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The DOS version of the game doesn't have a graphical title screen. It does have a pre-title screen graphic, but it's low-quality, and it disappears so fast that it's hard to screen-capture it. |
Dragons of FlameUnited Kingdom
U.S. Gold, Ltd. (developer), Strategic Simulations, Inc. (publisher)
Released 1989 for DOS and Amiga; 1990 for Commodore 64, ZX Spectrum, and Amstrad CPC; 1992 for FM Towns and PC-98, 1992 for NES
Rejected for: No character development
I was originally going to play this one to the end and either number the entry or at least give it a standalone BRIEF. I got discouraged from that path by a terrible combat system and annoying controls that I didn't want to bother to reprogram.
Dragons of Flame is the middle of the three games in the Dragonlance-based "Silver Box" series developed by U.S. Gold under SSI's
D&D license. It was preceded by
Heroes of the Lance (1988),
which I finished, and
Shadow Sorcerer (1991),
which I did not. It is based on the
Dragons of Flame module (1984), which itself was based on the latter part of the novel
Dragons of Autumn Twilight (1984). [
Ed. I got the order wrong. The module preceded the novel.] It is set in the early days of the War of the Lance, in which the goddess Takhisis created the armies of Draconians from dragon eggs. The eight canonical Heroes of the Lance have been captured by a Draconian army but are freed when some elves attack the Draconians. The companions' goal now is to reach the fortress of Pax Tharkas, find the sword called "Wyrmslayer," and free the slaves kept captive there.
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The opening moments give you the main quest. |
The game begins on an iconographic map. The party starts in the northern part of the campaign map and must make their way past hordes of monsters to Pax Tharkas in the south. Only one specific route gets them over rivers and to the caverns that will sneak them into the fortress, but treasures and useful NPCs can be found by exploring the other parts of the world. Many of these NPCs join the party, though I'm not sure I understand why. A lot of them looked like, and fought like, peasants.
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About to cross a bridge with a lot of enemies in the area. |
All the heroes appear in the party at once. The first one is the leader, and it is he or she that you control when you encounter an enemy and switch to combat. Combat occurs on a side-scrolling screen, as in Heroes of the Lance, and the player uses the numberpad to move or to execute various attacks. As long as Goldmoon is alive and within the first four characters, she can cast cleric spells without having to switch party leaders. The same is true of Raistlin and mage spells.
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Slaying a Draconian. |
Enemies are so dense in the world that they're nearly impossible to avoid. They include giant wasps, trolls, griffons, zombies, and various types of Draconians. Combat is a frustrating affair in which enemies sometimes appear literally right on top of you, sometimes in clusters of half a dozen or more. The numberpad lets you move, crouch, or jump in either direction. If you want to fight, you must—in one of the worst possible configurations of keys in gaming history—hold down the numberpad's "+" key while simultaneously hitting the numbers on the numberpad. I don't know if the authors intended that you hold down the "+" with your little finger and operate the numbers with the others, or perhaps use two hands, but either way, it was impossible for me to get used to.
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Well, I guess I'm dead. |
Cleric spells are divided into those that can be cast by Goldmoon through memorization and those that require "charges" from the Disks of Mishakal; these include "Raise Dead" and "Heal." You can thus only cast a fixed number of these high-level spells per game. Mage spells all come out of a fixed number of charges in Raistlin's staff. I found magic was the only way I could win battles, and I was a bit annoyed when it kept running out.
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I've tangled a Draconian in a "web." |
I made it to Pax Tharkas, but only to the main entrance, which was closed. I kept running out of spells before I could make it to, let alone through, the cave system. Anyway, the game is not an RPG by my definitions. Yes, the characters have attributes, but they're fixed. They don't gain experience as they defeat enemies, except as part of a final score. As with the other two Silver Box games, a complete game is only meant to take a few hours, after which you see your statistics and are encouraged to try again.
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I've made it to the fortress; I just can't get in. |
******
X-Men II: The Fall of the MutantsUnited States
Paragon Software Corporation (developer and publisher)
Released 1990 for DOS
Rejected for: No character development
This
game was tagged on MobyGames as an RPG by someone who must have seen
the world map and assumed that any game in which your character is
represented as a little icon is an RPG. There otherwise isn't a single
RPG element. There is no experience, no leveling, no economy, no
personal equipment. There isn't even a character sheet to view. The
X-Men have (quite naturally) fixed powers and abilities, and you just
have to keep their health meters high enough to complete their missions.
And
yet, there's a sense to which the game is RPG-adjacent, in that it was
developed by Paragon Software during the same time it was working on MegaTraveller and Space: 1889.
The movement window looks passably like the party movement window in
the developer's other games, so I'm sure it used much of the same code. It mashes this exploration interface with a side-scrolling combat interface developed for X-Men: Madness in Murderworld (1989), which no one thinks is an RPG.
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Somehow, it is snowing in Dallas and the enemies are barbarians. I didn't read the comic series. |
The
game is based on a 1987-1988 arc that crossed over multiple Marvel
comic series. In it, the X-Men take on a demonic adversary called . . .
well, the Adversary. The idea is that the Watcher (an alien being who
can see all universes) is observing how the events would have played out
if different teams of X-Men had taken on the different missions that
make up the overall arc.
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"And explore the question: What if?" is the conclusion of the opening narration in the current Marvel Studios series. I had no idea it went back so far. |
The
game has you choose five X-Men for your team, then choose a mission.
During the mission, each team member's power can be used for both battle
and exploration; for instance, X-Men with flying abilities can pass
over objects (and somehow bring the entire team with them), and those
that can teleport can ignore (some) walls.
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Exploring some caves with my team. You move the leader and everyone else follows. |
When
the characters meet enemies, the view switches to a side-view interface
for combat. You may face multiple enemies, but each character only
takes on one of them, so you have to switch between characters (and
combat screens) with the number keys, defeating all of them before you
can exit combat and move on. With only one primary and one secondary attack per character, I don't even think it works very well as an action game.
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Turn-based combat mode. |
I should mention that there's also a kind of "tactical" party-based combat system, too, in which all party members and all enemies face each other on a Brady Bunch-like grid of portraits and take turns using their attacks. I had to steal a screenshot of this because for the life of me, I couldn't figure out how to switch to it. The controls in general are a bit of a nightmare, with PAGE UP and PAGE DOWN, of all things, used for the two types of attack.
If you're interested in more there's a good article
here by an author named "Scary Crayon."
********
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Art department: You had one job. |
Golden Axe WarriorJapan
SEGA Enterprises Lt. (developer and publisher)
Released 1991 for SEGA Master System
Rejected for: Insufficient character development
When this came up on a random roll, I let myself look forward to it for a minute. Although I knew that the original Golden Axe games were not RPGs, I let myself believe that maybe this spinoff had introduced some RPG elements. As a teenager, I had played and enjoyed Golden Axe (1989) in the arcade, its lack of RPG credentials notwithstanding. This is what it looked like:
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Proper heroes fighting proper enemies. |
Things started well when I fired up the game. It has a properly heroic title screen and a backstory that evokes themes of Norse mythology and Conan-style swords and sorcery. Long ago, a group of giants tried to usurp the place of the gods. They were defeated, and only one, Death Adder, survived. For years, peace has reigned in the nation of Firewood, which is blessed with the magic of the 9 crystals. But a "greedy minister" sold the crystals to Death Adder, who has now used them to conquer the kingdoms of men. One final hero emerges to slay Death Adder, recover the crystals, and avenge his people.
So far, so good. Then we transition to this:
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Look at the adorable little kid waving his sword around. |
And this:
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Even the bearded NPCs look like children. |
I've already played this game a million times. The same Goofy Cartoonish Little Man; the same enemies marching back and forth across the screen; the same health bar represented as "hearts"; the same NPCs giving one line of drivel. Increases to a couple of status bars do not make a game an "RPG"; every first-person shooter would be one under that definition.
I know that The Legend of Zelda will continue to inspire both RPGs and non-RPGs forever, but I won't be sad when we get out of this era of literal Zelda clones.
I dunno if kicking off the first real post of your 16th year blogging with pointless pedantry is welcome, but the Dragonlance novels were based on the modules rather than vice versa (I believe the first novel was fairly directly inspired by the play test campaign of the first couple modules, then they realized that didn’t really work - it was very slow, for one thing - and took a freer hand to adapting the modules’ plots in the remaining two books of the trilogy).
ReplyDeleteYeah. The first novel is so obviously a game translation that you can hear the dices rolling.
DeleteWeird. From what I heard, the idea to create novels almost simultaneously with the module was the first idea in all of this, with testers playing the module and authors (being part of the testing group) creating the book at the same time.. Also, they changed the setting on the fly, continuing to create it based on how the final novel should or should not be; for example, initially, they had a halfling, not a kender, in a group, and this halfling found a ring of invisibility as a random loot in Xak Zaroth, but then they decided "oh crap, this will look like too blatant a Tolkien ripoff", and so they came back to setting design, and so were the kender created. It is actually quite fascinating how unique the setting came out to be - with Tests of Sorcery, Ishtar Cataclysm (with both Fist and Beldinas trying to reach the very similar prize by very different methods), kender as childlike heroes who, in their innocence, are the only ones who can save the world in the grand finale (this already after the likes of Frodo, but before the likes of Harry Potter, being some sort of "link" between adult persons of short stature that are more on the inside than grown-ups see and children who have more potential than jaded adults see in them - not to mention "kender" being derivative of "Kinder", i.e. "children" in German), or Neutrality being a completely particular ethical valence, akin to neutrons in an atom - holding it all together, not letting it all fall apart.
DeleteRight, the idea to make Dragonlance a cross-media franchise was there from the beginning, but the actual timing of creating the material meant the modules came first, and as mentioned above, the first book especially clearly reads as an adaptation of game sessions. Books two and three start to jump around a little more and elide more of the less-interesting bits (including entire modules), split up the party so there’s less of the awkward dozen-people-standing-around-in-every-scene stuff, and so on.
DeleteWell, for me personally, the book series really got on its own legs starting with the Twins Trilogy. This was deep, emotional, and really touched heart strings. Deep dilemmas, Caramon finally learning "hard love" ("What a terrible hate it is!" - Chrysania thought, and then she corrected herself - "No... what a horrifying LOVE...!"), Tanis having to make a devil's bargain with Soth (having to betray Kitiara, who will surely go to hell without his soul petioning for her, the last person who truly loved her), Raistlin making a saintly bargain on his own end after all ("take her and go - and abandon me to the devils here")... This was all very powerful, tragic and sincere - Season-themed Dragons do not come even close.
DeleteThat reads like very much a JRPG dialog ...
DeleteYeah, the main character from GAW wields a sword. I think he's a descendant from Ax Battler, one of the heroes in the original, who also wields a sword. The Golden Axe is the weapon of the big bad, and somehow brings peace to the land if the good guys have it. No, this doesn't make a lot of sense beyond "generic fantasy story".
ReplyDeleteGolden Axe is THE original fantasy beat-em-up, highly iconic, and has a number of good and not-so-good sequels. GAW turns out to be a pretty good Zelda-clone with a number of original ideas to it. But none of these is an RPG, so that's a topic for another blog.
Incidentally, Marvel's What If series started in 1977.
Notably, Axe Battler doesn’t fight using an axe.
DeleteHe had a comrade, the dwarf Gilius Thunderhead, who does fight using an axe, which is gold colored, but ISN’T the Golden Axe.
At the end of the original game you finally face Death Adder, the big bad who started a war by seizing the Golden Axe. He also uses an axe in combat like Gilius! But his is tan colored.
Gilius's axe is metal-colored in all ports (but as you say, not in the arcade original); so this is either a graphic mistake or a retcon.
DeleteAlso, I just learned that a Golden Axe cartoon series is in the works: https://deadline.com/2024/04/golden-axe-animated-series-comedy-central-matthew-rhys-danny-pudi-1235888171
I was coming down here to make a joke about defeating Death Adder with Death Subtractor, but "Axe Battler, who also wields a sword" has defeated me.
DeleteSo Ax Battler, Dirk Gently, and William Shakespeare all walk into an armory…
Delete"Ax Battler" is the sort of name Hideo Kojima would use for an NPC if he wrote a Swords and Sorcery game.
DeleteI'll add that in the original arcade, the big bad is called Death=Adder, with an equal sign. So, his true name is Death Equals Adder.
DeleteIn case you aren't joking, that's not an equal sign but a double hyphen, as could be seen in the Waldorf=Astoria name, and ocassionally used in Japanese Kana instead of the regular hyphen since the latter can be mistaken with the "long sound symbol".
DeleteI always figured Ax Battler was called that because he battles the guy with the axe.
DeleteKnowing very little about the series, that would also have been my assumption.
DeleteHave you played the actual Legend of Zelda? It’s a legit classic, hence all the clones.
ReplyDeletehttp://crpgaddict.blogspot.com/2020/01/game-353-legend-of-zelda-1986.html?m=1
DeleteThanks. Sounds like he doesn't want to talk about it.
DeleteThings didn’t go especially well, no.
DeleteCRPGAddict is one of those people I formerly thought didn't really exist -- people who find the muscle-bound hero of Golden Axe appealing, whereas the Legend of Zelda is something we should have grown out of in our teens.
DeleteI'm not sure why, but it just never occurred to me as a kid to think that a Conan-archetype or a GI Joe was a "proper" hero whereas Link and Mario were not real heroes. And as an adult, both the Conan and Link archetype seem equally fantastic and potentially "childish".
DeleteChet have mentioned that another family member had a NES when he grew up so this could be linked to some untreated childhood trauma, or maybe it's just liking different tastes of cigar.
DeleteHe doesn't like Zelda therefore he has a childhood trauma?! Come now, you're being ridiculous.
DeleteClearly, he is too prude to appreciate it. We all know that the original Zelda is one sexy game.
DeleteI see a clear link between Zelda, mother and the dislike of Goofy Cartoonish Little Men.
DeleteI think he mentioned smoking cigars during playsessions too. It's all coming together...
Delete"people who find the muscle-bound hero of Golden Axe appealing" - hey, some people find muscles appealing, too! Doktor Frankenfurter, for one, although he was, well, a bit on the evil side. But, google Cho Aniki for a bit and say that they do not look appealing? You just need a bit of imagination to go there from Conan-like Golden Axe hero... Okay, I'll see myself out /jk
DeleteThough I, for one, alwasy liked the Gilius character more. Either it is his little hitbox and wide area of effect with his axe, or maybe I am simply a sucker for shorter guys...? :D
DeleteI can't imagine anyone not preferring Gilius -- the guy just radiates cool, is clearly the game's frontman, and is the most fun to play -- but there are weirdos out there.
DeleteI don't find it surprising that Chet gets no satisfaction from Zelda-like mechanics. When I'm surprised that he's very bothered by chibi/SD depictions and takes them quite literally, I tell myself (and I think I'm not 100% wrong about this) that a lot of it is that he's repulsed by the thought of a third party seeing him play this game, and what they might infer as a result. We don't have preferences in a social vacuum, after all, and I remember how in my teenage years a guy who played as a female character might well get made fun of (I think Chun Li was when that started to change). Not always easy to unlearn those lessons.
Really? It’s not just easier to accept that different people have different preferences? The problem with your insulting theory, PK, is that the nature of my blog basically requires me to play any game that comes up. So if I secretly adored this cutesy nonsense, but I was worried what people would think, I would just gesture to my master list and shrug.
DeleteI really am put off by the style. And I don’t think it would be hard to find something that you would be equally put off by. Would you enjoy games with these graphics as much if they were replaced by Care Bears? Sesame Street characters? Surely there’s some thing that would make you roll your eyes and say “gimme a %*#*%” break.
And before anybody says that you would LOVE to see Big Bird mow through Muppets with a katana, keep in mind that we’re not talking about a one-off novelty. We’re talking about every single game in a particular genre adopting that style for years.
DeleteSounds like someone is not really connected to their id.... or it´s just a different taste in protagonist and Goofy Cartoonish Little Men tend to sometimes symbolize simplified gameplay.
DeleteWhoa, Addict, haven't you specifically said you feel uncomfortable about the prospect of being seen by strangers playing these games (on public transportation, for example)? Maybe I'm misremembering -- I don't have the bandwidth right now to go through over a decade of posts -- but I wasn't trying to project anything onto you, but to reiterate something I thought you'd said. If I'm wrong -- if you really have never expressed the worry (or felt it, but maybe that shouldn't count) that some observer will think you're infantile, or worse, for playing games in the chibi/SD style -- then I retract my statement.
DeleteThat said, when you ask "It’s not just easier to accept that different people have different preferences?"...well, I can't honestly say I think of you as someone who models that acceptance (about aesthetic issues, I mean). Or, put differently, I don't actually think you "accept" the indifference -- and it really is indifference, not adoration -- that most of us feel about this; instead, I think you think it should bother us. I just don't care very much about iconography, I don't identify closely with my characters in games, and I don't experience the Little Men as anything other than a concession to tile-based graphics, so your preoccupation and violent repulsion to it is just bizarre to me. And, while I don't especially want to play a game that's all conducted in baby talk or consists exclusively of sexual violence, almost anything that would "put me off" would likely be so unintentionally camp that I'd laugh at it. Incompetence and malice make me roll my eyes, not this stuff.
You know, I accept that these chibi characters became normalized for many players and no one blinks twice at them. But you all express bewilderment that they could possibly bother me, and so I try to offer comparisons--and then you refuse to acknowledge the truth of the comparisons. You'd be perfectly happy if every enemy in Fallout: New Vegas was a smurf. If the PC in Baldur's Gate II said, "ga ga goo go I am the son of a god," you'd just laugh at the "unintentional camp." If every game was like that, you'd think it was just peachy. You'd never demand an adult game that took itself seriously. It gets so tiresome. It would be nice if just once someone said, "Ow, wow, if you feel about Link the same way I'd feel if every console protagonist for eight years was My Little Pony, then I totally understand your reaction."
DeleteSure, I've said I don't want people looking over my shoulder and watching me play eroge. If I also don't want them watching me role-play a little elf child, it's because of my reaction to the graphics, not the source of it.
Speaking for myself, I'm not bewildered by the fact that the chibi and chibi-adjacent style bothers you -- everyone has their tastes -- but by the degree, persistence, and vehemence of your reaction.
DeleteYou experience a game as categorically, inescapably infantile if it uses that style. Others, it seems, generally don't (and this includes older adults I know, older than you, who played 8- and 16-bit console RPGs and never once commented on it).
In my case games like Dragon Warrior, Final Fantasy, or Hydlide just seemed like a slight variation on the simplified, abstracted iconography I'd already seen in the console ports of pre-crash games like Mr. Do's Castle or Miner 2049er (which have protagonists with childlike proportions). I literally never thought to myself "This depicts children" nor did I have to "get used" to it. It was, for me, too incidental to care about at all.
Look, like whatever you like, and dislike whatever you dislike! I'm sorry that it's alienating being an outlier, and I can respect your right to have a reaction, but I can't validate the substance of the reaction itself, because I don't perceive the harm. If you think the style is causing harm -- if you see it as a symptom of a mindset that encourages inappropriate behavior toward children -- then strangely enough I'd find that easier to understand, because at least the vehemence would relate to some tangible harm that's worth caring about. But off-putting aesthetics just make me shrug and say, "OK, not meant for me", and I encounter that already in the vast majority of modern media.
I mean not everyone loves Zeldas. I don't care for any of the 3D Zeldas, and the only 2D Zelda I really enjoy is the one on 3DS. I've played most of them to give them a try. Just because something is popular doesn't mean it has to be universally loved by all. And speaking of aesthetics, I don't think its weird for a child of the 80s to love the 80s Conan and muscle bound aesthetic more than the cutesy Japanese anime style aesthetic. I'm guessing everyone who loves Zelda like that are probably at least born late 80s, and grew up mostly in the 90s and later.
DeleteI don't think anyone's challenging anyone's right to dislike something, but the way it's expressed when it comes to games in that visual style compared to anything else does feel different somehow.
DeleteI'm about to make an entirely disproportionate comparison because I'm not good at articulating my thoughts and it's the best thing I've been able to come up with so please bear with me, but whenever I read a post about a game in that style and it starts going on about Goofy Little Cartoonish Men and calling everyone children, it gives me the same uncomfortable vibe as when I see something about US politics and one side has made a derogatory nickname for an opposition figure and invokes that nickname at every opportunity as if that's a compelling argument - and somehow to the people around, it is.
I'm completely on board with him disliking games, including instantly based on visual style, but even the rpgs that were transparently awful and wasted hours with meandering repetitive quests with no proper conclusion didn't get as much vitriol in their writeups as these seem to.
Man, if you enjoyed the Golden Axe coin-op, you really owe to yourself to give the D&D arcade beat-em-ups (Tower of Doom and Shadow Over Mystara) a go.
ReplyDeleteYeah, I know those aren’t technically RPGs - while the game presents your score as “XP”, actually leveling happens at fixed intervals - but despite that character development is very satisfying, and the overall package winds up being extraordinarily fun (especially if you can play with someone else on the same machine).
DeleteOops, the above was me.
DeleteI enjoyed them when I was 15. I wasn't very good at them, though. I only got as far as I did by feeding an entire week's pay into the machine, quarter by quarter.
DeleteThese days, I have less patience for games that are purely about controller dexterity. I ragequit (and uninstalled) Elden Ring, and that at least has RPG elements and supports grinding. I don't think I'd be much of a Golden Axe player anymore.
whit MAME you get unlimited quarters.
DeleteThe real fun will begin when you start running into the more serious Zelda clones, like Beyond Oasis or Blood Omen: Legacy of Kain...
ReplyDeleteCharacter development is such a good RPG mechanic that it gradually ends up being adopted by almost everything. It's usually boring to make a game where your avatar can only do the same things through the entire play time! So at some point soon Chet needs to ask himself specifically what types of "character development" games am I interested in?
DeleteI get that he doesn't like Legend of Zelda-likes. It's primarily an action game that happens to have character development. It's not Wizardy or even Dungeon Master.
System Sock 2 and Deus Ex really brought the concept of character development into the FPS space, and that point it was off to the races for all genres once people saw how fun it could be when properly applied (and not every game does its character mechanics well).
DeleteI doubt Chet is going to get far enough, where, say, every game that lightly uses RPG mechanics is going to be a contender. That said, cutting out most games where all characters are going to be basically the same at the end of it is probably a good idea.
Delete"System Sock"... now I'm imagining that game with sockpuppets :D
Deletejust as a note, it is not that System Shock 2 and Deus Ex introduced character development like no one else on FPS (I mean, are we really overlooking how narratively charged is the first System Shock?) but the road to modern FPS is very very subtle. Wolf3D and Doom actually were popular because they were fast, but there were already first person games with narrative since the 80s The Colony, the Freespace games or others, and before System Shock 2 there are loads of proto examples of a bit more complexity like Strife or the Marathon games. I do believe most of the game historians or game magazines focus on just the two examples they love more and construct a narrative around why those are the most important ones (like for example overlooking how metroidvania is basically a refinement of the 8 bit maze/adventure games like underwurdle or sacred armor of antiriad). Or how the JRPG and CRPG evolution is actually not that different and these genres feed each other.
Delete*freeScape
DeleteI also want to play system sock.
DeleteIn my head canon, Death Adder and the other giants decided to usurp the place of the gods after another giant, Ba'alric, came up with a plan. Alas, it wasn't as cunning as he thought it was.
ReplyDeleteWell played
Delete66% percent of this entry has some real old man yelling at clouds feel to it.
ReplyDeleteThe X-Men game is weird, sort of an inverse point to a lot of arguments we tend to have on this blog about what is a RPG. It's a game where it's important that your characters stay alive because you aren't getting anymore, but they also don't really improve. One could call it a strategy game, but that just screams the argument that "it's a strategy game because you strategize." It's not an adventure game either and calling it a pure action game is weird because it isn't. It's basically its own bizarre little genre because the game was designed around weird constraints.
I enjoyed the humorous disdain for the zelda-like! Gave me a hearty chuckle.
ReplyDeleteI was not aware there was a golden axe zelda-like, so that's fun to see. I totally agree that zelda style games are their own thing and not RPGs, although I'm sure there are ones out there which will bridge that gap at some point.
The BRIEFs are always a fun insight into the sorts of games that are on the periphery of this blog, and a nice reminder of the era of gaming that is being blogged through.
I haven't really anything to add about the games, but since one of them is X-Men II, I thought I'll just drop a piece of trivia I came across a while ago and found interesting about the movie X-Men 2 and the book The once and future king by T. H. White (which I understand our host also appreciates).
ReplyDeleteIn X-Men 2, Magneto is reading said book while imprisoned and at the end of the movie Professor Xavier talks about the same book to his students. In the later (prequel) X-Men: Apocalypse, the young Xavier is already shown reading from it to his class as well.
As discussed in the linked reddit threads, besides the question of “does might make right?”, there are some potential parallels / comparisons that might be drawn - someone even made a presentation on it.
I remember that. I even have the same edition that Magneto is reading. It makes sense--there are obvious parallels between the X-Men and the Knights of the Round Table. Although the knights in White and Malory (White's primary source) don't have superpowers, many have their own niche skills, and a lot of them struggle on the edge of right and wrong.
DeleteAmong my many potential projects is an annotated version of The Once and Future King that footnotes all the obscure references that White makes to both previous Arthurian sources and otherwise. I mean, here's the first paragraph:
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On Mondays, Wednesdays, and Fridays it was Court Hand and Summalae Logicales, while the rest of the week it was the Organon, Repetition, and Astrology. The governess was always getting muddled with her astrolabe, and when she got specially muddled she would take it out of the Wart by rapping his knuckles. She did not rap Kay’s knuckles, because when Kay grew older he would be Sir Kay, the master of the estate. The Wart was called the Wart because it more or less rhymed with Art, which was short for his real name. Kay had given him the nickname. Kay was not called anything but Kay, as he was too dignified to have a nickname and would have flown into a passion if anybody had tried to give him one. The governess had red hair and some mysterious wound from which she derived a lot of prestige by showing it to all the women of the castle, behind closed doors. It was believed to be where she sat down, and to have been caused by sitting on some armour at a picnic by mistake. Eventually she offered to show it to Sir Ector , who was Kay’s father, had hysterics and was sent away. They found out afterwards that she had been in a lunatic hospital for three years.
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You could fill pages with footnotes to the references in this paragraph alone. I'll need to wait for it to enter the public domain, though, unless I want to publish exclusively in Canada.
I am not surprised to see what you think of Golden Axe Warrior. It's just a Zelda clone. It's in fact marginally better than Zelda, but not in any way you would really care about.
ReplyDeleteThe only real RPGs on the Master System are Miracle Warriors, Phantasy Star, Ultima IV, and Dragon Crystal. You already played Miracle Warriors and Ultima IV. Dragon Crystal is a simple Roguelike - not worth more than a few minutes of your time, if that. I would be interested to see your opinion on Phantasy Star; most Master System fans call it the best game on the system. I understand if you'd rather skip it, though.
The Master System always felt less like a third-gen console to me and more like the crowning achievement of the second-gen showing up way too late to the party.
DeletePhantasy Star has an equal chance as any game as coming up on a random roll. It's probably inevitable.
DeleteYou already played Dragon Warrior and Final Fantasy, might as well go for the last of the late 80s/early 90s console RPGs and play Phantasy Star! (I promise it's good.)
DeleteIf you random roll for console rpgs you are in for a lot of wasted time, when it comes to console rpgs, if you try them out at all, then it´s ok to cherrypick.
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