Wednesday, January 14, 2026

Game 565: Realms of Arkania: Star Trail (1994)

        
Realms of Arkania: Star Trail
Original German name: Das Schwarze Auge: Sternenschweif ("The Dark Eye: Star Trail")
Germany
attic Entertainment Software (developer); Fantasy Productions Verlag (original publisher); Sir-Tech Software (U.S. publisher)
Released 1994 for DOS
Date Started: 8 January 2026
       
Star Trail is a sequel to Blade of Destiny, a game I played over six years ago but still remember reasonably well. I liked it but didn't love it, and I don't think I ever fully understood aspects of its magic or spell system. I can see why European players remember it with a certain nostalgia and pride. Not only is it based on a homegrown tabletop RPG (Schmidt Spiel & Freizeit's Das Schwarze Auge), but it's one of only a few European titles of the era to truly compete commercially with games coming out of the U.S. and Japan. attic, Thalion (Amberstar), and Silmarils (Ishar), all of whom had their first releases in 1992, were the only developers whose games went back across the Atlantic.
       
I've never played Das Schwarze Auge, but my understanding is that it's a bit grittier and offers more obvious parallels to European history than Tolkien-derived Dungeons & Dragons. The map of Arkania (later Aventuria, as Sir-Tech somehow got the rights to the name of the setting), the main continent of the setting, is a bit like Europe if it did not have Asia inconveniently attached to its east. There are obvious stand-ins for Italy, the islands of the Aegean Sea, Scandinavia, Iceland, the Netherlands, the Alps, and so forth. (Where Britain ought to be is a bunch of tiny, politically-inconsequential islands, which I can't imagine is an accident.) The cultures are drawn from throughout European history, including Viking Scandinavia (Thorwal), the Holy Roman Empire (Mittelreich), ancient Greece (the Cyclopean Islands).
              
Dwarves, alas, do not seem able to escape the "miners and craftsmen" label, no matter what the setting.
        
I like how the setting treats the "monstrous" races. It is impossible to imagine a Tolkien elf (surely the most insufferable of fantasy races) and a Tolkien orc sharing a drink in a tavern, but that would only be unusual in Arkania. Orcs are less incurably "always chaotic evil" and more just culturally different. They're primitive and tribal, like the Visigoths, and the primary threat of the Realms of Arkania trilogy, but they have an actual society and are capable of adhering to treaties. You could imagine some less bellicose members of the tribes quietly departing for life in the towns. I'm sure I'll encounter some of them. 
    
Blade of Destiny takes place on the northwest coast of Arkania. It involves the threat posed by the unification of the orc tribes under Chief Garzlokh. The Hetman of Thorwal charges a group of adventurers to retrieve an ancient orc-slaying blade. The party spends most of the game finding pieces of the map to the blade. At the end, one character uses the blade to defeat Garzlokh's champion, at which point Garzlokh agrees not to attack Thorwal but ominously suggests that the adventurers have simply deflected the orc hordes to another town.
     
Star Trail posits an earlier elf-dwarf alliance.
             
Neither the manual nor the opening cinematic give much hint as to the plot of the sequel, but the included map shows that it's going to take place in the Svellttal ("slender valley"), in the north-central part of Arkania, east and over the mountains from the first game's map. The opening cinematic, which kept crashing for me on one of its early scenes, appears on YouTube in full. It shows a group of dwarven smiths hammering away at a large gem, which one of the dwarves then holds up to peer inside (this is where my GOG-purchased version freezes). In it, he sees a dwarf and an elf, traditional enemies, uniting to face a horde of orcs together, then apparently later toasting their victory.
       
The player's first option is whether to play in "Novice" or "advanced" mode. The manual promises that with the former, the computer handles all the annoying details like character creation or allocating skill points while leveling up. I assume if you choose it, the game deletes itself from your hard drive and blacklists you from ever buying an RPG again.
 
Gameplay actually begins at the Temple of Peraine (goddess of agriculture and healing) in Kvirasim, where the player can create new characters, use default characters, or import characters from Blade of Destiny. This choice twisted me in knots for a couple of hours, and I will not be so far into the game that I cannot undo my decision based on your advice. New characters start at Level 1 with some basic equipment. Imported characters keep their levels (I think mine are an average of 6, but with enough experience to immediately level up) and more advanced equipment. (Although my character who had the Blade of Destiny at the end of the first game notably does not have it now.) That seems an almost game-ruining advantage. Then again, I didn't find the first game exactly "easy." 
   
The biggest reason not to use the imported party, however, is that all of the character portraits inexplicably come over as children. It is all the more mysterious because those portraits do not appear as options when selecting a portrait for a new character. The issue does not seem to be repairable. If I go into the character's setup and choose to change the appearance, my new selection doesn't "stick."
        
I thought the developers were German, not Japanese.
       
The system offers 12 different character classes: warrior, Thorwalian, dwarf, rogue, jester, warlock, druid, magician, hunter, green elf, silvan elf, and ice elf. Each of them has an unnecessary female analog (e.g., "she-jester," "dwarvess," "magicienne"). Warriors, rogues, jesters, warlocks, druids, magicians, and hunters are assumed to be human. The materials don't suggest a lot of difference between warriors and Thorwalians. Rogues are what they are in other games; dwarves seem like a warrior-rogue hybrid; hunters are basically rangers. Warlocks and magicians differ as to the source of their magic. Druids take on the roles of both druids and clerics from D&D. Elves are small, tribal, and rustic in this setting. Green elves are most likely to live in cities; silvan elves live in the woods; ice elves live in the far north. They're all skilled at missile weapons and magic. Jesters don't make any sense to me at all.
    
Each class has minimum values in some combination of attributes, which in this system are courage, wisdom, charisma, dexterity, agility, intuition, and strength. Creation works by rolling seven consecutive values between 8 and 13; the player allocates them as they come to the attributes. It then rolls values between 2 and 8 for the system's seven "negative attributes": superstition, acrophobia, claustrophobia, avarice, necrophobia, curiosity, and violent temper. There's a way to create characters by specifying the class first, but the manual warns that the values are lower than if you go through the regular process.
       
Selecting a portrait for a new character.
         
From the attribute and class choices, the game determines your base values in nine combat skills (specific weapon types); ten "body" skills like "Climb," "Swim," "Dance," and "Carouse"; seven "social" skills like "Lie," "Haggle," and "Streetwise"; and nine "lore" skills like "Geography," "Alchemy," and "History"; nine "Craftsmanship" skills like "Pickpocket" and "Locks"; six "nature" skills like "Track" and "Herb Lore"; and two "intuition" skills: "Danger Sense" and "Perception." You then get a pool of 20 points to try to increase each of the base values. You can only increase each statistic between 1 and 3 times during creation and at each level-up (depending on category), and if you fail three times, you can't increase it at all. I found failure less likely during character creation in Star Trail than what I remember in Blade of Destiny
     
That's going to be limiting.
       
I created the following six new characters:
   
  • Xamidimura, a female warrior. Skills primarily in weapons and body skills like "Physical Control," "Self-Control.” Since she'll probably be my default leader, I tried to give her a few points in things that a leader would need, like "Danger Sense," "Survival," and "Perception."
  • Mahsim, a male Thorwalian. Since he's not the leader, he was free to concentrate on almost all combat-related skills.
  • Gnomon, a male dwarf. Standing in for a rogue, he has modest combat skills but also "Climb," "Hide," "Danger Sense," "Perception," "Locks." The idea is that he'll be the leader in dungeons. I also figured I should have a dwarf and an elf if the plot is about elves and dwarves.
  • Toliman, a male green elf. He's my social butterfly, the leader in towns. He has the highest charisma. I leveled him in "Seduce," "Haggle," "Streetwise," "Lie," and "Human Nature" as well as some lore skills like "History" and "Read/Write.”
  • Lyra, a female druid. As such, she takes on most of the stereotypical druid roles, like anything to do with nature and animals, including "Herb Lore," "Animal Lore," "Alchemy" (though she started low), "Ritual," and such. She also shares healing skills with Lilii Borea. [Microsoft Word wants me to replace "druid roles" with "drug dealings." Checks out, I guess.]
  • Lilii Borea, a female magician. Anything that was arcane and not covered by Toliman and Lyra, I dumped on her, including "Tongues," "Ancient Tongues," and "Arcane Lore." 
          
I'm not even sure what this means.
       
I tried to get everyone up in their primary and secondary weapons, although you can only increase weapon skills by 1 point during creation or level-up, so I couldn't go too far. All told, it took me well over two hours to go through all the skills, map them to each character and prioritize the point assignment. I'm skeptical of the utility of a lot of the skills, like "Drive," "Bind," and "Train Animals." I believe a few, like "Acrobatics" and "Instrument" are only valuable to earn money in taverns. But my assessment is from my experience with Blade of course; Star Trail could be a lot different.
   
It took me so long to allocate the skills that I found the next section of character creation, a micromanaging of what portion of my attack values go to offense versus defense, extremely unwelcome. I welcome any advice here, but I mostly left it alone.
       
What would you do on this screen?
           
Finally, spellcasters, of which I had three, get to allocate a starting pool of points to skills in various spells. Here, I'm reminded of the Arkania system of giving every spellcaster access to every spell in the game (78 of them, if I counted correctly), but then telling them how much they suck at them. Values go as low as -20, and you can't even try to cast a spell with a skill of less than -5. Most of my characters started in the negatives for most spells. While this somewhat makes sense for Level 1 characters, it's annoying that during creation and with each level-up, you cannot increase a spell skill by more than 2 points, sometimes 1. I remember barely using spells in Blade of Destiny and having no sense which ones are useful, so I mostly concentrated on leveling spells that the characters were already somewhat proficient in already. I welcome your opinions about what spells are absolutely essential.
       
Yay! After five character levels, I'll be at Level 0 with many of these spells!
           
At last, my characters stood in the Temple before the décolletage-revealing priestess of Peraine. We engaged her in dialogue, hoping to learn something about why we were there. "Please wear fewer weapons when you next enter," she said, which was my first clue that the game had given the characters some starting equipment.
   
Blade of Destiny handled NPC dialogue by having a box show up on the main window with the NPC's statements. Sometimes, the player got full-sentence options for responses. Star Trail changes things by bringing the player to a full-screen dialogue interface with a list of keywords on the right. Normally, I might regard the change from full sentences to keywords to be a regression, but the full-sentence options in Blade were so goofy and counter-intuitive that I far prefer what they've done here.
        
That doesn't really tell us much.
        
The priestess gives me nothing and kicks us out of the dialogue window after I ask too many things she knows nothing about, so I reluctantly leave. Right outside the temple, we immediately get some answers. An elf named Elsurion Starlight welcomes us to the city in the name of his brother, King Elestir Starlight. Apparently, we've responded to a summons. Elsurion takes us to a tavern, orders a round, and gives us his pitch:
    
As you know, an Orcish uprising was crushed once before, but only by the cooperation of the Dwarves and the Elves. As a sign of their friendship, a magical artifact, the Salamander Stone, was created to mark the occasion. But the friendship has sundered, and the Salamander Stone lost. In order to resist this new Orcish threat, the Salamander Stone must be delivered into the hands of the Dwarf Ingramosch!
       
That was a weird name to give a stone meant to mark the friendship between Dwarves and elves.
         
He lets us know that Ingramosch is currently away from his people, staying in the town of Lowangen. The Salamander Stone is rumored to be in a "dwarven pit not too far to the south." He pays the tab and leaves.
    
No sooner has he left than a "wealthy businessman" named Sudran Alatzer approaches and says that Elsurion Starlight was lying to us.
       
Well, no. He said he was the brother of the king.
        
He says that elves and dwarves will never be allies, and that if we bring the Salamander Stone to Vindaria Leechbronn, he'll pay 1,000 ducats. After that, we are free to move about the city of Kvirasim, which I cannot find on the game map.
     
For some reason, the cinematic zooms in on Alatzer's eye when he says something to contradict Elsurion. Maybe it's supposed to detract us from his absurd claim.
              
At first, it seems like nothing has changed in the largely Might and Magic III-inspired interface (in terms of overall appearance, not function). A panel of nine icons offers options for splitting the party, switching between parties, reuniting the party, checking the automap, casting spells, making camp, and various disk options. The same options appear if you right-click on the screen or hit "9" on the keypad. The rest of the keypad allows for movement and looking up and down. Clicking on the portraits brings up character sheets and inventory screens. Overall, there is a satisfying amount of replication in how the player approaches different commands. 
       
You can click on the panel to the right or right-click to get a contextual menu with the same options.
          
Some differences between the two interfaces start to become apparent, and they're almost all positive: 
         
  • Although the game has tiles just like its predecessor, the transition between them is animated, giving the illusion of continuous movement if you hold down the movement key.
  • You can rotate the horizontal axis to look almost straight up and down. I wonder if this will ever become important or useful. 
  • The automap is so much better. Blade's just had tiles and colors. In Trail, not only is it much cleaner and clearer, but you can also zoom in and out, make annotations, and move the party to different parts of the city by clicking on the  map.
     
The much-improved automap.
        
  • There's a new journal that records bits of the plot and quests. You can add your own entries to the journal and find entries based on an indexing system. 
                      
The journal offers an entry that transitions between the two titles.
          
  • ESC works more reliably to exit screens in Star Trail
  • Some screens have cosmetic changes. For instance, the character sheet/inventory screen now has a texture behind it, along with some decorations, rather than a relatively plain background. 
       
The inventory screen from Blade of Destiny (left) and Star Trail (right).
      
  • If you sit too long without doing anything, Star Trail activates a "screen save" that rearranges the tiles on the screen. I could do without that.
        
The 1990s obsession with "screen savers" made its way to video games.
      
  • Fortunately, you can turn that option off in an "options" menu that's more extensive than the first game. Here, you can not only turn music and sound on and off independently of each other, you can also assign them different volumes. 
   
Overall, it's a solid interface, with some nice upgrades. I start relatively happy.
   
I'm going to end things here, as before I really get into the game, I want to collect your opinions about whether to go with my Blade party and, if so, whether there is any solution to the "child portrait" problem. The power level variance between imported and created characters is so significant that I can't imagine that it's not too easy for one party or too hard for another.
   
Time so far: 3 hours 

Sunday, January 11, 2026

The Fates of Twinion: Orc is Beautiful

A reasonably realistic depiction of walking right next to lava.
     
In my last session of Twinion, I finished the quest to find the four pieces of a map and to bring them to Queen Aeowyn. Now that I've finished the quest and can see it in its entirety, I have a little more admiration for the game than I did when I was still in the weeds. 
   
The quest took place over 11 maps on four different levels, all interconnected with stairs, pits, and teleporters, both marked and unmarked. Moreover, most maps were composed of several isolated sections, each with their own names, like "The Library," "The Vineyard," "Fringe of Madness," and "The Ballroom." The game referred to these names frequently, but I didn't really pay attention to them until the end. I think I would have made the maps differently if I had to do it again.
         
"The Statuary" is part of the enclave on Level 5.
       
Getting through this area was a matter of finding the right objects in the right sequence. It worked well with the way that I map, which is to explore systematically, marking obstacles (locked doors, NPCs who want a certain item, battles I cannot win) in yellow and periodically revisiting them to see if anything has changed. The hard part about this section of Twinion was finding optimal routes from one place to another. Even with maps, it's easy to be baffled by all the teleporters, secret doors, one-way walls, pits, spinners, invisible walls, and locations that require a special item that the game has already taken away from you.
    
A lot of the areas had rooms that only certain races, classes, or alignments could visit. I'm curious how this worked online. My reading of the hints is that the characters occasionally would have to split off into solo "parties," do their own individual quests, and then reform. 
     
What is your race?
       
Rather than give a minute-by-minute account of my adventures since the last entry, I'll just hit the highlights:
     
  • I ended the last entry after finding "Rat Race." This turned out to be one of two heavily interconnected maps on Level 6; the other was called "Race Track." They were a nightmare of one-way walls, one-way doors, false doors, traps, and teleporters. I found the third map piece somewhere in "Rat Race," behind a door with a skull-and-crossbones symbol. An NPC suggested that the location of this door would be different for each race.
  • Unable to find anything else on the already-explored levels, I next explored the "Graveyard," or as much of it as I could. It was accessible from the "Fringe of Madness" area of Level 5: "The Enclave." There were some images of bone piles in the environment, rare for this game. Enemies were heavily undead, of course. From various messages, I got the impression that my Luminous Lantern was the only thing allowing me to see.
       
The game doesn't have many environmental images like this.
        
  • A fountain gave me the "Pickpocket" skill, which allows me to loot from enemies in-combat. I can't imagine that it's actually useful, but I'll give it a try.
  • An exit from "The Graveyard" led to a map called "Sn k P t," which is "Snakepit" without a few letters. I got a warning not to visit that map until I had found "THE powerful talisman," which I eventually did. "Sn k  P t" wound its way through multiple battles with winged pythons, medusas, and other snakes before putting me in a battle with the Giant Asp. I managed to "Petrify" him early on, but holy hell, he was hard to hit. It took about 20 minutes to whittle away all his hit points. Among his treasure pile was a Ruby Lockpick.
       
This bastard has a lot of hit points.
      
  • The Ruby Lockpick gave me entry to the "shops" of Smug, Sneer, and Smirk, scattered about the levels, but none of them were really "shops," just teleporters to other parts of the dungeon.
  • One of those teleports took me to the central section of Level 7: "Tipekans," where at last I found the fourth map piece.
   
There was a teleporter in "Tipekans" to yet another new map: Level 5: "Cartography Shop." I rebelled at this development and decided to just head to the queen's palace on Level 3, give her the map pieces, and be done with the game. I battled through easy (but more numerous than before; clearly there's some scaling involved) enemies in "Queen's Aqueduct," "The Coliseum," and "Queen's Palace" before reaching the throne room and finding it empty. So I reluctantly returned to the Cartography Shop.
     
You can't solve this quest by bringing the map pieces to Queen Aeowyn.
       
It turned out to be a fun map. At most intersections, there was a little true/false puzzle, like: "The Emerald Lockpick is exchanged for the Diamond Lockpick. If true, take the door to the south. If false, take the door to the east." I became swiftly grateful for my detailed notes, maps, and screenshots. As I explored, various NPCs kept giving me jewels—pearl, topaz, coral, and ebony—for a peek at my maps.
          
Smug runs a jewelry shop, so I'll be going south.
      
The corridors led me through a variety of teleporters to a final corridor with eight doors, each aspected to a race, i.e., "Worthy halfling," "Courageous troll." Fittingly, the door clearly meant for an orc (by process of elimination) didn't mention orcs at all. In any event, I had to use the gems in a particular order, provided by clues earlier in the dungeon, to get through the sequence of four doors.
         
The middle message is mine. Note that it doesn't mention orcs. This feels racist.
        
On the other side was Queen Aeowyn, who united the pieces and told me to use it "opposite the Night Elves' portal in the Main Entrance," gave me 2.7 million experience points, and disappeared. The experience was enough to jump me four levels to Level 26.
          
I have a lot of extra skill points.
      
New enemies this time included raffish thieves, clay golems, stone golems, Sularian knights, deinons, skeletal giants, colossuses, frost giants, blue dragons, black dragons, and warlords of Zekad. They hit pretty hard, but I had leveled my "Heal" spell so high that it fully cured me every time I cast it. I just needed to keep a supply of mana-restoring potions, which are a bit more efficient than healing potions.
              
A hint to something in the next section of the game. I cannot see a medusa without thinking of this comic.
           
Yeah, I know I was supposed to stop here, but I was curious what the next quest was, since the queen didn't tell me. It took me a while to figure out what the map "opened," which was a door previously hidden by a plaque. On the other side, the queen greeted me:
      
This will take you to the lowest depths! Together, we will breach the gates of time and march into a new world of wonders! But only together. Each of the vile deities whom the Night Elves worship wears a magical ring. You must get each ring from its owner! Together, the rings are the keys that will allow us to enter the Portal of Time. And then, loyal Champions, I know not where we shall step through into Immortality.
       
Well, that's all a bit vague, but not the part about killing four gods. I took the portal just to check things out, and before I knew it, I had mapped two levels on Level 8: "Dragon's Ire" and "Dragon's Flame." I also poked my head into both "Hopeless Hallways" and "Hocus Pocus" on Level 9.
     
The two levels of Level 8 that I've mapped so far.
       
I rather like the way the plot is developing. From what I gather:
   
  • The four elven gods are called Dralkarians.
  • There's some kind of war going on between Praxis and Erebus, two categories of demonic beings.
        
One of the demon types.
       
  • At some point, I'm going to reach a level that's a chessboard. As I defeat each piece, I will "gain its powers" regarding movement and will then have to move accordingly. 
      
A library gives hints to this area, wherever it is.
       
  • To become strong enough to defeat the Dralkarians, I will first have to choose a side in an ongoing feud between Gambril, a frost dragon, and Osterog, the ice dragon.
  • On the "Dragon's Flame" map, there are a bunch of wizards to visit, each of whom casts a spell that will help me. Apparently, if you don't take the right route, there are squares that will dispel the blessings. I have to figure out the optimal path that hits all of them before going on to encounter a dragon. I'm not sure whether it's one of the two dragons mentioned above.
          
But I've already defeated plenty of dragons.
      
Enemies are quite a bit harder on the new map, partly because healing options are starting to fail. The "Heal All" potion really only heals about 1,000 hit points, and I have over 5,000 now. My "Heal" spell does a better job, but I can only cast it twice before I need to replenish my mana. There are some battles where I just need to go back and forth between "Heal" and mana potions and never get a chance to attack. I've been relying a bit more on magic items, including a variety (Sovereign Scrolls, Zeus Scrolls, Pipes of Enchantment) that charm enemies. The occasional Scroll Death, which damages everyone on-screen, has been a god-send when I find one.
         
These guys are tough-looking but relatively easy.
      
Some other notes on these areas: 
 
  • The rooms are full of lava pools and pits, only some of which are deadly. Others are illusory, so you have to test basically every one.
  • There are a number of fountains on the levels. They seem to come in two varieties: those that at first taste bad but turn out to heal you, and those that at first taste sweet and turn out to be poison.
        
This is like every experience I have ever had with absinthe.
         
  • There's a central section of Dragon's Ire that I cannot figure out how to access (two doors don't seem to respond to anything).  
  • In the southwest corner is an area of lava that saps health and poisons you every step that you take. Magic doesn't work in the area. I had just enough hit points to make it to the end of the walkway, where I met a dragon named Qao Tsur. He dismissed the likelihood that I would ever be able to defeat the Dralkarians and suggested that I confine my efforts to doing tasks for his "feuding children." (I think this refers to Gambril and Osterog.) One step beyond him was a battle with a bunch of lesser dragons, which I largely won with my "charm" items and taking potions every other turn.
        
Check your eyes, buddy. There's only one of me.
        
Ultimately, although I meant to wrap up, I think perhaps I'll keep this game on simmer for a while and dip into it as I have time. Nothing on the upcoming list scratches the mapping itch that I occasionally get. The problem with keeping it active as a primary game is that, thanks to the large number of combats and the need for detailed mapping, it takes a lot of hours to get a full entry. As I end this one, I have only about 1,700 words for about 7 hours of gameplay.
 
Time so far: 43 hours. 
 
      

Friday, January 9, 2026

1993/1994

1993 was a disappointing year with a few highlights.
       
(Note: This entry includes a link to a survey that I'm hoping every reader fills out. I wanted to put it here at the beginning in case you don't make it that far.)
 
It's been so long since we had a yearly transition entry that I almost forgot that I had to do one. We last started a new year almost five years ago, in April 2021.
   
At the time, I noted that 1993 was a peak year, containing more RPGs than any year before or after. I had the idea that if I could just get through 1993, it would be all downhill from there. Alas, owing to new discoveries, 1995 is now the top year (77) until we reach 2012 (88) and 2013 (104) for computer RPGs. (I haven't logged everything for 2014 or 2015 yet). If we consider all RPGs (including consoles and handhelds), we'll also hit a peak in 1995. There really is no "downhill."
    
Hence, my announcement a few months ago that for 1994 and each year thereafter, I would be capping the total number of RPGs explored at 25. I will still alternate "primary" year games with "backlist" games indefinitely, so any game that I skip has a chance of coming up as one of the latter titles. 
       
Current results from my master game list.
      
Many commenters have opined that RPGs entered a slump around 1993 from which they didn't recover until the late 1990s. I'll reserve my opinion on the existence, nature, and duration of the slump until I've played games from those years, but I agree that 1993 feels like the beginning of one. The average GIMLET for 1993 regressed to 31.37, lower than not only 1992 (35.64) but also 1991 (32.29), 1990 (33.2), and 1989 (31.89). Only two titles came anywhere near the top of the list, Dark Sun: Shattered Lands and Ultima Underworld II: Labyrinth of Worlds, both of which rated in the 60s. Number 3, Ambermoon, is all the way down at 51.
   
I have some fond memories from some of the titles in the 40s and 50s. I didn't like Betrayal at Krondor as much as many of my commenters, but it was at least unique in its approach. I think Bloodstone: An Epic Dwarven Tale might have been the height of the Magic Candle series. Unlimited Adventures preserved one of my favorite game engines. But most of the rest, even good ones (Quest for Glory: Shadows of DarknessUltima VII: Part Two - Serpent IsleDungeon Master IIMight and Magic V) are lesser than earlier games in their respective series.
        
Eye of the Beholder III was one of many titles this year that were shadows of the glory of former games in the series.
        
What astonishes me about such an underperforming year is that we're running out of time! Diablo is coming in 1996, Fallout in 1997, Might and Magic VI and Baldur's Gate in 1998. Maybe as soon as the end of the current decade, I will be blogging about huge, open worlds, immersive 3D graphics, lush ambient sound, in-game lore that a player can get lost in, and NPCs so fully realized that I prefer many of them to my actual friends. I rather expected we'd ramp up to those things. But the way it's been going, one day I'm going to be slogging through Whale's Voyage II and then suddenly, boom, Daggerfall. I suppose it's possible. Ultima Underworld seemed to come out of nowhere, after all.
          
How is this only four years away?
       
So 1993 could be the beginning of a slump. Or—again, I say this in complete ignorance of what awaits me in 1994—it could be a momentary pause in which developers were sort-of gathering themselves. The transition from 1993 to 1994 was at the cusp of a lot of things: CD-ROMs, Windows, the availability of the Internet to the average member of the public, the presence of a computer in the majority of western households. A lot of these things were there in 1993, but not long enough for developers writing games for 1993 releases to have made much of them. Maybe 1994 will see that burst of quality that I've been waiting for. Don't disabuse me.
     
1993 Game of the Year Nominees 
       
I'm going to do something different this year by selecting the nominees, letting you vote, and then selecting the final "Game of the Year." I'm not promising to go with your vote, but I'll at least lean towards it. These are what I would consider to be the top contenders:
   
1. Dark Sun: Shattered Lands. I went into this game expecting very little and came out seeing it as a worthy evolutionary step between the Gold Box series and the Infinity Engine games of the later 1990s. Not only was it the highest rated game of the year, but it also rated above a 5 in every category except "Economy." It had all the trappings of a modern RPG: tactical combat, a complex inventory system, full-sentence NPC dialogue, a world steeped in lore, and copious side quests as well as a compelling main quest. What a delight.
       
Full-sentence dialogue is important to my conception of a good RPG.
      
2. Ultima Underworld II: Labyrinth of Worlds. It would be weird to give the 1992 "Game of the Year" to Ultima Underworld and then next year's to the sequel, but then again, these two games are so good that perhaps I ought to drive it home by giving the top prize two years in a row. Not only did I think that Labyrinth was equal to the original in its mechanics, but I also thought it was a far better Ultima game.
         
And 1993 featured it in two excellent games.
     
3. I'm going to pretend here that Ambermoon has a shot because I honestly liked both it and its predecessor, and as I said in my follow-up: "Almost nowhere does the game achieve, or even stray towards, brilliance. But it is almost uniformly not bad." That's almost hyperbolic for 1993. But honestly, most of its strengths are eclipsed by Dark Sun.
     
Ambermoon: a good game. "Good" is a superlative in 1993.
       
4. Yes, sure, Betrayal at Krondor. As I said earlier, its approach is the most unique of the titles I'd consider for "Game of the Year." Its high-quality prose and immersive storytelling set a standard unrealized by any other title I've played except perhaps quasi-RPGs like Star Saga. It also set the bar for RPGs integrated into the canon of a fictional setting. I also liked the open-world exploration and the variety of encounters, but I think Dark Sun did those things just as well, with better RPG mechanics besides. But if you think Krondor deserves "Game of the Year," you're in good company. Computer Gaming World gave it the "RPG of the Year" award in the June 1994 issue. 
       
I didn't love it, but I will always remember it.
      
Let's consider some honorable mentions that have no chance at the top spot but make me wish I gave out more than one award per year.
       
  • Quest for Glory: Shadows of Darkness. It's a great adventure game, atmospheric and fun, but the authors aren't even really pretending that RPG mechanics matter anymore.
  • Perihelion. Talk about atmosphere! I still watch a video of this game's opening every once in a while.  
  • Daemonsgate: Some of the best lore, including in-game cataloguing of that lore, that we've seen so far. The developer did a reasonably good job making the physical environment and NPC dialogue match that lore.
          
I didn't do a very good job selling the idea that there's much of a contest, but I honestly want to hear your thoughts. Remember, "Game of the Year" is supposed to be about influence as much as quality. Anyway, I've created a survey for you to vote, but I thought I'd take the opportunity to do something that I've never done before and poll my readership on your demographics and opinions. I'd thus appreciate if everyone reading this entry took part in the survey, even if you don't have a strong opinion on "Game of the Year." And don't let the survey stop you from talking about your preference in the comments.
      
Year-End Superlatives
     
Total Games: 63 played, 11 BRIEFed, 2 put on the "Missing and Mysteries" list. In total, I wrote about 75 games. That's 11 more than 1992 and the largest annual number for my blog so far. I guess that's the highest number that there ever will be.
 
Highest-Rated Games:  Dark Sun: Shattered Lands (64), Ultima Underworld II: Labyrinth of Worlds (63), Ambermoon (51), Bloodstone: An Epic Dwarven Tale (50), Betrayal at Krondor (50), Unlimited Adventures (50), NetHack 3.1.3 (48), Quest for Glory: Shadows of Darkness (47).
 
Lowest-Rated GamesUltimuh MCMLXVII: Part 2 of the 39th Trilogy - The Quest for the Golden Amulet (3), Mechanical Anarchy (11), Magische Steine (14), Black Dawn (14), Blade of Doom (15), Schelober's Quest for a Babe (15).
      
The worst game of the year. It didn't even know what it was parodying.
        
Longest PlayedUltima VII: Part Two - Serpent Isle at 112 hours. If you want to know why I didn't even give this one an "honorable mention," that's why.
 
Longest Between Start and End: It took me 372 days (but "only" 62 hours of play) before I allowed myself to admit that I wasn't going to finish Angband.
 
Percentage Won: As of right now, I've won 52 out of 59 winnable games, so 88%. I suspect it will drop to 87% after The Fates of Twinion
 
Highest Category Scores
   
  • Game World: Dark Sun: Shattered Lands, Daemonsgate, and Betrayal at Krondor (8s).
  • Character Creation and Development:  Ultima Underworld II: Labyrinth of Worlds and—gods forgive me—Princess Maker 2 (7s).
  • NPCs: Dark Sun: Shattered Lands and Quest for Glory: Shadows of Darkness (7s).
  • Encounters and Foes: Dark Sun: Shattered Lands and Dungeon Master II: The Legend of Skullkeep (8s).
  • Magic and Combat: Dark Sun: Shattered LandsNetHack 3.1.3, and Unlimited Adventures (7s).
        
Dark Sun is the odds-on favorite for its fascinating game world and tactical combat.
       
  • Equipment: NetHack 3.1.3 (9). This is the highest score I gave all year for anything.
  • Economy: Princess Maker 2 (8). Maybe this belonged on the nominee list.
  • Quests: Dark Sun: Shattered Lands (7).
  • Graphics, Sound, and Interface: Ultima Underworld II: Labyrinth of Worlds and Quest for Glory: Shadows of Darkness (7s). 
  • Gameplay: Warlords II (8). This isn't the first time (cf. Pirates!) that we've seen a non-RPG or quasi-RPG take the prize in this category.
   
Best Game with an Awful CategoryDark Sun: Shattered Lands with a 2 for "Economy." The SSI crowd just never learns.
 
Worst Game with a Good CategoryStronghold, barely an RPG at all, got a 7 in "Gameplay" for its utterly addictive and replayable nature. Quenzar's Caverns and DragonMaze were both afternoon RPGs that managed to hit a 6 in "Gameplay" for offering the perfect length and challenge for their content.
    
1994 Preview
    
So, once again, the official 1994 play list, in the order that I will cover them, is:
   
  1. Realms of Arkania: Star Trail 
  2. Dark Designs IV: Passage to Oblivion 
  3. The Elder Scrolls: Arena
  4. Yendorian Tales, Book 1
  5. Al-Qadim: The Genie's Curse
  6. Escape from Ragor
  7. Pagan: Ultima VIII
  8. Ravenloft: Strahd's Possession 
  9. Jiji and the Mysterious Forest, Chapter 1
  10. Aethra Chronicles: Volume One - Celystra's Bane
  11. Hexx: Heresy of the Wizard
  12. World of Arch
  13. Darghul
  14. Darkmere: The Nightmare's Begun
  15. Ishar 3: The Seven Gates of Infinity
  16. Nahlakh
  17. Robinson's Requiem
  18. Crystal Dragon
  19. Superhero League of Hoboken
  20. Realmz
  21. Dark Sun: Wake of the Ravager
  22. Alien Logic: A Skyrealms of Jorune Adventure 
  23. Menzoberranzen
  24. Ironseed
  25. Newcomer
  26. Istanbul Efsaneleri: Lale Savascilari 
 
We will have appropriate pre-play discussions as each title nears the starting date. If any of these games ends up getting rejected or otherwise BRIEFed, I will draw a new title from the list at random.
      
As a devoted Elder Scrolls fan, what will I think of the first game in the series?
      
I believe that this is the first year since 1980 for which I have never played any of the games on the list to their conclusion. I have never played any of the 1994 games that didn't make it on the list to their conclusions, either. In fact, I have never played any of the 1994 games at all except about 5 minutes with Pagan (I quit once I saw it had jumping puzzles) and maybe two hours with Arena about 20 years ago. As such, I have no idea at all what to expect.
 
I am most looking forward to Dark Sun: Wake of the Ravager based on the quality of its predecessor. I'm most curious about Arena; knowing so much about the Elder Scrolls universe these days, I'm eager to see how it differed when it was new. I'm equally curious about Ravenloft given the quality of the module on which it was based; though I assume that if the game reproduced that quality, I'd have heard a lot more about it over the years. I also have a lot of curiosity over the foreign games on the list, including World of Arch (Finland), Newcomer (Hungary), and particularly Istanbul Efsaneleri (Türkiye).
   
A preview of the first Turkish RPG.
       
I wouldn't say I'm particularly looking forward to Realms of Arkania: Star TrailDark Designs IV, or Ishar 3, but I suspect they'll all be reasonably acceptable. I had a decent time with their predecessors. I wouldn't say that I'm dreading any of the games—I don't know enough about them—but I will say that I don't have a lot of expectations for Jiji and the Mysterious Forest or Superhero League of Hoboken.
     
We'll definitely see a lot less variety in platforms in 1994. Microsoft is dominant, and only three games on the list—Dark Designs IV (Apple II), Darkmere (Amiga), and Crystal Dragon (Amiga)—lack DOS or Windows releases, at least if my original research is correct. Of course, we'll still continue to see plenty of other platforms in the "in between" games. 
     
Please remember to fill out the survey. Without further ado, let's jump into Realms of Arkania: Star Trail