Showing posts with label Zeliard. Show all posts
Showing posts with label Zeliard. Show all posts

Monday, January 31, 2011

Zeliard: Not Enough Dexterity

A giant chicken ("Pollo") is the third boss fight.

The CRPG Addict does not have very good hand-eye coordination. It is for this reason that I play CRPGs and not platformers. So when Zeliard started offering up series of complex jumping puzzles, I knew I was in trouble. And when I failed at the same jumping puzzle literally 47 times in a row, I knew that this was not the game for me.

I'm no good at these things.

It's too bad because Zeliard is a cute little game. Every level is comfortably similar. Levels feature pairs of interlocking maps. The first level had two caves: Malicia and Peligro; the third had two forests: Madera ("wood") and Riza ("crimp?"); the fourth two ice caverns: Glacial ("icy") and Escarcha ("frost"). The two maps are accessed through a series of doors. I had a hell of a time mapping these before I realized that the doors are color-coded to help you create your map. I am color blind. I can't stand games that rely on color for key elements, especially subtle variations like red and green and blue and purple, which this game uses (my wife helped me out). Seriously, would yellow, blue, white, and black have been difficult?

The ice caverns on Level 4.

Anyway, each level also has doors leading to a town, with names suitable to the levels' features. The ice caverns led to a town called Helado ("ice"), for instance. In each town, NPCs give you clues as to how to beat the levels.

To win this level, I somehow needed to find my way up to these shoes.

To get through the levels, you have to follow a deceptively linear path by going through the right doors, picking up keys, negotiating platform puzzles, and finding special items like the Hero's Crest on Level 3 and the Ruzeria Shoes on Level 4. At the end of each level is a boss beast. I fought a crab, a squid, and a chicken, and I understand the rest include a fish head and a dragon.

A shield I never got to buy.

Each town has a slightly more powerful weapon, armor, and potion selection, and each visit to a new town rewards you with a new spell; my last was the Fuego ("fire") spell. I never got very good at casting those. I kept accidentally pounding CTRL when I went to hit ALT (the spell key), which meant that the Google Desktop search box would pop up and as I frantically tried to close it and return to the DOSBox window, the monsters would kill me. Remember: bad hand-eye coordination.

I'll try to remember that.

Dying causes you to resurrect with no gold (unless you deposited some in the bank) back at the first level. Fighting my way back through the first three levels was too much even for my draconian rules, and I generally reloaded when I died.

If you want a good laugh, you can watch me try and fail to get across these platforms a bunch of times before ultimately dying. Notable is how at 00:58, I manage to miss the blob with two Fuego spells and how at 1:22 and 01:40, when I'm trying to frantically jump out of the spikes, I keep swinging my sword--the "jump" and "attack" keys are nowhere near each other. But the crowning moment comes at 02:55, when having finally managed to make it across the platforms, I then still manage to just fall off. I really am this bad.



The game, coupled with a comment that PetrusOctavianus made in my review of The Bard's Tale has prompted me to think a lot about the relationship between dexterity, strategy, and probability (or luck) in computer games. RPGs almost always have a random element--that's what the polyhedron dice are for--but mostly they depend on the strategies you pursue (character development and battle tactics) to affect the probabilities in your favor. A good CRPG need not require any manual dexterity, but if it does, I guess that's what we call an "action RPG." Games that feature only manual dexterity are platformers.

I can get through most action RPGs because the dexterity part generally just involves pointing and swinging and maybe executing some kind of combo. But even if you're inept at that part, you can balance it through weapon and character improvements. If I can't seem to coordinate my attacks in Diablo II, I just need to level grind for a while and then my clumsiness is offset by greater power. But there's just no way to compensate for lack of dexterity in a jumping puzzle.

Anyway, I tried a lot more times than you saw in the video, and there were similar puzzles that kept me occupied for an hour or so prior to this. I can't imagine that they get easier as the game goes on, so I'm going to move on to the familiar comforts of The Bard's Tale III, which requires no manual dexterity at all. If you're really interested in seeing the end, a YouTube user named saberkitty119 has uploaded a full playthrough; the final two sections are here (this one includes the last combats with the dragon and Jashiin) and here (the end game text). Duke Garland saves the princess, of course, and for some reason he just saunters off into the sunset even though she clearly wants to express her gratitude in a Cinemax After Dark sort of way. And yet another game bails on the chance to feature the first CRPG romance.

Game world: Not outrageously original, but it's got a decent story (5). All character development follows the same path; you don't get to create or customize the character, there are no choices to make, and leveling basically just increases hit points and spell points (2). There are lots of NPCs who teach you about the world and your quest, but no interaction (4). Encounters and foes are of the Mario variety with no role-playing, but they do respawn so you can level-grind if you want (3). Magic and combat are action-oriented with few tactics involved even against the bosses (3). You can buy weapons, armor, and magic, and upgrading any of them is satisfying; you can find some equipment in dungeons. The descriptions that shopkeepers give of the items is a nice touch (5). The economy, based on "almas," helps you buy needed stuff, and I never hit a point where I didn't need money (5).

It'll be a while before I can afford that honor shield.

There is one main quest and no side quests nor any way to roleplay it (2). Graphics and sound are quite good, and the controls are fine, although I wish they'd made ESC something other than "pause"; I kept hitting it when I was trying to get out of a dialog window (5). Gameplay is very linear and non-replayable. Ultimately, I found it too difficult because of the manual dexterity issue. Younger players with better wrists might find it too easy (2).

The final score of 36 isn't too bad for a game that really isn't a CRPG. But seriously: this is the seventh game in a row whose CRPG creds are a little fishy. Time to cross into 1988 and try one that no one doubts.

Sunday, January 30, 2011

Game 46: Zeliard (1987)

A very pretty opening screen using EGA graphics.

Zeliard
Japan
Game Arts Co. Ltd. (developer and publisher)
Released in 1987 for PC-88, 1988 for Sharp X1, 1990 for DOS
Date Started: 29 January 2011
      
As you might have seen in the comments on Sorcerian, Zeliard nearly didn't make it. Commenter Sean questioned whether it was really a CRPG, and I took a look at both MobyGames's and Wikipedia's lists (I thought), concluded that no one said it was, and chucked it. But then Arcanum pointed out that it was, in fact, on the Wikipedia list, so I re-added it, gnashing my teeth a bit because I wanted to get to The Bard's Tale III.

Well, I'm not sorry I re-added it. It's fun. It won't become a part of my soul or anything, but it's a good play. And since you gain experience and levels and such, I'm happy to grant it at least quasi-CRPG status.

The story of the game is told in an interminable but well-animated sequence at the beginning: in days of yore, the kings of Zeliard imprisoned a demon named Jashiin deep within the earth. Thousands of years later, he has awakened.

Bad kitty!

Calling himself "The Emperor of Chaos," he lays waste to Zeliard with a storm of sand, and he turns the beautiful princess Felicia into stone ("a lovely and terrifying symbol of my awakening").

Really not all that terrifying.

The Guardian Spirit of Zeliard visits the king and tells him that a brave warrior must venture into the labyrinths beneath the kingdom and recover the nine Tears of the Esmesanti, holy crystals that can reverse the damage, and slay Jashiin.


 
The king despairs about where such a hero will come from, but it turns out that I, Duke Garland, have been following the holy spirit's summons, and I show up in Zeliard at just the right time.


 
As I visit the king, Jashiin appears and taunts us both, but I give some back good. The king gives me 1,000 gold pieces, I purchase some weapons, armor, and potions, and soon I'm hacking through vermin (yes, the first creature I slew was a rat) in the underground.

Or you could just give me the absolute best equipment in your kingdom, instead of making me buy it.

Gameplay is of the side-scrolling platform variety, and in between slashing at creatures, I have to navigate mazes and jumping puzzles. Combat is fairly basic action-oriented hacking, lent some extra tactical dimensions by the multi-layered nature of the dungeon. Sometimes you have to jump to reach your foes, and you always have to watch to make sure they're not about to fall on you and knock you off a ledge or a rope. In this, the game is a hybrid between an action CRPG and a platformer.

From the starting town, I fought my way through the caverns of Malicia and found myself in an underground town called Satono, where I was welcomed as the first visitor in a long time (no word on how they manage to survive without plants and sunlight). From there, I cut through the caves of Peligro to the forest town of Bosque.


 
All towns have the same shops: weapons, magic, an inn, a bank, and a sage. There are also selections of NPCs who give you hints as to what you're facing in the next dungeon.

NPCs give hints as to the upcoming dungeons.

As you kill creatures, you collect little balls of their essence called "alma," which banks happily buy from you for 4-8 gold pieces. NPCs suggest that the towns use this energy to create magic items and improve their defenses. Sages serve the triple purpose of giving you spells (you get a new one at each sage), leveling you up, and saving the game.

Leveling up at the sage.

Equipment is confined to swords and shields, and every town had one slightly better model. Shields get progressively damaged as you fight, and eventually they break. You can repair them at weapon shops or with a special potion.

You pick up keys, potions, and treasures throughout the dungeons.

As I said, the dungeons so far have been full primarily of vermin: slugs, bats, rats, and toads. It appears that at the end of each dungeon is a different boss creature guarding one of the Tears. So far I've defeated two: a giant crab and a giant land squid.

This is going to make a lot of bisque. Yes, I am aware that not all of my captions are home runs.
Duke Garland has no attributes except health and a fixed number of castings for each spell. This is partly what puts the game in "quasi-CRPG" territory, but he does collect experience (hidden) for each kill, and gain levels that affect his maximum hit points.

Here's a brief video showing the game play from the town of Santoro to the caverns of Peligro.



Miscellaneous things:

  • In the opening cut scenes, Duke Garland just looks like a regular guy, but during gameplay it looks a lot like he has furry, pointy ears (look as he climbs the ropes in the video).
  • Though the game is of Japanese origin, most of the object and place names in the English version are Spanish. "Alma," the valuable energy you collect from slain foes, means "soul." The caverns are called "Malicia" (malice), "Peligro" (danger), and "Madera" (wood). One of the towns is "Bosque" (forest), and a spell is "Espada" (sword).
  • Shopkeepers, if you ask them, will give a description of the items they sell. This isn't quite the detail of the write-ups we get in Might & Magic VI-VIII or the Baldur's Gate/Icewind Dale series, but it's a nice start--a first, I believe.


Zeliard
was developed by Game Arts for Japanese PCs and adapted to DOS by Sierra in 1990. (Sierra also adapted Sorcerian; I guess porting JRPGs was a bit of forte of theirs.) Because this version is a few years later than the original, the graphics and sound take full advantage of the hardware of the time. The images are rather lovely, and the sound and music edge just north of "tolerable" (which is actually quite good for this era). Like Falcom, Game Arts specialized primarily in console games; I believe the only other offering of theirs on my list is Grandia II in 2000.

I'm not sure whether I'll play this to the end, but I'll probably at least give it a second posting. Although my addiction is primarily to CRPGs, the occasional jumping-on-moving-platforms-over-a-pit-of-spikes puzzle is fun.

Briefly fun.

Wow, this is an image-heavy posting, isn't it? I don't know why some days I'm so enamored of screen shots.