Lords of Chaos
United Kingdom
Mythos games (developer); Blade Software (publisher)
Released 1990 for Amstrad CPC, ZX Spectrum, and Commodore 64; 1991 for Amiga and Atari ST
Date Started: 30 December 2013
Lords of Chaos is a strategy/RPG hybrid that must have been torture to play as a multi-player strategy game. The basic problem, if you don't mind my getting into the details right at the outset, is that the turns are too short. Each character has a maximum of 40 "action points" per round, and with these points, he can do only a few things, like:
- Open a door and walk six steps down a road
- Attack an enemy three times
- Open a cabinet and pick up two or three items
No sooner has your turn begun than it's over. If you're unlucky enough to do something accidental, like try to walk into a door before it's opened, or walk the wrong way, you can easily waste half your turn with absolutely nothing to show for it. The average turn takes about 30-45 seconds to complete, after which you have to end it and wait for your opponents to complete their turns. This isn't so bad when playing a single character against the computer, but I can't imagine what it was like with other human players. You'd have to have a TV show going in the background, at the very least.
The opening area of the first scenario. I've just searched a chest and found an axe. It'll take most of the next round to walk up to the axe and pick it up. |
The game's back story relates how a once-peaceful world, ruled by Arch Mages, was shattered into pieces by a mysterious buildup of magic. Now, the universe consists of tiny chaotic worldlets occupied by various mages--the titular Lords of Chaos--battling each other for the magic power necessary to journey through portals from world to world. Each game scenario lasts a determined number of turns, after which a portal appears for a limited time. The main goal is to survive long enough to escape through the portal; a secondary goal is to amass as many "victory points" as possible in the meantime. Victory points are earned through slaying enemies and collecting treasures, and the player who enters the portal with the most victory points is declared the winner of the scenario.
The game comes with three scenarios, and the publisher released another two on mail-order disk. In scenarios 1, 2, and 4, up to four players can compete; scenarios 3 and 5 are designed specifically for a single player. The manual notes that "the one-player game is designed to be treated as a role-playing game with the ability to develop your wizard character as you progress through the scenarios." When you finish a scenario, the number of "victory points" you've earned converts to experience points, and you can spend these to increase attributes and spells.
Assigning experience points to attributes. |
The process begins by creating a wizard and spending the initial 600 experience points on seven attributes--mana, action points, stamina, constitution, combat, defense, and magic resistance--and a selection of 45 spells, 25 of which are summoning spells. The manual gives precious few hints as to what spells and attributes to choose. The spells seemed like a bargain until I realized belatedly that you have to buy them multiple times if you want to cast them more than once per scenario. Spending 20 points on "summon skeleton" lets me summon exactly one skeleton. If I want to summon five, I need to spend 100 points. Some of the spells are potions which require finding the right reagents in the game and then taking the time to mix.
Selecting from the game's summoning spells. Gryphons are useful because you can fly around on them. |
If you play a scenario with just one wizard, the game creates and controls a single opponent. There are also "independent creatures" that roam the scenario and serve as experience fodder for any player. The interesting thing about the game is that even though all players have identical goals, it isn't really necessary to try to kill the other wizards. You get more points if you do, but you can get plenty of victory points--and win the scenario--without ever engaging the enemy.
Chestyrre approaches a house to the south but stops to pick up an apple. The panel to the right shows the various actions possible in a round. |
In each game turn, the character has a variety of actions, including casting spells (in the air or at the ground), throwing weapons, reading scrolls, mounting summoned beasts, picking up and dropping items, and eating food. Each movement expends action points and, as I said, these go pretty fast. Fortunately, every summoned creature gets its own action points each round, so summoning several creatures is a good way to draw out a turn.
Melee combat is a tactic-less affair of clicking on the enemy. It's spells that really make the combat tactics and overall map strategy, and I've only had a chance to explore a few. There are potions that buff attributes (strength, speed) or provide defense (protection, invisibility); spells to shape the landscape and both damage and slow enemies (magic fire, tangle vine, flood); spells to help with navigation and exploration (magic eye, teleport), and of course standard offensive spells like magic bolt and magic lightning.
I can't speak to all of the scenarios, but the first one, titled "The Many Coloured-Land," is quite small--maybe 50 x 50 squares--and it doubles back on itself when you reach the edges of the world. It consists of four houses (one for each potential wizard to start in), a treasure room, and a bunch of forest with apes, elephants, and other creatures. The treasure room has no outside entrance, so a key puzzle is to find a way to enter by flying over the walls, either with a flying creature or a "fly" potion. I guess if you didn't take any of these things during character creation, you're screwed. But just getting over the walls is only half the battle; you also have to find a selection of blue and gold keys scattered about the land so you can open the treasure chests.
The "world view" game map from late in the game. The portal has appeared on the road about one-third of the way from the western edge. |
After a few false starts, I won the first scenario with a wizard named "Chestyrre" despite having spent far too many points on attributes and not nearly enough on spells. After exploring my starting house, I summoned a gryphon and got on his back, then summoned a skeleton to engage some elephants who were crowding the door to my house. It soon became clear that neither the skeleton nor the elephants were capable of damaging each other, so they just ended up in a standoff for the rest of the scenario.
It also became clear that my enemy wizard, Torquemada, had not made the same mistake I did on the number of spells. My second skeleton (I was only capable of summoning two) met a veritable army of his allies on the road, including goblins, trolls, and vampires.
Poor skeleton won't be with us for much longer. |
In between turns, the game tells you how many victory points you've achieved. I had just been dithering around killing independent creatures, so Torquemada was kicking my butt.
The portal appears at around Turn 18 and only stays for 10 turns. |
As his forces converged on my location, the portal suddenly appeared on the road to my west. Figuring I was going to lose the scenario anyway, I hopped off my gryphon and jumped into the portal. Fortunately, the first wizard into the portal gets some extra victory points, so I won the scenario.
Torquemada didn't do the obvious thing and spend the next nine rounds collecting all the treasures with no opposition. |
But the number of victory/experience points is pathetic--barely enough to get two more spells. Unfortunately, a wizard cannot play a scenario twice, so if I want to do better in the first one, I'll have to start over with a new character.
I'm playing the Amiga version of Lords from 1991, but it originally came out for the Amstrad CPC, the Commodore 64, and the ZX Spectrum in 1990. The graphics in the 1990 versions are considerably worse than the Amiga, and it appears that the early versions featured different maps (though the scenarios had the same names). I haven't sampled the sound from the early versions, but the Amiga sound is relatively good, if sparse. The game opens with a fantastically creepy bit of sci-fi music and a Zuul-ish voice whispering "lords . . . of . . . chaos."
A shot from the C64 version. |
But the C64 and earlier versions featured something that the Amiga version doesn't: keyboard control (though of a limited sort). Every single action in the Amiga version must be performed with the mouse, and I just hate it. I find it far too easy to click on the wrong thing or in the wrong direction. There's also a weird mechanic for unselecting one character and selecting another, with the result that I often mean to, say, move my skeleton one square to the east by I accidentally send my gryphon zooming over to the skeleton from the other side of the map.
Lords of Chaos is the fifth game from British developer Julian Gollop who, with his brother Nick, would become famous in a few years for X-COM: UFO Defense. The game is considered a sequel to Chaos
(1985), a strategy game in which up to six player-wizards battle for
dominance. The earlier game featured many of the same spells as Lords
but lacked the attributes and the ability to develop characters in
between scenarios, both of which impart a more RPG feel. Gollop's other
early games--Rebelstar (1986), Rebelstar II: Alien Encounter (1988), and Laser Squad (1988)--are all turn-based strategy games that likely imparted some lessons on the development of Lords of Chaos. In addition to X-COM, Gollop would later go on to design two other games that MobyGames lists as strategy/RPG hybrids: Magic & Mayhem (1998) and Rebelstar: Tactical Command (2005).
In
February 2014, Gollop will join a growing list of early game designers
now developing games independently as Kickstarter projects. In this
case, he's remaking his first game, Chaos, with modern technology. You can read about it at his site.
I don't really like Lords of Chaos, but I'll probably give it until the second scenario to make up my mind for sure, so I'll put out at least one more posting on it. Fortunately, win or lose, the scenarios aren't that long.