens controlling

Earth’s evolution under orders from Lucifer!

In the end, Theory of Evolution is an amazing

concept stuck inside a simple and heavily dated RPG.

There’s no doubt that the SNES remake is the superior

game, but the original still manages to stand out by

offering a much weirder and far-reaching story.

If evolving all the way from Cambrian creatures

to future humanoids sounds like a cool idea, then give

Theory of Evolution a try – it’s always good to see that

RPGs can deliver much more than medieval fantasy. FE

You can get

the fan-patch

to E.V.O. at the

46 Oku Men

website, which

also contains

a great guide

on how to

emulate the

PC-98.

Combat is

turn-based and

very simple.

There are few

possible actions

and stats are

very important,

making highlevel

enemies

unkillable unless

you grind.

Each chapter offers

several playable

creatures, some

of them historically

accurate, others

not. If you reach an

evolutionary dead

end, you’ll get one

of many humorous

bad endings.

499


The Legend

of Cao Cao

Koei, 1998

Windows

Dozens of mods

have been created

for Legend of Cao

Cao, from more

campaigns around

Three Kingdoms'

characters to

entire new games.

The Legend of Lu

Bu mod is highly

recommended,

and also available

in English.

The game retells

Cao Cao’s role in

the Romance of

Three Kingdoms

novel quite

faithfully, despite

adding some bits

of humour.

The massive

roster of heroes in

the novel makes

for interesting

battles, as enemies

have their own

personality and

fighting style.

500

I’ve been a sucker for Romance of the Three

Kingdoms ever since playing it on the Nintendo

back in the early 1990s, later reading the story in

its huge entirety back in 2000. I’m not the only fan of

this historical epic, since there is quite a long list of

movies and games based upon this Chinese classic.

The Legend of Cao Cao is one of these many

games, a turn-based Strategy RPG similar to the Fire

Emblem series, published by Japanese developer Koei.

You play as the legendary general Cao Cao, from

his rise as a young officer helping to control a peasant

rebellion to his gradual climb to power. The game

requires you to make important moral choices, and

if you follow the power-hungry path the story follows

events from the novel. However, if you choose to

neglect power in pursuit of what is morality correct,

then the game goes on a completely different path in

a quite awesome way.

No matter what way you choose, you will find

yourself having to defeat enemy armies with troops of

varying capabilities. Your primary units are infantry,

cavalry and archers, but adding to the fun are also

other units, such as barehanded brawlers, chariot

riders, and spellcasters that can boost abilities, heal

injured allies, or cast status effects on enemies.

Equipment can be purchased and characters also

increase in levels and combat skills through fighting.

Special events can also occur in battle, usually when

two opposing officers meet in a battle where they

historically fought each other.

There are also different ability scores, based

roughly on who appeared stronger or more tactically

brilliant than peers in the novels.

The graphics are simple, with well-designed

pixelated animations to denote units on static terrain.

Some of the animated scenes are beautiful, like when

rival warriors face off against one another or during

conversations that Cao Cao will have while speaking

to members of his court or war council.

Legend of Cao Cao is actually the third game

of Koei’s Legends series ( 英 傑 伝 ). The previous two

titles focused on Liu Bei and Zhuge Liang, Cao Cao’s

rivals during the Warring States period. However, the

Legend of Cao Cao is widely considered the best and

it’s the one I recommend playing. DT


Labyrinth

of Touhou

偽 英 国 紳 士 団 , 2009

Windows

People play CRPGs for various reasons. Some

do it for the story, others for atmosphere or

immersion. These, however, aren’t valid reasons

to play Labyrinth of Touhou. Try it, rather, if you

enjoy party-building or the idea of playing a dungeon

crawler with the most flexible and challenging firstperson

turn-based combat to date.

Like Touhou itself – originally the setting of

cult classic shoot 'em ups full of anime girls with

magic powers (complete with an obsessed fandom)

– Labyrinth of Touhou is nonsensical. Thankfully, you

do not need to care about Suwako’s affinity for frogs

or Reimu’s duties at the Hakurei Shrine to enjoy it.

What you need to care about is combat and

character development, and what you need to know is

that this game and its sequel are two brutal dungeon

crawlers that have you navigate a massive dungeon,

presented as an abstract network of passages, and

fight in random and scripted encounters, during

which the game switches to Wizardry-like combat.

I said “Wizardry-like combat", but that’s a

simplification. Labyrinth of Touhou lets you manage a

cast of 20+ characters that you recruit as you explore

the dungeon, with an active party of 12 (four of them

in the front row). You need to swap active characters

in and out during combat, taking everyone’s Speed stat

and combat role into account. This becomes crucial, as

enemy attacks are varied and deadly, necessitating you to

keep track of every character every turn to survive. The

open-endedness and the tactical diversity a large party

offers lies at the heart of the game’s appeal.

Each character comes with her own stats,

abilities, and weaknesses (all represented by numbers

you can tinker with), while leaving enough room to

experiment with alternative builds, given the plethora

of stats, skills and equipment to choose from.

Labyrinth of Touhou takes first-person party

combat and brings it to new mechanical heights.

The importance it places on a large party roster is

unrivalled, and no other RPG of this type has been

able to achieve this level of synergy between stats,

skills, and combat mechanics.

Newcomers might want to start with the slightly

more accessible sequel, Labyrinth of Touhou 2 (2013).

Just be ready to die. A lot. CB

You fight with

four characters

at once, but can

bring eight more

and swap them

during battle.

If you find this

map exciting,

then Labyrinth

of Touhou is the

game for you.

Otherwise, stay

far away.

501


Sword of Moonlight:

King’s Field Making Tool

From Software, 2000

Windows

Visit www.

swordofmoon

light.com, where

you can find

the game’s fantranslation

and a

small community

creating their

own games.

Moratheia, by

Ben Connolly,

is a great game

created using

the Sword of

Moonlight. A bit

more fast-paced,

it plays like a

cross between

King’s Field and

Demon’s Souls.

The editor allows

you to create

your own games

or fully modify

the included

King’s Field 1

remake, but it’s

too outdated and

limited to be of

any real use today.

502

Dark Souls took the world by storm in 2011,

awing gamers with its gothic atmosphere, high

difficulty, rewarding exploration and cryptic

lore. While it was the game that made From Software

go mainstream, many fans will be quick to point out

that Demon’s Souls (2009) already had these elements.

However, very few will recall that From Software

had been following a similar design philosophy since

their very first game, King’s Field, released in 1994.

It’s impressive: Ultima Underworld had just come

out two years earlier in the US, yet From Software was

already taking the revolutionary concept of a fully 3D

first-person RPG and adding its own, dark twists.

But a word of caution: don’t expect the fast-paced

combat of Dark Souls or Bloodborne. King’s Field 1 was

a launch title for the original PlayStation. Its graphics

have aged terribly and the gameplay is slow and clunky

– something that From Software cleverly subverted to

turn the game into a zen-like, introspective experience.

The King’s Field series fully embraces its slow speed.

Combat is challenging, but it takes a backseat to the

atmosphere and exploration. Above all, these games are

about carefully delving into a desolate world, collecting

items, solving puzzles and piecing together the story.

The series had four main games – all for consoles.

But in 2000, From Software released Sword of Moonlight,

a toolset for making King’s Field-like games on the PC.

It even came with a remake of the first game that you

could play or open in the editor and modify freely.

It was released only in Japan, but fans eventually

translated it and began to create games in English.

Today there are a few fan-made guides and tools to

help people make their own games but, honestly, the

heavily dated editor and engine stands as little more

than a curiosity, and the remake of King’s Field 1 isn’t a

good introduction to the series.

If you want to experience the lineage that led to

Dark Souls, it’s better to start with the fourth title in

the series, King’s Field: The Ancient City (2001), or with

Shadow Tower Abyss (2003), a horror spin-off game.

However, if you played those and still want more,

there’s enjoyment to be found in the Sword of Moonlight

fan-made games, such as the short tales of Dark Destiny

and Return to Melanat, the puzzle-based challenge of

Trismegistus, or the epic adventure of Moratheia. FE


Sengoku

Rance

AliceSoft, 2006

Windows

The Rance series of erotic RPGs began back in

1989, following the adventures of a man named

Rance in search of money and sex. The series is

over a dozen titles long, each different from the previous,

but Sengoku Rance is the best of the bunch.

It’s a tricky game. The plot starts off simple enough:

Rance is given control of the Oda clan during Japan’s

“Warring States” era and must unite the land into one

nation. The goofy opening hints at a casual Eroge RPG

and the first battles are simplistic.

However, a few turns in and the others begin to

see your rising power as a threat. Inevitably, you’ll find

yourself fighting on several fronts, having to make

hard decisions on where to send your few officers.

Defeat becomes inevitable and you restart the game,

wondering how such a game became so complicated.

That’s because Sengoku Rance is actually a very

complex turn-based Strategy/RPG, centred around a

massive cast of officers. Each of them has a skill set

that fits them into a role, such as being a tough melee

attacker with decent defence or an archer that targets

from a back row. The more troops the officers have,

the more damage they inflict. If they lose their troops,

they are either killed off, captured, or flee. Rance can

try to hire, release, or execute officers he captures,

adding a great diversity to your potential roster.

Besides attacking and defending territories, you

can also purchase troops and materials, interact with

officers, engage in events and explore the provinces or

dungeons for treasures. There’s a lot to do, and you’ll

have to consider each officer’s stats to succeed.

The storyline also tricks you. Rance is meant as

a parody of the RPG hero, who travels with scantily

clad females, uses violence as a solution to everything

and always sees himself as a hero – even as he rapes

women or slays monsters while they beg for mercy.

But what starts as a comedic parody seamlessly

transitions into a game about responsibility to friends

and allies as Rance slowly shows compassion, and

closes out in grim horror, with the tolls of war taking

him into a cycle of depression that affects gameplay

Packing a surprising story, challenging battles,

great artwork and multiple endings, Sengoku Rance is

quite the work. I highly recommend everyone giving

it a try, even if Eroge is not your thing. DT

MangaGamer

has been

working

on official

translations of

several Rance

titles. And if you

enjoy Sengoku

Rance’s strategic

combat you can

try Daibanchou

-Big Bang Age,

which uses a

similar battle

system.

You’ll fight in

battlefields, but

can also take

your officers into

dungeons, though

that might leave

your provinces

vulnerable.

The huge amount

of provinces,

officers, treasures,

dungeons, items

and events makes

every playthrough

different.

503


Kamidori

Alchemy Meister

Kamidori is a

spiritual sequel

to another of

Eushully’s games,

called Himegari

Dungeon Meister,

which was also

fan-translated.

When characters

clash on the

battlefield, they

get to hit each a

other a number

of times based on

their speed, traits

and attack range.

Your store is

where you

perform alchemy,

crafting items to

sell, complete

requests or

strengthen your

party members.

Eushully, 2011

Windows

Kamidori Alchemy Meister / 神 採 りアルケミーマ

イスター is a Japanese Eroge CRPG where you

play an apprentice alchemist setting up shop

and moving up through his guild’s ranks.

During this journey, you’ll meet a large cast of

characters asking for alchemical services, while old

conflicts with foreign factions slowly come to fore.

Since this is a CRPG, your quest to promote peace,

love and understanding is mostly done via battles.

You explore areas on a 2D turn-based overhead

map, similar to games like Fire Emblem, but areas here

have a more dungeon-like design, with many tight

corridors, hidden paths and treasures, locked doors,

traps, areas only flying/swimming/digging characters

can reach, tough optional enemies, etc.

Combat occurs when friendly and enemy units

collide, with their stats, traits and skills determining

how many attacks each side will perform, in which

order and how much damage they’ll deal. Ranged

and magical attacks work in a similar way, though

then can be entirely one-sided if an opponent has no

retaliatory ranged attack of his or her own.

By exploring dungeons and defeating monsters,

you gain alchemical ingredients, and this is where

the real core of the gameplay lies. With these raw

materials you can create equipment for your everincreasing

party of adventurers, as well as saleable

items to help fund your store and crafting rooms.

The more you craft, the better your crafting rating

becomes, allowing you to design truly valuable items

and equipment, as well as furniture, workbenches,

and other tools that further improve your skills and

how much you can charge for items.

It’s quite the gratifying cycle, and the game’s

dungeons all have optional objectives that award rare

items, encouraging you to return for more ingredients.

The game’s supporting cast is also diverse, with

a large assortment of monsters and heroes that will

join your fight as you progress (with even more

heroes only available in New Game+). This being an

Eroge game, many of these heroes will be generously

proportioned young women.

Yes, while the first chapters of the game are

merely "romantic", there’s sex and nudity in the later

portions, leaning into a “harem” kind of story. The

game also has three different routes, depending on

which of the three main heroines you romance.

While this aspect might turn some players away,

Kamidori Alchemy Meister is an addictive game with a

lot of replay value. Try it, especially if you enjoyed the

old Shining Force series. DT

504


Gates of

Skeldal

Napoleon Games, 1998

DOS, Windows, Android and iOS

Brány Skeldalu (translated as Gates of Skeldal) is a

hidden gem from the Czech Republic. Originally

an MS-DOS game, it was later released as freeware

and ported to Android and iOS thanks to a successful

2013 fundraiser by one of the game’s original developers.

The game also got an English translation but, sadly, it’s

mostly a crude, poorly made machine translation.

Regardless, the game is still worth a closer look.

Your three starting characters wake up almost naked

and with no memory. A parchment nearby explains

that you were summoned from another world as a last

attempt to stop a great evil from taking over the land.

From there, the game follows in the spirit of old-school

dungeons crawlers: exploration, puzzles and combat.

Gates of Skeldal has three defining features. First,

its hand-drawn art style, which looks good even today.

Second, it came with a map editor, allowing players to

easily mod it. Third, it has a unique combat system.

Exploration is done in real time, but once you reach

an enemy it becomes turn-based. Your party will grow

up to six characters, and each can move separately. For

example, you can move to attack the enemy from sides,

or shoot over your front-line warriors. At your turn's start,

you plan what each character will do – attack, cast spell,

use items or move to a different tile. After planning the

turn, you click on “execute” and watch the actions play out.

The game uses a classless system where the player

distributes points between four attributes, with weapon

skills adding additional bonuses. Weapons, armour

and spells all have different requirements, but hybrid

characters are still possible. Spell-casting is based on

35 magic runes, each with three levels of casting power.

However, you need to find or buy the runes first. Some

interesting spell combinations can be used in combat,

and you must also keep an eye on your character’s

exhaustion, food and water supplies.

The game was followed by two sequels. Brány

Skeldalu 2 (2002), also known as The Fifth Disciple,

surprised fans by being more of an Adventure game with

light RPG elements. In 2016, Napoleon Games released

the third game in the series: 7 Mages. Inspired by Akira

Kurosawa’s Seven Samurai movie, the game returned to

the series' roots of dungeon-crawling with a party of seven

characters. A good game on its own, it was also the first in

the series to be officially translated into English. PE

You can get

the English

translation

and many tools

and fan-made

adventures at

www.skeldal.

vyletnici.net

Despite being

a first-person

blobber, Gates of

Skeldal allows the

party to be split

during combat

and for puzzles.

The warrior

behind the ghost

is actually one of

my characters.

The game’s English

translation was

done via Google

Translator and is

very uneven, leaving

some menus and

texts still in Czech.

505


Games we’ll (likely) never play

Talking about cancelled games is a difficult and frustrating task. There’s little concrete information, a lot of

rumours and, sadly, enough cancelled games to fill an entire book.

Restricting ourselves to CRPGs, there are numerous infamous titles such as Deus Ex: Insurrection and Deus

Ex 3, Alpha Protocol 2, Betrayal at Krondor’s original sequel Thief of Dreams, Arcanum 2, Ascendant, Armalion,

Stonekeep 2, Tannhauser Gate, Witchwood, Lord of the Rings: The White Council, etc…

There are also cancelled MMORPGs, such as Ultima Online 2, Shenmue Online, Blizzard’s Titan, the World

of Darkness MMO and Fallout Online/Project V13. Plus all the countless Kickstarter projects that never made

it, including Guido Henkel’s Deathfire. Even fan projects, such as the recently cancelled Project Vaulderie – a

remake of VtM: Bloodlines. The list goes on and on and on, and those are the ones we know about. Most of them

go silently into the night, with developers spending years of their lives without the audience ever seeing their

work or even being aware it existed.

Those which we hear about lead to a special kind of fascination and desire, as usually all we get to see are

teasing screenshots, exciting features and ambitious statements. Cancelled games have no bugs, no rushed

parts, no balance issues, no boring battles – they live as enduring, perfect promises, made of both announced

features and of those perfect details that fans dreamed the game could have.

Thus, this isn’t an absolute, extensive list, nor a best-of rank, but rather a collection of some of the most

interesting ones that we know about. And a small tribute to those that worked so hard on games that never saw

the light of day.

Meantime

A mock-up

screenshot of

how Meantime

might have

looked like

(courtesy of

8 bitweapon).

Wasteland was a big hit back in 1988, so a sequel

was the next logical step. Unfortunately, EA held the

trademark and went on to make the horrible Fountain

of Dreams (1990), but Brian Fargo and Interplay had a

plan of their own – titled Meantime.

The game would involve time travel and feature

historical characters such as Albert Einstein, Wernher

von Braun and Amelia Earhart, as well as fictional

ones. Fargo and his team worked a year and a half into

the game, but the game was never released.

However, a recent trademark of “Meantime” by

a company linked to Brian Fargo’s inXile has brought

back hope to frustrated wannabe time travellers.

506


Champions

Why there are so few superhero RPGs? Hero

Games tried to answer that in 1992, but and never

made it. They attempted to adapt their tabletop ruleset,

Champions: The Super Role-Playing Game, into a fully

fledged CRPG that allowed you to customise your

powers, one-liners, spandex and everything.

It even made it to the cover of April 92’s

Computer Gaming World magazine, with a preview

praising the conversation system – but that’s the last

we heard of it. All that remains are these screenshots.

The Black Hound

First announced in 2001 and commonly known

as Baldur’s Gate III: The Black Hound, it actually bears

no relation to the plot or characters of the previous

Baldur’s Gate games. It wouldn’t even be developed by

BioWare or use the famous Infinity Engine.

Instead, it was a Black Isle project, designed as

a fully 3D RPG, powered by the newly developed

Jefferson engine and using D&D 3rd Edition rules.

Led by Josh Sawyer, the game would have players

being haunted by the eponymous black hound – a

physical manifestation of guilt. This would allow the

player to see and interact with the guilt of others, but

would also place them in the crosshairs of a cleric

named May Farrow, from whom the hound originated.

While there were plans for a full trilogy of games,

The Black Hound was cancelled in 2003, reportedly

being about 80% complete at the time.

Fallout 3 / Van Buren

The project was having issues with the D&D

licence but, regardless, the financial crisis of Interplay

would close the Black Isle Studios shortly after.

While Freedom

Force delivers

on many of

Champions'

concepts, these

screenshots are

just too charming.

The only known

screenshot of

The Black Hound

came from Josh

Sawyer’s desktop

background.

The only other game to use the infamous

Jefferson engine, Black Isle’s original Fallout 3 was

code-name Van Buren, and was far into development

when Interplay closed the studio down in 2003.

It would tell the story of a fugitive prisoner in the

American Southwest, featuring both turn-based and

real-time combat modes.

The project was canned, but some elements

came back in Fallout: New Vegas, such as Caesar’s

Legion and the Burned Man. A tech demo was leaked

and can still be downloaded online.

It’s a title that still carries the dreams of those

frustrated by Bethesda’s Fallout. As such, a fan-made

remake using is currently in the works.

It may look dated

today, but this

screenshot was

the dream of

many RPG fans in

the early 2000s.

507


Ultima VIII: The Lost Vale

One of the few

surviving images

of Lost Vale,

showing the three

imprisoned gods.

Guardians: Agents of Justice

An expansion for Ultima VIII: Pagan (1994), The

Lost Vale would allow take the Avatar to a fortress

in the clouds, where he would have to release three

ancient gods that might help him return to Britannia.

Unlike the other games listed here, it was 100%

finished, ready to be copied and shipped. But then

someone at EA changed their mind (probably due to

Ultima VIII’s poor sales) and the game was shelved.

Or rather, it wasn’t – Lost Vale wasn’t archived

in any way, and all its data was eventually lost. The

only thing that survived was the game’s box art, some

screenshots and scarce details about the plot.

The previews

promised players

would be able to

pick up enemies

and throw then into

fully destructable

buildings, thanks to

the X-COM:

Apocalypse engine.

Stormbringer: Elric of Melniboné

Guardians is another entry into the apparently

cursed realm of superhero RPGs.

Developed by Simtex, the company responsible

for strategy classics like Master of Orion (1993) and

Master of Magic (1994), and published by MicroProse,

it would use the powerful X-COM: Apocalypse engine

to allow players to control their very own team of

superheroes and save the day from evil-doers.

Other features include multiplayer, destructible

environments and custom hero creation, with 46

superpowers, 17 skills and eight attributes to tinker with.

Sadly, the company closed down in 1997, and the

game was never finished.

A screenshot

from Snowball

Interactive’s

Stormbringer, an

ambitious blend

of genres starring

the last Emperor

of Melniboné.

508

The White Wolf. Last Emperor of Melniboné,

white as a bleached skull, fated to wield the runeblade

Stormbringer. Created in 1961 by Michael Moorcock,

Elric of Melniboné is one of the most influential

characters in fantasy literature.

Elric has been featured in several books, songs

(Hawkwind, Blue Öyster Cult, Diamond Head, Blind

Guardian, etc), comics and tabletop RPGs, but oddly

his video games seem cursed to be cancelled.

The first attempt was simply title Elric, and it was

an Action RPG for the PlayStation made by Psygnosis.

Mixing Diablo and Legacy of Kain influences, it was

scheduled for a 1998 release, but never made it.

The second was Stormbringer: Elric of Melniboné,

by Snowball Interactive. An ambitious title, it would

mix several genres, allowing you to explore the world

in real time, talk to NPCs, make story choices and

fight individual foes with Elric, but also command a

legion into large-scale RTS battles.

Unfortunately, the game was cancelled in 2000, as

the developers couldn’t secure a publishing contract.

Thus, the only White Wolf in CRPGs is Geralt of Rivia

– who Michael Moorcock claims is a rip-off of Elric.


Aliens: Crucible

SEGA announced this Alien-based RPG back in

2006, to be developed by Obsidian Entertainment.

It had a clear Mass Effect influence and would

focus heavily on survival, with real-time squad combat,

lots of dialogues and even some base-building.

According to a post by developer Anthony Davis,

it was a game of limited resources and permadeath, to

create a sense of tension, of fearing the environment,

instead of relying on the horror of the alien monster.

For example, if a companion was attacked by a

face-hugger, players had to decide whether to mercykill

them, put them on stasis or just keep playing,

knowing he/she will eventually burst and die.

Torn

The game was quietly cancelled in 2009, but a

gameplay video preview showing various features

surfaced in 2013 and can be seen on YouTube.

Crucible played

as a third-person

shooter/RPG

hybrid, with a

party of three

other characters

you could give

orders to.

Torn is one of those games that shows just how

important Black Isle Studios was back then.

Made by the team behind Planescape: Torment, it

was a real-time RPG set in an original setting, using

a modified version of Fallout’s SPECIAL ruleset. It

would also be the company’s first 3D game.

However, the team was unfamiliar with the new

technologies and struggled with the Lithtech engine,

while Interplay’s financial issues got worse and worse.

In the end, Torn was announced in March 2001,

shown at E3, and then quickly cancelled in June 2001.

Yet, to this day, it’s still remembered.

Newcomer

Players would

control a single

character,

cursed to bring

misfortune to

those around

him/her, and

would be aided

by up to five

companions.

This one is listed here, but it’s actually released.

Kind of. In 1990, a group of Commodore 64 fans

decided to develop their own RPG. For the C64,

naturally. After four years of work, they released

Newcomer, a mix of Wasteland with Neuromancer and

Dragon Wars, released only in Hungary.

In 2001, an English version was finally released,

again only for the C64, and in such limited scale it’s

impossible to find anyone who actually played it.

Furthermore, this version contained a game-breaking

bug, which led to the development of a new version,

titled Ultimate Newcomer – this time aiming for a

Windows release as well.

Work on this version started in 2003 and still

isn’t finished. A 2012 release date was announced, but

only silence followed once it passed.

While there isn’t a playable version of the game

out yet, Newcomer sums up to almost 30 years of total

development time, probably the longest in history.

Newcomer is

quite pretty,

considering

it’s made for a

computer system

released in 1982.

509


The Broken Hourglass

While The Broken

Hourglass used

it own engine,

it was clearly

inspired by

Baldur’s Gate.

The Bard’s Tale IV

Created by a group of long-time Baldur’s Gate

modders, The Broken Hourglass was supposed to be

an indie successor to the Infinity Engine games.

Set in a Byzantine-inspired fantasy setting, the

whole game occurred inside a city under siege. Like

Baldur’s Gate, it used an RTwP combat system and

had various recruitable (and romanceable) NPCs.

Introducing its own original ruleset, it had a

very interesting magic system, where characters had

a limited energy pool and had to allocate it among

offensive, defensive and curative spells, as well as

power their equipped magic items.

The game was under development from 2005,

but got cancelled in 2011, with developers claiming

that it was “infeasible to deliver the game promised”.

510

Scanned

images from

the September

1992 issue of

PowerPlay,

showing EA’s

Bard’s Tale IV.

By the end of

the 90s, EA’s

Bard’s Tale IV

project had

become a 3D

Action RPG with

multiplayer.

This one had many, many incarnations. 1989’s

Dragon Wars was originally intended to be Bard’s

Tale IV, but due to licence issues with EA, Interplay

couldn’t use the name anymore and had to change the

whole game just a few months before release.

In 1992, German magazine PowerPlay featured

a preview of EA’s own Bard’s Tale IV. According to

project manager Rick Lucas, the game was already

two years into production and it was huge – the

biggest RPG ever. So big that they were considering

releasing it in two parts. Dungeon-crawling would

still be in first-person, but the rest of the world would

be explored through a 2D bird's-eye view camera.

Yet, for all this excitement, the game mysteriously

vanished, and was never spoken of again.

Over the years, other attempts followed. A leaked

internal presentation video shows footage of a 3D

Bard’s Tale IV, planned for a 1999 release. It features

multiplayer, random environments and arguably the

most ridiculous “boob armour" design ever.

Former Interplay programmer Rebecca “Burger”

Heineman revealed in an interview that she tried to

pitch a BTIV project to EA and never got greenlit.

Another case was Devil Whiskey, a 2003 blobber

that began as “Bard’s Tale IV project”, changed names

to Bard’s Legacy: Devil Whiskey after a while and then

competently dropped the “Bard” part in the end.

By then, Brian Fargo managed to get the licence

back and released The Bard’s Tale (2004), a parody

Action RPG with barely any resemblance to the classic

dungeon-crawling series.

It was only in June 2015, through a Kickstarter

campaign (which raised $1.5M), that Brian Fargo and

inXile finally began making the “true” Bard’s Tale IV

– a first-person dungeon crawler with part- and turnbased

combat.


Citadel of the Black Sun

There’s not much information on this story, but

it is quite a fascinating one. According to developer

Teut Weidemann, in 1988 SSI asked German studio

Rainbow Arts (famous for Turrican), to create a new

game for the IBM PC, targeting the US market.

They came up with Citadel of the Black Sun, an

RPG that looked way ahead of its time. It was fully

mouse-driven, with a command bar on the side of

the screen, and its inventory had a “paper doll” of the

characters, displaying the actual weapon and armour

they were wearing (something new at the time).

Furthermore, it used an isometric point of view,

complemented by a line-of-sight system – indoor areas

were dark unless you were near a door or window.

Teut tells that SSI loved the prototype and wanted

it to use their AD&D licence, going as far as saying

that there were plans to make all future SSI RPGs be

based on Citadel of the Black Sun’s engine.

However, a love triangle among the developers

resulted in Teut departing the company and the project

being cancelled soon after. Today, all that remains is an

alpha build on his computer and conjectures about the

impact such game could have had in the genre.

Despite the

16-colour

limitation of

EGA video cards,

Citadel had

striking visuals.

The isometric

view was rarely

used at the time,

except for ZX

Spectrum games

like Knight Lore

(1984).

Wizardry VIII: Stones of Arnhem

The history of the Wizardry series is shrouded

in mystery, lawsuits and Japan, but this one takes the

biscuit. In 1992, D.W. Bradley had delivered Wizardry

VII almost by himself and left Sir-Tech. For some

(likely legal) reason, the company then hired a team

in Australia to develop a sequel: Stones of Arnhem.

Supposedly, this Australian team included

people such as actor Max Phipps and film-maker

Phil Moore. According to an interview with Robert

Sirotek, after some years of development the project

was going nowhere. Sir-Tech threatened to close

the project, but a “crackerjack” programmer named

Cleve Mark Blakemore stepped in with a plan to save

the project. In the end, it still failed and the game was

canned. An entirely different Wizardry 8 was later

released by another team in 2001, and so Stones of

Arnhem was all but forgotten.

More than 15 years later, an innocent user at the

RPG Codex opens a thread asking a simple question:

“Why did Sir-Tech go bankrupt?”. To answer his

question, one Cleve Mark Blakemore emerges and

starts wild rants about his work on Stones of Arnhem,

Sir-Tech’s bad management, the mental state of the

team and on how the artists were designing oddly

sexual creatures – including a “Penissaurus”.

His claims were ignored, often ridiculed, some

doubting that Arnhem had even existed.

But, years later, an eBay seller named “hotalibl”

appeared on that same thread with a bundle of design

documents and floppy disks from Stones of Arnhem.

And they indeed featured Cleve. And they indeed

featured art of “dubious taste”.

The auctions were in progress, some items being

bid on for more than $1,000, when suddenly everything

vanished. It turns out that former Sir-Tech employee

Brenda Romero and The Strong Museum contacted the

seller, directly acquiring all the documents.

Thus, Stones of Arnhem continues to be a mystery.

Or, perhaps, it’s more of a mystery than ever.

Some of the

concept art

featured in the

Stone of Arnhem

eBay auctions.

511


512


Lists &

Further Reading

Everyone loves lists. So we selected some of the

most interesting “Best RPG” lists out there, as

well as preparing some of our own. We didn’t

only list RPGs, but also other sources you can consult

when looking for information on CRPGs.

There’s much more gaming knowledge out there

than this book can possibly ever hope to contain, so

we listed other books, websites, YouTube channels

and resources. There’s also a handy glossary, for those

new to the genre and, finally, an index to help you

quickly find what you’re looking for.

A gypsy from

Ravenloft:

Strahd’s

Possession reads

the future of

the player’s

characters.

513


Lists

RPG Codex’s Top 72 CRPGs

From May 10, 2014

A voting conducted with 234 members of the RPG Codex. Each could freely distribute 25 points among

what they believed are the best CRPGs ever. The top 72 games are listed bellow, with a few ties.

Available here - www.rpgcodex.net/content.php?id=9453

1. Planescape: Torment

2. Fallout

3. Fallout 2

4. Baldur’s Gate 2: Shadows of Amn

5. Arcanum: Of Steamworks and Magick Obscura

6. Vampire: The Masquerade - Bloodlines

7. The Elder Scrolls III: Morrowind

8. Fallout: New Vegas

9. Gothic 2

10. Wizardry 8

11. Deus Ex

12. Neverwinter Nights 2 - Mask of the Betrayer

13. Jagged Alliance 2

14. Dark Souls: Prepare To Die Edition

15. Wizardry VII: Crusaders of the Dark Savant

16. Betrayal at Krondor

17. Baldur’s Gate

18. Darklands

19. Star Wars: Knights of the Old Republic II-The Sith Lords

20. Ultima Underworld: The Stygian Abyss

21. The Temple of Elemental Evil

22. Icewind Dale

22. System Shock 2

24. The Witcher

25. Might and Magic VI: Mandate of Heaven

26. Gothic

27. Knights of the Chalice

28. Might and Magic: World of Xeen

29. Alpha Protocol

30. Realms of Arkania II: Star Trail

31. Dark Sun: Shattered Lands

32. Wizardry VI: Bane of the Cosmic Forge

33. Dragon Age: Origins

33. Ultima VII: The Black Gate

35. The Elder Scrolls II: Daggerfall

36. Pool of Radiance

37. Might and Magic VII: For Blood and Honor

37. Ultima IV: Quest of the Avatar

39. Ultima VII Part Two: Serpent Isle

40. Icewind Dale II

40. The Witcher 2: Assassins of Kings

42. Wasteland

43. Quest For Glory IV: Shadows of Darkness

43. Ultima V: Warriors of Destiny

45. Might and Magic III: Isles of Terra

45. Star Wars: Knights of the Old Republic

47. Anachronox

47. Arx Fatalis

47. Geneforge

47. Pools of Darkness

51. Albion

52. Drakensang: River of Time

52. Risen

54. King of Dragon Pass

54. Ultima Underworld II: Labyrinth of Worlds

56. Deus Ex: Human Revolution

56. Divine Divinity

56. Mount & Blade: Warband

59. Dungeon Master

59. Mass Effect

61. ADOM - Ancient Domains of Mystery

61. Neverwinter Nights 2

61. System Shock

64. Wizardry I: Proving Grounds of the Mad Overlord

64. Wizardry IV: The Return of Werdna

66. Champions of Krynn

66. Lands of Lore: The Throne of Chaos

68. Star Control II

69. Dark Heart of Uukrul

69. Heroine’s Quest: The Herald of Ragnarok

71. Divinity 2: The Dragon Knight Saga

71. Wizards & Warriors

514


Rock Paper Shotgun’s The 50 best RPGs on PC

From July 10, 2015

An excellent and broad listing of PC RPGs, as voted for and organised by RPS’s staff.

Available here - www.rockpapershotgun.com/2015/07/10/best-rpg

1. Dark Souls: Prepare To Die Edition

2. Planescape: Torment

3. Baldur’s Gate 2: Shadows of Amn

4. The Elder Scrolls III: Morrowind

5. Ultima VII: The Black Gate

6. Deus Ex

7. The Witcher 3: Wild Hunt

8. System Shock 2

9. FTL

10. Fallout

11. Dragon Age: Origins

12. Divinity: Original Sin

13. Legend of Grimrock II

14. Ultima Underworld II

15. Dwarf Fortress

16. Mass Effect 2

17. Pillars of Eternity

18. Zanbgand

19. Vampire: The Masquerade - Bloodlines

20. NEO Scavenger

21. Deus Ex: Human Revolution

22. Star Wars: Knights of the Old Republic

23. Anachranox

24. Fallout: New Vegas

25. Avernum: Escape From The Pit

26. UnReal World

27. Din’s Curse

28. ADOM - Ancient Domains of Mystery

29. Sunless Sea

30. The Elder Scrolls II: Daggerfall

31. Banner Saga

32. Titan Quest

33. The Elder Scrolls V: Skyrim

34. Darkest Dungeon

35. Neverwinter Nights 2: Mask of the Betrayer

36. Shadowrun: Dragonfall - Director’s Cut

37. Wasteland 2

38. Wizardry 8

39. Betrayal at Krondor

40. Darklands

41. Eye of the Beholder

42. Brogue

43. Torchlight 2

44. Pool of Radiance

45. Space Rangers 2

46. Recettear: An Item’s Shop Tale

47. Diablo II

48. Risen

49. Dungeon Master

50. Hand of Fate

PC Gamer’s The best RPGs of all time

From October 12, 2017

PC Gamer’s list values fun over historical relevance, focusing on games that are still fun to play.

Available here - www.pcgamer.com/the-best-rpgs-of-all-time-1

1. Planescape: Torment

2. Baldur’s Gate 2: Shadows of Amn

3. Fallout 2

4. The Witcher 3

5. Dark Souls: Prepare To Die Edition

6. Mass Effect 2

7. The Elder Scrolls III: Morrowind

8. Deus Ex

9. Ultima VII: The Black Gate

10. System Shock 2

11. Dragon Age: Origins

12. The Witcher 2

13. Dark Souls III

14. Fallout: New Vegas

15. Arcanum: Of Steamworks and Magick Obscura

16. Diablo III: Reaper of Souls

17. Vampire: The Masquerade - Bloodlines

18. Star Wars: Knights of the Old Republic II

19. Divinity: Original Sin

20. Ultima Underworld: The Stygian Abyss

21. Pillars of Eternity

22. The Elder Scrolls V: Skyrim

23. Gothic 2

24. Neverwinter Nights 2

25. Mount & Blade: Warband

26. Darkest Dungeon

27. Path of Exile

28. Tyranny

29. Undertale

30. Arx Fatalis

31. Legend of Grimrock 2

32. Grim Dawn

33. Anachronox

34. South Park: The Stick of Truth

35. Divinity: Original Sin 2

515


XP4T’s Best RPGs of the 1980s

From February 5, 2015

In this poll, over 1,000 visitors voted on five games from a list of great RPGs from the 1980s.

Available here - www.xp4t.com/the-best-rpgs-of-the-80s-the-results

1. Pool of Radiance

2. Ultima IV: Quest of the Avatar

3. Wasteland

4. The Bard’s Tale (Tales of the Unknown: Volume I)

5. Curse of the Azure Bonds

6. Dungeon Master

7. Ultima V: Warriors of Destiny

8. BattleTech - The Crescent Hawks Inception

9. Might and Magic II: Gates to Another World

10. Star Command

11. Might and Magic I: The Secret of the Inner Sanctum

12. Ultima III: Exodus

13. Wizardry I: Proving Grounds of the Mad Overlord

14. Phantasie III: The Wrath of Nikademus

15. The Bard’s Tale III: Thief of Fate

16. Magic Candle

17. Rogue: The Adventure Game

18. The Bard’s Tale II: The Destiny Knight

19. Wizardry V: Heart of the Maelstrom

20. Ultima I: The First Age of Darkness

XP4T’s Best RPGs of the 1990s

From March 2, 2015

Once again over 1,000 visitors voted on five games from a list, this time composed of RPGs from the 90s.

Available here - www.xp4t.com/poll-best-pc-rpgs-of-the-1990s

1. Baldur’s Gate

2. Planescape: Torment

3. Fallout 2

4. Fallout: A Post-Nuclear Role-Playing Game

5. Diablo

6. System Shock 2

7. The Elder Scrolls II: Daggerfall

8. Ultima VII: The Black Gate

9. Betrayal at Krondor

10. Ultima Underworld: The Stygian Abyss

11. Might and Magic VI: The Mandate of Heaven

12. Final Fantasy VII

13. Wizardry VII: Crusaders of the Dark Savant

14. Neverwinter Nights (AOL)

15. Might and Magic: World of Xeen

16. Dark Sun: Shattered Lands

17. Eye of the Beholder

18. Darklands

19. Ultima Underworld II: Labyrinth of Worlds

20. System Shock

RPG Codex’s “Age of Incline” – The best RPGs from 2012-2016

From Februrary 8, 2017

A vote with 800 fans on the best releases of the past few years. A very different list from mainstream websites.

Available here: www.rpgcodex.net/content.php?id=10535

1. The Witcher 3: Wild Hunt

2. Age of Decadence

3. Divinity: Original Sin

4. Underrail

5. Dark Souls

6. Shadowrun: Dragonfall - Director’s Cut

7. Dragon’s Dogma: Dark Arisen

8. NEO Scavenger

9. Legend of Grimrock II

10. FTL

11. Fallout 1.5: Resurrection

12. Dark Souls III

13. Shadowrun: Hong Kong

14. Valkyria Chronicles

15. Expedition: Conquistador

16. Dark Souls II

17. Dungeon Rats

18. Xenonauts

19. Heroine’s Quest: The Herald of Ragnarok

20. Legend of Grimrock

21. Tales of Maj’Eyal

22. Invisible, Inc.

23. Pillars of Eternity

24. Wasteland 2

25. Lords of Xulima

516


Editor’s Picks

CRPG History Abridged:

The genre’s evolution in 35 iconic games

Highly influential titles that best showcase the advances, trends and changes in the genre over 40 years.

Original, revolutionary games were favoured over their often improved sequels.

D&D (1975)

Rogue (1980)

Wizardry I: Proving Grounds of the Mad Overlord (1981)

Ultima IV: Quest of the Avatar (1985)

Dragon Quest (1986)

Starflight (1986)

Dungeon Master (1987)

Pool of Radiance (1988)

Wasteland (1988)

Quest for Glory: So You Want to Be a Hero? (1989)

Ultima Underworld: The Stygian Abyss (1992)

Ultima VII: The Black Gate (1992)

Lands of Lore: The Throne of Chaos (1993)

The Elder Scrolls I: Arena (1994)

Diablo (1996)

Final Fantasy VII (1997)

Fallout (1997)

Baldur’s Gate (1998)

Might and Magic VI: The Mandate of Heaven (1998)

Jagged Alliance 2 (1999)

Planescape: Torment (1999)

System Shock 2 (1999)

Deus Ex (2000)

Gothic (2001)

The Elder Scrolls III: Morrowind (2001)

Neverwinter Nights (2002)

Star Wars: Knights of the Old Republic (2003)

Fable (2004)

Mass Effect (2007)

Fallout 3 (2008)

Dragon Age: Origins (2009)

The Elder Scrolls V: Skyrim (2011)

Dark Souls (2011)

Divinity: Original Sin (2014)

The Witcher 3: Wild Hunt (2015)

Deep Cuts:

35 hidden gems you should play

7.62 High Calibre

A Dance with Rogues (Neverwinter Nights mod)

Age of Decadence

Albion

Anachronox

Anvil of Dawn

Barkley, Shut Up and Jam: Gaiden

Blackguards

Chinese Paladin

D&D: The Rise of Warduke (OpenBOR fan game)

Dark Heart of Uukrul

Dungeons of Daggorath

Drakensang: The River of Time

E.Y.E.: Divine Cybermancy

Freedom Force

Geneforge

Knights of the Chalice

Median XL: Ultimative (Diablo II mod)

Mordor: The Depths of Dejenol

NEO Scavenger

Nehrim: At Fate’s Edge (TES IV: Oblivion mod)

Princess Maker 2

Prophecy of Pendor (Mount & Blade: Warband mod)

Realmz

Return of Heracles

Sengoku Rance

Star Control II

Tale of Wuxia

Tales of Maj’Eyal

The Maimed God Saga (Nevewinter Nights 2 mod)

Underrail

Way of the Samurai 4

Wizards & Warriors

ZanZarah: The Hidden Portal

v1.13 (Jagged Alliance 2 mod)

517


Further Reading

The goal of this book is to be a complete CRPG guide, that touches on as many related subjects as possible.

This doesn’t mean trying to be a definite source, but rather knowing when something is outside our

scope, page count, knowledge or qualification – and pointing to those who can better provide that

content. Thus, here are some of the best sources of information on our beloved genre:

Neal Hallford (2001) Swords & Circuitry: A Designer’s Guide to Computer Role-Playing Games

If I could only recommend one book, it would be this one. Neal Hallford is the legend behind

Betrayal at Krondor, Planet’s Edge and M&M III, so when he talks about RPGs, you should listen.

The book is full of great insights and is a pleasure to read for designers and fans alike. Plus it offers

interviews with key game developers and even some design documents from CRPG classics.

Matt Barton (2008) Dungeons and Desktops: The History of Computer Role-Playing Games

The inspiration for the book you’re currently reading, but with a different focus. Here, Barton

goes for a more academic approach, dividing and examining CRPG history into seven eras,

then personally describing hundreds of titles. The reviews are a bit short, and its few images are

all black-and-white, but there’s interesting content to be found here, especially on 80s titles.

Tristan Donovan (2010) Replay: The History of Video Games

If you’re interested in gaming history as a whole, this is the best book around. Donovan

covers everything: arcades, the Apple II, Nintendo, Richard Garriott and Akalabeth, MUDs,

MMORPGs, indies, local scenes and much more. Almost 50 pages of references and an elaborate

“Gameography” makes this a wonderful book for any video game fan.

Steven L. Kent (2001) The Ultimate History of Video Games

If you want to learn about the early gaming history, from Pong to the late 90s, get this book.

The focus is clearly on consoles and arcades, with computers barely being mentioned, but the

content is still extremely rich and interesting. There are thousands of quotes from key people

in the industry, providing a backstage look at the history of how gaming came to be.

Rusel DeMaria and Johnny L. Wilson (2003) High Score!: The Illustrated History of Electronic Games

Do not judge a book by its (poor) cover. This is an extremely well-researched and well-written

book on gaming, focusing heavily on 80s and early 90s PC titles. There are great sections on

Cinemaware, SSI, Ultima and Might and Magic, and the entire book is filled with rare photos,

concept art, box covers and screenshots that will bring a tear to the eyes of nostalgic gamers.

518


Jon Peterson (2012) Playing at the World: A history of simulating wars, people and fantastic adventures

The most in-depth title in this list, Jon Peterson wrote a 700-page book on everything you could

ever want to know about the early history of role-playing. From wargames in the 18th century

to Tolkien’s influence on fantasy to detailed rules analysis and even fanzine letters about the first

CRPGs on the PLATO mainframes. It’s an incredibly dense, but rewarding read.

Shannon Appelcline (2014) Designers & Dragons

Originally released as a 300-page book in 2011, Designers & Dragons has since been expanded into

a large 4-volume set, each dedicated to one decade of tabletop RPGs. While Playing at the World

focuses heavily on Dungeons &Dragons and the historical origins of role-playing, this one is packed

with information on modern releases and non-D&D games, serving as a great companion piece.

David L. Craddock (2015) Dungeon Hacks: How NetHack, Angband, and Other Roguelikes

Changed the Course of Video Games

This book comes to fill an important gap, focusing exclusivly on the first roguelikes and the

history behind them. It covers Rogue, Hack, ADOM, Moria, Angband and other early entries,

providing context to their origins and valuable interviews with their creators.

Brad King (2008) Dungeons & Dreamers: A story of how computer games created a global community

Written like a script for a documentary, the book tells the history of selected games, together with

the lives of their developers. It focuses heavily on Richard Garriott and the Ultima series, but you’ll

also read amusing stories behind Colossal Cave, MUDs, Doom, Counter-Strike and others.

Kurt Kalata (2011) HardcoreGaming101.net presents:The Guide to Classic Graphic Adventures

The definitive guide for adventure games, this book by the folks at HardcoreGaming101 is an

impressive 780-page monolith, with long and detailed reviews of over 300 games, including

CRPG hybrids such as Quest for Glory, Neuromancer, Circuit’s Edge, BloodNet and others.

Jason Schreier (2017) Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories behind

How Video Games are Made

A veteran Kotaku reporter, Jason explores the stories behind the development of 13 recent games,

including Pillars of Eternity, Diablo III, Dragon Age: Inquisition and The Witcher 3. It’s the best

book on the market to show the challenges and complexity of game development.

CRPG manuals

If you want to understand classic CRPGs better, take a look at the manuals of games such as Eye of the Beholder,

Darklands, Fallout, Arcanum and Baldur’s Gate; they went far beyond simply explaining the game mechanics. Dusk

of the Gods gave lessons on mythology, the Ultima guides felt like they came from Britannia itself and Redguard had

the amazing “Pocket Guide to the Empire”, a description of the entire world of The Elder Scrolls games. You were in

an adventure even before turning on your computer.

For a modern example, Ni no Kuni (2010) has easily one of the best and most immersive game manuals ever made.

519


Abandonia - www.abandonia.com

A massive database of over one thousand abandonware MS-DOS games. Each game is accompanied by a review

and a few high-quality screenshots, plus a link to where you can buy or download it. Also hosts a collection of

gamebooks, music from various games and a selection of recommended software for the retro gamer.

Computer Gaming World Museum - www.cgwmuseum.org

The legendary CGW magazine ran from 1981 to 2006, and all the issues are available freely for download on the

website. Reading them is like travelling back in time, and it’s fun to see all the ads and reviews games had at release.

Gamasutra - www.gamasutra.com

A website oriented towards game developers, it hosts articles written by upcoming indies and industry veterans alike.

But its highlights are the dozens of post-mortem articles, offering a great behind-the-scenes look at classic games.

GOG.com - www.gog.com

Part of CD Projekt and formerly known as Good Old Games, it’s an online store dedicated to DRM-free games, with

hundreds of classic games available – all in handy installation packs that configure them to work on modern PCs.

Hardcore Gaming 101 - www.hardcoregaming101.net

Live since 2004, the website offers thousands of in-depth articles on less mainstream games and series, while also

publishing quality books on gaming. Be sure to check out their Wizardy, Might and Magic and Ultima articles.

Internet Archive - www.archive.org

One of the most important websites on the Internet, not only does it allow access to literally billions of now-unaccessible

web pages, but also provides free access to countless texts, videos, images, music and software. Since 2015,

it even allows for in-browser emulation of thousands of MS-DOS games.

Matt Chat - www.youtube.com/user/blacklily8

If you’re a fan of classic games, Matt Chat is one of the best things on YouTube. With over 200 weekly episodes, it

interviews designers such as Chris Avellone, Richard Garriott, John Romero, Brian Fargo and many others.

MobyGames - www.mobygames.com

Founded in 1999, MobyGames is an extremely useful database containing reviews, ratings, high-quality screenshots,

box pictures, release dates, trivia and credits of over 100,000 games from about every platform in existence.

Mod DB - www.moddb.com

A huge modding website that dates back to 2002 hosting Half-Life mods, it still has a very active community, with

regular contests and awards. Offers thousands of new mods, as well as classic mods from the 2000s.

Nexus Mods - www.nexusmods.com

A popular website featuring thousands of mods for modern games, such as The Witcher, Dark Souls, Dragon Age,

Fallout and Mass Effect. It also offers an open-source mod manager to help you install and organise your mods.

520


PC Gaming Wiki - www.pcgamingwiki.com

A wiki devoted to helping people run PC games and fine-tune them. You’ll find detailed information on system

requirements, retail versions, save-game locations and graphical, input and audio settings for several PC games.

There are also guides on which patches to use, useful config tweaks, helpful mods and how to solve common issues.

Replacement Docs - www.replacementdocs.com

Offers scanned versions of manuals, quick-reference sheets, maps and copy-protection codices of pretty much every

game out there. Because remember kids, winners always read the manual.

RogueBasin - www.roguebasin.com

An extensive wiki/database entirely dedicated to roguelikes. There you’ll find detailed entries on virtually every

roguelike out there, plus articles on the genre, guides for aspiring developers and community-hosted events.

RPG Codex - www.rpgcodex.net

“The site that makes developers shiver," as Brian Fargo said. The Codex was founded in 2002 by CRPG fans that were

tired of seeing their posts deleted from official forums. So, expect a blunt tone and harsh, but honest opinions from

some of the most passionate CRPG fans you’ll ever see. The lengthy reviews and interviews here are top-notch.

RPG Watch - www.rpgwatch.net

The Watch is a smaller and more “civil” CRPG forum. Founded in 2006 by editors from the now-extinct RPGDot,

its posters have been playing games for decades, and it shows. They are a tight group of veterans that will warmly

welcome new posters, debating newer games and impressing you with their knowledge of the old ones.

The CRPG Addict - www.crpgaddict.blogspot.com

In 2010, Chester Bolingbroke began a blog to records his ambitious project: to play every single CRPG released.

He’s still going strong, writing detailed posts about each game, with screenshots and trivia, rating the games in

various categories and occasionally even attracting comments and discussions with the games' developers.

The Digital Antiquarian - www.filfre.net

Jimmy Maher is the author of The Future Was Here: The Commodore Amiga, a 2012 book on the history of the Amiga.

After finishing the book, he began this blog, where he regularly posts well-researched and in-depth articles about classic

games, such as Oregon Trail, Dungeon Master, Ultima, Wizardry, Zork and many others.

Vogons - www.vogons.org

An extremely useful forum dedicated to helping people get their games running correctly, be they old MS-DOS

titles, early 3D games or even modern AAA productions. Its users are very experienced and helpful, but be sure to

search the forums before spamming simple questions.

521


Glossary

AD&D: Advanced Dungeons & Dragons, a more complex

version of Dungeons & Dragons. It was first published in

1977, had a second edition in 1989 and ended in 2000,

when the 3rd Edition D&D combined AD&D and D&D.

Action RPG (ARPG): CRPGs where player reflexes and

skills can be just as important as the character’s stats, e.g.

Diablo and Dark Souls.

Alignment: A categorisation of the ethics and morals of

characters. The most well-known one is the Dungeons &

Dragons alignment system, which is divided into two axes:

Good, Neutral or Evil; and Lawful, Neutral or Chaotic.

Alpha: An early development stage where content and

features are still being implemented.

AoE: Area of Effect, a term used to describe attacks and

skills that affect multiple targets inside an area.

Beta: A development stage where all content and features

are present, but they still contain several bugs and issues.

Blobber: A slang term for party-based games with firstperson

view, such as Wizardry, Dungeon Master and Legend

of Grimrock, where the entire party moves as one, as if it

was an amorphous blob.

CGA: Colour Graphics Adapter, a display standard

created by IBM in 1981. It could display up to four colours.

CGW: Computer Gaming World, one of the world’s most

popular and influential video game magazines. It was

published in the US from 1981 to 2006.

CRPG: Computer Role-Playing Game. Term used to

differentiate computer RPGs from tabletop RPGs.

CYOA: Choose Your Own Adventure, a series of books

where readers make choices that will determine the

outcome of the story. The first book, The Cave of Time, was

written by R.A. Montgomery and published in 1979. The

series is still ongoing, with over 180 published books, and

became synonymous of the entire gamebook genre.

D&D: Dungeons & Dragons, the popular tabletop RPG by

Gary Gygax and Dave Arneson, first released in 1974.

DPS: Damage Per Second.

Dungeon Crawler: An RPG where you spend most (or all)

of your time fighting inside dungeons. Combat is usually

the main focus, e.g. Wizardry and Darkest Dungeon.

EGA: Enhanced Graphics Adapter, a display standard

created by IBM in 1984. It could display up to 16 colours.

Emulator: A software that simulates a specific hardware,

e.g. DOSBox will mimic a computer running MS-DOS,

allowing users to play games that only run on MS-DOS.

FMV: Full Motion Video, a style of storytelling based on

short clips of pre-recorded video, usually with real actors.

Enabled by CD-ROMs, it was very popular in the mid-90s,

thanks to games like The 7th Guest and Phantasmagoria.

Freeware: Software which is 100% free, without any

licence or purchase being required.

Game Master (GM): A person who prepares and executes

an adventure for a group of players, presenting challenges,

acting as referee and directing the overall experience.

Gold Box: A series of CRPGs developed by SSI, based

on AD&D. The nickname comes from the golden boxes

they were usually packaged in. From 1988 to 1993, the

Gold Box engine was used to create 14 titles.

Grind: Derogatory term for the act of repeatedly fighting

the same enemies in order to gain experience or gold.

Infinity Engine: A game engine developed by BioWare

in 1998. It was used on the Baldur’s Gate games and

licensed to Interplay’s Black Isle, who used it to created

Planescape: Torment and the Icewind Dale series.

LARP: Short for Live-Action Role-Playing, a type of RPG

played by a group of people physically enacting their roles,

usually involving costumes and props.

McGuffin: Derogatory term for generic, poorly explained

plot devices that the protagonist must pursue – saving

a princess, recovering an artefact, etc. The term was

popularised in film-making by Alfred Hitchcock.

522


MIDI: Musical Instrument Digital Interface, an audio

standard. While MP3 carries audio recordings, MIDI files

are actually a series of notes and instructions that will be

played by the computer’s virtual instruments. This was

used to save space, as MIDI files are much smaller.

MMORPG: Massive Multiplayer Online Role-Playing

Game, online RPGs where thousands of players share the

same world. The term was coined by Richard Garriott to

differentiate Ultima Online (1997) from previous online

RPGs, which only supported a few dozen players at once.

MUD: Multi-User Dungeon, online virtual worlds where

multiple people play together. They are usually text-based,

and range from RPGs to adventure games to educational

titles. The first MUD was created by Roy Trubshaw in 1978.

ROM: Read-Only Memory, a type of computer memory

meant only to be read, such as the one on game cartridges.

In the context of emulation, it means a copy of a game’s

ROM, created in order to be played on an emulator.

NPC: Non-Player Character, refers to all in-game characters

not controlled by a player, such as enemies or shopkeepers.

Open-World: Term used to define games that allow

players to freely roam a large world, instead of progression

through linear levels.

Permadeath: If a character dies, he/she is deleted – you

can’t reload. A core feature of roguelikes, often presented

in other games as “Hardcore Mode”.

Phase-Based: Also know as “We-Go”, it’s a turn-based

combat system where both players give orders to all their

characters at once, then the results are calculated.

Player Character (PC): The character(s) which are

controlled by the player, as opposed to NPCs.

Power Gaming: Playing a game just to win in the most

effective way possible, ignoring the characters and story.

Also known as “min-maxing” or “munchkin”.

Point-Buy: Often used to refer to RPG systems which give

players a set number of points in order to “purchase” their

stats, skills, talents, etc. – such as Drakensang – as opposed

to games where these are determined by dice-rolls.

Prestige Class: A specialisation that is available once the

character meets certain requirements, e.g. in order to

become a Blood Mage in Dragon Age: Origins, a mage

must first make a pact with a demon.

Procedural Generation: Content that’s created based on an

algorithm. While often confused with randomly generated

content, it’s not necessarily random; games like Telengard

and No Man’s Sky use it to create massive, fixed worlds.

QA: Quality Assurance, the team responsible for testing a

software to ensure it’s working as intended and free of bugs.

QTE: Quick Time Event, an in-game event where players

must press the correct buttons at the correct time, usually

during a cutscene or cinematic sequence.

RNG: Random Number Generator, the algorithm used to

simulate dice-rolls and other random in-game events.

RTFM: Short for “Read The Fucking Manual”.

Real Time with Pause (RTwP): A combat system first

introduced in Darklands (1992), where battles flow in realtime,

but can be paused at any time for the player to issue

commands. It was popularised by Baldur’s Gate (1998).

Roguelike: A sub-genre of RPGs that share many core

features with Rogue (1980), such as permadeath, random

maps, turn-based combat, grid-based movement, etc.

Roguelite: A definition created to separate “full” roguelikes

from games that only share a few features with Rogue, such

as permadeath or random maps, e.g. The Binding of Isaac,

Rogue Legacy and FTL: Faster Than Light are roguelites.

Save-Scumming: A slang term for frequently saving and

reloading in order to win a battle or get a rare item.

Shareware: Software which is distributed freely, but

comes with some restrictions that are only unlocked

by buying the full version, i.e. the shareware version of

the original Doom (1993) only had the first of its nine

chapters – players had to purchase it to play the rest.

Shovelware: Derogatory term for flawed, low-budget games.

THAC0: To Hit Armour Class Zero, a system from the 1st

and 2nd editions of D&D, used to calculate if an attack will

hit. To score a hit, one must roll a value equal or greater

than their THAC0, minus the target’s Armour Class (AC).

Example: If a character has a THAC0 of 8 and his target

has an AC of 2, then 8-2 = 6. He must roll 6 or more to hit.

Text Parser: An input system where the player types

actions or keywords to interact with the game. It was very

common in early Adventure games and RPGs, before the

popularisation of the mouse and graphical UIs.

UI: User Interface, the means through which the player

and the game interact – menus, information displays,

controls, etc.

Vancian Magic: A system where magic-users must read

grimoires to memorise spells, which are forgotten once

cast (e.g. D&D and Baldur’s Gate). It was inspired by the

Dying Earth book series, written by Jack Vance in the 1950s.

VGA: Video Graphics Array, a display standard created by

IBM in 1987. It could display up to 256 colours.

XP: Short for Experience Points.

523


Index

#

7.62 High Caliber, 372

A

Academagia: The Making of Mages, 418

ADOM - Ancient Domains of Mystery, 194

Aaklash: Legacy, 457

Agarest: Generations of War, 368

Agarest: Generations of War 2, 368

Agarest: Generations of War Zero, 368

Age of Decadence, 478

Age of Pirates: Caribbean Tales, 356

Age of Pirates 2: City of Abandoned Ships, 356

Akalabeth: World of Doom, 44

Al-Qadim: The Genie’s Curse, 196

Albion, 214

Ali Baba and the Fourty Thieves, 62

Alien Fires 2199 A.D., 87

Aliens: Crucible, 509

Alpha Protocol: The Espionage RPG, 412

Alter Ego, 86

Alternate Reality: The City, 74

Alternate Reality: The Dungeon, 75

Ambermoon, 173

Amberstar, 172

An Elder Scrolls Legend: Battlespire, 225

Anachronox, 282

Angband, 61

Anvil of Dawn, 218

Apventure to Atlantis, 41

ArcaniA: Gothic 4, 407

Arcanum: Of Steamworks & Magick Obscura, 284

Arx Fatalis, 298

Autoduel, 80

Avatar, 33

Avernum, 209

Avernum: Escape from the Pit, 209

B

Baldur’s Gate, 238

Baldur’s Gate II: Shadows of Amn, 262

Bard’s Tale, 331

Barkley, Shut up and Jam: Gaiden, 377

Beneath Apple Manor, 38

Betrayal at Krondor, 182

Betrayal in Antara, 232

Beyond Divinity, 295

Birthright: The Gorgon’s Alliance, 224

Blackguards, 464

Blackguards 2, 464

Blades of Exile, 209

BloodNet, 181

Bloodwych, 120

Borderlands, 404

Borderlands 2, 405

Borderlands: The Pre-Sequel, 405

Bound by Flame, 459

Breath of Fire IV, 272

Brigade E5: New Jagged Union, 372

Brogue, 51

C

Captive, 132

Card Hunter, 458

Castle of the Winds, 113

Cataclysm: Dark Days Ahead, 456

Champions of Krynn, 133

Champions, 507

Chaos Strikes Back, 97

Chinese Paladin, 498

Citadel of the Black Sun, 511

Circuit’s Edge, 129

Cobra Mission: Panic in Cobra City, 142

Cthulhu Saves the World, 410

Curse of Ra, 42

Curse of the Azure Bonds, 103

CyberMage: Darklight Awakening, 205

524


D

Dark Messiah: Might and Magic, 358

Dark Queen of Krynn, 133

Dark Souls, 422

Dark Sun Online: Crimson Sands, 187

Dark Sun: Shattered Lands, 186

Dark Sun: Wake of the Ravager, 187

DarkSpyre, 159

Darklands, 168

Death Knights of Krynn, 133

Deathlord, 90

Defender’s Quest: Valley of the Forgotten, 445

Demise: Rise of the Ku’tan, 213

Depths of Peril, 406

Descent to Undermountain, 229

Deus Ex, 260

Deus Ex: Human Revolution, 432

Deus Ex: Invisible War, 322

Deus Ex: Mankind Divided, 433

Diablo, 222

Diablo II, 268

Diablo III, 446

Digital Devil Story: Megami Tensei, 494

Dink Smallwood, 236

Din’s Curse, 406

Disciples of Steel, 146

Divine Divinity, 294

Divinity II: Ego Draconis, 389

Divinity: Original Sin, 466

Divinity: Original Sin 2, 466

dnd, 31

Dragon Age: Origins, 390

Dragon Age II, 429

Dragon Age: Inquisition, 468

Dragon Quest, 494

Dragon Slayer, 493

Dragon Wars, 73

Dragon’s Dogma, 442

Dragon’s Eye, 56

Drakensang: The Dark Eye, 382

Drakensang: The River of Time, 383

Drakkhen, 109

Dungeon Campaign, 40

Dungeon Crawl: Stone Soup, 51, 350

Dungeon Hack, 189

Dungeon Master, 96

Dungeon Siege, 308

Dungeon Siege II, 309

Dungeon Siege III, 309

Dungeon, 493

Dungeons & Dragons: Shadows over Mystara, 219

Dungeons & Dragons: Tower of Doom, 219

Dungeons of Daggorath, 57

Dungeons of Dredmor, 419

Dunjonquest: Temple of Apshai, 42

Dwarf Fortress, 346

E

E.V.O.: The Theory of Evolution, 499

E.Y.E.: Divine Cybermancy, 420

Eamon, 48

Elona, 369

Entomorph: Plague of the Darkfall, 211

Escape from Hell, 139

Eschalon, 374

Eschalon: Book 2, 375

Eschalon: Book 3, 375

Evil Islands: Curse of the Lost Soul, 274

Exile II: Crystal Souls, 209

Exile III: Ruined World, 209

Exile: Escape from the Pit, 208

Eye of the Beholder, 140

Eye of the Beholder 2: Legend of Darkmoon, 141

Eye of the Beholder 3: Assault on Myth Drannor, 141

F

FTL: Faster Than Light, 448

Fable, 326

Faery: Legends of Avalon, 411

Fallout: A Post-Nuclear Role-Playing Game, 226

Fallout 2, 242

Fallout 3, 380

Fallout 4, 484

Fallout: New Vegas, 414

Fallout: Van Buren, 507

Fate, 344

Fate: Gates of Dawn, 145

Final Fantasy VII, 230

Final Fantasy, 495

Forgotten Realms: Unlimited Adventures, 190

Fortune Summoners: Secret of the Elemental Stone, 384

Fracas, 62

Freedom Force vs the Third Reich, 307

Freedom Force, 306

Futurewar, 33

G

Gates of Skeldal, 505

Gateway to the Savage Frontier, 151

Geneforge, 290

Gorky 17, 257

Gothic, 286

Gothic II, 310

Gothic 3, 352

525


Grandia II, 273

Grim Dawn, 345

Guardians: Agents of Justice, 508

H

Halls of the Dead: Faery Tale Adventure II, 95

Hand of Fate, 487

Hands of Fate 2, 487

Heart of Fantasy 2, 494

Hellgate: London, 376

Heroine’s Quest: The Herald of Ragnarok, 453

Hexplore, 237

Hillsfar, 112

Hired Guns, 185

Hydlide, 493

Hyperdimension Neptunia - Re;Birth1, 452

I

Icewind Dale, 276

Icewind Dale II, 300

Ishar: Legend of the Fortress, 162

Ishar 2: Messengers of Doom, 163

Ishar 3: The Seven Gates of Infinity, 163

J

J.R.R. Tolkien’s Lord of the Rings, Vol. I, 130

J.R.R. Tolkien’s The Lord of the Rings, Vol. II: The Two

Towers, 131

Jade Empire, 342

Jagged Alliance 2, 246

K

Kamidori Alchemy Meister, 504

Kingdoms of Amalur: Reckoning, 438

King’s Quest: Mask of Eternity, 244

Knights of Legend, 116

Knights of Xentar, 143

Knights of the Chalice, 400

Kult: Heretic Kingdoms, 323

L

Labyrinth of Touhou, 501

Lands of Lore: The Throne of Chaos, 188

Lands of Lore II: Guardians of Destiny, 228

Legacy of the Ancients, 67

Legend of Grimrock, 438

Legend of Grimrock II, 439

Legend, 158

Liberation: Captive 2, 132

Lionheart: Legacy of the Crusaders, 317

Lords of Xulima, 468

Lords of the Fallen, 469

M

Magical Diary, 430

Marauder, 397

Mass Effect, 360

Mass Effect 2, 416

Mass Effect 3, 434

Meantime, 506

MegaTraveller: The Zhodani Conspiracy, 134

MegaTraveller 2: Quest for the Ancients, 135

Menzoberranzan, 207

Might and Magic I: Secret of the Inner Sanctum, 82

Might and Magic II: Gates to Another World, 83

Might and Magic III: Isles of Terra, 148

Might and Magic IV: Clouds of Xeen, 156

Might and Magic V: Darkside of Xeen, 156

Might and Magic VI: The Mandate of Heaven, 240

Might and Magic VII: For Blood and Honor, 256

Might and Magic VIII: Day of the Destroyer, 265

Might and Magic IX, 301

Might and Magic X, 460

Might and Magic: Worlds of Xeen, 156

Moebius: The Orb of Celestial Harmony, 119

Moraff ’s World, 144

Mordor: Depths of Dejenol, 212

Moria (PLATO), 32

Moria, 60

Mount & Blade, 386

Mount & Blade: Warband, 387

Mystery Chronicles: One Way Heroics, 481

N

NEO Scavenger, 462

NetHack, 92

Neuromancer, 99

Neverwinter Nights, 302

Neverwinter Nights: Aurora Toolset & Modules, 304

Neverwinter Nights 2, 354

Neverwinter Nights 2: Mask of the Betrayer, 366

Neverwinter Nights 2: Storm of Zehir, 388

Newcomer, 509

O

Odyssey: The Compleat Apventure, 41

Of Orcs and Men, 444

Omikron: The Nomad Soul, 254

One Way Heroics, 481

Oubliette, 32

P

Paper Sorcerer, 449

Path of Exile, 454

pedit5, 31

526


Perihelion: The Prophecy, 177

Phantasie, 76

Phantasie II, 77

Phantasie III : The Wrath of Nikademus, 77

Phantasy Star, 495

Pillars of Eternity, 488

Pirates of the Caribbean, 356

Planescape: Torment, 248

Pool of Radiance, 102

Pool of Radiance: Ruins of Myth Drannor, 292

Pools of Darkness, 103

Prince of Qin, 312

Princess Maker 2, 178

Prophecy I: The Fall of Trinadon, 108

Puzzle Quest 2, 362

Puzzle Quest: Challenge of the Warlords, 362

Quest for Glory I: So You Want to Be a Hero, 114

Quest for Glory II: Trial by Fire, 115

Quest for Glory III: Wages of War, 115

Quest for Glory IV: Shadows of Darkness, 174

Quest for Glory V: Dragon Fire, 175

Questron, 66

Questron II, 67

R

Rage of Mages, 234

Rage of Mages 2: Necromancer, 235

Ravenloft: Stone Prophet, 206

Ravenloft: Strahd’s Possession, 207

Realms of Arkania: Blade of Destiny, 152

Realms of Arkania II: Star Trail, 153

Realms of Arkania III: Shadows over Riva, 153

Realmz, 198

Recettear: An Item Shop’s Tale, 363

Return to Krondor, 233

Rings of Zilfin, 81

Risen, 396

Risen 2: Dark Waters, 398

Risen 3: Titan Lords, 399

Rogue, 50

S

S.T.A.L.K.E.R.: Call of Pripyat, 365

S.T.A.L.K.E.R.: Clear Sky, 365

S.T.A.L.K.E.R.: Shadow of Chernobyl, 364

SD Snatcher, 497

Sacred, 324

Sacred 2, 325

Sacred 3, 325

Sea Dogs, 356

Sea Dogs: To Each His Own, 356

Seal of Evil, 313

Secret of the Silver Blades, 103

Sengoku Rance, 503

Septerra Core: Legacy of the Creator, 245

Seventh Sense, 385

Severance: Blade of Darkness, 288

ShadowCaster, 176

Shadowlands, 170

Shadoworlds, 171

Shadowrun Returns, 450

Shadowrun: Dragonfall, 451

Shadowrun: Hong Kong, 451

Siege of Avalon, 264

Sorcerian, 495

Soulbringer, 270

South Park: The Fractured but Whole, 474

South Park: The Stick of Truth, 474

Space Rangers 2: Dominators, 328

Spirit of Excalibur, 136

Star Control 2, 166

Star Saga: One - Beyond The Boundary, 104

Star Saga: Two - The Clathran Menace, 104

Star Wars: Knights of the Old Republic, 314

Star Wars: Knights of the Old Republic II - The Sith

Lords, 336

Starflight 2: Trade Routes of the Cloud Nebula, 85

Starflight, 84

Stonekeep, 216

Stormbringer: Elric of Melniboné, 508

Strife: Quest for the Sigil, 217

Sudeki, 330

Summoner, 280

Sunless Sea, 486

Super Columbine Massacre RPG!, 340

Superhero League of Hoboken, 197

Sword of Moonlight: King’s Field Making Tool, 502

SwordThrust, 49

System Shock, 258

System Shock 2, 258

T

TRON 2.0, 318

Tale of Wuxia, 482

Tale of Wuxia: The Pre-Sequel, 483

Tales of Maj'Eyal, 436

Telengard, 58

Temple of Elemental Evil, 320

The Banner Saga, 461

The Banner Saga 2, 461

The Bard’s Tale I: Tales of the Unknown, 72

The Bard’s Tale II: The Destiny Knight, 73

The Bard’s Tale III: Thief of Fate, 73

The Bard’s Tale IV, 510

527


The Bard’s Tale Construction Set, 150

The Battle for Wesnoth, 316

The Black Hound, 507

The Black Onyx, 493

The Broken Hourglass, 510

The Dark Heart of Uukrul, 118

The Elder Scrolls I: Arena, 200

The Elder Scrolls II: Daggerfall, 220

The Elder Scrolls III: Morrowind, 296

The Elder Scrolls IV: Oblivion, 348

The Elder Scrolls V: Skyrim, 428

The Eternal Dagger, 71

The Faery Tale Adventure, 94

The Immortal, 121

The Last Remnant, 378

The Legacy: Realm of Terror, 184

The Legend of Blacksilver, 67

The Legend of Cao Cao, 500

The Legend of Heroes: Trails in the Sky, 334

The Legend of Heroes: Trails in the Sky SC, 335

The Legend of Heroes: Trails in the Sky - The 3rd, 335

The Legend of Zelda, 494

The Magic Candle, 110

The Magic Candle II - The Four and Forty, 111

The Magic Candle III, 111

The Return of Heracles, 62

The Screamer, 493

The Summoning, 159

The Upper Reaches of Apshai, 42

The Witcher, 370

The Witcher 2: Assassins of Kings, 424

The Witcher III: Wild Hunt, 476

Titan Quest, 345

Torchlight, 394

Torchlight II, 395

Torn, 507

Tower of Druaga, 493

Transistor, 463

Treasures of the Savage Frontier, 151

Tunnels & Trolls: Crusaders of Khazan, 128

Two Worlds, 408

Two Worlds II, 408

U

Ultima I, 54

Ultima II: Revenge of the Enchantress, 59

Ultima III: Exodus, 64

Ultima IV: Quest of the Avatar, 78

Ultima V: Warriors of Destiny, 106

Ultima VI: The False Prophet, 124

Ultima VII: The Black Gate, 160

Ultima VII - Part 2: Serpent Isle, 161

Ultima VIII: Pagan, 192

Ultima VIII: The Lost Vale, 508

Ultima IX: Ascension, 250

Ultima Underworld: The Stygian Abyss, 154

Ultima Underworld II: Labyrinth of Worlds, 155

UnderRail, 475

Undertale, 480

V

Valkyria Chronicles, 379

Vampire: The Masquerade - Bloodlines, 332

Vampire: The Masquerade - Redemption, 268

Veil of Darkness, 180

Venetica, 393

Vengeance of Excalibur, 137

W

Warhammer 40,000: Dawn of War II, 392

Wasteland 2, 472

Wasteland, 100

Way of the Samurai 4, 426

Wilderness Campaign, 41

Windwalker, 119

Witchaven, 204

Witchaven II: Blood Vengeance, 204

Wizardry 8, 280

Wizardry II: Knights of Diamond, 53

Wizardry III: Lecagy of Llylgamyn, 53

Wizardry IV: The Return of Werdna, 91

Wizardry V: Heart of the Maelstrom, 105

Wizardry VI: Bane of the Cosmic Forge, 126

Wizardry VII: Crusaders of the Dark Savant, 164

Wizardry VIII: Stones of Arnhem, 511

Wizardry: Proving Grounds of the Mad Overlord, 52

Wizards & Warriors, 279

Wizard’s Crown, 70

World of Aden: Thunderscape, 210

Worlds of Ultima: Martian Dreams, 149

Worlds of Ultima: The Savage Empire, 138

X

Xanadu, 492

Y

Ys: The Vanished Omens, 88, 494

Ys II: The Final Chapter, 88

Yumina: The Ethereal, 396

Z

ZanZarah: The Hidden Portal, 293

Zeliard, 98

528


529

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