Strategic Simulations, Inc. (Developer and Publisher)
You expect games in the same series to get progressively better as the years pass and better technology becomes available. The Ultima series is a perfect example, keeping a top-down interface that uses many of the same commands while constantly improving (at least between III and VII). Even if the games use the same engine, the developers can make tweaks based on early player experiences. The Baldur's Gate II interface is notably better than Baldur's Gate, for instance, even though they're both based on the Infinity engine.
Pool of Radiance also had a larger variety of monster types and encounters, making full use of the Gold Box engine's capabilities and the D&D rules that informed it. You fought typical low-level mooks at the beginning but eventually worked your way up to fire giants, dragons, basilisks, vampires, and other powerful creatures with a variety of strengths and weaknesses. Areas like the graveyard, the kobold caves, and the pyramid felt like separate "modules."
Secret of the Silver Blades may have offered as many
types of creatures, I'm not sure, but it doesn't feel like it offers the same
variety. Consider that other than the final lich, there are no undead in the game and thus no need for the cleric's rapidly-developing turning skills. There are no creatures capable of causing disease for which you might need a "Cure Disease." (I think it shares both traits with
Curse of the Azure Bonds.) There are no cursed items, and thus no need for "Remove Curse." Most important, there are no encounters with the same quality of role-playing as, say, the Zhentil Keep outpost, the brigand's fortress, or the lizard man village in
Pool.
Meanwhile, the mechanics have remain somewhat stagnant. I had five complaints about the interface in
Pool of Radiance:
- The need to choose "Move" before moving in a combat round
- The need to constantly re-memorize "Cure Light Wounds" spells, cast them, and re-memorize them when healing
- The need to choose the spells all over again when memorizing (i.e., the game doesn't remember what spells you had memorized the last time and use them by default)
- Choosing "Next" and "Previous" when targeting offensive spells in combat cycles through your own characters as well as enemies. To target the closest enemy, you have to hit "Next" up to five times.
- When the last enemy is slain in combat, characters who haven't acted during the round still have to perform an action before you can get to the end of the battle.
In
Curse of the Azure Bonds, they "fixed" the first two issues--the second by offering a "Fix" command--but all of the other issues remain problems, and other players
must have been complaining about it. The spell thing is particularly annoying now that my mages get a couple of dozen of them. Trying to remember which ones I cast since the last time I rested is difficult. Meanwhile, the "Fix" command doesn't really work the way it should work. It
ought to be a proxy for simply taking as long as necessary to a) burn all existing non-healing spells; b) memorizing all available healing spells; c) casting the healing spells; and d) re-memorizing the original spells. It should offer the same dangers as if you simply rested for that length of time. Instead, I find that "Fix" works in many places that resting does not, and it takes far shorter than it should. The result is to make the game a little too easy.
These gripes aside, the Gold Box engine is still a great RPG engine, and it's hard to imagine a truly
bad game being made with it (though I understand I'll have some opportunities to revise that opinion coming up). I
started this series of posts praising the combat system, and I'm happy to finish on the same note. There were too many combats in
Secret of the Silver Blades--particularly too many random combats--but the engine still holds up remarkably. The boss battles are simply a joy to fight--tactical, challenging, and making better use of the D&D rules than any game engine up to this point.
The plot of
Secret was okay--not as good as
Pool or
Champions of Krynn, perhaps about the same as
Curse. I like the "Seven Samurai" aspects of it, where a band of grizzled adventurers comes to the aid of a helpless village. But it is regrettably far more linear than its predecessors, and something that's struck me a few times in the past became more obvious here: the SSI team is really only adequate in world-building and story-telling. The engine and the associated adventurer's journal offers essentially limitless opportunities for rich backgrounds, role-playing choices, and plot twists, but it never feels like SSI's writers rise to the occasion. They tell a passable story when it wouldn't have been hard to tell a great one.
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Encounters like this weren't bad; they just lacked the role-playing fun of the first game. |
Before I get to the GIMLET, let's talk about "fake" journal entries--perhaps the one area in which I think
Secret surpasses its predecessors. There are some delicious misdirections in here, including an entire series of entries that suggest Tyranthraxus is lurking around in the form of a mouse, trying to steal the Dreadlord's power (adding this sub-plot to the game
for real would have substantially improved it!). There were a bunch of maps leading to nowhere, one entry suggesting that the Beholder Corps was loose in the dungeons, and a few entries that would have fooled players into refusing to take key quest items or discourage them from using the teleporters. Not since
Wasteland and its whole Martian sub-plot have we seen such clever fake entries.
In the
GIMLET, I expect it to perform slightly worse than
Curse of the Azure Bonds. Let's see:
1. Game World. As I've said before, while I'm comfortable in the Forgotten Realms setting, I've never particularly loved it. It feels like it contains too much stuff with no central core. Aside from that, the particular back story of this game is competently told, and the developers do a good job of setting up a geography in which the constrained, linear nature has a logical foundation. The revelations about the Secret Blades and the Dreadlord were only okay.
Score: 5.
2. Character Creation and Development. I didn't create any characters for this one, but the game offers the same options that have earned general praise from me in the past. The problem is more in the area of "development"; as I noted above, my increases from Levels 10/11 to Level 15 don't feel like they accomplished anything significant except to modestly increase my hit points. Oh, I know my THAC0 was going down and my backstab multiplier was going up and such, but these subtle increases aren't really perceptible at this level. The only major development was the acquisition of a new mage spell level. Clerics don't even get that.
The Gold Box series has never been great about making class, sex, and race choices matter, but it's even worse here than in some previous games. There are a couple of places where having a dwarf increases the number of gems you find, and a couple where having a ranger offers a sentence or two about the terrain, but that's about it. There are no alignment-based role-playing options at all--not even any equipment restricted by alignment.
Score: 5.
3. NPC Interaction. There are only a handful of NPCs in the game, few memorable, none with any dialogue options. The game even removed the "attitude" system of the previous titles. On the positive side, there were two joinable NPCs who had reasonably good back stories, and one of them, Vala, piped up with comments from time to time.
Score: 4.
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Disappointingly, Dersh has no special dialogue for the party after the Dreadlord is defeated. |
4. Encounters and Foes. Up above, I suggested that I missed the same variety of enemies that we saw in
Pool of Radiance. While this may be true, I still have to recognize that
Secret, like all Gold Box D&D games, does this better than 90% of other RPGs on the market at the time. Nowhere else are we seeing the same variety of enemy strengths, weaknesses, special attacks, and overall threat level. Among the game's 40 foes, we've got those that can breathe fire, breathe cold, charm, confuse, paralyze, petrify, poison, phase in and out of combat, cast spells, and shrug off many of your party's attacks. Each combination of creatures on the battlefield requires a different approach to strategy and tactics--and each is described well enough in the game manual to give you enough warning.
On the non-combat encounters, again the game is a bit weaker than its predecessors, perhaps about average compared to other RPGs. There were a few lame puzzles and a few places where you could make a basic decision, but rarely related to any role-playing considerations.
Score: 6.
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The documentation meticulously catalogs every creature that you'll face, even though including "lich" is something of a spoiler. |
5. Magic and Combat. I don't think I can say anything here that I haven't already said about Gold Box games in general. The engine is, in my opinion, one of the best ever created, and while I wished there were fewer combats, I never got sick of the combat mechanic. A handful of new spells offered some addition to the previous games' tactics. All the engine really needs is stronger enemy AI.
Score: 7.
6. Equipment. Another area of comparative strength. I found more useful stuff in
Secret than the previous two Forgotten Realms games combined, and a lot of it (though not the best stuff) seemed to be randomized. The thrill of seeing a "Girdle" or "Boots" in an enemy's cache is unrivaled by any other rewards in CRPGs of the era. I'm still waiting for helms and detailed item descriptions, though.
Score: 6.
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Goldeneye's final selection of identified and unidentified items. |
7. Economy. Seriously, why is the entire Gold Box franchise so tragically brain-dead when it comes to an economy? From the first battle in
Secret, I had more money than I was ever going to spend (since training and healing are free, you basically only spend money identifying equipment). They introduced a dynamic by which the well wants gems for hints, and the vault in town trades platinum for gems, then made it stupid by delivering so many mountains of gems that you never need to visit the vault. I ended the game with the equivalent of more than half a million platinum pieces (so about 2.5 million gold pieces) when you include the gems and jewelry. And to top it all off, there isn't a single thing in the town's two shops worth buying. Does SSI
ever get this right?
Score: 1.
8. Quests. I liked the main quest more at the beginning--when it was still a mystery who was attacking New Verdigris--than at the end, when the somewhat-boring story had been told. But it's in no way a bad main quest, just a tad bland. There are no options or alternate endings, though there are a couple of optional areas (the administration building and the drider camp) that basically serve as side quests.
Score: 5.
9. Graphics, Sound, and Interface. I have to give it the same rating I've given pretty much every other Gold Box game. There are minor improvements in graphics and sound, but not enough to kick the game into a higher category. Nothing has changed on the interface (that I can discern) since
Curse, and the bland hallways and featureless rooms are becoming less forgivable as time passes. Despite being slightly disappointed that nothing has changed, I maintain that the interface is quite good overall--very smooth and intuitive, with several customization options. Other games could take a lesson from the Gold Box commitment to redundancy in keyboard, mouse, and joystick.
Score: 6.
10. Gameplay. A little too linear after some nice nonlinearity in
Pool and
Curse, and I can't really give it any points for replayability.
But the difficulty is pitched perfectly--some easy areas balanced by some very challenging ones--and the length falls within that 25-40 hour window that I like to see in a good RPG.
Score: 5.
The
final rating of 50 is reasonably high, though significantly lower than the 60 I gave to
Curse and the 64 I gave to
Pool. This is the third Gold Box game I've played in 1990, and while all have offered above-average experiences, I worry that the series is resting on its laurels instead of really innovating.
Pool of Radiance was a staggeringly good game for 1988, but since then, SSI seems to be content with offering gameplay that is merely competent rather than truly thrilling.
I find unlikely support for my opinions in Scorpia's October 1990
Computer Gaming World review. She hits upon the same points I do: a little too much combat, too linear, no role-playing. Just as in her review of
Curse, I can't help but feel that she's a little more critical of the Gold Box series than is warranted, particularly given 1988-1990's other offerings, and I strongly object to her use of the term "hack and slash" to describe a combat engine as sophisticated as the Gold Box, but I can't disagree with her conclusion that
Secret is most likely to be enjoyed "by those who enjoyed the previous Gold Box games." If you didn't like
Pool of Radiance or
Curse of the Azure Bonds, there's absolutely no way you'll enjoy this game.
MobyGames's review summary shows that most magazines gave it in the 70s or 80s out of 100. The one exception is
Amiga Power, which gave it an 8. Not 8/10, but 8/100. The "review" takes up less than 1/4 of a page and the reviewer, Stuart Campbell, clearly hates RPGs and doesn't seem to have read either the manual or adventurer's journal for this one. He compares it negatively to
King's Bounty, of all things, and calls
Secret "unadulterated rubbish." According to MobyGames's trivia page, this review so incensed U.S. Gold (the game's publisher in the U.K.) that they refused to send any more previews, game copies, or promotions to the magazine.
I look forward to playing the fourth and final game in this series,
Pools of Darkness, in 1991. I hear good things about it, and I seem to recall that it offers overland exploration again. But the character development issue worries me. From what I remember, leveling in
Pools is essentially limitless, but after a certain point, the only thing it does for you is confer a few additional hit points. This is a problem that plagues a lot of game series: it's much more fun to go from a Level 1 peasant to a Level 8 hero than from a Level 8 hero to a Level 20 super-hero. This problem was particularly acute in
The Bard's Tale, but it's recurred in a lot of series, and for this reason, I don't necessarily mind when franchises like
Wizardry and
Ultima find threadbare excuses for busting the characters back down to the novice rank.
I've updated my January 2013 post called "
Gold Box: Spells and Their Uses" to consider the newest spell levels. As always, I welcome comments on anything I overlooked.
Next up, we'll have a post on
Dragon Sword, a decent
Wizardry clone that might keep me occupied on and off for a while.