Shadow Sorcerer
United Kingdom
U.S. Gold Ltd. (developer), Strategic Simulations, Inc. (publisher)
Released 1991 for Amiga, Atari ST, and DOS
Rejected for: No character development
Shadow Sorcerer is a maddening game with some elements of a good game. I spent days vacillating between BRIEFing it and giving it an honest try. Every time I seemed to be settling on the latter, I'd fight another baffling, frustrating combat and ragequit for a few hours before sighing and trying it again.
The game is the third in a series developed by U.S. Gold for SSI, the first two being
Heroes of the Lance (1988), which I covered, and
Dragons of Flame (1989). (These games are sometimes called the "Silver Box" series, and the designation sometimes includes the SSI-developed strategy game
The War of the Lance [1989].) All three games tell stories involving the heroic Companions from the
Dungeons & Dragons Dragonlance universe. These stories take place around the War of the Lance, a conflict between various good armies and Draconians led by the evil goddess Takhisis.
Sorcerer specifically takes place after the events of the novel
Dragons of Autumn Twilight (1984), in which the Companions invade the Draconian fortress of Pax Tharkas and free its slaves. I guess that plot was recounted in
Dragons of Flame. I probably should have BRIEFed that first.
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The box was not, in fact, silver.
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As the game begins, the Companions are marching out of the front gate of the city with 800 slaves behind them. They decide to bring the slaves to the dwarven kingdom of Thorbardin. They just have to survive long enough to get there--and keep the slaves alive and marching.
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A little backstory.
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Along with Journal Entry #1.
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The interface is the culmination of a natural evolution in the series.
Heroes of the Lance exclusively used a side-view interface.
Dragons of Flame kept the side view for local events but contrasted it with a wide-area, top-down view for moving the party across distances.
Sorcerer retains these dual views, but for local events, it abandons the side view for an isometric grid much like those used in
Legend (1992) a year later. It's a uniquely British point of view that I think we determined goes back to
Knight Lore (1984).
The overland map (what the game calls "wilderness view") has 663 hexes, arranged in 34 rows that alternate between 19 and 20 hexes per row. One of the neat parts of the game is simply exploring those hexes. Each one has an underlying "tactical view" that you can access by clicking on the party or hitting "0." Sometimes, if there are enemies in the hex, you're taken to the tactical view automatically. Before transitioning, you're given a brief textual description of what the hex is about, some of them referring you to the manual, which has 21 "journal entries" just like the Gold Box RPGs.
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Exploring the wilderness map.
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Once in the tactical view, you might find treasures, monsters, encounters, or entrances to caves and dungeons. Tactical view is also where you can look more closely at your characters, trade equipment, and give them default orders for combats.
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An example of tactical view.
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As for those characters, you start with Raistlin Majere, Caramon Majere, Goldmoon, and Tanis Half-Elven. They all have default attributes, levels (4-8), spells, and equipment, and--this is key--they do not gain levels during the game. If this party is wiped out, they'll be replaced by other Companions. If they're wiped out--well, then the original party comes back. I don't really understand this. I don't think it's possible to lose the game by having the characters die. It seems that they'll always be resurrected behind the scenes and return. The only way to "lose" is to let too many of the refugees die, and even then, as we'll see, you don't really lose.
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Raistlin's statistics.
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The refugees themselves follow you as you move across the map, represented by their own icon. Various things will cause that icon to split into multiple groups. You're supposed to scout ahead to find safe places to rest, find food, and keep armies of Draconians from harrying them. It's extremely frustrating because they never move where or when you tell them to move. Moreover, the game is constantly stopping to ask you to meet with the "council" that the ex-slaves have formed, and you have to decide how to deal with them, with options to plead, reason, threaten, or use physical force. There's some science to this that I might figure out if I played a lot more. Whatever you choose, groups of the ex-slaves might decide to turn around and head back, stop where they are (and what? Build a town?), or continue on.
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I probably shouldn't have chosen "use physical force" every time.
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I honestly could do without the entire refugee mechanic, but as much as I dislike it, what really ruins the game for me is the combat. The problem is that it takes place in real-time. (So does wilderness movement, for that matter, so a dragon can swoop down on your party when you're trying to make a decision.) The game offers the tactical options of the Gold Box but ruins them by requiring you to engage them with speed--or simply give up and turn on the "quick combat" options. It's possible that I could have gotten good at it, but I would have vastly preferred a turn-based combat system like the ones in the Gold Box or Spelljammer (2021).
There are other maddening things about the interface, which primarily uses the mouse, but with a few keyboard backups. Party movement is so horrible that you have to play it to believe it. The tiniest obstacle causes a character to get hung up and refuse to move with the party. When it comes to auto combat, you can set default actions for each character, including melee attack, ranged attack, cast a spell, or flee. You turn these on and off by clicking a box, which changes color, but some of them are on by default, and the manual doesn't bother to tell you which color represents "on" and which represents "off." You'd think you'd be able to tell the answer from experimentation, but the SSI developers must have consulted with their Origin counterparts, because the characters are as good as actually following their default actions as those in the two parts of Ultima VII.
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In battle against some Draconians. I'm not sure why only two of my characters seem to be participating.
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Despite all of this, most combats are easy, except in the case of the occasional enemy who comes along and kills a character with one blast of a spell. And I swear that enemies who shouldn't even be capable of spells occasionally cast them. A giant spider killed me with a lightning bolt; are they supposed to be able to do that?
Other elements of the interface are so unintuitive that it took me 15 minutes to figure out how to pick up a scroll on the first screen. I'm still not sure how to swap out equipment, or if it's even possible.
In short, the developers ruined what could otherwise be a fun approach--open exploration of a huge hex grid--with bad mechanics and an endless escort mission. What's particularly unfortunate is that you would never explore anywhere near the total number of hexes in a regular game, which lends it a lot of replayability.
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Looking for the entrance to Skullcap.
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Very close to the starting point at Pax Tharkas, you find a tower with a magical viewing device called the Eye of Elar. If you wait until dark and look through it, it will show you which hex in the mountain range at the far south of the valley contains the entrance to Skullcap, the fortress that guards the gates of Thorbardin. This location is randomized for each new game, which again adds to the replayability.
I made it to Skullcap several times--you only have to walk directly there, leaving the refugees behind if you want. I didn't make it far into the fortress, however. The enemies are tough, and defeating them would require some greater expertise in the combat system, or finding useful items along the way, or both. I gather that Skullcap is the home of a wizard named Fistandantilus, the game's "big boss." I thought he was probably the "shadow sorcerer" of the title, but the Dragonlance wiki seems to disagree. I also read something that suggests you need to hit a couple of important encounters in the wilderness map before you can successfully navigate Skullcap.
In any event, if you defeat Fistandantilus, you continue on to Thorbardin and get a message that the gates have closed behind you, you've "accomplished a great deed," and the slaves are safe. You're then taken to a screen that shows how many experience points each character earned and how much they all earned in total. This is a "score" that players are encouraged to try to beat.
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My best attempt.
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Here's the kicker: You get the victory message no matter how the game ends. If you just stand in place outside Pax Tharkas, letting enemies show up to kill your Companions and all the refugees, you'll still get the message that you "feel safe in the knowledge that you have accomplished a great deed." The only thing that's different is the score. So I guess in that sense, I've "won." I could have given this a number and a GIMLET. But I don't feel like I've really won without defeating Fistandantilus and, more importantly, without really mastering the mechanics.
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I literally did nothing at all.
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In a February 1992 Computer Gaming World review, someone named "Todd" mostly agrees with me. I think he liked the game a bit better than I did, but he still complains about the refugee system, the interface, and the combat system. "Some more programming time on the character AI routines would have geometrically improved player satisfaction," he says. It's impossible not to agree with this assessment since a geometric curve can take literally any shape that exists.
I understand that some British magazine reviews are rage-inducing, claiming that Sorcerer
is an improvement on the Gold Box, but alas with the Internet Archive
still offline, our ability to consult old reviews is significantly
diminished. I hope that comes back soon.
Sounds like interesting ideas which unfortunately partly were half-baked, not a good combination or not well implemented (or all of the above together). I wonder if (for someone with enough programming skills and access to the source code) it would be possible to turn this into a turn-based game
ReplyDeleteI assume your entry-writing is back again to being a couple days ahead to publishing them. The Internet Archive is back as (limited) read-only since October 21st: https://blog.archive.org/2024/10/21/internet-archive-services-update-2024-10-21/.
Alternatively, you can find quite a few reviews for this game on HOL (mostly the Amiga version of course, though):
https://amr.abime.net/review_1039.
I‘ll leave it to you and/or other commenters to check them out and summarize, if you want.
For my part, I can report that the two German language reviews on Kultboy
(https://kultboy.com/testbericht-uebersicht/3823/) are quite different. While ‚Amiga Joker‘ is rather positive (72%), focusing on added complexity and better graphics and even sound compared to ‚Dragons of Flame‘, the ‚Power Play‘ reviewer (43%) complains about some of the same things as you, e.g. characters not following orders and an unhelpful inventory interface.
Finally, to complement your coverage, there is a 2019 review by ‚Magicman‘ on https://www.goodolddays.net/en/game/Shadow-Sorcerer/ which clarifies a few things and a video longplay / walkthrough with Spanish comment here: https://youtu.be/6MxxjIwZRcM.
Somehow, I always thought your internet archive was Mobygames. They collect the reviews of all the same magazines that you quote every time.
DeleteHere for Shadow Sorcerer: https://www.mobygames.com/game/1868/shadow-sorcerer/reviews/
Yeah, I do occasionally use MobyGames. I don't know why I said that. I certainly could have looked up more reviews. I think I unconsciously tailor the amount of time I spent on reviews to the amount of time I spent on the game.
DeleteIn the battle screenshot, those tree trunks look like wood elves carrying a longbow running in the same direction (if you squint).
ReplyDeleteAs any Amiga fan could have told you, the words "U.S. Gold" are up there with the words "prostate exam" in their uncanny ability to forecast that the upcoming time is not going to be a pleasant one.
ReplyDeleteNot saying you're entirely wrong, but enough US Gold published titles seem to have been actually good over the years that they're not as bad as their reputation suggests.
DeleteAnd I found out I'm old enough to qualify for a free yearly prostate exam, so I might be able to report if they're also not as bad as their reputation suggests soon.
DeleteDepends a lot on how long your doctors' fingers are.
DeleteI was pretty into Dragonlance in the mid 90s, but I didn't know there were games based on it.
ReplyDeleteWhich, in this case, is a good thing because young me would have been enraged beyond belief at the idea of the party fighting Fistandantilus and not being exterminated at this point in the timeline.
You mean because Fistandantilus should wipe the floor with the Heroes of the Lance without breaking a sweat at any point up until Time of the Twins (and probably even then), or because Fistandantilus shouldn't even *exist* at this point on the timeline? ^_^
Delete(Or both? Both is good.)
I didn't even realize he was a canon character.
DeleteDepending on how you count, he’s actually *two* canon characters!
DeleteFistanandilus is almost a Sauron figure in the canon, to the point where the second trilogy involves the use of "his" power to assault and dethrone the gods. Even more than that, he's an extremely secretive and shadowy figure with a deep hidden connection to one specific party member - having the group treat him as a glorified random encounter breaks the lore six ways to Sunday.
DeleteAs of recently, I heard an interpretation of big F's relationship to this character, and it's compared to warlock and their patron... Firstly it seemed absurd, but then... Isn't it true that after so many uses of this little gem of his, big F is pretty close to some abomination or a fiend, at least psychologically and in terms of power? And the deal he made, well, it COULD qualify as a warlock deal... The problem is, there were NO warlocks in AD&D 1st and 2nd edition, though :-D
DeleteElectric spiders have been seen before in Gold Box games - https://crpgaddict.blogspot.com/2016/10/pools-of-darkness-dis-of-spider-woman.html
ReplyDeletehttps://forgottenrealms.fandom.com/wiki/Electric_spider
I seem to recall that the spider colony in Dark Sun also had some eight-legged lightning spellcasters. Different setting and a few years after this game... but still.
DeleteI wonder what the popularity of this particular type of isometric view is down to, Populus? or something else.
ReplyDeleteThis would be a far better premise for more of a turn-based strategy game though.
My baseless assumption is that sort of fake 3D looks cool in screenshots, and when the 80s UK computer game market was mostly budget cassette games where looking cool would help impulse buys it makes sense that something that looks more impressive than it is would end up taking off
DeleteAside from Populous, there are numerous isometric platformers or adventure-ish games, such as Head Over Heels, Solstice, and Cadaver; or even The Immortal.
DeleteAnd yes, it looks cool in screenshots.
Right, 'Cadaver' (1990) kept intriguing me, but I couldn't get a handle of the controls, it became difficult to time and steer the jumps and attacks. It still looks cool, is what I want to stress...
DeleteWhat I did was remap the controls to Home, Pgup, End, and Pgdn. The menus end up a bit weird to control, but the in-game character works fine like this.
DeleteI would say that such pseudo-3d view is harder to program, and I think that as a rule European game dev of the time attracted a lot more people from the demo scene that liked such self-imposed challenges than the other side of the pond, where people would rather spend the energy on something else instead.
DeleteYes; it's harder to program because figuring out which object gets drawn in front (or behind) of which other objects is not trivial, especially when objects are moving around in realtime.
DeleteI think Twibat is right on the money when it was starting out. I imagine they started by being inspired by arcade titles which used the view, since those aren't as complicated to imitate as something closer to real 3D, then things like The Great Escape happened which no doubt inspired imitators. Then during the '90s, it was an easy way to allow the player to see everything without it also being dull like top-down or front, but not so complex as to distract from the game. A lot of true 3D games still tend to focus on a variation of it for a reason.
DeleteThere is a bit about the history of that in the Digital Antiquarian‘s story about the British company ‚Ultimate Play the Game‘ (https://www.filfre.net/2014/01/the-legend-of-ultimate-play-the-game/) , whose ‚Knight Lore‘ (1984) was apparently the much copied starting point for isometric action-adventures after indeed some arcade titles in the preceding years.
DeleteLater examples like ‚Fairlight‘ or ‚Head over Heels‘ are covered in this article and its continuation: https://www.filfre.net/2017/08/living-worlds-of-action-and-adventure-part-2-mercenary-fairlight-and-spindizzy/.
It just looks better than top-down. And not really hard to program. All the objects and characters exist on a flat plane, and they have to be drawn in order back to front and right to left. But the characters will move between two empty cells and it looks like they can just be drawn in the order corresponding to the nearest cell of the two. You can associate each character with the appropriate cell without any fancy sorting code or the like. Meaning it could even be done in Spectrum assembly language easily enough.
Delete@Gerry, what you describe is the situation when you don't care much about hardware limitations, and, I assure you, this was not the case for 1990. There was a reason American devs mostly stuck with top-down, particularly for anything real-time.
DeleteI don't really agree with what you are saying here, @RandomGamer. For the isometric screens here, there really isn't much in the way of extra logic or drawing, unless you fall back to straight-up printing a rectangular sprite in each square without even a mask.
DeleteGranted, the Spectrum had a lower resolution, but it did isometric games much more complex than the screens here back in 1985, and it was hardly a computational powerhouse.
@Gerry, if it is so easy, why no RPG developer in US was doing it? Why was everyone using one out of a bunch of far worse-looking tortured pseudo-3D perspectives instead? And, if it didn't matter, why did Ultima arrived at the same viewing angle as the last game, and why did seemingly every single major RPG used it every since?
DeleteI don't know. But unless there was some special technical difficulty attached to sprite masking on early PCs, this would not have been hard to code. You've got an 8x8 board, that's 64 squares each containing at most one object or character. You draw the grass background, then you draw the object on each square
Deletestarting with the back square.
Every frame you place a flag in the nearest of the two squares each character is moving between, and when the turn of the square with that flag comes up, you draw the character in its exact position.
Maybe a lot of PC RPGs decided to simplify the graphics to plain rectangles and use the memory and processing power for other things. But some clearly chose this mode, and you really wouldn't have had
to be a programming genus to implement it.
It's quite possible for coding isometric graphics to be BOTH not "genius"-level, AND at the same time _harder_ than using top-down square graphics.
DeleteAnd yeah, a 1991 DOS PC can easily handle that; but making isometrics perform well on a 1980s 8-bit system is rather impressive. As Filfre points out, Knight Lore was considered a major technical achievement for its time.
Considering that nobody seems to have chimed in with an American made RPG, even Chet, I suspect there might very well not be one around this time. (obviously there was the late '90s, but that's different)
DeleteThat said, the only American game I can think on on 8-bit machines which use that kind of 3D view is Project Firestart, which is something you'd put in the technically impressive category...and also only ever had four characters on-screen.
@Gerry, you are going too high level. You need to write a custom algorithm that loops through diagonals, a custom algorithm that stores diamond-shaped tiles (and, mind it, I doubt they used transparency mask too liberally when they could avoid doing this), a custom algorithm to calculate all the distances based on which direction the sprite is travelling and adjust speed accordingly, a custom algorithm to interpret mouse clicks on a real 2d plane, and so on, and so forth. It is doable in a sense that there is no special math behind it; but it is annoying as hell (and much more time consuming if you never did this before), which is why I'm talking about "demo scene background" and "self-imposed challenges" rather than anything related to genius-level math. And, mind it, brute forcing some of the stuff would be quite inefficient.
DeleteAgain, this is not to shit on US developers; it is just that they had a different recruiting pool and different priorities.
True enough, drawing with transparency is much slower than drawing without. And drawing larger areas to fit big objects (like trees) is slower than drawing neatly-fitting square tiles. On older systems, this *matters*.
DeletePlenty of American RPGs used an isometric (or at least axonometric) interface, but I can't think of any that insisted, like so many British games do, that the action be depicted on a rotated square "board." That is unique to UK developers.
Delete@CRPG Addict, the earliest US RPG to use axonometric perspective is probably Dusk of Gods from the same year. Pretty much everything else from before 1992 uses "tiles drawn to look angled". I went through your list to refresh my memory before I posted initially; perhaps I missed something, but I doubt it.
Delete@RandomGamer - you are making obstacles for yourself! For a start, you could draw the ground at the start of a combat level and save it as a single image. The tiles are just top corner to left corner, then the row right and down from those. You could actually have x and y running from 0 to 7 in order. Movement is the same speed in all four directions. Calculating the square clicked in is a trivial exercise in algebraic geometry that you could hack your way through if you have the vaguest notion (and most computer games are tough to do without some concept of trigonometry). And at least on this side of the water there were books and magazines that delved at least a little into the methodologies used by games.
DeleteThe sprite masking is an issue for sure if you have memory or processing constraints - you need a bigger sprite because the angle doesn't suit the screen memory map (or else as you say a custom data structure and a tool to convert standard images to it. You also need to check pixel by pixel (based on a mask or the sprite background colour) whether you should draw the pixel or leave the background.
I do think it's plausible that there may have been an ethos among some developers - perhaps not so much US-centric as PC-centric, and particularly with reference to RPG and strategy games - that flashy graphics were a waste of computing power that could be better spent on complex RPG systems etc. I don't believe they were incapable of doing them - lots of in-game systems are at least as complex.
Apart from the European adventures-RPGs, this perspective was also used on some mid 90s Japanese Action RPGs, most famously Landstalker and Light Crusader.
DeleteThe refugees made me think of the Chain of Dogs of the Malazan books - that I read because of Chester's post from 2011, so thanks !!
ReplyDeleteThe refugees of the chain of dogs also had some sort of council, which didn't contribute much to the survival of the group. Can't imagine Erikson was inspired by this though.
I agree that there's probably no connection, but thank you for making that link anyway.
DeleteI can't believe there hasn't been an RPG set in the Malazan world. It's so tailor-made for it, given that half of the plot was developed during tabletop gaming sessions.
Well, the general story of the refugees and their escape was told in the novels (ish) and I imagine the tabletop adventures too (although I haven't read those beyond the first one), so it's very possible Erikson was aware of it, given Malazan's origins.
DeleteI think you would of enjoyed the game more if you had taken the time to master the combat and spell system. The tactical battles are the highlight of the game.
ReplyDeleteI'm sure you're right, but there's only so much time, and plenty of actual RPGs.
Delete“ I gather that Skullcap is the home of a wizard named Fistandantilus, the game's "big boss." I thought he was probably the "shadow sorcerer" of the title, but the Dragonlance wiki seems to disagree.”
ReplyDeleteFWIW, the “Shadow Sorcerer” page on the Dragonlance wiki seems to refer to a minor character/aspect that was introduced in novels about a decade after this game.
So I suspect your initial conclusion regarding the title’s intent was in fact correct!
Cool. Thanks for clarifying.
DeleteWhy would the villain want to be known as Fistandantilus? That's just begging to be mocked as Fist-and-antlers.
ReplyDeleteEarly D&D settings books have a lot of characters that were made by an early player; and a lot of early players were just trying out something new and not taking it seriously, and picked names accordingly.
DeleteThat's why several famous high-level characters use a common name spelled backwards, and why the wizard Melf (mainly known for the Acid Arrow spell) was simply a male elf (m-elf) and his player couldn't think of a name.
You only get mocked if it's funny, and Fist and Antlers isn't funny.
DeleteI mean, you can always bracket out the "til"...
DeleteThe name is "Todd Threadgill", it is on two pages over the split.
ReplyDeleteI played this a bit in the early 90s. The real-time combat and character sprites felt like a big technological improvement over the Gold Box games. I remember finding 'Fireball' visually satisfying, but extremely difficult to coordinate.
ReplyDeleteAs you report, combat felt ungovernable and the refugee system felt opaque, so after the initial 'Whoa!' moment, the game quickly lost its lustre.
It seems like Internet Archive is back up!
ReplyDeleteUnfortunately "search text contents" still appears to be down for those of us who do that (usually I do this to track down provenance of quotes but I have found some computer game reviews this way as well).
DeleteAhh yes that is true. I don't use it often but it seemed more up than it was a week ago.
DeleteOh it is very much more up than it was a week ago and that is great! It just happens that I often use text content search on Sundays because (OK I admit it) that's when I try to figure out whether the thing that got ganked from Brainyquote by the writer of the comic strip Mary Worth is properly attributed.
DeleteProbably safe to say that nobody had the time or inclination to play this game before release except for some cursory bug testing. The design is ambitious so it's not like they were doing a cheap cash-in but they were probably still jamming in features at the last minute before shoving the thing out the door.
ReplyDelete"As the game begins, the Companions are marching out of the front gate of the city with 800 slaves behind them. They decide to bring the slaves to the dwarven kingdom of Thorbardin. They just have to survive long enough to get there--and keep the slaves alive and marching. "
ReplyDeleteIt might be worth altering this blurb to indicate that these are *freed* slaves who are more correctly refugees - I read this thinking that this was quite the evil campaign for a Dragonlance game!
I suspect the reviewer meant "geometrically" as in "geometric sequence" (sequence whose terms are generated by multiplying the previous term by a constant). Geometric growth is exponential.
ReplyDelete"Jakub hasn't posted since 2021, but I hope he's still around and is satisfied that I at least gave it a shot."
ReplyDeleteWow, it's really been three years since I posted anything here? Remarkable! Admittedly, I've had a lot less time to visit - things just escalated really quickly after I started teaching full-time in 2020, and the last two years in particular have been a blur. That having been said, I do try to visit when I can, and I always "mean to" set aside a few hours to catch up with the games you've gone through, and read at least the ones that are most interesting to me. But, like the "pile of shame" of books to read, the list of your games grows longer... :)
Anyway - I actually opened your site semi-randomly yesterday, I was looking for release date info on Crystals of Arborea, and since Google threw up your site, I thought I should have a look at what you've been posting lately. And what do you know - not only a post about Shadow Sorcerer, but also a very nice call-out to me as the instigator. Whatever time you've sacrificed for this game, it's much appreciated. I hope you agree at the end of the day that while this is not a good game by any stretch, it did warrant at least a closer look as a weird and interesting take on the RPG genre. I've only had a few minutes to cursorily look through your post, but I look forward to reading it in full at some point in the coming weeks (I hope).
By the way, should you - or anyone else, of course - be interested in seeing what else this game had to offer, in the intervening years someone finally put the time into recording a longplay of the game, so that those of us lacking the patience to play it, can see it from start to finish. The longplay is only two hours, but of course this is wildly deceptive - I can imagine the time and effort it must have taken for someone to learn the game well enough to actually finish it all in one take. Personally, though back in the early 1990s I did actually put dozens of hours into Shadow Sorcerer, I never got anywhere near the end.
Anyway, here's that longplay: https://www.youtube.com/watch?v=qzweNULsArQ