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| The adventurers find an armory. That's a secret door below the active character. |
Paladin
United StatesOmnitrend Software (developer and publisher)
Released 1988 for Amiga, Atari ST, and DOS
Date Started: 22 May 2011
Date Ended: 24 May 2011
Total Hours: 6
Difficulty: Moderate (3.0/5)
Final Rating: 21
Ranking at Time of Posting: 7/56 (13%)Ranking at Game #453: 162/453 (36%)
Fireballs, incidentally, turn everything in a 3 x 3 square to rubble, so you have to be careful using them around objects that you might want to pick up. I lost the quest once when I cast it too near a quest item and destroyed it.
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| A room blasted by a fireball. |
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| A ghost keeping me from the deed. |
At this point, the game gave me a simple message that "you have completed the quest" and told me that my paladin's accuracy had improved:
The quest is then over, and the game saves my improved paladin file for use in another scenario. This is the only thing that really qualifies Paladin as a quasi-CRPG.
Knowing this entry wouldn't be long enough at this point, I started another scenario, called "Trojan Hoax," and was put in charge of two swordsmen, two mages, a ranger, and a thief.
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| The paladin is the only character that you get to name. Apparently, I have a significantly handicapped thief. |
I stormed the castle (not a good tactic) and found a the entryway full of guards who slaughtered half my party in about two rounds.
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| A mage and a swordsman stood where this rubble is now. |
The dragons fell surprisingly easily given that they were dragons. Making my way around the tower the long way, I finally made it to the tower's upper levels, where I found the princess surrounded by monster guards:
I managed to kill them, losing all but my paladin himself in the process, but then I ran afoul of the game's extremely short time limit for this quest.
The second time around, with some foreknowledge of the layout, I was able to rescue my beloved and once again given the game's wonderfully rewarding quest completion message:
I got another message that my accuracy increased.
I admit that I found the game slightly more enjoyable today than when I first posted about it, but not enough to complete a bunch more missions. The game would be more interesting if the quests were unified under some kind of general theme. Fractured as they are, playable in just about any order, some of them not particularly chivalrous...
...the game doesn't have a very good overall game world (1). Compare this to Sorcerian, which had the same sort of quest-based structure but tied it together with a kingdom and town that you visited between quests. Paladin doesn't even tell you the name of the world in which you're operating.
If the game didn't allow some basic character development, it wouldn't have any CRPG credentials at all, but it's very basic character development. When creating the character, the only option you have is the paladin's name, and the attribute increases you receive at the ends of quests are determined by the game, not anything you decide (2). There are scattered NPCs, usually there to greet you at the beginning, but they tell you nothing interesting and you have no dialog options (1).
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| Good one. |












