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| What moment from the game do you think this box image was trying to recreate? |
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
Date Ended: 21 April 2026
Total Hours: 60
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Summary:
This
sequel to
Realms of Arkania: Blade of Destiny (1992) uses the same interface —first-person dungeon and town exploration, overhead world exploration by menu, combat on a grid with an axonometric perspective—with a few improvements. Thematically, it's quite a bit different, requiring the party to visit only a small number of locations in its small world, offering only a couple of side quests and dungeons.
The plot concerns the recovery of an artifact called the Salamander Stone, which will help unite the Elves and Dwarves against the orcs, who seem to be conquering everything. The plot seems to lose its way a few times, and both it and the game world are difficult to interpret without external sources covering Das Schwarze Auge setting. The game has a lot of logistical considerations, particularly when it comes to overland travel, which sometimes created satisfying moments strategically and sometimes just annoyed me. In general, though, the game offers a full, sophisticated set of RPG elements, including detailed character creation, meaningful NPC interaction, tactical combat, inventory logistics, and a meaningful economy. In each of these areas, it regrettably has a number of negatives that balance its positives.
****
On a reload, I was able to win the final battle without losing anyone. I chose the quickest option, just re-fighting that battle, this time understanding how it worked. (It helped that one of my warriors had the Dragon Slayer equipped, which did a lot of damage.) My characters were still dying of thirst as I exited the dungeon, but I trust that doesn't carry into the next game or, if it does, that I'll be in a city when the game begins.
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| "All of you, this time." |
As for the rest of it, there were a lot of things that worked well and a lot of things that didn't. The game has solid RPG elements, including its use of skills, the utility of leveling, tactical options in battle, a number of special encounters with role-playing options, and the survival elements. On the negative side, I think it was a bit sloppy in the way that it revealed story and lore to the player; inventory upgrades are few and far between; the translation from German is a bit wonky in places; and I never really warmed to traveling across the game world by menu.
You have my comments on combat from the last entry, and with apologies to those who disagree, I simply don't think the spell system works very well. It has the same problem as skills, really: Until you've played for a while, you don't have a strong sense of what will actually be useful. With skills, you get so many points that it isn't as much of a problem. With spells, so many start deep in the negatives (and in many schools, you can only advance by one per level) that you really need some experience or spoilers to know what to focus on. On the plus side, I do like that many spells have out-of-combat uses.
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| My mage's spell values at the end of the game. That's a lot of negatives. |
Then you have a bunch of stuff that's simply weird, annoying, or both:
- A party created in Star Trail spends the entire game getting to the same experience level as an imported party.
- You're told not to loot anything in the first dungeon, which would be absurd if taken literally, since the Girdles of Might are practically essential. Plus, I think you need to take some items to get through the dungeon.
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| There are only about six recipes in the game, and here are two of them—but, apparently, I wasn't supposed to take them. |
- You can create new characters at any temple but can only add them to your party if you go all the way back to Kvirasim. (Some reviews made it sound like it was possible to create and add characters elsewhere, but if it is, it never worked in the places that I tried it.)
- The subtitle of the game refers to a side quest that cannot be completed.
- The party irrecoverably loses all its equipment (except magic items) midway through the game.
- The main quest is for the Salamander Stone. After finding it, the party has it stolen in scripted encounters at least three times.
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| Adding insult to injury, I still don't know who this jackass was. |
These are just the major ones. I think my entries documented a lot of minor annoyances, such as a chest that could only be opened with a specific interface setting, a series of deadly traps that there is no way to avoid, characters throwing tantrums and injuring themselves on locked doors, and an encumbrance system that's absurdly punishing given all the stuff the game wants you to carry for survival purposes.
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| I've played plenty of games with difficult doors. This is the only one where my characters were this uncool about it. |
But I'll end with some miscellaneous pluses: an excellent automap, a helpful diary (that I under-used), a welcome auto-combat option for easy battles, and an economy that never stops being relevant, particularly with the ability to donate to temples for favors.
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| The game manual's screenshot of the diary makes a joke about reading the manual. This is getting too meta. |
I don't know what the GIMLET will show, but it feels to me that Blade of Destiny was a better game. Star Trail makes definite interface improvements, particularly in combat, but Blade had a more sensible plot, more side-dungeons and side-quests, and better reasons to explore its large game world. I would expect Star Trail to come out a couple of points behind.
On the GIMLET, I give Star Trail:
- 4 points for the game world.
- 6 points for character creation and development.
- 5 points for NPC interaction.
- 6 points for encounters and foes.
- 5 points for magic and combat.
- 4 points for equipment.
- 6 points for the economy.
- 4 points for quests.
- 6 points for graphics, sound, and interface.
- 5 points for gameplay.
That gives us a total of 51, which to my surprise is 7 points higher than Blade of Destiny. Looking through my final entry for that game, I guess I had more complaints about its mechanics than I remember.
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| This doesn't strike me as the most competent of ads. You really have to struggle to see the name of the game. |
If you have any experience with my GIMLET, you know that a score of 51 puts it in the top 10% of games rated so far, which may seem to be at odds with the tone of some of my entries. This has happened before, and it generally happens when the game could have scored higher in some of its categories if not for an equal number of flaws. "Character creation and development" is a good example. I'd love to give the game an 8 in that category. Classes are well-differentiated; class composition truly matters; leveling up feels rewarding; the large variety of skills gives you the chance to create unique "builds" for characters; there are (albeit limited) class-specific dialogues and encounters. All very positive. But then you have things like arbitrary caps on the number of times you can allocate skill and spell points per level, the chance of "failing" each allocation and wasting half your skill points, skills that aren't used, random rolls that give you only 2 hit points per level, and numerous irrevocable choices about swapping points that can't possibly be understood until you've already played the game. And so the game gets the same score (6) as, say, one of the Gold Box games, which don't do anything particularly spectacular in character development but also don't give me anything to complain about. Some games, in short, reach a 6 by simply adding; some reach it by adding and then subtracting. Those latter games are going to offer more sources of complaint.
Those fans upset with my coverage of the game would really take issue with some of its contemporary reviews. Here's Petra Schlunk from the December 1994 Computer Gaming World: "To say that I had fun would be inaccurate; to say that I cursed and raged against this game, yet could not stop playing it, would be closer to the truth." She goes on to complain about encumbrance issues, getting kicked out of NPC conversations, boots that always wore out, and the length of combat. ("Actually hitting an opponent or successfully casting a spell is a rare thing," she says in a nice moment of solidarity.) In the first star rating I can ever remember seeing in CGW, she gives it 3/5 stars. "Extremely aggravating in spots . . . For the hard-core only."
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| These bastards are going to live in my head rent-free for a while. |
I don't know why I still bother to consult Dragon magazine, which never knew what it was doing with computer game reviews. It would stop reviewing computer games entirely within a couple of years, and at this point in its life was offering them in an "Eye of the Monitor" section that featured an annoying back-and-forth between two reviews (Jay and Dee) instead of a single coherent review. Here, they thought it was too logistically complex and difficult, but they praised aspects of the interface and combat system. I'd like to hang my hat on some choice quotes (""Why can't a game be challenging without being whimsically evil?"), but it's clear they didn't make it far out of the starting city, and it's hard to respect that.
Before moving on to the European reviews, I should mention that at least one western source, the February 1995 PC Gamer, felt a lot better about the game: "Everything diehard roleplaying enthusiasts have been waiting for." While it allows that the game might be confusing to newcomers, and that "its complexities can take a bit of practice to master," it promises real rewards for players who "invest enough time to master its wonderful subtleties."
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| A wonderful subtlety. |
German sources rated it generally more positively, including 86% from the June 1994 issues of both Play Time and PC Games, 87% from the May 1994 Power Play (which also gave it RPG of the Year), 90% from the November 1993 PC Joker, and 92% from the July 1994 ASM. It's impossible not to suspect a certain amount of native pride in those reviews, but they probably also benefit from playing the game in its native language with a baseline understanding of Das Schwarze Auge setting. There's also the stereotypical German affinity for logistics, to which this game particularly caters.
The
Dragon reviewers mentioned playing with the cluebook. I was interested in taking a look to see whether, as with many games of the era, it provided a bit more lore and background. It doesn't, alas. It's a very workaday cluebook, with maps of all the areas and a "walkthrough" that gives simple instructions without explaining anything. It elides most of the optional areas and encounters in the game, although it does take the party through the entire Star Trail episode, which I believe was optional. However, the cluebook does have an interesting interview with attic co-founder Guido Henkel. He relates how he, Hans-Jürgen Brändle, and Jochen Hamma founded the company in 1990 after their previous company, Dragonware Games, folded. Their first productions were
Lords of Doom (1990)
, Die Drachen von Laas (1991)
and
Spirit of Adventure (1991). As fans of the tabletop
Das Schwarze Auge, they dreamed of developing a computer game in the setting but were too nervous about approaching the owners of the rights. Eventually, those owners came to attic rather than the other way around.
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| According to MobyGames: "The image [of the] Elvenking during the end scene was inspired by David Bowie. There was a contest about this image. The first player who would send the correct answer to the designers could win a prize." |
Henkel seems to regard
Blade of Destiny as particularly flawed and is proud of the ways that his team fixed its problems in
Star Trail. He is also particularly proud of the automap and in-game journal. The company went with Sir-Tech for American distribution on the strength of the
Wizardry history; Henkel was playing
Crusaders of the Dark Savant (1992) at the same time they inked the deal.
We are early in the life of the Dark Eye setting. Realms of Arkania III: Shadows over Riva (1996) will be with us in a couple of years. I don't think we'll be seeing a group of mobile-only games in the early 2000s (e.g., The Dark Eye: Nedime - The Caliph's Daughter, The Dark Eye: Secret of the Cyclopses), but assuming I survive that long, we'll definitely see The Dark Eye: Drakensang (2008). In the 2010s, there are several games under the Blackguards label, Demonicon (2013), some titles that MobyGames classifies as adventure games, and of course the 2015-2017 remake of the first two Arkania games using the Unity Engine. As of 2026, the latest PC game in the setting is The Dark Eye: Book of Heroes (2020). There's a later iPhone game called Forgotten Fables: Wolves on the Westwind that sites list as part of the universe.
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| Combat in the 2017 remake of Star Trail. It keeps the tactical grid, but you can zoom around and rotate it. |
Alas, attic Entertainment Software wasn't around for this resurgence. Shadows over Riva was their last and only game after Star Trail, although they did publish games from a few other developers, including one that we may see: Druid: Daemons of the Mind (1995). In interviews, Guido Henkel said that the licensing costs for The Dark Eye prevented the series from being profitable for the developers. He left attic in the late 1990s, and the company closed in 2001.
Henkel went on to work at Interplay, where he produced Planescape: Torment (1999) and apparently modeled for the cover art of the Nameless One. He reportedly lives in California now. He dabbled for a while in mobile games and now works as a film restorer. Johchen Hamma remained in the games industry. He was the executive producer of ArcaniA: Gothic 4 for Spellbound Entertainment. He's also listed as a consultant on the Blackguard titles (2014-2015). Hans-Jürgen Brändl went to work for Blue Byte Software and worked on the Settlers series of city simulators. He died in 2005.
Despite my rocky experience with Star Trail, I am authentically looking forward to its sequel, and I don't think there's any chance I won't select it for the primary list in 1996.
****
For further reading:
My coverage of attic Entertainment Software's other titles:
04/26/2026
A translation note: "Das Schwarze Auge" is German for "The Black Eye". The TRPG books are translated as "The Dark Eye" because black eye sounds like someone got punched in the face (which, in German, is called a "blue eye" instead).
ReplyDeleteAnd wow, 52 is a very respectable score. That's a single point below such classics as Quest for Glory and Ultima IV.
Also, "Sternenschweif" literally translates as Star TAIL, as in the tail of a comet (and not trail as in path, like the Oregon Trail). Here as well, the non-literal translation sounds better.
DeleteBased on German wiktionary, "Schweif" is not just any tail, but more like a horse tail or furry tail, like squirrel's. Is that true?
DeleteYes, the standard word for tail is "Schwanz". But that could also mean a number of other things (including "hem", "aftertaste", and "penis") so of course they weren't going to call the game Sternenschwanz.
DeleteI would play Sternenschwanz, but the different words used makes it sound better in each language. still strange to name it after a sidequest.
DeleteHah. Sternenschwanz sounds like Mel Brooks made a parody of the game :D
Delete"Also, "Sternenschweif" literally translates as Star TAIL, as in the tail of a comet (and not trail as in path, like the Oregon Trail)."
DeleteThis answers a question that's been on my mind since I first saw the title. Thank you.
"Schweif" is a denomination for a long and bushy tail. I assume the similarity in its broad(er) appearance led to it also being employed to describe the tail of comets (colloquially sometimes referred to as "stars").
DeleteWhen speaking about astronomy, you will see "Kometenschweif" and sometimes also "Sternenschweif", but nobody would consider calling that tail a "Schwanz". So I think the probability/risk of the game ending up as "Sternenschwanz" was quite limited ;-).
I understand what you're all saying about the translation, but where every single time the Das Schwarze Auge has been translated to English, it's been "The Dark Eye," and where the developers themselves translated Sternenschweif as "Star Trail," I'm not going to be the one insisting on a more literal translation.
DeleteI will always prefer the less literal, but more poetical, translation of "Egg on your Face"
Delete'Realms of Arkania IV: Dick Tale' will bring it full circle ;)
Delete@Chet: but then I don't get why you put the German name at the top and a translation in parentheses? We already know that DSA:Sterneschweife is translated as Realms Of Arkania Star Trail. What's the point in parenthesizing a second translation that's neither what the game designers used, nor gramatically correct? I honestly don't get it.
Delete"Dark" in English mapping to "black" in other languages isn't unusual. Especially in languages like French, which lack a precise 1:1 equivalent to what we might call the 'fantasy-pejorative' sense of English "dark" or German "dunkel," so "black" tends to get used as an equivalent.
DeleteFor instance, there are plenty of Star Wars stories that refer to "Dark Jedi" in English, but in the French translations this becomes "Jedi Noir" or "Black Jedi."
On the other hand, Sauron's title of "the Dark Lord" in Lord of the Rings was translated as "le Seigneur des Ténèbres," or "the Lord of Shadows."
In French, "Dark" was indeed translated with "Noir".
DeleteOne coule argue that "Obscur" (the closest pejorative qualifier) would have been a better fit; it just doesn't sound so good melodically & probably would have needed the German word to be "Dunkel" from the start.
If a vampire wanted to get let into your house without fail all he would have to do is introduce himself that way in French
DeleteCan you imagine NOT opening the door if "le Seigneur des Ténèbres" asked if he could come in to show you something?
Thank you for a great job!
ReplyDeleteWho are you and what have you done with the real RG? ;-)
DeleteThe unbearable lightness of being unsure of if it would be better for me to read this straight away or getting dinner ready first
ReplyDeleteMake food then read and eat.
DeleteFound a middle ground and cooked while reading
DeleteNice change in format, especially the clear-cut gimlet and the further readings section.
ReplyDeleteThe link to the previous entry was much appreciated, as well.
DeleteI personally expected Blade of Destiny to come around close to Darklands, and this one to come behind. I tried to make a similar argument in Blade of Destiny summary post, but I guess I was unsuccessful.
ReplyDeleteI agree that Blade of Destiny is a better game in terms of fun factor, but I understand that Star Trail tried to add more role-playing depth. This being said, I think you rated Blade of Destiny's economy and graphics too harshly.
I think that scores between 4 and 6 for everything are very appropriate, since the game didn't do anything really great, but didn't fumble anything either.
Can it be that this is the first game with a GIMLET of over 50 in more than two years? I have a file where I write down the ratings for Ultima, Might and Magic, Wizardry, Forgotten Realms, and any other game with over 50%. It hasn't been updated since February 2024. Are there any games I missed?
ReplyDeleteI guess so. There is a link in the sidebar to the list of master game rankings and the most recent game to score above 50 was Ambermoon, finished Nov. 1, 2023. There have been three exact 50s since then, though: Bloodstone (Feb. 2, 2024, so still more than two years ago), Betrayal at Krondor (Jan. 21, 2025), and Unlimited Adventures (Feb. 25, 2025, specifically Heirs to Skull Crag).
DeletePersonally all those games sounded more appealing to me as a reader than Star Trail, but a big part of it is Start Trail doing OK at everything while the 50s got dinged on one score or another. Also perhaps that things like character creation and economy loom larger for Chet as a player than they do for me as a reader. Chet commented that he liked the story of BaK more than the other 50s but the mechanics less, and I don't experience the mechanics as much as the story.
It's worth noting that Chet does not play the games within a year in chronological order. It's probably just coincidence that the best games of 1993 were closer to the beginning of the list.
DeleteThat changes this year, with Arena (I had already announced DD4 and ST before I remembered I was going to do that). From now on, all "new" games will be in the order they were released that year.
DeleteWhat are you using as the source for release dates?
DeleteOn Wikipedia, Arena is recorded as a March 25 US release, while Ultima 8 as March 23.
Not that it makes a difference in any way, from a reader's point of view, just curious.
This game sounds to me like the designers went out of their way to make things annoying. I loved games like Chaos Strike Back and Wizardry 4, but this one doesn't tempt me much.
ReplyDeleteThere were times that it felt that way, but the game did do a lot of things right. I guess my reviews focused more heavily on the negatives than I intended. The comment sections certainly did.
DeleteIn a game with so much potential the bad design decisions becomes so much clearer.
DeleteI think the score is fair, but I also think that to some people (that aren't CRPG Addicts :) ) sufficient annoyances will make them stop playing regardless of how good the game is otherwise. For example, I know Chet sometimes complains about games that lack proper keyboard shortcuts. Personally I will likely stop playing a game that does that, or I might mentally subtract five points for each time the game steals my equipment. I'm sure other players have other pet peeves.
DeleteThe cover is the work of Uğurcan Yüce, who designed many of the classic DSA box covers. I thought it might just be a picture taken from a DSA box, but according to Guido Henkel they commissioned the cover art for all three Arkania games from him: https://guidohenkel.com/2013/06/an-untainted-look-at-the-cover-of-shadows-over-riva/
ReplyDeleteCongratulations on the victory and forging the alliance between dwarves and elves. Thank you for this entertaining story.
ReplyDeleteI expected Star Trail to score best with you in the economy category, about 7-8 points. 6 points for encounters and foes is a bit higher, than I suspected.
"If you have any experience with my GIMLET, you know that a score of 52 puts it in the top 10% of games rated so far, which may seem to be at odds with the tone of some of my entries. This has happened before, and it generally happens when the game could have scored higher in some of its categories if not for an equal number of flaws.”
Well, that aligns with my assessment that Star Trail has the potential to be a top game, but is struggling with annoying errors/bugs and incompleteness.
"... and an encumbrance system that's absurdly punishing given all the stuff the game wants you to carry for survival purposes. "
That's what the Girdles of Might are there to compensate for, I think...
“And the animation where they stand rigid, turn to the left, and then dissolve into bones never stops being fun.”
I also always liked the death sequences of the various opponents - not "gore" but often ironically funny.
Most I liked the transformation of the engulfer into a preserved skeleton, like an exhibit in a natural history museum. Unfortunately, this is barely noticeable unless the battle mode continues because something has been summoned and turns against the PCs.
The (saber-toothed tiger-like) demon Zant puts on a show by spreading all his limbs and tail in a star shape and spinning in the air.
“Unless I missed something there are no spells at all that target multiple enemies.”
Spells suitable for area damage were added with the box “Götter, Magier und Geweihte”, which was released the same year as Star Trail.
But with a little more programming work, some other spells could have been implemented in a more interesting way - especially in combat.
Here “Terror Broom” only causes a little damage to an opponent.
In tabletop roleplaying, the spell "Terror Broom/Radau” makes the witch's broomstick attack either a specific enemy or all persons within a certain radius (friend or foe). The spell costs energy each combat round. To end the attack, the witch must calm her broomstick with a Charisma check. Otherwise, it will only stop when the witch runs out of Astral Points.
I think it could be a nice variety if the witch Sabrina used this spell and a better implementation of “Summon Crows”, especially if you haven't seen these spells in action yet because you don't have a witch/warlock in your party.
The programmers should also have included area damage for some thrown weapons, such as Hylailan Fire or Lotus poison in dust form.
A small, spoiler-free glimpse into Riva:
- The player receives more guidance.
- Improved controls
- The plot is more linear but by far more complex and changeable than in the earlier two games.
- more varied combats
- no travel system
- Highly variable level of detail for individual locations/dungeons: sometimes very exotic player actions are taken into account.
- Dungeons in the trilogy compared:
„Blade of Destiny”: 15 dungeons, 16 if you count the pirate town of Daspota, almost all are optional
“Star Trail”: 5 dungeons, 3 optional
“Shadows over Riva”: in the middle!
- And Riva starts during daytime in a town with taverns, inns and shops! (And if there isn't enough time, it's easy to save the group from dying of thirst using a hex editor.)
The reception of the Northland Trilogy exhibits some phenomena. For example, many players complain about the puzzles and battles being far too difficult, while many others complain that they offer no challenge at all.
Riva is the best of trilogy, but there is also take away all equipment moment at the end (if I remember correctly).
DeleteObjectively speaking, I would also call Riva the best part too.
DeleteSpoiler ROT-13-coded: Pbeerpg, guvf unccraf evtug ng gur raq, whfg orsber gur svany qhatrba. Ohg vg qbrfa'g unccra harkcrpgrqyl. Gur aneengvir checbfr urer vf gb fubj gung gehr urebrf nqncg naq vzcebivfr rira va fhpu fvghngvbaf.
Sure didn't see that GIMLET coming.
ReplyDeleteBoth Drakensangs are my favored DSA CRPGs and I think are the last ones that were really good, Blackguard mostly ok-ish SRPGs. I was quite disappointed the third Drakensang was canceled back then and the new copyright holders made a browser game abomination instead. I highly suspect the mobile games Chet mentioned are too. No need to argue though if you like them I'm cool with it, those are just not what I'm looking for in video games.
The Dark Eye: Book of Heroes was panned by critics and fans alike back then and I think with that DSA in video games is basically dead.
Me too enjoyed the 'Drakensang' games immensely, and I consider them the best possible translation from tabletop to crpg.
DeleteLet's not forget about 'The Dark Eye: Chains of Satinav' (2012) and 'Memoria' (2013) by Daedalic Entertainment, which use the same lore and setting but are a different beast altogether.
"DSA in video games is basically dead".
DeletePerhaps companies also don't want to make DSA games any more due to what is known in Germany as the "DSA curse" - every computer game company company that touches the DSA license goes bankrupt.
Attic was the first. It almost took Larian studios with it. Yes, the Larian studios, which got commissioned by Attic to make LMK (The Lady, the Mage and the Knight) as a Diablo-like with the DSA license. Larian barely survived this.
Then Ikarion had the DSA license and was working on Armalion - it promptly went bankrupt. Ascaron bought the assets of Armalion, but didn't have the DSA license - the game was reworked and released as "Sacred".
Then came the two Drakensang games, and yes, Radon Labs went bankrupt before the third was released.
Daedalic was the first company to survive working on the DSA license, they only went under due to Gollum.
I'm curious if "the curse" is due to how DSA system itself works: on one hand, you have tons of skills that are geared towards one member parties. On the other hand, the combat system doesn't really work if you control one character. And if you have multi-character party, it is very likely that at least one of them will have the requisite skill to pass a check, rendering the whole system somewhat useless, yet expensive to implement, since so many skills exist in the first place.
DeleteThe first Drakensang had by far my favorite 'Go and kill the rats in the basement' quest in any CRPG I've played. If you know, you know.
Delete@RG I'm not fully familiar with all editions of DSA, but I thought it was a party-based RPG (like most TRPGs) and not much used for one-member parties?
DeleteI'd say tabletop D&D has the same issue, i.e. too many skills (although later editions reduce the number), but most D&D CRPGs get around that by just not implementing the skill system in the first place.
I mean, something like 90% of game companies that existed went bankrupt at some point in time, and most of those didn't work on DSA games :)
DeleteWell, both Drakensang games fell short of international sales figures. Daedalic's adventure game "Satinavs Ketten", which does not use the rules system, has reportedly set a sales record.
DeleteThe rules in Drakensang differed more from the tabletop RPG rulebook of the time. There were much fewer skills included. Since the 4th rule edition, the PNP also has some general skills, and a huge number of skills that can be activated for individual characters.
And the combat system is not really comparable to the three games by Attic. There are many more tactical options.
I'm by no means a Drakensang or Blackguards expert. Others can certainly contribute more here.
I haven't played it, but it's my understanding that the Larian Divinity: Original Sin series has some kind of Das Schwarze Auge GM multiplayer mode in it. Maybe it's more of a quirk/easter egg than a product of the game's main engine though.
DeleteYeah AdventureMaterials, I was extremely confused/delighted earlier this year when experimenting with the Divinity: Original Sin II menu options to see what "Gamemaster" mode did, and when you click it the default is a German-language campaign featuring the Dark Eye's setting Aventuria.
DeleteI had no idea at the time about the above information that Larian was at one point working on an official Schwarze Auge computer game, but that makes the connection make even more sense
So a great crpg that checks many of the things that makes a crpg great while being irritating. Not the first and not the last
ReplyDelete"I never really warmed to traveling across the game world by menu." - Interesting. Disregarding the case where you simply generate an entire game world the size of Russia (i.e. Daggerfall, or modern open-world games from companies with 100 times the resources as Attic had), I still think the approach of the Arkania games has severe advantages over, say, the world maps of the Xeen games. For one, I'd say this method gives a more appropriate feeling for the size of the game world, whereas Xeen offers a "world" you can cross in a couple in-game hours and individual areas so tiny they don't get any character. Further, traveling by menu means that in theory, there always might still be something out there you have missed, whereas a completely explorable map of 64x96 squares makes exhaustive exploration pretty simple, which severely restricts use of imagination.
ReplyDeleteAlso, now that I'm thinking about it - how is this exploration by menu different from Arena's exploration by menu, except that it has a couple more steps between departure and arrival to simulate the actual process of traveling? Or am I entirely mistaken and you were in particular referring to the menu towns, which did not exist in "Blades"?
I don't have to be able to move everywhere on the game map, but I'd prefer to be able to move my party square by square, accessing all of the other commands of the game in between, rather than choosing a direction and having limited control over what happens until we reach the next rest point. The ritual of having to stop every night, search for food, search for herbs, cure diseases, replace worn-out shoes, etc., got old. (Which is more than "traveling by menu" sounds like; I should have expanded that a bit.) Arena is a bit different--not that that game is going to get any high praise in this area, either--because you're not really traveling overland at all; you're just selecting destinations from a map and instantly appearing there.
DeleteI somehow missed the series back then, so I am not quite sure I understand the travel system correctly. Is this similar to the one in Pathfinder Kingmaker?
DeleteIt seems like this is one of those games that gets better in replays, once you figure out how things work.
ReplyDeleteI agree. I think I would enjoy it better on a second pass.
DeleteIf the stats wasn´t -15, how could you use the Dance spell in combat? I hope you could make a dragon dance.
ReplyDeleteSome commenters praised it in previous entries. I think it just takes enemies out of the action for a while.
DeleteMr. Addict had 3 different spellcasters in the party. Including a druid, who are proficient in the Domination school.
DeleteCorrect, Dance takes the enemies out of the action for a while. Druids start with 1. Horriphobus/Great Need and Evil Eye are the more efficient spells however.
DeleteIt feels like Star Trail is a moderately clever game that unfortunately thinks it's cleverer than it is. Sometimes its attempts fail. That puts me in mind of Scalzi's quote that the fail state of cleverness is 'asshole'. Another point he made in the same post was that the intended impact of cleverness is often affected by outside factors (like, in this case, whether you grew up playing DSA). So, unfortunately a moderately clever game sometimes just comes across as an asshole in aspects of its design. While it's generally good the designers were more ambitious than not, it seems some outside feedback was needed or needed to be taken seriously.
ReplyDeleteIt's kind of rude how The Dark Eye's publishers approached attic instead of the other way around, but still charged them licensing fees.
ReplyDeleteAnd I agree about reviewers who obviously do not complete the game. I got irritated by a review of the Amiga game "Tales from Heaven" I read recently (from an archive of an Amiga magazine released at the time of its release), that said it only completed two of the game's four worlds. This is doubly startling because the "four worlds" thing is a box copy error - it turns out to only have three if you were to actually complete it!
I'd probably be less mad and more sympathetic to the realities of being busy... if this wasn't a review of an Amiga game that came out in 2000. Like okay, apparently it is still more worth it to use an Amiga in 2000 over Windows, and you still can't take the time to play one of the *checks the database* 20 games that came out for it that year. That is NOT a vote of confidence in the Amiga from that reviewer. I really feel bad for the people who made Tales from Heaven to get thrown aside like that as though their game was so disposable.
Oh, no! The best part of the summary and review section was the detailed review of GIMLET. If you wanted to decide whether to pick up and play through a game you’d played, all you had to do was read through that section to get a really good idea of what the game was like. I really miss it.
ReplyDeleteI agree, I also miss that part, especially for comparing games in a series to prequels or sequels.
DeleteI do like the longer GIMLETs too, even if (or especially if) the content is redundant with previous posts: I don't have to guess which song title refers to the page where the magic system was discussed and so on.
Delete+1 for the GIMLET with reasons for the score in each category.
DeleteI don't miss it. I'm sure if he had something to say that wasn't obvious or discussed to death already, he would have added it.
DeleteTypo:
ReplyDelete> Alas, attic Entertainment Software
Alas, **A**ttic Entertainment Softwar
They themselves spelled it all lowercase “attic” in their own logo.
DeleteHere's another fun tidbit of information: in 2012, Guido Henkel tried to fund a spiritual sequel to his The Dark Eye CRPGs through Kickstarter. It didn't have the license, but the name was supposed to be "Thorvalla", intentionally evoking one of the playable races in the Dark Eye setting.
ReplyDeleteAlad, that Kickstarter campaign was an utter disaster. Since Henkel did not have much of a name in outside of Germany, hardly any international outlets outside of Germany covered that campaign. Without much of an American fan base the reach of the appeal was effectively only limited to fans of his original Dark Eye CRPGs, but without any official license, limiting that appeal even further. Henkel only had a few screenshots to show of what he intended to do, which showed an isometric battle grid similar to Star Trail...but without a flashy campaign video, those were also unable to draw any sort of attraction. And the project goal of 1.000.000$, while certainly more realistic than other Kickstarter video game pitches, was just way too high to achieve given the limited reach and appeal. In the end, the campaign was cancelled after only two weeks, gaining less than 1400 supporters and only about 47.000$ (yes, five digits instead of the targeted 7) in funding.
Thanks - that was an interesting read. As other say the Dark Eye is definitely out as it concerns the CRPG market, but I think they are also slowly fading as a Pen and Paper - which is a shame.
ReplyDeleteWhen it came out, it was more successful than D&D in Germany. So there are still lots of fans around, and I suspect it will be a slow death, but I do not see it attracting many more young players now.
Reasons for this are quite varied - the rules are really quite complicated, especially the triple roll, do math in your head skill/spell cast check. This got reworked a bit over the years, but the main mechanic since almost the start. I suspect one of the many posts on Blade of Destiny or Star Trail has an explanation of that mechanism either in the post itself or a comment, but if I am wrong let me know and I could write a short explanation of how skill checks work.
The main issue with the system is both the time spent on resolving the check and that the numbers are not at all intuitive - if you have a zero in a skill what does that mean? Are you average in it or did you never use it before? What do negative numbers mean? Is a "normal" +0 skill check easy? Do you need a swimming roll check if you fall into calm water? Etc.
Then, there's the thing that the 5th edition of the ruleset was also more than usually controversially. New rule set editions are always controversial, I know, but this was more so than usual.
I think you'd also need to account for this new generation: I gifted the DSA starter box to my nephew when he was around 13 years old, but he simply explained to me that he and his friends weren't willing to read for their entertainment. There you go...
DeleteI think TRPG development in at least the last decade has been to simplify rules for more accessibility and market appeal. The biggest example is fifth edition D&D, which is extremely popular.
DeleteSo where having lots of detailed rules was a selling point 40 years ago (when DSA was first printed), nowadays it's more like the opposite.
Well, with the 5th edition of the rules, TDE went down the path of "simplifying and unifying the rules."
DeleteBut in my opinion, it didn't go well.
Some basic rules were simplified, resulting in less variety and realism, as well as retcons to the game world. On the other hand, there's a flood of special rules. Cinematic maneuvers for unarmed combat, reminiscent of Bud Spencer films, are all well and good. But the sheer number of special abilities is too much for me.
Overall, today's rules remind me very much of CRPGs.
A sheer number of special abilities doesn't sound like simplifying to me!
DeleteI meant, from my point of view (!), some oversimplifications, but then too much details. (And it took about 10 years until lizardmen and orcs became playable characters again.) However, the quality of publications seems to be rising again now...
Delete"The main issue with the system is both the time spent on resolving the check and that the numbers are not at all intuitive - if you have a zero in a skill what does that mean? Are you average in it or did you never use it before? What do negative numbers mean? Is a "normal" +0 skill check easy? Do you need a swimming roll check if you fall into calm water?"
DeleteMechanically it's pretty simple. A skill value 0 means you have no buffer when rolling against your three attributes. Over once and you failed. It's even simple to calculate, for average attributes your chance to succeed would be 12.5%. So a skill value of zero is not good, though a character with very high attributes still might have a decent chance. It's harder to calculate probabilities for positive skill values, but you get a feeling for it with time.
Negative skill values actually aren't that much worse. To give an example: the only case where a -1 skill would fail where a 0 skill wouldn't is when you roll exactly your attribute values.
Still, in my experience DSA works best for roleplaying heavy groups that don't roll dice for every action. Falling into calm water would not require a skill check in the groups I played in. Though falling into calm water in heavy armor might.
I'm not sure if the extensive game world isn't more of a blocker for new players, as that can be very intimidating. Also, don't other systems have the same problems attracting new players? I could imagine that for young people that are used to digital media and audio/video content, tabletop might not be very appealing.
@Buck:
DeleteI believe those were the 2nd and 3rd edition rules, right. But they changed the details several times.
In DSA 4 if you are rolling with an effective skill level (=skill level + difficulty modifier) of +1 you have a buffer of 1 point as you describe, that means you can exceed one of your attributes by 1 when rolling.
But the rules change if your effective skill level is negative: then it becomes just 3 attribute checks *each* with the negative modifier. So if you are rolling with a skill level of -1, you have the -1 malus on each single roll. E.g. you roll Str -1, Dex -1 and Con -1. That makes some sort of sense - you could otherwise quite simply succeed at a -10 skill check, by just rolling very low on one high attribute. With the actual rules it is almost impossible.
And now in 5th edition it changes again: there are no negative skill levels, and no more concept of "effective skill level". Instead difficulty modifier and skill level act completely different mechanically. Skill points still act as a buffer against bad rolls. But the difficulty modifier of the roll is now instead applied directly to all 3 attributes, regardless of whether it is positive or negative. So a +3 bonus on the skill check, effectively increases all 3 attribute by 3 points for the rolls and vice versus for -3 malus. So if you do a skill check with a -3 difficulty penalty with a skill level of 10, you roll as if your relevant attributes are all 3 points lower, but you still have 10 points to compensate.
And the fact is that intuitively most people assume a simple skill check without modifier is more or less a routine task - but even at skills of 6 and 7 you have a quite high failure rate left.
"My characters were still dying of thirst as I exited the dungeon, but I trust that doesn't carry into the next game or, if it does, that I'll be in a city when the game begins."
ReplyDeleteI mentioned this a couple times in previous entries, but one of my Star Trail characters finished the game either poisoned (or diseased, unsure), when imported to Riva he was still poisoned, and I couldn't find a straightforward way to get him cured.
That's understandably a problem! Incidentally, during my first playthrough, I also ported a sick character from Blade of D. to Star Trail.
DeleteHowever, there is a healer to be found relatively close by in Riva.
When the time comes in 6-8 years, Chet will surely quickly find the next opportunity to drink.
"Three months after the defeat of Ankandor...
Delete...the party finds itself in the harbour town of Riva...
...and they STILL haven't drank any water!"
Aram Lake is burnin'
DeleteRiva's skyline is hazy
The river Svelt is turnin' dry
The whole world is a-blazin'
We need water
Good, good water
We need water
And maybe some healing at the temple
I miss the details for the reasonning of the gimlet scores.
ReplyDeleteSpeaking of which, I am surprised by the 51 total score as well. Reading your blog, it almost sounded like you were about to give up the game in frustration in many of the entries.
I can only encourage everyone interested to play the remakes.
ReplyDeleteBoth aim to stay true to the original, but make them more approachable. Unused skills and spells are removed, the calculation of all the background stats is shown, all checks can be seen in a log window, the concrete influence of weapons and armor is shown, the hit probability is shown during combat, thrown alchemicals are implemented, logical gaps in the quests are removed additional quests and explanations were added and much more. There is also mod support - and there are a lot of mods for BoD especially.
The BoD remake is a bit ugly to be honest, but Star Trail looks nice enough. To be honest the illustrating pictures in the original are generally more beautiful than the 3D rendered images in both remakes.
Still the remakes are adressing most of the complaints of Chet.
In my opinion they are worth to check out - and pretty cheap!
Can you import characters from one into the other?
DeleteAnd are they planning a Riva remake as well?
You can import the characters from BoD into ST. Items created in mods will not be transfered though.
ReplyDeleteAs the Star Trail remake was not succesful enough sadly there will be no Riva remake ....
The box art is of the red herring battle.
ReplyDelete[@CRPGAddict: Any reason why one of my two comments yesterday was deleted before I consider whether it's worth writing it again?]
ReplyDeleteQuestion for RoA experts: an ad with a list of games for sale which appeared in several publications in 1994-95 mentions (usually below Star Trail for US$ 41/45) also separately a "Star Trail Scenario Disk" for US$ 21. Any idea what that was/is about?
ReplyDeleteThat looks strange. Perhaps this "Star Trail Scenario Disk" is the upgrade that adds the speech output to the floppy disk version?
Delete