Tuesday, December 25, 2012

Game 82: Curse of the Azure Bonds (1989)


Okay, The Curse of the Azure Bonds is awesome. All of the "Gold Box" games are awesome. So let's get out of the way, right at the beginning, the one way in which they completely suck: level maximums for non-human characters. Pool of Radiance had them, too, but the max levels for everyone were low enough that you weren't really sacrificing anything by playing a dwarf or elf.

It gets considerably worse in Curse of the Azure Bonds. The max level for a fighter for a human is 12, but the class that can achieve the next-highest level is the dwarf, who maxes at 9. Gnomes and halflings max at 5--that's lower than most Pool of Radiance levels--in everything except the thief class. Certain races simply can't choose certain classes: no elf clerics, dwarf rangers, gnome magic-users, or anything-but-human paladins.

Level limits for Pools of Darkness, the fourth game in the series--a game where playing with a dwarf fighter who maxes out at 9 would be absurd.

Even if you'd be willing to play with that kind of handicap for this game, you'd be screwing yourself for the sequels.  Max mage level for elves in Curse? 11. In Secret of the Silver Blades? 11. Pools of Darkness? 11. Even if you could live with the stifling lack of character development for three games, you couldn't...well, live. The same is true of every non-human race/class combination except one: any race can max out in thievery.

The result is that you'd have to be crazy to include any non-human characters in your party, except for the sole thief. Why would they include such a dumb rule? Well, because the first edition of Advanced Dungeons & Dragons included it. But the way I understand it, those level caps were gone in the second edition, which came out in 1989. Even if we allow Curse the excuse, we can't extend that to Secret of the Silver Blades or Pools of Darkness.

My tragically-fated Pool of Radiance party.

So, let's take a look at my imported Pool of Radiance party and see what we have. A dwarf, two half-elves, an elf, and two humans. Petrus, congratulations: your avatar (a human fighter) gets to continue on in Curse. Koren the cleric (the only one I didn't name after a reader) also stays. Everyone else is fired.

In a way, it's for the best. Curse introduced two classes that Pool of Radiance didn't have: the paladin and the ranger. That makes exactly six classes for six party slots. Except that with these new classes, the plain old fighter seems redundant. I can't see any advantage that he has that the paladin and ranger don't have (weapon specializations aren't a thing yet). Thus, I think I'll dual Octavianus to something more useful--maybe a cleric--later, but that command isn't available from the starting menu. Everyone else is new. My final party is:

  • Bolingbroke, a lawful good male human paladin
  • Goldeneye, a chaotic good female human ranger
  • Octavianus, a chaotic good male human fighter (to be dualed to a mage as soon as I can)
  • Koren, a neutral good female human cleric
  • Pimm, a chaotic neutral female gnome thief
  • Yorsh, a chaotic good male elf magic user (elves can achieve the max mage level in this game; I'll boot him for the next one)

Character creation is much the same as in Pool of Radiance: you specify a race, class, and alignment, roll a set of attributes, name the character, and customize the icon. Afterwards, you have a chance to "modify" your character's statistics to "match a favored AD&D character," which legions of 1980s gamers simply used to jack up every statistic to the maximum. I resisted that temptation but it wasn't much of a temptation; none of my rolls came under 10, and with just two or three re-rolls, I had this for my paladin:


New characters start at Level 5, which does offer a significant advantage for the Level 6-8 characters that arrive from Pool of Radiance, but nothing a little grinding can't make up.

I always spend a little too much time on the icons. Since I can't see a lot of color variance, the "primary color" and "secondary color" selections don't mean a lot to me, and I try to just go with something solid that will make each character stand out. Far more important is the weapon selection; by choosing a different weapon for each character, it's easy to remember who's who on the battlefield.

A character with the two-handed sword icon always feels like he does more damage, even if the icon has nothing to do with it.

With the party created, Octavianus and Koren simply pretended that the other four had been with them in Phlan, instead of treating them like the rank newcomers that they were.

The Story

Curse of the Azure Bonds takes place shortly after the events of Pool of Radiance, with the action shifting to the southwest side of the Moonsea, in an area called the Elven Court--a region formerly populated by elvish civilizations before the elves got sick of all the humans popping up in the area, and emigrated off to some place called Evermeet. The area is now home to a series of petty kingdoms and monsters, all of whom have flooded in to fill the vacuum the elves created.


Having saved the city of Phlan from the menace of Tyranthraxus, the party of mercenaries has embarked for the city of Tilverton (southwest in map above) to find the daughter of King Azoun of Cormyr, Princess Nacacia, who a year ago fled an arranged marriage and ran off with a cleric named Gharri of Gond. But on the way to Tilverton, the party is attacked by invisible brigands and knocked unconscious. Awaking in Tilverton, the party members find that their equipment is gone (convenient, that), and their arms are branded with a series of five azure symbols.

Waking up in a strange place, bereft of equipment, with strange markings on my arm. This is eerily similar to my 2007 trip to New Orleans.

Their main quest, in the beginning, is simply to figure out what the hell is happening.

A quick look at the Forgotten Realms Wiki's entry for 1357 DR, the year in which the game takes place, illustrates how I'll never become very fluent in the lore surrounding the game. There's simply too much of it. Various game guides, books, modules, and magazine articles have established the extraordinarily detailed history, setting, and personalities at work here. The wiki tells me that Azoun is a warrior king who has ruled for 20 years and will be killed in another 14 in the Goblin Wars. Nacacia is short for Alusair Nacacia Obarskyr, a hotheaded fighter/ranger and leader in Cormyr's armies, the Purple Dragon Knights. Tilverton, where I've just awakened, is due to be completely razed in 15 years by the armies of some place called Thultanthar.

More important, the entire setting is drawn from a book called Azure Bonds by Jeff Grubb and Kate Novak, published the year before the game. It concerns the adventures of the similarly-azure-bonded Alias, a female sell-sword and walking example of both the "1980s hair" and "cleavage window" tropes:

Wouldn't want that armor to protect the sternum, would you?

I've purchased the book on my Kindle, but I'm honestly not sure if it's better to read it now, wait until the end of the game, or wait until I encounter Alias in-game (yes, that one was spoiled for me).

It's possible that this will change throughout the game, but at the beginning, I'm not quite as compelled by the main quest as I was in Pool of Radiance. Solving your own problems seems less heroic than saving a city. But maybe we'll get to do both.

Gameplay

The gameplay is instantly familiar to anyone who's played Pool of Radiance or any other "Gold Box" series game. It mixes first-person exploration with isometric tactical combat in an adept adaptation of the AD&D rules. Both views are turn-based and tiled.

Exploration view. Sunrise is oddly at midnight, and the sun stays in one place throughout the day.

The tactical combat screen, which I maintain is one of the best ever created for CRPGs.

I encourage you to read my Pool of Radiance entries, but as I go through the game, I won't assume you have. So far, except for the addition of paladins and rangers, and the ability to dual-class, I've only seen a few differences in Curse. One is a particularly welcome change: in the encampment menu, there's a "Fix" command that automatically goes through the process of memorizing "Cure Light Wounds," casting it on the characters that need it, and re-memorizing it. Unless you're in a safe area, there is a chance of a random encounter during this process. I used the command immediately to heal Octavianus and Koren, who had been imported from Phlan with less-than-perfect health.

Beyond that, there are bits of furniture in the tactical combat screen, and you no longer have to specify "move" before moving in combat--you just start walking. I'm sure I'll encounter a few more differences as I go along.

Like its predecessor, this game comes with a paper "Adventurer's Journal" to which you are referred throughout the gameplay, starting from the moment you wake up in the inn in Tilverton. This process minimizes the amount of text on screen and allows for images that the developers didn't want to have to program into the game.



It comes with a codewheel, too, but the game doesn't include the same codewheel-based copy protection as Pool of Radiance, so I haven't had a reason to play with it yet.

From the moment I started the game, I was having fun, and everything I loved about Pool of Radiance came flooding back, from the little minor role-playing options you frequently get....

 I don't know if I want to start committing crimes so soon.
If I were role-playing honestly, my party is in a pretty lousy mood...

I'm glad I went shopping before I came here.

Oh, no. I learned that lesson in Spielburg.

...to the absurdly large selection of every AD&D weapon in the shop...

I'll bet that no starting player, not once, has bought a "jo stick."

...to the descriptors that you receive as you visit certain areas...

This refers to a big dragon attack in the area a couple years prior.


But the graphical paucity remains notable. Coming off of Drakkhen and Hero's Quest, which had lovingly-crafted screens, the relatively blank tiles of Curse of the Azure Bonds require the player to mentally supply most of the details. I don't recall that the Gold Box series ever gets any better at this, although I barely remember this game, let alone any of the others.

I haven't decided how much attention I'm going to give to mapping this game. I like the process of map creation, but it does tend to slow things down, and my Pool of Radiance map book was full of areas that I never revisited. The "area map" supplied by the game doesn't show doors or very much useful, but it does help you keep track of where you've been in simple areas, and I might rely on that for a lot of zones.

An area map of Tilverton.

Tilverton

My party isn't the only hard-luck cases in the inn: the room next door is occupied by a dissheveled man ranting in his sleep about a flaming giant, "plants that walk," and other assorted nightmares. An inn employee tells me he was found that way by a sewer entrance.


A note in the journal said that despite waking up with no equipment, "we have found a stash of coins." The stash was equivalent to 1,500 gold pieces per person, more than enough to buy all the weapons and armor I could possibly want, so I feel bad for whatever poor sap left it in the bedside table. There was an armor shop across the street from the inn. I went with some standard choices, keeping in mind the usual class restrictions (magic users can have no armor and no throwing weapons but darts; clerics can't used edged or pointed weapons; thieves can't wear anything metal).

After my purchases, I returned to the inn and had my cleric and magic-user memorize their spells (I'll revisit Vancian magic in a later posting). I was pleased to see that my magic user started with "Fireball" as his single third-level spell; I accompanied that with a couple "Stinking Clouds," "Magic Missiles," one "Charm Person," and one "Sleep." As usual, I deemed it a waste of time for the cleric to memorize any first-level spells other than "Cure Light Wounds" except one "Bless" spell. I took several "Hold Persons," "Prayer," "Dispel Magic," and one "Cure Disease."


Leaving the inn, I tried to check out the city's exit, but it was blocked by the equivalent of the Cormyr Secret Service. I'm guessing that's a "Purple Knight" on the guard's armor--a fact that would have been meaningless without that wiki.


At the inn, I was booted out after one drink because a "special customer" arrived--a woman in a purple dress who I'm guessing was Nacacia. I heard a scuffle in the alley on the side of the inn, but when I arrived, the only evidence was an ornate knife that happened to look a lot like one of my tattoos.


Returning to the bar, I noted that the bartender now had a black eye and his arm in a sling. He got very nervous when he saw my sigils and claimed that he just tripped over the bar. It appears to me that whoever wielded those ornate knives kidnapped the Princess from the bar and injured the bartender in the process. But I couldn't get anything else out of him.

I  nearly skipped the training hall--after all, I had just started--but I was delighted to find that Koren (who had been collecting experience in Pool of Radiance beyond her level cap) was able to ascend to Level 7. She only gets three more levels in the entire game, though. I was displeased to find that Octavianus could only dual to a cleric (his stats weren't high enough for thief or magic user), and I decided not to push that just yet.

During a service in the Temple of Gond (God of the Smiths), I overheard a snarky comment about Cormyr's presence in Tilverton. I visited the high priest, thinking that he might be able to remove the bonds, but when he tried, everyone ended up writhing in pain. Clearly, it's not going to be that easy.


That left a sage named Tilvani. For a couple thousand of my gold pieces, she told me what the five symbols on my arms represented:

1. The Fire Knives, a group of assassins whose base was recently destroyed in Westgate. She didn't know where they were operating from now.

2. The god Moander, who was recently banished from the world but "reappeared as a pile of filth" and laid waste to the city of Yulash.

3. The Zhentarim (incorrectly spelled "Zhentrim" in the book), an evil mercenary company out of Zhentil Keep. I tangled with them in Pool of Radiance when one of the councilors tried to get them to kill me.

4. A crescent moon symbol that "bears a disturbing similarity to a powerful sage in Shadowdale," but "for her own safety," she wouldn't say any more. I assume the "powerful sage" is Elminster, one of the most famous Forgotten Realms figures.

5. An unknown flaming symbol that she knew nothing about but that gives me a bad feeling.

I didn't have long to wait to determine what the azure bonds actually do. When I left the sage and headed for the city exit again, the royal carriage appeared. My bonds started glowing, and I was unable to resist the compulsion to attack it!

Maybe the book will explain what this means.

Within moments, I was in battle with the Purple Knights. My first combat in the game was thus with a group of good guards who were only doing their jobs. Ouch. I used the occasion to test the effectiveness of my magic user's "Fireball" spell, and they went down very easily.

After the combat, a group of red-robed men jumped into the carriage, hauled out the scared young man, and dragged him into an alleyway. Before I could pursue, some more guards appeared and I surrendered to them rather than slaughter more innocents.

I didn't have long to spend in jail (and, oddly, they didn't take my weapons). Some thief opened a secret door in my cell and let me into the headquarters of the thieves' guild in the sewers.


The guildmaster explained that the Fire Knives had kidnapped the Princess and were hiding her in their base in the sewers. While he was talking, however, Fire Knives infiltrated the guild...


...and killed the guildmaster. Within seconds, I was in battle again. The combat was long, and exhausted many of my spells. At the end, all of my characters were alive. I retrieved a map of the sewers from the body of the guildmaster. Now, I have to get out of here, rescue the Princess, and see if I can find some answers.

Sunday, December 23, 2012

Drakkhen: As Close as Possible

Arriving at the last castle.

I'm sure everyone thought my comments in the "Final Rating" posting for Drakkhen were just lip service, and that I had no intention of playing it to the end. But I did give it a try. [Ed. I later won it.]

On Saturday morning, I was messing around with Space, but I had Drakkhen running next to it. I found an area in which to sit and grind and see if I could get a couple more levels before attacking the Prince of Water again. As I mentioned before, it's easy to grind in this game because the characters attack automatically. You just sit around and wait for enemies to show up and the characters start wailing on them. The only danger is that the characters might die, either from an unusually tough enemy or from an accumulation of combats, but I was in a relatively low-level area.

As the day dragged on, I forgot that Drakkhen was running. When I got back from my Christmas shopping, I realized that my PCs had been grinding for nearly 12 hours. My fighter had died at some point--early on, given his low level--but everyone else was up to Level 18! (They had been Level 10-12 when I left.)

Berowne can kill anything.

That turned out to be enough. The Prince of Water died so quickly I didn't even get a screen shot.

Price Hakkahen's subjects, looking very non-Draconian.

With his tear, I went on to the pyramid of the Prince of Fire, which was a bit of a pain. There were scattered clues about the area that let me to believe I needed to enter at a particular time of day, or be facing a particular way. I couldn't quite decipher them. It turned out to be a facing direction (roughly north) that finally got me into the castle.

"Fire and death?" All the other princes just got an element. What makes this guy so special?

The castle itself wasn't too hard for my high-level characters. In one area, there was a suit of armor that boosted my fighter's AC over 100 from around 80 before I found it.


The bearded guy showed up again and said that he'd "infiltrated" the castle.


There were a couple of other odd NPC encounters. Eventually, I found the Prince of Fire's throne room, and with about as much difficulty as I had killed the Prince of Water, I slew him.

An odd dragon that correctly knows how to use a semicolon.

After that, nothing happened. No one showed up to congratulate me, or to give me the next stage of the quest even though I had all eight tears. I wandered around for a while, trying to find someone to tell me what to do, to no avail.

Sick of the game, I broke down and read through several walkthroughs, but they weren't really any help. They all said that the endgame takes place at that flashing dragon road that kept killing  me, but every time I visited, the dragons just attacked. (Ironically, my mage and priest, with their "Shield" spells active, are now capable of killing them.) I even tried one site's suggestion that I remove all my equipment before stepping on the path, but that didn't do anything.

He won't speak to us, so we'll just kill him.

A couple of the walkthroughs suggested some "priest" (the bearded old guy?) was supposed to show up after I killed the Prince of Fire. But I replayed it several times, and he simply doesn't.

If anyone has any suggestions, I'm open to them, but beyond that, I'm done with the game. If you want to see the ending, YouTube has the Amiga version and the SNES version. It doesn't really clarify anything. Four dragons show up and cast some spell on the 8 gems to create the Ninth Tear. They say some nonsense about returning order to the world and send the party back to their own lands with a warning to stop killing dragons. As with the rest of the game, any tie-ins with the back story presented in the manual are extremely thin. The bearded priest and the "escaped human" are left a mystery.

I am glad I kept playing for one reason, though: I popped over to the inn, and flush with cash, I got a lot more tips. This one explains (sort-of) the demon dog's head that pops up every time you run into a grave marker:

 
I didn't see anything in the last act to change my rating. On to the next game, for good this time. [Ed. It wasn't for good. I later figured it out and won it.]




Game 81: Space (1978) and Space II (1979)

Don't ask me why the original had a color intro screen and the latter didn't.
     
Space
United States
Edu-Ware Services (developer and publisher)
Date Started: 23 December 2012
Date Ended: 23 December 2012
Total Hours: 4
Difficulty:  Moderate (3.0/5)
Final Rating: 19
Ranking at time of posting: 12/81 (15%)
Ranking at Game #585: 194/585 (33%) 
    
A few weeks ago, in an attempt to fill in some holes in my CRPG history, I played Beneath Apple Manor, the first commercial CRPG, released for the Apple II in 1978. It was a pre-Rogue roguelike with a randomly-generated dungeon and an icongraphic display.

A very different approach was taken with Space, probably the second commercial CRPG, released in either 1978 or 1979 (sources differ). Space II followed within a year, and it's more of an expansion pack than a sequel; the gameplay is identical between the two versions. [Ed. We later found many more 1978 and 1979 games. Space is probably not the second commercial RPG, but it is very early.]
 
Space was an evolutionary dead-end: an entirely text-based game that focuses more on character attributes and development than any game we've seen since then. You begin by giving your character a name, at which point you are immediately drafted into military service.

Most games at least pretend like it's your choice to save the world.

At the outset, you choose among the navy, army, marines, scouts, merchant marines, "other services," or a random draft.


After service assignment, the game makes a series of behind-the-scenes rolls to determine your attributes, strengths, and weaknesses. These include strength, dexterity, intelligence, education, and "social standing" as attributes; various health variables; and a psychological evaluation. It's entirely possible—probable, even—to get an unplayable character at the outset. My first version of Chester had an IQ of 40 and "severe heart problems" that led the examiner to recommend "immediate discharge."

Well, it was nice playing...

Following the creation, you spend a number of terms in training, with options for personal development (increases in attributes and also some skills like brawling and gambling), service skills (blade combat, gun combat), advanced education (ATV operation, mechanics, electronics, tactics), and professional education (medical, computer, leadership, administrative). For each development option that you choose, the game makes a roll as to whether you pass a psych evaluation (!) first.


And you can die during training:

I like that the memo is addressed to me, the "characters [sic] player."

It takes a long time to get a playable character. My second attempt was "legally blind" and "totally deaf." My third was too high-strung for combat and had a moderate heart problem. My fourth also had heart problems and was "prone to extreme violence" (the game recommended a military police assignment). Another....well, you really have to read it.

It's like the game knows me!

Occasionally, the character doesn't die, but the game warns you that he'll be an "inferior product" and gives you the chance to start over.

Each "term" consists of 3 training segments. The number of terms you spend in service seems to be random. My various characters were anywhere from 1 to 8. After every term, you have the option to leave the service with a monetary accrual, at other times you get discharged for various reasons (bad conduct, service needs to save money, and so on), and at still others you get killed during the service. Sometimes, you choose to leave, but the game won't let you because of a "state of war." The ultimate goal of the training period, I think, is to leave service honorably, while still in good health, with a decent selection of skills.

My eighth or ninth character, a marine, had pretty good stats and no severe physical or psychological problems. I developed him in tactics, blade combat, gun combat, gambling, and leadership, then mustered him out after two years.


The game really "begins" when you're discharged and "enter civilian life," whether by your choice or the game's. At that point, the game saves the character, and you can choose to "play through his adventures."

The five original Space missions.

The "adventures" consist of five scenarios: First Blood, Defend, Explore, Trader, and High Finance, each calling upon a different selection of skills, and with a different selection of game options and outcomes. In "First Blood," for instance, you choose your weapon and armor, your mode of attack, your attack range (close combat or ranged), and your attack speed. The game takes you through a series of "battle rounds," part random, part based on your skills and attributes.


My first attempt at "First Blood" went fairly well; I defeated the enemy and got all his money and equipment. The game didn't bother to tell me who it was. But I gather from the input screens that you can fight other characters on the server or computer-controlled characters. I think I made the mistake of specifying "Chester" as both the attacker and defender, because even though I won, my character was deleted.

I tried another character who was said to be unfit for combat, so I trained him in computer, electronics, gambling, and administrative skills, left service after one year, and tried the "High Finance" scenario. Your character has to manage a series of stock market investments after first reviewing a number of company prospectuses.


Time passes in quarters, during which you can buy and sell stock, take loans, and repay loans. Occasionally, you get news about galactic happenings that will affect stock prices (diseases, alien attacks, wars, corruption investigations, radiation alerts, blights). Companies can split or merge, and your character can go through periods of ill health that cause him to miss quarters.


It takes a long time to build up enough cash reserves to make initial investments, but after a number of successful quarters go by, you have more options. Over time, you watch your net worth grow or shrink.

A galactic war has been good for munitions investments.

I was doing great for a while—up to $323 million net worth—but then I got a sudden notice that Chester had died.

That seems a little unfair.

Because it takes so long to create a viable character, I haven't explored all of the scenarios, and probably won't. But from other sources, I get the impression that "Explore" is about finding food and minerals on planets, "Trader" has the character buying and selling cargo and transporting passengers, and "Defend" casts the player managing the defense against an alien invasion. The two new scenarios with Space II are very bizarre: "Shaman" has you collecting followers to a religious cult, and "Psychodelia" is about experimenting with magic mushrooms to boost attributes. All of the scenarios are menu-driven; in that sense, you don't really "play" the game.

Space is not really a CRPG in a classic sense. Of my three core criteria, it has only two: character development—and even then, only during training—and statistics-driven combat. But it does represent one direction that CRPGs could have gone. The type of gameplay introduced by Space would find its way into simulation games, albeit rarely with character attributes and skills. Pirates!, for instance, had a dynamic world in which randomly-generated bits of "news" would affect buying and selling prices as well as the political and martial situation in various ports. The only influence I can detect in later CRPGs is the opening of Star Command, where the characters go through a series of training segments (though far less lethal) before the game begins.

Neither Space nor Space II was around long enough to have much of an influence. The game was so obviously stolen from the Traveller role-playing game series that Traveller's creator, Game Designers Workshop, successfully sued Space's creator, Edu-Ware. The game was pulled from the market. A licensed version of Traveller, MegaTraveller, was released in 1990. The chastened Edu-Ware came back with an original trilogy called Empire between 1981 and 1984. They were all Apple II games, but MobyGames calls them CRPGs.

Let me know if you detect any other influences of Space, or if you have an interesting experiences playing the game on your own. If you want to try, check out Virtual Apple II, which boasts that it has "almost every Apple II and Apple IIgs game every made, ready to play in your browser." I did have some crashing problems, so ultimately I downloaded the game to play in an emulator—but Virtual Apple II makes it easy to download the disc images, too.

I'm moving on to Dragons of Flame now, as promised, but I do have one more early Apple II CRPG to check out at some point: a game called Dungeon Campaign, which also claims a 1978 release.
    
Further reading:
 08/16/2026