Friday, July 5, 2024

Die Quelle von Naroth: Won! (with Summary and Rating)

The well flows again!
       
Die Quelle von Naroth
"The Well of Naroth"
Germany
Independently developed and published
Released 1993 for Amiga
Date Started: 5 June 2024
Date Ended: 28 June 2024
Total Hours: 16
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)   
    
Summary:
  
Naroth is a short, satisfying shareware game in which a party of four characters learns what happened to the magical Well of Naroth. Mechanics and gameplay evoke the SSI Gold Box games, though simplified. First-person exploration is contrasted with top-down tactical combat. The game offers six towns and almost 30 dungeon levels, although the efficient automap makes even large levels go quickly. The party gets palpably more powerful as they level up and acquire new spells and skills. Naroth does nothing truly bad, but I wouldn't have minded a less closed system (there are no random encounters at all), higher level caps, and more to do with late game money. Overall, though, it's a well-structured game that offers just the right length and difficulty for its content.
       
*****
        
I only had a couple of hours left after the last session, which was good because three of my four characters hit their level caps (Level 10). I don't like level caps in the first place; I like them even less when you can achieve them before the end of a normal game (i.e., without grinding). Since Naroth is a closed game with nothing but fixed encounters, and therefore does not support grinding, there should be no excuse for level caps that don't at least roughly align with the total number of enemies in the game. But it would have been annoying to leave the final dungeon to level up, so I don't mind that I hit the cap just as it was time to take on the final dungeon. 
     
In the previous session, we had learned that the party behind the destruction of the Well of Naroth was named Bersakus, and that he'd hired a local mercenary leader named Gonzales to help him with his plans. We had assembled the Stone of Death, necessary to stop Bersakus and undo his sabotage of the well. Finally, we had learned that Bersakus lives in an alternate dimension, but that we could reach it by using the Magic Wand at a particular place in the dungeons of the old castle.
       
At the old castle, preparing to enter the dungeons.
      
This session began with the party standing in the ruins of the old castle, which is in the mountains and covered in snow. Again, the author (Helge Förster) did a great job with background sound and sound effects here, including the howling of winds and the crunching of the party moving through snow. The castle map had four turrets in the corners, each leading to a different part of the dungeon's first level. A big "S" shaped pattern in the central walls (for Schloß?) led to nothing interesting.
    
The first level of the dungeon was I think the largest in the game, at 26 x 26. The four stairways went to different areas, each with its own selection of doors, pressure plates, teleporters, and unavoidable combats. We had to hit a pressure plate in one section to open a door in another, leading to another pressure plate that opened yet another door, and so forth, until we finally revealed the stairs.
 
Early on the level, in a treasure chest, we found a letter from Bersakus to presumably Gonzales, asking him to personally guard access to Bersakus's dimension, "because if someone does manage to create the stone and he also has the magic wand, he could still become dangerous." 
       
One of the more difficult late-game battles.
      
Combat in the endgame was extremely variable, as if Förster wanted to make sure that every enemy type had a shot, even though some were clearly outclassed by now. Thus, we faced at least one battle with all of the game's foes: rats, spiders, kobolds, orcs, ogres, soldiers, gargoyles, druids, and trolls. I think the most difficult were battles with 12 soldiers (who can cast spells), 8 druids, 8 trolls. But by now my cleric had "Restoration I," which restores a single character's hit points to maximum, and "Restoration II," which restores all hit points to maximum, so I could carefully time a couple of complete refreshes into each battle--more than one if I didn't mind using a magic potion. Since Ilende never reached his last level, I never got the final cleric spell. I assume it would have been "Resurrection." That would have saved a few reloads.
      
And one of the easier ones.
     
Levels 2 and 3 were smaller--again, lots of doors and pressure plates--and Level 4 was tiny--basically just a single hallway. The only enemy on Level 4 was Gonzales himself, the first unique enemy in the game. He had 200 hit points, but he didn't hit very hard, so the battle was relatively simple. I just had to use the old "surround and pound" strategy. 
       
It would have been funny if Gonzales had run all over the map, always keeping just out of the party's reach.
          
When he died, he dropped a Magic Cloak and a Ring of Strength. In a chest on one of the levels, I had found another Ring of Strength and a Battle Cloak, so I felt pretty well equipped by now. My fighters were hitting almost every blow and doing a couple dozen points of damage.
   
The level came to an end at a blank wall. I figured that was the place to use the Magic Wand, and I was right. "The walls around you begin to hum and disappear," the game said, and soon we were in a new dungeon of white stone.
       
Entering the multiverse.
      
The alternate dimension was three levels. The first had a large, circular shape, and was divided into four equal sections, each with a room in the center. We arrived in the north room, went down in the south room, and had to hit pressure plates in the east and west rooms. The design was a bit diabolical because it left only a single square to rest, in the western room, and there were a minimum of three combats before we could reach that square. Of course, not knowing the dungeon layout, I took the long way around and ended up fighting five battles before finding the square. They weren't easy, either: the first had eight druids. Combat-wise, this was the only part of the game in which an accumulation of battles, rather than single battles, created a challenge.
     
This oddly-shaped level offers only one place to rest.
     
Levels 2 and 3 were again much smaller. Level 2 had a pyramid shape and more doors to be opened with pressure plates. I think there were five battles. Level 3 had basically a single corridor with a few side chambers, only one of them necessary. It led straight to the final battle with Bersakus.
   
The final battle was a tad underwhelming. Bersakus had 10,000 hit points and was capable of mass-damage spells, so there was no question of trying to whittle him down 30 at a time. Not to mention that physical attacks seemed to do nothing, and magical attacks damaged him for 1 point at best. Thus, there was nothing to do but to use the Stone of Death. It killed Bersakus immediately.
       
That doesn't do much for us at this point.
    
A text screen appeared:

You actually managed to stop Bersakus. The tyrant is dead and the threat has been removed from Naroth. Now all you have to do is get back to the dimension where Naroth is and announce the good news, but before you can think about it, you fall into a deep unconsciousness from which you only wake up hours later. When you wake up, you see the blue hill above you, and in front of you there is a small spring, which is just about to resume its activity.
    
The game ended on a shot of the bubbling Well of Naroth as some brief credits scrolled by.
       
The author thanks some people who lent their names to villains.
      
In my opening entry, I called Naroth "tidy," a word that I repeat in the summary. It's far more competent than the typical independent game of the era. It has some limitations, but it doesn't do anything truly bad, and it doesn't overreach. A 16-hour runtime is perfect for a game of this content. I'm guessing we'll see modest scores below and a final rating in the 30s.
    
  • 5 points for the game world. It tells an interesting backstory and situates the characters firmly in the plot. I like that you learn a few things about the world as the game progresses. It doesn't have a lot of unique character, and it doesn't react much to the players' actions. I'm still waiting for the game that celebrates our most recent victory with us every time we enter the tavern.
  • 3 points for character creation and development. It has a basic D&D-derived character creation system, and leveling up is reasonably rewarding, but it doesn't offer different role-playing experiences for the different races and classes. Races may as well have not existed.
  • 2 points for a small number of NPCs you find in houses and bars who impart information about the game world.
  • 4 points for encounters and foes. The D&D-derived bestiary isn't original, but the game changes it up by varying their equipment, creating new challenges. (Trolls with longbows were an unwelcome addition to the final dungeon.) The various pressure plate puzzles involve more trial and error than clever thinking, but there are a couple of places in which Förster got creative with them.
  • 4 points for magic and combat. The tactical grid is all right. It would have been better with obstacles and perhaps a few other tactical considerations like facing direction or backstabbing. The list of spells is small--one per level--but you certainly get a lot of use out of them. 
      
The mage spell list at the end of the game.
      
  • 4 points for equipment. It has a small selection of weapons, armor, missile weapons, and shields, bolstered by a variety of magic items to find during exploration. Potions, though ubiquitous, weren't terribly useful because they restored so little. Some other potion options, wands, or scrolls might have enhanced the experience a bit.
        
A rare magic item found late in the game.
        
  • 3 points for the economy. I was dirt poor during the first third of the game but ended with well over 10,000 gold pieces. (That would have changed if I had made more use of the temple's resurrection services instead of reloading when I died.) A couple of expensive items in the shops would be a nice addition.
     
I hadn't saved in a while, so I resurrected Chester this one time.
   
  • 3 points for a main quest and a couple of brief side quests to solve on the way. One of them even has a role-playing choice (whether to give the key to Aurelius or take the treasure for yourself). 
  • 4 points for graphics, sound, and interface. The graphics aren't going to win any awards, but they're mostly functional enough. As I reported, I really appreciated the attention to sound effects and background sounds in particular, which remain rare in this era. I never love all-mouse interfaces, but it worked okay, and the automap is worth a point.
  • 6 points for gameplay. It offers some nonlinearity in the sense that you can head off to any dungeon at any time, although the difficulty of enemies enforces a certain order. It's slightly "replayable" in the sense that I'm curious about different class combinations, including whether it's even possible to win the game without a sorcerer and her mass-damage spells to rely on. Its difficulty and length are just about perfect.
        
The trolls managed to get me once before the end.
     
That gives us a total of 38, in my "recommended" zone, and a relatively high score for an independent title. The only bug I found involved the sage reading the wrong document, although I did notice that saved games failed to load a decent percentage of the time. That may be an emulator problem, though. Nonetheless, I recommend that players use save states as a backup to in-game saving.
    
As a shareware game, Naroth didn't get a lot of attention from the press, but there was a very favorable write-up in the June-July 1993 Amiga Joker, which praised its sound effects, "elegant mouse control," automapping, and thorough manual. "This well really bubbles up to a commercial level," it concludes.
     
Förster reported to me by email that he only sold a few dozen copies. It was listed with the major German shareware distributors, and a demo version was available for download. When players paid their shareware fee, Förster sent them the full version; if they paid a little extra, he also sent them maps. He reported he made about DM 1000, which if I did my calculations correctly, is about $3,500 today--although a lot of buyers paid him in postage stamps. "It was fine to me," he said. "I was a student at university back then, after all."
    
After a 23-year wait, fans of the game finally got its sequel, Naroth, for Android mobile devices in 2016. I tried to play it by installing Google Play Games for Windows, but Naroth isn't available for that service for some reason. According to Google Play, it has received more than half a million downloads, and more than 11,000 reviews show a mode of 5 (out of 5) and an average of 4. It has a unique character creation process in which you build your bio from several potential paths. Gameplay is first-person, not unlike Ultima Underworld or Morrowind (closer to the latter in graphics). It offers an open world to explore, NPCs to talk with, and dungeons to delve. You swing your sword or shoot your arrows at enemies in real-time. I gather, however, that it's more of an action game than an RPG, with health serving as the only statistic.
        
A player swings at a spider in a Naroth dungeon.
     
Helge has been commenting on my entries, so I'm sure he'll read this one. Tell us what's next for the world of Naroth or any other worlds you plan to create.

Tuesday, July 2, 2024

Whale's Voyage: For Hate's Sake, I Spit My Last Breath at Thee

 
The most difficult quest in this game is finding a bartender who will actually give you a drink.
       
The crew of SS Whale has unwittingly become involved in a plot to overthrow the interplanetary federation. During my last entry, the rebellion had decided to ally with a league of pirates, and the crew was supposed to introduce the pirate leader, Sam van Varn, to resistance contact Jenns Nippel. Unfortunately, van Varn got to the meeting first, thought Nippel was a federation spy, and killed him. Van Varn's solution is to implicate the federation in Nippel's death, which apparently can only be accomplished by dumping some broken federation arms and armor at the scene. I neglected to pick up these broken items when I killed federation agents on Nedax, or they never dropped it, or the one who would have dropped it didn't turn hostile. I'm not sure exactly what went wrong, but something did.
   
Thus, I started this session by replaying the Nedax encounter. This time, I collected the broken items and took them to the meeting on Lapis.
      
Let's grab this broken stuff for no reason!
       
I had no sooner dropped them on the ground than Nippel's boss, Wostoc, beamed in. In my last entry, some commenters alerted me that I had spelled the name both "Wostoc" and "Wostock." Well, so does the game. We'll go with the former. Wostoc bought the ruse and blamed Nippel's death on the federation secret service and their leader, General Noth. He and van Varn beamed away.
 
. . . and put it here, even though without a body, it's awfully suspicious!
       
Not sure what to do next, we returned to the ship and immediately got a phone call from "headquarter." They just recently learned that before we killed him, the federation spy, Greg Morgan, managed to steal information about the location of rebel bases. The rebellion wanted us to go to Sky Boulevard, infiltrate the federation, and delete the data from their main computer. I frankly don't see how this is going to help. Surely, dozens of federation agents have read this intelligence. They're not all going to forget that the secret base is on Dantooine just because it's no longer in the mainframe. Doesn't anyone have local backups? Printouts?
   
Nonetheless, we did as we were told and went to Sky Boulevard. My last visit, I had just found a bunch of unhelpful bureaucrats sitting behind desks, and that's what I found this time. I must have looped around the station six times before I finally found the NPC I needed, hiding in the corner of a building. In the meantime, while searching, I happened to pick up a random potted plant. This becomes important later.
         
The game's insistence on differentiating "Hi" and "Hey you!" continues until the end.
      
The NPC we needed was named Ergerson, but he wouldn't tell us how to get into the computer room until we gave him an automatic gun. Fortunately, the shop on the station sold them. He said the computer was in the suite of rooms behind Mr. Wellsgolf. This is a perfect example of how the game gates progress in silly ways. I had already met Wellsgolf and already intuited that the computer rooms were behind him, but the game wouldn't let me ask him how to pass until I talked to Ergerson first.
   
Wellsgoff said I could pass if I brought him a filled blue form. Thus began an "evils of bureaucracy" quest in which I had to ask the two other bureaucrats sitting behind desks about forms. "Sure you can get the blue form here," one said, "but bring me first the yellow form." The bureaucrat with the yellow form wanted the green form first, which was in the hands of the other bureaucrat, who would only hand it over in exchange for the red form. Et cetera. It took maybe six or eight swaps, running back and forth between the men, before I had the blue form. I guess this is the game's way of demonstrating that the federation government really needs to be destroyed, as if it's unreasonable to require a lot of paperwork before you're allowed to access the central government's mainframe.
     
Ah, the height of evil.
      
Even after I gave the blue form to Wellsgolf, he wanted 10,000 credits to let me through. Civil servants open to such bribery are a black mark on the federation, I admit.
    
Wellsgolf opened the door to a suite of rooms, one of which was guarded by a soldier. I tried talking to him, intimidating him, and hypnotizing him to no avail. I tried just killing him, but that summoned the usual trio of deadly guards. I tried a bunch of other things. After an hour, I looked at a spoiler.
        
It always fails.
      
The infuriating solution to this conundrum is a) to plant a trap at a particular point a few steps away from the guard, and then b) go to the room in the station that has the fuse box and cut the power to the station. This apparently causes the guard to leave his post to see what's going on, at which point he steps on the trap and dies. This does not summon the trio of guards. How anyone ever figured this out, I'll never know. First, setting the trap only works in one exact point, even though the guard would have to walk down an entire corridor after leaving his post. Second, the door to the room with the fuse box doesn't even open until you've set the trap. 

This only works in this one location.
      
This puzzle is a perfect example of the lost opportunities and horrible plot design represented by Whale's Voyage. What do you imagine that a good game, like Wasteland, would have done here? It would have offered a lot of potential solutions drawing from the skills of the characters, right? You'd have an option to demolish a nearby wall with an explosive (which I tried), to charm or deceive the guard (which I tried), to sneak past the guard (not possible with this engine), or simply to defeat him in combat (which I tried). There are ways that the solution could call into play skills that are otherwise useless, like "Identify Opponents," "Hypnotize," "Paralyze," "Brainblast," or "Intimidate." Instead, you get one stupid option.
          
It's an odd-looking fuse box.
            
Let me mention at this point that every time I've been successful at something in this game, one or more of my characters has leveled up and been given a selection of skills. By the end, they all had almost all of their available skills. This is my assessment of the skills:
    
Actually useful: "Identify Weapons" (gives you exact statistics), "Automatic Reload," "Heal Wounds," "Resurrect Member" (although you don't have enough psi power to use it until very late in the game), "Set Traps," "Manipulate Computer" (several times, though I think you can use a toolkit instead).

Questionable: "Identify Opponents" gives you statistics on opponents you don't have time to stand around scanning for statistics, plus who cares what their numbers are, since you have no choice but to fight them anyway? "Scan Dungeon" doesn't do anything the scanner doesn't do. I never got "Hypnotize," "Paralyze," or "Disarm" to work.

Useless: I never found a place in the game to use "Search for Traps," "Detoxicate Member," "Identify Essence," "Use Essence," or "Search Tracks." "Check Honesty" gives you a numeric score for the person you use it on, but what does that mean? "Value Item" doesn't do anything a trip to the store doesn't do.
     
On what scale? What possible value is this?
     
I have no idea why there are no skills relating to things like combat and flying the ship.
 
While we're talking about the characters, their attributes have been increasing with every level up, so that's good.  For instance, Ishmael started with a strength of 23 and a speed of 15, but by the end of the game those values were up to 119 and 118, respectively. But each character also has an "Honesty" statistic that increases with leveling. How does that make any sense?
       
Anyway, we got the guard to walk into the trap, then cut the fuses. The station went dark. I guess I was supposed to use my "Infrared Device" to make my way around, but I did it just fine in the darkness. We got through the door the guard had been guarding, and I used my bounty hunter's "Manipulate Computer" skill at the computer to delete the data--no login or password required. We beamed off the station just as the lights came back on.
       
What does that mean? What kind of trap was it? Are we seeing a body? A guy in a cage?
       
The rebellion had given us a number to call when the job was done, so we did. Our contact was in the middle of inviting us to a meeting on Inoid when the line went dead with a scream. Meanwhile, we received an S.O.S. from another ship asking us to help rescue him from federation attackers.
       
Of course, that's what I do when I want someone to think I've died so they never call me again.
     
Battles have been rare for the past few hours. With all the upgrades that I bought for the ship, they've also been relatively easy. I didn't realize until this battle that you need to raise shields every round, not just once at the beginning of combat, for them to have an effect. I suppose that's a measure of how easy the combats have been that it didn't hurt me to figure that out so late.
   
The War Computer also lets you do a "quick combat" with most enemies, with the game just telling you the outcome. I always win, but I always take a little damage, which costs money to repair. When I fight the battles myself, I rarely take any damage. Of course, since you get no experience or money or anything for random space battles, there's no point in fighting most of them at all. You can just flee during the first round.
       
The federation fields a ship called a "big dounut."
      
There was no fleeing this one, however. It wasn't very hard. I think I had to defeat 5 ships. When it was over, the federation's would-be victim called to thank me. He introduced himself as Max Schimmel, and he told me about a secret pirate base called Louis 17, on an asteroid between Nedax and Inoid.
   
I traveled to Louis 17 and found even more ship upgrades, including a cloaking device, a holograph, and something called an "instant bomb" that I paid nearly $1 million for and never showed up as an option in any future combat.
      
It took me nearly 5 minutes of trading to make that money.
      
We took the glider to the surface of the asteroid, which had craters and skulls and bestial faces carved into the ground. The "Neo" logo was also there. The main city was called Shame, and we beamed directly there. There were only three people to talk to in the city: a bartender, a shopkeeper, and Max Schimmel. The bartender had again run out of drinks--there literally is no place in this game to get a goddamned drink. I'd certainly be in favor of rebelling against whoever was responsible for that. The bartender blamed the vacant city on the fact that "everybody is gone to the great discussion about the revolution." Glad they invited us.
       
I love that someone took the time to carve that skull out of the landscape.
       
The shopkeeper claimed to have the best weapon money could buy, which turned out to be a "plasma thrower." I bought one for my soldier along with a bunch of clips. He also had for sale a "Roomscanner Pro," which I nearly overlooked because it looks like a regular Roomscanner. This one shows a dot where there's a person, however, which is perhaps the most useful thing you can buy in the entire game. I would have killed to have one of these for the last 12 hours.
     
I also bought a bomb, but it was too heavy to carry, so I left it sitting on his counter for most of the rest of the game.
      
When dots started appearing on the screen showing both the party and NPCs (as well as, later, enemies), I had a sense of déjà vu that, after some thinking, brought me back to Sentinel Worlds: Future Magic (1988), and I began to wonder if there might be some influence there. The games are mechanically very different, but there are a lot of thematic similarities, and the automaps look very similar even if they work very differently.
        
From the next session: the scanner shows a bunch of enemies waiting to kill me on the other side of this wall.
       
At this point, I got stuck. I got stuck for so long that I nearly threw in the towel and wrote a "Summary and Rating" based on YouTube videos. I had no leads on what to do next, and after trying to find one for over an hour (and solving the alien quest, incidentally), I looked at walkthroughs and LPs on YouTube and still couldn't solve it. Everyone said that Max Schimmel should have more dialogue options than he had with me. I couldn't get him to cough up the next hint.
    
While I was trying to figure it out, I visited the alien ship to remind myself what they were looking for. Some kind of "essence," they had said. I didn't expect that I had anything that would help them, but I decided to do that thing you sometimes do in adventure games where you just try everything. In this case, I got it on the third thing: the random flower pot I had picked up on Sky Boulevard. "We can use that flower to produce the needed X-109-E essence," the aliens said. "Thank you very much!" All of the characters leveled up, so that was helpful.
       
I don't know what he meant about this "wares" line, so I probably missed an additional reward.
      
I visited a bunch of other locations. I found the second city on Louis 17, Wocony, before I was supposed to, but I got nothing out of the visit except an odd request from a woman (the game had us hail her with the dialogue option, "Hi! Pretty woman!") to find her a vibrator. I chuckled at this, assuming that the unfortunate Austrian developers had made an embarrassing fehltritt in translating some common word like, I don't know, "screwdriver." But later when I found one for sale on Lapis, it was pretty clear from the visual that it was, in fact, a vibrator. I brought it back to her and she complained that it didn't have any batteries. So that was a waste of time.
          
The sense of humor of adolescent male game developers always makes an appearance.
         
Anyway, something that I did in all my bumbling about loosened Max's lips, because when I returned to check on him one more time, he had new dialogue options related to my "kidnapped" contact. (I guess that's how we were supposed to interpret the "Aaaargh!" over the phone.) He said to check with his contact Erasmus, a guy with red hair and sunglasses, in Wocony. This only got me another five minutes into the plot, as Erasmus refused to talk with me, shouting "Get out of my way!" every time I approached.
   
Back I had to go to walkthroughs and videos. Here's the solution (again, how did anyone ever come up with it?): You have to proactively, for no reason whatsoever, give a random object from your inventory to Max. I gave him a bottle of wine. This prompts him to say, "If you want to talk to him [Erasmus], bring him a red sardine!" Irene got me a punching bag for my birthday this year, and I promise you it got a good workout that night.
         
Notice that I'm in the inventory menu, not the dialogue menu.
     
Now where was I supposed to get a red sardine? Well, apparently I was supposed to remember that hours and hours ago, on Lapis, an NPC named Krueger had promised he could get "anything we need." I had to look that up in a walkthrough, too. I returned to him and paid him 100 for the red sardine.
       
Why didn't we just use this guy for everything in the game?
       
Back to Wocony. We found Erasmus and gave him the red sardine. He told us that the secret service has a hidden prison in the city of Dymy on Arboris. I'll save the rest for next time, but suffice to say that in trying to rescue our contact there, we accidentally killed him, and the only alternate save I had was from before we got Max to cough up the information about Erasmus. Since I didn't know what actually triggered those dialogue options, I was in for another session of screwing around the solar system for a while until Max decided to talk.
   
When I started playing this game, I thought that the interface would be my biggest issue. That is clearly no longer the case. After 14 years and 500 games, we've seen some bad games. I don't mind a bad game. I can forgive a bad game. I cannot forgive Whale's Voyage. It is not just bad; it is actively contemptuous of the player's time and effort. I do not say this lightly, but if I were rich enough to have money to waste, I would find a way to get revenge. No lie. Nothing violent and nothing cruel--we're talking about a video game, after all--but I would pay someone to track down all of the developers and find clever ways to waste enough hours of their lives to equal at least a full work week. An American one.

Time so far: 17 hours