Friday, June 17, 2011

Questron II: Massacre

How dare these guards do their jobs by stopping me from looting their liege's estate?

We need to consider what the creator of the Questron and Legacy of the Ancients series has against castle guards. Was he sodomized by Beefeaters as a child? In all three games, you are forced to advance by going on murderous rampages through castles whose denizens are actively helping you. This one goes even further by actually leaving visible corpses in your wake.

Ah, my old nemesis, Locked Door, we meet again. Clearly, none of my fireball spells will do anything against you.

The game follows the general schtick of its predecessors by having only a couple of locations and forcing you to travel back and forth between them multiple times. In Legacy of the Ancients, I complained about making repeated raids on Castle Kelfor, each time picking up something that I had to take to another location to get something that would take me back to Castle Kelfor. In this game, the linear dependencies were between Castle Redstone, Rivercrest Cathedral, and Rivercrest Tomb. Let me see if I can remember the specific steps:


  • In Rivercrest Tomb, I found a Moonstone Amulet that let me through a mystical barrier in Rivercrest Cathedral and speak to the "Holy One," who sold me the "Bread of Life" (basically healing potions) that made it possible to survive a long trip through the Tomb. (Later, I found a chalice that, when given to the Holy One, increased the amount of bread he was willing to sell.)

The "help" turned out to consist of getting out of the way.

  • Returning to Rivercrest Tomb, I found a Brass Key.
  • The Brass Key opened a door in Castle Redstone, leading me to various treasure chests. Looting these chests roused the ire of the guards, leading to the aforementioned slaughter.


  • Some of the chests in Redstone contained Iron, Brass, and Copper keys.

Apparently, the copper key was very heavy, and I picked it up and put it down 300 times.

  • The Emerald Key opened a heretofore impassable door in Rivercrest Tomb, beyond which I found the Wand of Power.


  • The Wand of Power, shown to Mesron in Castle Redstone, got me elevated to "scout."


  • Being a scout was enough to take the Orb of Enchantment from Castle Redstone (before, it kept saying, "Come back when you are better!").


  • Bringing the Orb to Morle the Magician in Rivercrest Tombs, I was transported to the Realm of Sorcerers, the second continent.

As you can see, this required me to go back and forth between these two locations about six times, making Questron II a rare game that both is completely linear and involves a lot of backtracking.

I videoed some of the game and uploaded it below, so you can see a little of what it's like to play it.



In the video, you can see me check my inventory, enter a town, play a few hands of blackjack, check out the armor shop, buy some spells and food, get a tip at an inn, donate at a temple, enter the Tomb, and blast a few monsters with fireballs. Note how quickly my food decreases as I walk through the dungeon. Either each food unit represents, like, one Cheerio, or my character is a real glutton.

Oh, a few other notes while I'm in the mood for bullets:

  • You can't just go charging down dungeon corridors by holding the arrow keys. Monsters appear very suddenly, and then can get 5 or 6 free whacks at you while the buffer clears.

They also tend to appear in large batches.

  • Monsters are basically indistinguishable. Yes, each one has a little icon, but all they do is hit you. There might have well have just been one creature called "monster."
  • A guy in Castle Redstone sold me stat upgrades--one per level--for a lot of money, but with my knowledge of gambling, money is no object.

A hideous pluck! Am I getting attacked by a giant chicken?

  • In the castle was a "Hall of Maps," where I was shown screenshots of two continents and a dungeon for 1,000 gold pieces. I don't know if this means there are only two continents in the game or what.

I do suspect this screen shot is going to come in handy.

  • Possible inventory is tied to your level. Only after I became a scout did I gain the "ability" to buy "bar armor," a mule, and time sap and sonic whine spells.


So now I'm on a second continent, with a bunch of towns and stuff that seem rather the same as the first continent. Is it too much to hope that I'm halfway through the game?

Wasting time killing monsters outdoors remains pointless with the imbalanced gambling systems. But I regard this as a good thing: Honestly, I can't imagine how much I'd hate this game if I had to spend hours grinding against Vivid Fishes and Boring Shrubs (thanks!). I can't say that I haven't died a few times, but this is still fundamentally an easy game. It is devoid of complexity in mapping, tactics, puzzles, NPCs, encounters, magic, or role-playing. I understand the need for "easy CRPGs" to lure new audiences, but to me this is a huge disappointment after Pool of Radiance.

Tuesday, June 14, 2011

Questron: 2

Minutes the developers would last in Vegas before going bankrupt: 15.

Number of minutes I initially played "Wizard's Squares," a casino game I found in a few towns, before deciding it was a stupid version of roulette and moving on: 8.

Number of minutes I continued to play the game before a nagging voice in my head made me say, "Wait a second..." and return to the casino: 12.

Average return on investment if betting on one of the four "corner" squares in the game (see spreadsheet above): 112.5%.

Amount of gold I had after about 15 minutes of playing: 25,446.


Number of treasure chests in Castle Redstone: 25+.

Number of chests you have to open before the guards start attacking you: 1.

Likelihood, given previous games in this series, that I will somehow end up having to kill all of these guards for vague reasons: 100%.

Number of walls it breaks for characters in the game to actually refer to "hit points": 4.

Number of character deaths I suffered before discovering that the way to heal myself is to buy hit points at unmarked stores in a handful of towns: 6.

How much sense it makes to find a network of "banks" in a quasi-medieval society: 0.

Given that you can store money in a bank, that you get an extra 200 gold with each resurrection, that there doesn't seem to be any chance of permanent death, and the only downside to death is that you have to re-purchase your weapons and armor, how much death sucks on a scale of 1 to 10: 2.

Percentage of the time I screamed, "No! Really! You don't have to do that!" when viewing this screen: 100.

Levels I gained for finding the Hall of Visions in Castle Redstone: 1.


Levels that you can gain in the game based on experience fighting monsters: 0.

Average amount of gold gained from killing a monster: 25.

Number of monsters I would have to kill to equal roughly 5 minutes of playing Wizard's Squares: 320.

Reasons, therefore, to fight monsters: 1.

Reasons to fight monsters other than "they're standing in my way": 0.

Number of other CRPGs in which a staff beats a hammer or axe: 0.

Given that more "advanced" weapons and armor, like hammers and ring mail, started showing up in towns after I attained an extra level, likelihood that the type of weapons and armor you can buy is tied to your level: 100%.

How $(&#@ing stupid this is on a scale of 1 to 10: 10.

Number of dungeon entrances in the upper left-rightcorner of this temple: 1.

Number of dungeons I have discovered after visiting every town and temple on the continent: 1.

Likelihood that the Wand of Power is in this dungeon: 100%.

Google results for "OOLATEK!": 155.

Number of magic missile and fireball spells I am allowed to buy and carry at one time: 99.

Average damage I do against creatures in the dungeon with my hatchet, and average percentage of the time that I hit said creatures: 13/50.

Average damage creatures in the dungeon do against me, and percentage of the time that said creatures hit me: 33/100.

Maximum number of hit points I am allowed to have: 400.

Average damage I do against creatures in the dungeon with my fireball spell, and average percentage of the time that I hit said creatures: 80/100.

Realistic tactical options I therefore have while exploring the dungeon: 1.

Reasons that vermin would have to be "wrathful": 0.

Having reached the end of this posting, satisfaction level with this particular gimmick, on a scale of 0 to 5: 0.

Given that I'm at a beachfront hotel in California, likelihood that I'm going to re-do this posting: 0.

Given that I'm here until Friday, number of other postings you are likely to see before then: 0.

Apologies that I offer for this: 1000.

Sunday, June 12, 2011

Game 58: Questron II (1988)

    
Questron II
United States
Westwood Associates (developer); Strategic Simulations, Inc. (publisher)
Released 1988 for Apple II, Apple II GS, Atari ST, Amiga, and DOS
Date Started: 12 June 2011
        
Questron II is a sequel to a game that I didn't play as part of this blog, but it was the first CRPG that I ever did play, way back in the mid-1980s. [Ed.: I later rectified this mistake and played it.] When I started playing, I didn't even own it. I'm not sure I even had my own C64. But I was over at this other kid's house and I saw him playing it, and somehow I managed to convince him to leave me alone in his room while he went off and did something else for the afternoon. I was hooked.

Later, I must have gotten a C64, or gotten this particular game, because I have a vivid memory of playing the game in my room and winning a boatload of money at roulette. I was so excited, I ran out of the room to tell my mother. I remember shouting something like, "Mom! I'm playing this game where the most money you ever have is like seventy-five gold pieces, and I just won two thousand!" She said something like, "Uh....great, honey!" while doubtlessly contemplating the likelihood that she would never have grandchildren.

I'll also forever be grateful to Questron for teaching me what a "mace" is. When I first saw that you could buy "mace" in a weapons shop, I imagined you were buying the chemical spray. It kind of spoiled the immersion for me. I mentioned this to my friend and he called me a "retard" but fortunately explained what it really was.

There are three other things I remember about the game:

  1. Your character is a peasant who works his way up in the world.
  2. Different weapons are good for different monsters.
  3. When I won, there was an extended end-game sequence that showed you paraded through a castle and being lauded by the king or something. For me, this set the bar for end games, and I was usually disappointed in future games by how little they gave me.

Writing all of this, I again feel like a bit of a berk for not playing it on this blog. What was my excuse? It didn't have a DOS release? I wish I could go back in time and slap the me of February 2010. (Though it turns out if I did, I still wouldn't have played Questron--see below.) For now, suffice to say that Questron was based on the style of Ultima (Barton says they even licensed the "style and structure" of Garriott's game). In the casino games and stat upgrade games, it featured the first mini-games of any CRPG, I think. These are all things that carried over to Legacy of the Ancients, which I did play here.

The plot of Questron wasn't all that compelling. You have to build up your character so you can take on the lamely-named Mantor, who rules over the even-more-lamely-named Land of Evil with his epically-lamely-named Evil Book of Magic. When licensing the "style and structure" from Ultima, the creators apparently decided this included the needless slaughter of dozens of hapless castle guards, because such massacres feature prominently in both Questron and Legacy. In Questron, the castle's king even knights you for it.

As Questron II opens, a wizard named Mesron is telling me that yeah, Mantor is dead, but his Evil Book of Magic is still around, and it's "so evil that it cannot be destroyed by normal means." Moreover, "its very presence, anywhere in our continuum, poses the threat of corruption and doom to all civilizations." That's some evil. His solution? Send me back in time to the planet of Landor, where the book was created by six "mad sorcerers," and stop its creation. Unfortunately, like the Terminator, I can't take any weapons with me, and the trip will "cause the loss of some of my Questron-renowned power." This is the game's way of saying that I'll get kicked back to Level 1.

We have to pause to consider the game's understanding of time travel, which according to Morle the Magician is quite common among sorcerers. I was a bit worried that if I stopped the creation of the book, Mantor would never rise to power, and I'd revert to a poor peasant. But according to Morle, "Going back in time to prevent an event can do nothing to alter the years between the event and the moment you move back through time. Only the future after your departure will be altered." Right. So let's work this out. Someone invents a time machine in 2012. You jump in and go back to November 22, 1963, run up to the sixth floor, and wrestle Oswald to the floor before he can shoot. But Kennedy still dies because, after all, you can't change the past. You return to 2012, and then, suddenly, Kennedy is alive. Only he's 95, so he probably just keels over.

So if I could go back 16 months and convince February 2010 me to just get a C64 emulator already and play Questron, I still wouldn't play it, but returning to June 2011, I would suddenly find a saved game on my hard drive. Man, time travel messes with the mind.

There's other stuff about the back story that we need to talk about, but you've all suffered long enough without any screen shots. Character creation consists of nothing more than giving your character a name, after which the game kindly recounts the story from the first Questron:


A disembodied voice explains that I'm on my way to another planet, Landor. "Although you are now a baron on Questron," the voice tells me. "You will have no title on Landor. Gather your strength. Marshal your allies. Learn where the sorcerers are and how to attack them. Remember your people and good luck." I wake up with a dagger, a suit of rawhide armor, a gold key, and the Evil Book of Magic, which for some reason they have sent with me. I am immediately attacked by something called a "Mavin," which the game manual describes as an ape-like creature.


Killing it with my sword takes a quarter of my hit points, so I duck into the town north of me.

Aside from better colors and graphics, the game is essentially identical to Legacy of the Ancients:


We've got the same top-down interface, the same keyboard commands listed to the left, the same statistics (hit points, food, gold), and the same message box at the bottom. I'm not exactly complaining; this is a game I can immediately start playing without messing around figuring out the controls. But I'm disappointed that combat in this franchise still hasn't advanced beyond hitting "(F)ight" until the enemy is dead.

Here's Keeganac's character sheet:


I note that there's no "experience" statistic, and that killing the Mavin got me some gold, but it didn't say anything about experience. One of the things I hated most about Legacy of the Ancients was that all the combat got you nothing but a few paltry gold pieces. Leveling occurred at fixed intervals and was tied to solving quests. It doesn't look like they've changed that in Questron II. They also haven't changed the annoying way enemies can attack you on the diagonal, but you can't.

The nearby town--Folman--has a food shop and an armor shop and a few little NPC villagers who all say one line when you (S)peak next to them, although nothing terribly useful so far.


Not really knowing where to go--the game manual suggests a first step is to seek the "Hall of Visions" so I can communicate with Mesron--I start exploring and find another town shortly to the south. When I enter, the game throws a copy protect question at me:


These are all monsters in the game. If there's one thing about this series, the creators did come up with some original monster names. Questron had pit screamers, dirt weirds, and Irish stalkers. Legacy had mime ghouls, venom floaters, and ventro flailers. This game, in addition to the ones above, has brawn warriors, snooper slinks, and jelly nymphs. Unlike the previous games, this one comes with a manual that fully describes each of them.

Anyway, in the second town, Ontaga, I found that old Questron staple:


They had two games: blackjack and high-low. Even better, they haven't changed the rules on blackjack since Legacy: winning pays even money, and 21 gets you double. Settling in for 20 minutes of 'jack, I turned my 203 gold into 1,290. But I noticed a curious thing: it was harder and harder to win towards the end. With those rules on payouts, I should have been able to keep going indefinitely (Legacy had you break the bank if you won too much, and then the guards chased you out of town). The dealer was getting a lot of 20s and 21s when I had 18 or 19. I wonder if the program is specifically designed to cheat if you win too much.

I kept moving on and found a couple other towns. The only weapons anyone will sell me are daggers, oddly enough, and the only armor I can buy is leather. One armor shop didn't even have anything! (And I don't think it's a Demon's Winter-style thing where you have to cycle through items.) I did buy some rope & hooks for crossing mountains and a bunch of food. It turns out that tavernkeepers give hints when you tip them, and one of the tips was germane to my quest:

Now if only I knew where Redstone Castle was. Also, I think it's "soothe."

The third town--I forgot to note the name--also had a magic shop where I can buy magic missile, one of the game's four spells. The others are fireball, sonic whine, and time sap (ironically appropriate).

My reactions after playing for about 45 minutes are: this is it? The same old game--from the gambling, to the combat, to the rope 'n' hooks, to the dumb leveling system, to the useless one-line NPCs--with slightly better tiles? My nostalgic fondness for my first CRPG doesn't extend to wanting to play the exact same game, especially not in the same year that Pool of Radiance blew all of this (seriously? Only four spells?) out of the water.

I decided to take a gamble. I would return to Ontaga and lay all the rest of my 1000 gold on one game of blackjack. If I won, I would keep playing to the end. If I lost, I would do my six hours as quickly as possible (yes, I know, shut up)--probably with a new character, because I'm only at 58 hit points and I can't yet figure out how to heal in this game.

#$)(*&.

The dealer busted spectacularly. I now have 2,024 gold. I'm going to see my mother for dinner tomorrow night. I can't wait to tell her.

Saturday, June 11, 2011

Pool of Radiance: Final Rating

The heroes and I enjoy a strong one after a long quest.

          

Pool of Radiance
United States
Strategic Simulations, Inc. (developer and publisher)
Released 1988 for DOS and Commodore 64; 1989 for Apple II, Macintosh, PC-88, and PC-98; 1990 for Amiga and Sharp X1, 1991 for NES
Date Started: 31 May 2011
Date Ended: 11 June 2011
Total Hours: 30
Difficulty: Moderate (3.0/5)
Final Rating: 65
Ranking at time of posting: 57/57 (100%)
Ranking at Game #453: 451/453 (100%)
      
You don't need to read to the end to get to the important news: Pool of Radiance is the best game I've played since starting this blog. I knew it would be from the second or third day. The variety of encounters is rivaled only by Might & Magic, and the tactical combat system is unparalleled. I loved it.

Here's the GIMLET. Incidentally, I'm drinking an actual gimlet right now--a tradition I will continue when writing "final rating" postings from now on.

1. Game World. It's tough to evaluate this, because Pool of Radiance is part of a larger Forgotten Realms campaign setting that has more history and lore than I will ever read in my lifetime. I grant you that it is not the most exciting of D&D campaign settings. It's a sort-of generic high fantasy realm, large enough to include derivatives from almost every mythology. Dark Sun, Ravenloft, Planescape, and other settings are more interesting (if more confusing sometimes!).

Even judging solely by what is presented in the game, however, the game world is evocative, thorough, and well-built. At the outset, the player knows the important history around the Moonsea and the circumstances that have led to the party's immediate quest. As the game moves forward, the player learns about the land and its lore through conversations with NPCs and entries in the Adventurer's Journal.

Particularly notable is the way that the game responds to character actions. Once cleared, areas remain clear. If you kill Yarash, the land around the Barren River stops being polluted (the game even changes the look of the map). Break cover after sneaking, and the entire area is on alert for you--even after you leave and return. Once you solve quests, you can't do them again. If you make friends with the nomads, they stop attacking you in the wilderness. This sort of dynamic game world is rare in the era. Heck, it's rare even now--most games deal with this issue by constantly propelling you forward and refusing to let you re-visit older areas, where they'd have to program new reactions from NPCs. It's satisfying to reclaim the blocks of Phlan, one by one, and see signs that the entire city is improving from the effort. One quibble: I never did get the guards next to the gates to the slums to stop looking at me suspiciously.


The contrast on these two screens, one from the beginning of the game and one from the end, epitomize the game's attention to an evolving game world.
           
I can hardly think of anything negative to say about this aspect, but I want to reserve 10s for games that offer a truly original experience and really pack it full of lore (e.g., Morrowind, Dragon Age). Score: 8.

2. Character Creation and Development. The first edition AD&D rules didn't offer a lot of customization, and this game strips it down even more. You have your basic set of six attributes, and a standard selection of races and classes. The level caps on certain races are annoying and simply discourage use of those races, and the level caps on mages and clerics--which you reach well before the end of the game--are infuriating. But overall leveling is well-paced (barring setbacks from level-drainers).

My biggest complaint is that the game doesn't use any of the races, sexes, classes, and alignments in a way that changes the game encounters. Perhaps the only exception is that if you have a thief, there's one section where some other thieves show you a shortcut. That's about it.

To make up for the lack of character customization in the adaptation of the AD&D rules, the creators did allow some customization of appearance, which is rather rare even today. I thought the character portrait choices looked silly, but I did appreciate the ability to customize the icons. In games that give you a standard icon, like Demon's Winter, I often forget who's who. And appearance can be an important step in role-playing, allowing you to create (literally) a white knight or an assassin dressed in black. Score: 6.

3. NPC Interaction. Although the game doesn't go so far as to offer "dialog options"--the only game to really offer that so far has been Starflight--it does offer various options at certain NPC encounters. Sometimes these are basic--"talk" or "attack"--and other times they are quite extensive--as when I had dinner with the Zhent commandant and had options to talk about politics, magic, the city, and so on. NPCs like the dutiful clerk, the traitorous Cadorna, and the pious Dirten are memorable even if you don't get to talk much with them.

The ability to take on NPCs in your party is a fun addition. Might & Magic offered it, but once you hired them, they essentially became part of your party. In this game, they still have minds of their own--as the final battle with Tyranthraxus made all too clear. Score: 6.

4. Encounters and Foes. Both rock. I can't think of any other game so far with so much variety in the types of encounters that you face. There's a traitor chained to the wall: do you free him, kill him, or interrogate him? Your mission is to stop the lizard man menace: do you do it by championing the old lizard man against his rival, or by just killing them all? You need to rescue a little boy from the buccaneer den: do you pick the lock and sneak out with him, free some nearby zoo animals to create a distraction, buy him from his jailers, or just kill all of the slavers? This is one of the only games to allow real role-playing options in the way you handle encounters, both quest-based and non-quest-based.

At the same time, the foes are well-described in the game manual and have satisfying variations in strengths and weaknesses. It's hard to call them "unique," because Dungeons & Dragons is the template on which all other games are based, but the creators did do a great job including each monster's unique characteristics. Trolls regenerate and get up if you don't finish them off quickly. Phase spiders are un-hittable every other round. Fire giants shrug off fireballs. Basilisks and medusas turn you to stone--unless you have a mirror. This, admittedly, is no different than Might & Magic. But the tactical combat grid offers you the additional advantage of seeing each foe as a distinct creature instead of "16 skeletons." [Later edit: As Petrus points out below, the encounters in this game are also somewhat unique for the era in that they make sense both internally and externally: you don't find parties consisting of elves, mummies, and trolls strolling together down the Phlan waterfront.]

The ability to parlay with most sentient monsters is a great inclusion, rendered even better by how different creatures react to different options. I loved watching kobolds run in terror when I yelled at them, but I was careful to be "sly" with ogres and "nice" to nomads--at least, if I wanted to avoid a fight. This game ties with Starflight as the highest-rated so far: 8.

5. Magic and Combat. I honestly can't think of many games in the 30-year history of CRPGs whose combat systems I like better than the Gold Box series. It is hands-down the most tactical system I have encountered--a perfect blend of CRPG and strategy game. It only gets better in future games as the number of spells increases and give you more options. Because you can only recover spells by sleeping, and because you can't go to sleep in most places until you've cleared them, the game strikes a good balance between individual-combat difficulty (as in Might & Magic) and accumulation-of-combats difficulty (as in Wizardry). The times that I died in combat, I never thought that my failure was random; rather, I could see how a specific change in tactics would turn a battle in my favor.

Duskfire's end-game spellbook.

The magic system is inextricably a part of the combat system, from the buffing spells you cast before a big encounter to the offensive spells you cast during combat. Although I thought some of the spells were useless, they all work as advertised. I've never quite understood the rationale behind the "memorization" system of Dungeons & Dragons spellcasting, but neither do I mind it. Yes, repeatedly resting and casting "cure light wounds" was annoying at times, but that's my only real complaint.

The turn-based, tactical nature of the combat allows you to really role-play in combat, something you can rarely do in other games. If you decide your lead fighter hates giants, you can have him recklessly charge ranks of them without waiting for support. You can play a mage who fancies himself a melee fighter, or a scared cleric who likes to hide in the rear. You can attack in formation--lining up and moving relentlessly down a hallway--or make it a free-for-all.

A line of fighters blocks the entrance to the hallway to protect the cleric.

I allow, of course, that many later games improve upon combat by offering more interesting and advanced spells and character-specific abilities, liking hiding-in-shadows, setting traps, summoning monsters, shapeshifting, special attacks and defenses, and so on. Yet how many of these later games have a "guard" option, or let you take a swipe at a fleeing enemy's rear, or allow enemies to flee or surrender if their morale gets too low? There are hardly any other games--ancient or modern--that achieve such a perfect blend of melee combat, spells, item use, morale, and (albeit limited) special abilities. Score: 8.

6. Equipment. Not bad but nothing special. There are the standard D&D selections of weapons and armor, with various pluses, and some special items like the "flame tongue" long sword. There are a few magic rings, potions, wands, and such. A couple of cursed items. For me, D&D won't start getting very high scores in this area until the Infinity engine games introduce detailed item descriptions, and even they don't score that high because the location of each magic item, as in this game, is entirely fixed.

Karnov's inventory at game's end.

I did think it was odd that my multi-classed mages could use any weapons and armor, but I don't know whether to regard that as a positive or negative. Ditto the game's odd compulsion to introduce literally every obscure pole-arm. Score: 5.

7. Economy. Oh, dear. The creators did such a good job with almost everything else in this game--how hard would it have been to program a decent economic system? Some of my commenters have opined that the basic problem was that experience rewards were tied to cash rewards, so you had to get a lot of money to get a lot of experience at higher levels. I say: would that have been so hard to change? Or try this: keep the absurd cash rewards, but give me something to buy with it! Why don't any of the shops sell advanced magic weapons and armor? (Magic ammunition would have been particularly welcome.) Why aren't there more encounters where I have to pay someone off? Why don't the temples have a "heal all" option? (The reason I didn't use them for regular healing wasn't the cost, but rather that casting spells individually on each character took as long as memorizing them and casting them myself.)

Just for fun, at the end of the game I sold every piece of jewelry and every gem I had. Since platinum pieces are worth 5 gold, I have 588,409 gold pieces. And that's without even trying--I left most treasure where it lay. To put this in perspective, I could enter Candlekeep 59 times. I could pay 30 thieves' guilds to tell me where the Cowled Wizards were keeping my sister. I could buy Rosethorn Hall in Skingrad 12 times and still have enough left over to furnish it.

The game gets unbalanced economically very fast. I stopped bothering to collect money from corpses before I had even cleared the slums. I left heaps of gold and platinum sparkling in the sun, because they weigh you down.

I don't even think the game gained a lot by incorporating D&D's full selection of coin types. Aside from the beginning stages, the economy is just one big fail. Score: 3.

8. Quests. Quests in this game come in the form of a series of progressive "missions" from the City Clerk, culminating in the main quest to overthrow Tyranthraxus. The precursor quests seem like steps in the main quest but they're not, really. Other than your level, I don't think there's anything to stop you from marching on Valjevo Castle the moment you arrive in Phlan. There are even quests, like slaying Norris the Gray, that never come up as an official mission. There are a couple of quests that you don't get from the City Clerk, but I actually wish there had been more of these. Again, CRPGs won't start to get perfect scores here until they feature multiple quest endings and better roleplaying opportunities, but this game is second only to the Might & Magic series in its variety in this era. Score: 7.

This was before she liked me.

9. Graphics, Sound, and Inputs. This is an era in which the best we can usually say about sound is "I didn't turn it off." I'm not claiming the sound in Pool of Radiance is good, but at least I didn't turn it off. There aren't many sounds, but the footsteps are inoffensive, the sound that melee weapons make when they connect is actually fairly satisfying, and fireballs actually sound a little like big balls of fire. The graphics aren't beautiful, but they're quite good for the era--especially the animated monster portraits (apparently copied from the Monster Manual of the time). Characters and monsters are easily distinguishable by icon. The outdoor terrain actually verges on pretty, although the indoor areas--despite having a lot of textures--suffers from a certain barrenness. It's evolving.

As for the controls (all keyboard), I picked them up almost immediately and never had to think about them after that. This is good. Score: 6.

10. Gameplay. The game is well-balanced between linearity and nonlinearity. When you first arrive in Phlan, you can pretty much only go to two places: the slums and Sokol Keep. After that, the game world opens up. Although levels and monster difficulty (not to mention the order of quests) keep you on a somewhat limited path, you do have quite a bit of freedom.

I thought the difficulty was just about right. I want to say maybe a little on the "too easy" side, but I think my own CRPG experience might be showing here. I only had to raise dead three times (and once was because of an ill-advised duel), and I only suffered full-party death five or six times. The game was certainly perfect in length. You can tell when I'm ready for a game to be over because I stop making meticulous maps and notes, and I didn't start doing that until literally the last map area. The only thing keeping it from getting a perfect score is that it's not really "replayable": different character choices would still offer the same basic experience. Score: 8.

The final score of 65 puts Pool of Radiance at the top of the heap, 5 points above its next-nearest competitor (the first Might & Magic). We won't be away from the Gold Box series long: Curse of the Azure Bonds comes up in less than 20 games. I remember it even less than Pool of Radiance--I'm not sure if I ever finished it as a youth--so I really look forward to it.

Next up is a sequel to a game that I didn't play on this blog: Questron II.


Friday, June 10, 2011

Pool of Radiance: Won!

A gaze in your eyes is all the reward I require, you high-cheekboned vixen.

The Moonsea is safe for democracy.

The end game came surprisingly quickly after my last posting, partly because I started to wane in my commitment to drawing a full map of each level. The last two areas--Stojanow Gate and Valjevo Castle--were both laid out as a series of buildings ringed around a central hub. It was easy to ensure that I explored the entire area without having to draw anything.

The moment we wandered into Stojanow Gate from Podol Plaza, some beatnik stopped us and divined that we wanted to buy his wagon even though we hadn't thought of such a thing for a second.

This screen is funny if you imagine that "sell you my wagon" is a metaphor for prostitution.

By this time, though, we had so much gold that we probably could have just paid Tyranthraxus to leave, so we were desperate to spend money on something. We bought the cart, which I gather was to serve as a disguise so we could get through Stojanow Gate. We hadn't taken five steps, though, before a bugbear patrol determined us "imposters" and attacked us. We'd been hearing about bugbears since we first stepped off the dock, but this was the first time we actually encountered any. They went down easily, but then an alarm sounded and our 250 GP cover was blown. We said "screw it" and launched a frontal assault on the gates, battering our way through while the enemy tossed rocks and arrows at us.


On the other side was a reasonably tough crowd consisting of six ettins, two Level 6 mages, and two Level 4 fighters.


You want to achieve CRPG bliss? Toss a fireball in the middle of a group like this. Watch some of them die and some of them just burn--and then hit them with another. Then send in your fighters to slice the throats of anyone who's still limping along with their third-degree burns.


With that one battle, the gate was ours, and there was literally nothing else to find in the entire 256-square map area. We marched forward to Valjevo Castle.

The Castle was actually four 16 x 16 maps mushed in several concentric squares. The castle itself was in the center (quartered among the four map areas). It was surrounded by a hedge maze, which in turn was surrounded by a ring of outbuildings. Though we ached to head right for the castle and kill Tyranthraxus, we forced ourselves to explore the outbuildings first. The encounters included:

  • A group of laundresses who, angry that Tyranthraxus had conscripted their husbands, gave us some disguises. Like the cart, they didn't last long.


  • A smith with three fire giants who saw through our disguise. Once they were dead, the game gave us an option to take from the smith's treasure cache, which included every non-magical weapon in the game--just in case I wanted to change my mind on the guisarme-voulge at the last minute.

Wand of Lightning: For when your enemy is immune to fireballs.

  • Lord Porphyrys Cadorna the Traitor was chained in a small room, having been beaten--I guess the enemy blamed him for the failure to kill us at the Zhent outpost. He plead for his life, but we killed him like the Clerk demanded.

What happened to your hair, mustache, and beard?

  • A room full of giant snakes! I was so delighted I almost wet myself. I'd been carrying around that damned snake charm spell for days--ProphetSword insisted it would come in handy--and damned if it didn't put them all to sleep. I need to have more faith.

I'll be damned.

  • We started encountering random patrols who, when we spoke to them abusively, asked who sent us. When we told them TYRANTHRAXUS, they just bowed their heads and let us move along. Are the coalition forces even trying this in Afghanistan? "American! Who sent you?!" AYMAN AL-ZAWAHIRI. "A thousand apologies! Please pass!"
  • A building full of records. Different files indicated that the Wizards of Thay were allied to Tyranthraxus and that his ultimate goal is to "conquer all lands south of the Moonsea." Why he's not interested in lands north of the Moonsea, given that's where Phlan is, remains a mystery.


  • A gnoll overseer with some human slaves. One of them had overheard the password RHODIA to get through the inner castle gates.


  • A mage in a tower who gave some notes on Tyranthraxus in exchange for his life. The notes said that Big T was "definitely a product of immersion in the Pool of Radiance," which granted him special abilities. They also suggested that he somehow brought the pool with him from the mountains to Phlan.
  • A group of giants (the castle area had a lot of hill giants and fire giants) arguing about whether frogs and toads were the same thing. We tried to explain the difference, but I'm afraid we just ended up killing them.


  • The giants are giving ridiculous amounts of gold. Look at all this treasure we're leaving behind after each battle:

I could buy 61.1 carts.

As I said, the castle itself was surrounded by a hedge maze. Navigating it was rendered a little easier by some maps we had found in the Koval Mansion, but it wasn't very big and probably would have been easy anyway. When we walked through the door of the inner keep, we encountered someone calling himself "Tyranithraxus, ruler of Phlan" (that's not a misspelling; he had a "i" in it). If that wasn't enough to suggest he was a fake, the fact that he had only two fighters with him and he went down in two hits would have been.

At this point, we returned to Phlan to get our last level-ups and to identify some of the equipment we'd found. Somewhere, we picked up a long sword +5 and a long sword +2 flame tongue, but I confess I don't know what battles got us which. The Clerk didn't have anything to say about the death of "Tyraninthraxus" so we returned to the castle.

Uh...don't medusas slither?

Some stairs up behind a secret door took us to a medusa. Fortunately, my characters had the initiative and killed her before she could gaze. Finding some other stairs behind a secret door, we went up a level, through a door, and found a wizard who was all-too-ready to betray his master and join the party. For some reason, we let him.

The rest you can watch on the video below.



If you don't feel like watching, I spend quite a bit of time casting every buffing spell I can think of, scouring my scrolls for more, and drinking my potions. At 02:50, we finally march down to Tyranthraxus's chambers in which, apparently, is the fabled Pool of Radiance. The demon's personal guards--10 powerful Level 8 fighters--attack, and thank god for "Hold Person," or we would have ended up a lot worse.


After battle, we spend some time healing, and then exit to face Tyranthraxus himself. He is, like the rumors say, a bronze dragon (the thief captain had noted that this was unlikely, since metallic dragons are usually good). Tyranthraxus gives each character the option to join him, and of course they all said "no." (Later, after I had won, I reloaded to see what would happen if we all voted "yes," but it just brings up the standard "party death" screen: "The monsters rejoice for the party has been destroyed"; I had been hoping for a cool alternate ending.)


Battle begins at 10:00, and Tyranthraxus is the only opponent. Koren charges him and--what the hell? Why is my swordsman hireling attacking Koren from behind?! The bastard chose to join Tyranthraxus! I've never felt so betrayed. He's been with us since the troll battle in the slums. I personally paid for him to rise from Level 3 to Level 8. I outfitted him with the best equipment I could find--well, no, granted most of it was cast-offs from my PCs, but it was still a lot better than the non-magical long sword that he started with. Do I have to mistrust everyone whose disposition is "evil"?!


My strategy for Tyranthraxus is to surround him and pummel him, which works out well, except that he kills Octavianus with his lightning breath (11:09); incidentally, who has ever seen lightning bounce off walls in real life? Duskfire strikes the killing blow (11:26), but then the stupid mage I picked up nearly kills Duskfire and Koren with his wand of lightning. At first, I figure he's with Tyranthraxus, too, but then I realize no, he was just aiming it at the swordsman and not bothering to notice that my two PCs are in the bolt's path. I get them out of the way and Lame Brain has the pleasure of chopping the traitorous dog's head off (11:47).


Tyranthraxus the demon escapes the dead dragon's body and gives a villain speech. I imagined I was in for yet another battle, but I guess Bane doesn't abide failures. Big T gets sucked into his own pool and it's all over. The game kindly auto-transports us to Phlan, where I raise Octavianus and for some reason I waste time leveling my fighters before going and getting the clerk's congratulations.

I had some fun paging through the Adventurer's Journal and looking at the entries that I didn't find. Most of them were deliberate misdirection aimed at players who cheated and read ahead. There was both a fake proclamation and tavern tale having to do with a woman kidnapped by ogres to the east of Phlan; they don't exist. There are three or four fake X-marks-the-spot maps that start at real reference points. One can picture puzzled players wandering around the area trying to find the hidden treasure that isn't there. There was a journal entry suggesting that Mace the cleric betrays Tyranthraxus, which never happens.

One fake journal entry, supposedly written by one of Tyranthraxus's servants, says that the evil lord is really Maram of the Great Spear, and he's just using Tyranthraxus's name. I've seen this "theory" pop up on some web sites, including the Forgotten Realms wiki, but I think these are based on people reading this false entry and not knowing that it's false. At least, I assume it's false--I never got this journal entry.

These maps lead to nothing.

There was a fake letter indicating "happy, prosperous people" in a castle in a swamp--this is really the lizardmen's castle. Another insists that the Pool of Radiance is in the Dragonspine mountains. There's a couple of paragraphs that would lead the careless reader to assume the nomads are evil, and attack them. The Adventurer's Journal's writers were good at trolling.

A few thoughts before I start getting my GIMLET together:

1. I could swear that the end fight in this game is different than when I first played it on the Commodore 64. I remember Tyranthraxus fighting with his minions.

2. Given that the game's name is Pool of Radiance, the pool itself plays a minor role. I'm not really even sure what it is. The various journal entries suggest that it was in the mountains, but Tyranthraxus somehow brought it into his chambers in Phlan, and it's not so much a pool of liquid as one of magical energy, and whatnot. Anyway, aside from seeing it from a distance when I enter Tyranthraxus's chambers, I don't get to do anything with it. It's certainly not the focus of the game.

3. So what happens if you return to the castle after the end game and check out Tyranthraxus's chambers, maybe get a look at the pool up close? Tyranthraxus re-appears and gives his villain speech again! Very disappointing, Pool of Radiance. I guess the developers figured no one would want to do this, so they didn't need to make a permanent change to the game map.

4. I'm still a little confused about how Tyranthraxus became a dragon. I guess he was just possessing a dragon's body (which is how he got around the whole metallic=good thing), but I feel like I missed some explanation somewhere.

I thought the ending was a tad anticlimactic, but overall a great game, and I look forward to doing the final review.