Ishar 2: Messengers of Doom
France
Silmarils (developer and publisher)
Released 1993 for DOS, Amiga, and Atari ST; 1994 for Macintosh
Date Started: 28 July 2025
I found
Crystals of Arborea (1990) and
Ishar: Legend of the Fortress (1992) both pretty but underwhelming mechanically. Nothing seems to have changed much in the opening hours of
Ishar 2. It's perfectly pleasant to roam its hills and valleys, listening to the croaks of bullfrogs and the splashing of . . . something . . . but it breaks no new ground in combat tactics or NPC interactions. I guess that's fine. We really only get one revolutionary experience per year, and the rest of the time, "pleasant" is a superlative.
Ishar 2 is nothing if not pleasant.
Crystals of Arborea had a party led by an elven prince named Jarel save the small land from a demonic being named Morgoth. Ishar, set some time later, had a party save the land, rechristened "Kendoria," from Morgoth's son. Ishar 2 opens some unspecified time later, when Kendoria is part of a larger archipelago of seven islands, all but Kendoria named after one of Jarel's original companions. "Named after" is done amusingly, in that the islands named after, say, Irvan and Zach are not something like "Irvania" or "Zachistan," but rather, quite literally, "Irvan's Island" and "Zach's Island." In any event, these islands have entered something of a golden age.
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Great. Not only do we have to deal with this "warm tear" nonsense, but now there's a new nonsense word that everyone's going to use. |
I guess after the good guys conquered Ishar, they turned it into the capital of Kendoria—no reason to waste a good fortress. The current ruler is named Zurbaran. One day, he's sitting around his castle when the head of "Jon, Alchemist of Arborea" appears as a vision above his desk. Jon greets him with "warm tear," so I guess that's still going to be a thing. Jon warns Zurbaran that "Arborea is tyrapped [sic, though kind of a cool one, like "trapped by a tyrant"] like a rat in a cage . . . Leave Kendoria and sale [sic] across the seas, for even Ishar, your fabulous fortress, may fall in the coming tempest." The brief opening cinematic transitions to the title screen and credits.
Zurbaran apparently listens, because as the game begins, he's alone in a field on Irvan's Island with a sword and a bagful of 1,000 coins. Immediately, you can undo the backstory by importing your winning party from
Ishar. You get five characters at twice the level with twice the overall gold, but no equipment. As
VladimIr V Y predicted, the spellcasters have no spells. Anyway, I tried it just to see what would happen but then reverted to just having Zubaran.
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This would be too easy. |
The interface uses a blend of the mouse and the keyboard. It's complicated enough that I'll have to capitulate and read the manual eventually, but the basics are the same as Ishar, which of course are drawn from Dungeon Master: Tiled movement, real-time combat, a cool-down period between attacks, and so forth. I have a taste of combat almost immediately, as there are some hostile dudes hanging out in the direction that Zubaran is facing when the game begins. The battle does not go well.
In a few reloads, the best I can do is kill two of them before my health meter gets so low that I need to find some succor. One of the warriors drops 3,500 gold.
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These guys are tough for a single character. |
The automap is completely filled in for two islands, including the one I'm on. It shows that Irvan's Island is heavily forested to the east and less so to the west. The only thing that looks like a human structure is to the northwest, so I head in that direction. Thankfully, the numberpad replicates the GTFO cluster, so traveling isn't a pain.
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The detailed automap. |
Graphics and sound make the Ishar series stand out for its age. As I move through swamps and fields, listening to burbling water and animal noises in the background, it occurs to me that this is perhaps the most immersive fantasy game in a while. I say "fantasy" because Pathways into Darkness was immersive in its own way, but its graphics and sound effects were more functional than decorative. Here, the natural features are pretty, the buildings are imaginative, and the sky turns lovely colors (and that's coming from me!) at dusk.
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Twilight in the unnamed town. |
"Ah, civilization is not far away," Zubaran says as we approach a town of huts, long stilts keeping them dry from the surrounding swamp. I seem to remember that towns in Ishar had separate interior maps, so that's one change. I soon find that I can't enter or interact with most of the huts (unless I'm missing something). There are also a couple NPCs I can't find any way to interact with. One says, "Warm tear, presumptuous messengers." There's only one of me, and why am I "presumptuous"?
I skip a couple of stores for later and check into a tavern. I appreciate the option to listen to rumors, since I don't really know what I'm doing here or what I'm looking for. Someone talks about an old magician "prancing about to the east, along the coast." He apparently "knows how to psycho-analyze animals." More important, there are eight NPCs who will join my party (I can only take 4).
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The first batch of available NPCs. |
I remember from Ishar that some NPCs can grate against others, causing them to leave the party, but I don't know how you tell ahead of time that a relationship isn't going to work out. NPCs don't have explicit alignments, but some of them look pretty dark. I find eight more in another tavern nearby. My overall options are:
- Amrifor, a male elf warrior of Level 4. High attributes all across but I don't like his expression.
- Azirek, a male human murderer of Level 6. High agility, low strength. I suspect his "class" will be a problem for party morale.
- Bron, a male human barbarian of Level 4. He has a nasty sneer and almost no intelligence.
- Dhrurhn, a male orc barbarian of Level 6. Good strength, constitution. Suspect he'll be controversial.
- Edelia, a female elf ranger of Level 5. Low statistics in general.
- Eliandr, a female human scholar of Level 4. High intelligence, low physical attributes.
- Fandhir, a male elf archer of Level 5. Good numbers. Highest agility of the group.
- Golnal, a male human hypnotist of Level 5. Very weak but also kind of dumb.
- Karorn, a male human knight-errant of Level 5. Great numbers.
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I'll be back for you. |
- Khalin, a female elf magician of Level 4. Weak but highest agility and intelligence of the lot.
- Molgo, a male dwarf magician of Level 4. Very low agility, modest everything else. Looks mean.
- Olfren, a male elf mercenary of Level 7. Modest statistics.
- Tiefon, a male dwarf ranger of Level 5. Relatively moderate in attributes.
- Unknown, a male human "occult monk" with very high intelligence but very low agility. He has a hood, a twisted face, and glowing eyes. I suspect if anyone is going to have a problem with someone, it's going to be him.
- Yornh, a male human priest of Level 4. Looks somewhat imperialistic.
- Zeloran, a male elf magician of Level 5. High intelligence. Looks like Moses about to part the Red Sea.
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The second batch. |
If you've been counting, that's 12 classes for 16 characters. The manual has nothing to say about classes except that only scholars, magicians, and druids can cast spells, which makes me wonder what a priest is for. There's a new "First Aid" skill, so maybe that's supposed to take the place of healing?
I decide to buck my usual tendency and assemble the most problematic party that I can. I take Azirek to start. When you go to add any character to the party, all the existing members get to vote. Zubaran voted "aye" for Azirek, so so far, so good. I add Dhrurhn next, and Zubaran votes no, the traitor. But I guess 50% is enough, because he's added. We're unanimous on admitting Unknown but unanimous against Molgo for some reason. I try Golnal next, and they're fine with him.
Added characters come with their own money—between 1,000 and 4,700—but no equipment, so we head off to the local store. I don't intend to spend a lot on this group, as the "Team Spirit" statistic, 100 when Zubaran was alone, is down to 23. And all of the new characters refuse to use their "First Aid" skill on Zubaran.
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Way to be a team player. I don't think this party is going to last. |
The business about only magicians, druids, and scholars being able to cast spells is apparently nonsense because Unknown the "occult monk" has three spells. I don't know what they are because I can only see symbols.
I buy Zubaran some leather armor, food, and a rope. Everyone else gets a dagger. No point in overdoing it just yet. I head back to where the game began and try the party against the final marauder. He's tough, but he fixates exclusively on Dhrurhn, and we kill him before he takes any of us out.
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A lone bandit is no match for the Suicide Squad. |
Beyond him is a body. When I step into its square, I get a scene of a dying woman. Because she's dying, she can't tell a coherent narrative, but she mentions "Myrmidons of Shandar," a name that came up in one of the tavern tales (his minions have been seen about town). She also gives me some kind of pendant.
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There's that "Dwilgelindil" again. |
As we move on, I start mapping the island, but I soon abandon the map. As much as I like mapping, I don't like doing it for no reason, and it doesn't seem any more necessary in Ishar II than in the original. Games of the Dungeon Master lineage rarely require you to step on every square because they show you encounters in the environment. You don't step on an empty tile of grassland and suddenly find a hermit's hut or a pile of treasure as in, say, the Might and Magic series. Thus, as long as you get near every square, you're bound to find everything. The automap assists in adopting an exploration pattern to make that possible.
Thus, starting in the northwest town, we find (aside from the inns and stores):
- The manor belonging to Gordbroeuf, lord of this area. "You can bustle and bluster on our lands," he says, "but beware, I'll have no dirty tricks!"
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Does this engine even allow for dirty tricks? |
- There's a well in the center of town. We hear a noise in it. Manipulating the crank, we pull up an emaciated man who asks to join the party. I take a save and kick someone out, then check him out. He's a human thief of Level 4 named Kudsac. So that's a thirteenth class. I stick with who I have. I discovered that I can amusingly keep plunging him back down into the well and then reeling him up again. He threatens a bit but never attacks.
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Oh, no. Don't. |
- A bit down the coast from the town, we find a promontory of land with a skull sitting at the end. Picking up the skull causes the two stones on either side of us to turn into stone golems. They swiftly slaughter us. I reload and try a few strategies, but it's clear we're going to have to wait until later to win this one.
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What kind of attack is that? |
- In the southwest corner of the island is a dock with a boat, but we're blocked from getting to it by a beggar who keeps asking for change. I try giving him a few gold pieces, but he won't go away.
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Someone did not live up to great expectations. |
- As we explore, we pick up a few mushrooms here and there.
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That doesn't mean it's not useful. |
The eastern half of the island is taken up by a large cypress swamp (again, some really nice visuals here). We finally encounter some more enemies—some kind of lizard man or sahuagin. I adjust the formation so that Zubaran, who has no hit points, is towards the rear. (Characters share experience, so this doesn't handicap him when it comes to leveling.) We manage to kill them, but Dhrurhn takes a lot of damage. I lose him to the next battle. When a character dies, if you don't resurrect him right away, he disappears from the party the next time you move. Shortly after that, we meet a bunch of giant bees, and I lose Azirek, the murderer.
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Is that an "S" or a snake? |
Combat is all right. It's mostly a lot of clicking. I'm sure it will get more interesting when I have more spells. You can't do any of the fancy footwork that
Dungeon Master allows (see "Combat Waltz" in the
glossary), as adjacent enemies are always facing you. I tried attacking, backing away, and then attacking, but the timing of enemy attacks doesn't really support that kind of evasion.
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Bees! |
Eventually, we come to a clearing in the swamp where a large monster, wielding a blade in each hand, kills Unknown and Golnal. I flee before he can kill Zubaran, then head back to town for some "real" companions.
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This appears to be the island's "boss-level" creature. |
Some miscellaneous notes:
- Ishar made the player pay a little money to save the game. I actually liked that mechanic—it discourages save-scumming—but enough people hated it (it was mentioned in nearly every review) that they removed it for the sequel.
- The game has a day/night cycle, with the sky colored appropriately. Shops are closed at night. Time passes in real time, irrespective of whether you've moved the party. Numbers at the top of the screen keep track of the day and hour. I'm wondering if there's any real penalty for time passing. I keep getting paranoid and reloading if I let too much time pass without making much progress.
- Just as existing party members vote as to whether to allow new party members, they also vote as to whether to allow you to discharge existing party members. I got around this in Ishar by putting unwanted characters at the front of the battle line by themselves. The sequel offers another way to deal with the problem: there's an "assassinate" button that allows you to just up and kill any member of the party. When I tested it on the existing party, I expected it to lower team spirit, but it actually increased it.
That's about all the time I have for now, but I'm curious if anyone knows what variables go into whether party members like each other or not. Do they each have alignments that we're meant to infer from class and appearance?
Time so far: 2 hours
I like the idea that a character was so hated by the whole party that fragging them increased morale.
ReplyDeleteThat Brom guy looks like a cyclops.
I am reminded of a (former) co-worker. Nobody killed her, but no tears were shed when she voluntarily left for another role.
DeleteThis will be fun.
ReplyDelete"Unknown the "occult monk" has three spells. I don't know what they are because I can only see symbols. "
IIRC, the manual should have a page with all the symbols and their associated spell.
The magic classes drove me absolutely insane in Ishar 1 (also due to the confusing documentation) until I realized that only the "main" classes (Clerics and Wizards in 1) get all the spells for their domain, while other classes with sort of magic-sounding names get a subset of them and you have no way of telling which beforehand. Not sure if 2 works in a similar way since I just stuck with Scholars and Magician to avoid that nonsense.
Pretty sure you already have the option to kill party members in 1.
Thanks for the tips. The manual that GOG gave me doesn't have the spell images, but I'll hunt for one that does.
DeleteThe manual for Ishar 2 can be tricky to find online BUT the Ishar 3 manual is easy to find and it has literally the same spell list. While we're at it, it's a minor spoiler but I can already say that a Scholar spell will be needed at one point in the game, so you'll need someone of that class to finish it.
DeleteDon't worry about time passing ingame, there aren't any time limits. Certain events happen at specific hours but you can always try the next day if you miss them.
The multilingual Ishar 2 manual with spell list / symbols can be found at the MOCAGH here.
DeleteFor whatever reason, it seems the Ishar 2 part in the trilogy manual does not include them, but it does in the parts for Ishar 1 and 3.
> IIRC, the manual should have a page with all the symbols and their associated spell.
DeleteIIRC, it doesn't. But, IIRC, there's a Wiki for Ishar that does. I suggest checking it out.
> The magic classes drove me absolutely insane in Ishar 1 (also due to the confusing documentation) until I realized that only the "main" classes (Clerics and Wizards in 1) get all the spells for their domain, while other classes with sort of magic-sounding names get a subset of them and you have no way of telling which beforehand.
When I looked it up, it was character specific for Ishar II, and some choices sucked.
-- RandomGamer
https://www.oldgames.sk/docs/ishar/2/companions.php - list of all companions
ReplyDeleteIn the spirit of the Darkness games, any chance to also play 1990's Phantasy Star III: Generations of Doom and 1993's Lufia & the Fortress of Doom in parallel?
ReplyDeleteOr boot up that old printer, ATM or pregnancy test and play some regular old Doom
DeleteIsn't this the surest way to ensure that Chet DOESN'T play console games?
DeleteI don’t want him to play PS3 and I don’t want to read his review of PS3. No one is going to have any fun in that situation.
DeleteI don’t expect him to actually do it (especially after the posting about the plan going forward), I just thought it would be funny. Which - I concur - would be the only fun one could get out of PS3.
DeleteOh noes. I just finished PS2 and found the dungeons to be excruciating. Are they even worse in PS3?
DeleteNo. PS2 by far has the worst dungeons of the series. Possibly, worse than most other jrpgs at all. 4 is very much in line with regular jrpg dungeons. 3 is a bit more varied, barely having dungeons at all in parts.
DeleteI quite liked PS3, it's an interesting idea. Seemed a bit unfinished though.
That’s the problem with PS3, it’s just unremarkable and a slog IMHO. The idea of the branching structure is excellent and intriguing, but having to finish the game at least 4 times to see the various endings is just boring because the differences between the paths aren’t varied enough. PS1 and PS4 are classics. PS3 is just mediocre and tedious. At least these days you can play it once and then look up the other endings on YouTube
DeleteI never really liked the Ishar games, but they are undoubtedly among the absolute prettiest. Also, the dead party member portrait (the skull with the shaded red eyes) is terrifying in an awesome way.
ReplyDeleteAgreed. Disappointed you can't get him in the party.
DeleteThe Ishar series I always covered as looking gorgeous. When they were current I would read reviews and walkthroughs for them but couldn't acquire them.
DeleteI still mean to do a jaunt through then one of these days, even if they won't live up
it breaks no new ground in combat tactics or NPC interactions
ReplyDeleteThat's not quite fair: its party management mechanic is pretty unique, and the positioning grid is also not something often seen in real-time blobbers (DM's one is simpler). The question is, of course, whether these things bring much to the experience...
> And all of the new characters refuse to use their "Fist Aid" skill on Zubaran.
ReplyDeleteThere's a time and place for that kind of thing.
Can you be more explicit? The manual doesn't suggest that it only works in certain times and places.
DeleteI think mecha-neko means the typo ("fist" instead of "first").
DeleteAh, thanks. Three goddamned spelling/grammar checkers let that go.
DeleteYes - apologies for using it as an excuse for some very low humour.
Delete"Fist Aid" is when you give someone a hand in a very impactful way.
Delete...I'll see myself out.
If recruited party members come with money, and you can freely get them killed/kill them yourself, and there's at least thirteen more NPCs than party slots, that's thirteen piles of starting gold just going to waste...
ReplyDeleteThis is gruesome in a role playing perspective but logical when thinking about game mechanics.
DeleteMID([Blog Name],2,2)
DeleteA less mercenary (pun inevitable) alternative reading would be that all these candidates are buying their commission into your all-purpose adventuring blob squad, making a contribution to the war effort, and the lucky nine that are accepted but not required remain are back home in a supporting role.
DeleteThe abominable cut-throat version of a seeming mentor figure showing up to the inn and sweet-talking would-be, naive heroes so expertly that they're paying him and lasting as long as he chooses fascinates me though.
And it took me hours to figure out what you meant, Chet. I was staring at 'he' wondering if that was a kind of half-laugh because i'd upset you.
"The sequel offers another way to deal with the problem: there's an "assassinate" button that allows you to just up and kill any member of the party. When I tested it on the existing party, I expected it to lower team spirit, but it actually increased it."
ReplyDeleteWell, Azirek had an opportunity to use his degree, so of course he was happy!
You can say many things about Simarils, but one thing I love about these French developers is that they had a beautiful graphical style that was also immediately recognisable. Westwood (probably because of the presence of Rick Sparks) was another one, and you can find not many more that are this unique.
ReplyDeleteAgain, a staple of games at the time, each developer had something uniquely strong about them and probably weak on other aspects. I recall chasing over games from certain devs only because I loved the music composer they had.
I could never understand why there are so many hireable characters and classes when they don't do anything. Probably the devs wanted some atmosphere and flavor, but this is just way too thin. It's a bit like Perihelion - tons of spells and equipment, but most of them useless.
ReplyDeleteWith all the unused but flavourful and interesting skills, maybe they were trying to evoke the same idea the MegaTraveller computer games (and later Fallout actually) used, where the intention was that characters made in the game could also be used in real tabletop adventures afterwards.
DeleteWarm Tear everyone!
ReplyDeleteThis should be interesting. I guess Dwilgelindildong is supposed to sound like Tolkien-style elvish? But it... doesn't.
Tutti frutti, oh rootie
DeleteA dwil gelin dil dong a lop dil dong
Commentman
DeleteNow you made me look up the lyrics :D And they're probably wrong too.
DeleteCould be a placeholder that they forgot to remove
DeleteReminds me of the LotR parody Bored of the Rings and what they've done to Bilbo.
DeleteWhat if J.R.R. Tolkien had been Australian?
Delete"Gollum" It's Australian for beer!
DeleteAh, Ishar 2. I'd say it's a little bit more player-friendly than the first game but still incredibly obtuse at times. Here's a few non-spoiler hints:
ReplyDeleteDon't worry about the time passing, there's no limit. Some events occur only at specific hours but you can always come back the next day.
You can find the spells' names and, for some, what they do, in the manual. The manual also provides somewhat more context than just the intro, but not a lot (mostly that Shandar is the antagonist you're fighting against). Unfortunately finding the english version of the manual online is pretty hard, BUT you can easily find the manual for Ishar 3, which has literally the same spells.
Unlike the first game, your characters do not learn new spells in schools anymore - instead they acquire new spells automatically when they level up. Characters that aren't a Scholar, a Magician or a Druid have very limited spellcasting and usually learn very few new spells if at all. You won't get a Druid until much later so I suggest making sure you have a Scholar at least.
"Is that an "S" or a snake?"
ReplyDeleteFrom where they come from, it means "hope"
Those graphics look beautiful, especially that glowing golem and the loading screen. Kinda reminds me of Heroes of Might and Magic (4 is the one I've played, I think?)
ReplyDelete-- Enforcer @ Draggian Universe
I wonder if anyone in Lord Vigo played this game, thinking about their song "For Being Unknown". Wouldn't be out of character for a bunch of Germans to have played an Amiga game, even if it's probably a coincidence.
ReplyDeleteIt's weird that in the list article I was talking about how Jagged Alliance did a lot of things with party interaction that pure RPGs rarely do, and here's a game doing exactly that, right down to party members hating each other enough to murder them. I wonder if the good characters are less inclined to assassinate even evil characters or if everyone's fair game if they aren't the same alignment? Either way, I suspect you're one of the rare ones to go with an evil party. Wonder if it's going to turn into a challenge run or if it was intended to be winnable that way?
"I'm wondering if there's any real penalty for time passing."
Probably not, but if you're concerned, you should probably just be sparing with resting and the ilk. There are very few games, even those who loudly proclaim a time limit, where it's so tight that you'll end up screwed. Considering the company, lean towards easier rather than harder.
The picture with aramir is from ishar 1
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteI think that many party-based crpg's could benefit from a 'Team Spirit' or 'Morale' statistic like the 'Pirates!' games did, it adds an interesting new angle.
ReplyDeleteI appreciated how you started this game with the team of "can't we all just get along?"
ReplyDeleteAnd how it immediately went south; and the only thing that lifted the team spirit was murdering a party member.
DeleteHere's what I could find about the relationship system among characters / potential party members:
ReplyDeleteTrilogy manual / Ishar 1 manual:
"ALIGNMENT:
The relationship between the characters is very important in the game: they vote to dismiss or recruit other characters, they can kill each other, and sometimes even refuse to fight against members of their own races. This relationship is based on the traditional RPG (Role Playing Games) alignment tables (good and bad). The alignment of a character depends on his race and his class (for example, dwarfs are not very friendly with elves).
You can gather information about your character's alignments by visiting "psychoanalysts"."
Ishar 2 manual:
"Team cohesion or ALIGNMENT: We have shown that relationships play an important part: votes on enrolment or dismissal, serialkillings, refusal to give first aid. These are based on the "alignment" tables. These alignments depend on the tendency to good or evil and the sympathies and antipathies between races (e.g. dwarfs dislike elves). Team cohesion summarises the different alignments between the characters in the team."
Not sure how you are supposed to infer a character's "tendency to good or evil" besides the obvious ones like "murderer" - maybe appearance does play a role or maybe that can be deceiving and you have to rely on the 'psychoanalysts'.
The world graphics are really great. Aside from the atmospheric colors, the scene elements are arranged in a way that looks very organic. Not like the obviously tile-based levels of Dungeon Master or Lands of Lore. Though it might be a bit harder to tell where you can move.
ReplyDeleteSo, Zeloran and Karorn are back from Ishar 1. Are the Ishar 2 versions any different than the guys who were in your Ishar 1 party?
ReplyDeleteNow I 'm curious about whether Morgula will come back at the end to save the day - again - with an anti-final boss spell.
The Ishar games are certainly among the best looking games I know. They looked great back when they were new, and being polished 2D instead of crude early 90ties 3D they still look good today. Too bad I'm no good with this kind of games, too clumsy and slow to enjoy them.
For the Amiga in 1993, "pleasant" does make it superlative!
ReplyDelete...I'm sorry, people who owned a dying computer
I still miss my A1200, but yeah, with distance it was pretty much all hopium with the disappointing AGA chipset (since they couldn’t get their actual plan executed) and the laughable CD32. There are still a few games that are superior on the Amiga compared to DOS, mostly because of sound/music or because the developers just didn’t have a handle on PC development though.
DeleteSahuagin? Getting some Sinister Secret of Saltmarsh vibes...
ReplyDeleteOne of my first games magazine issues was the German PC Joker 9/1993, which contains the following spread:
ReplyDeletehttps://archive.org/details/pc_joker_1993_09/page/n13/mode/2up
Besides being highly atmospheric itself, it basically set the bar for my dream game: the presentation of one with gameplay of the other (with some room for improvement, of course). 30 years later, I'm still waiting...
I started this up in French to see if the Dinglelidong was just a translation thing, but it's also present in the French version. Azirek is an "assassin" in French, which is a murderer, but I wonder if could just as well be translated as "assassin" (my French isn't good enough), which would sound less sinister and more like a traditional RPG class.
ReplyDeleteI wanted to give this a short try but it's apparently not the kind of game that you just start playing without reading the manual.