The Dark Queen of Krynn
United States
MicroMagic (developer); Strategic Simulations, Inc. (publisher)
United States
MicroMagic (developer); Strategic Simulations, Inc. (publisher)
Released in 1992 for Amiga, DOS, and Macintosh
Date Started: 21 September 2020
Date Started: 21 September 2020
Date Finished: 26 October 2020
Total Hours: 36
Difficulty: Moderate (3/5)
Final Rating: 52
Ranking at Time of Posting: 372/392 (95%)
Total Hours: 36
Difficulty: Moderate (3/5)
Final Rating: 52
Ranking at Time of Posting: 372/392 (95%)
Summary:
The final game in the Dungeons and Dragons-licensed Gold Box series (except the Unlimited Adventures construction kit), Dark Queen satisfactorily wraps up the Krynn trilogy. The game uses the same "engine" that has supported a dozen games since Pool of Radiance (1988) with only a couple of minor interface and graphics improvements. The meandering story takes the experienced party from Death Knights of Krynn and brings them to a new continent, Taladas, where they must thwart the machinations of the evil queen Takhisis and her followers. The story is nothing great, but the game manages to offer challenging tactical, turn-based combat even for high-level characters, and without resorting to cheap tricks like wiping the characters' spells. There were times that it got a little long and frustrating, but nothing that a short break wouldn't cure. A good end to a good game series.
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The Gold Box goes out neither with a bang nor a whimper, but with something in between: a solid, well-crafted, challenging entry that nonetheless fails to break any significant ground. It leaves the player looking forward to the next new thing rather than wanting more of the old. While I was generally happy with Dark Queen, I couldn't help but contrast it with Icewind Dale II, the last Infinity Engine game, arguably the best of its series in mechanical terms, which kicked gameplay to a new level at the very time that its creators announced it would be the last game.
I am writing this before rating Dark Queen, but I know there's no chance it will unseat Pool of Radiance (1988), the first Gold Box title, as the best of the series. I know that some readers will disagree, but I suspect they are prizing what I consider rather trivial improvements--better graphics, better sound effects, the introduction of paladins and rangers, and the "Fix" command among them. (This game allowed loading from within the game for the first time, something I didn't realize until I read Scorpia's review.) I prioritize quality game content, and to me the series never improved upon what Pool of Radiance offered. Some examples:
- The most meaningful character development. Pool is the only Gold Box game in which characters start at Level 1. They can make it to roughly Level 8, right at the point that they start to feel overpowered. Every level brings awesome new resources to all classes.
- The most meaningful role-playing choices. Pool is the only Gold Box game in which you can really role-play an evil party, right up to the end where you can join with Tyranthraxus. Every map offers numerous encounters with several role-playing options that fundamentally change the nature of the challenge. Some later games approached this encounter complexity but rarely exceeded it.
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| This early role-playing choice set a standard that the Gold Box series rarely met. |
- The most challenging battles. To me, the five most memorable battles in the Gold Box series are: 1) the troll battle in the ruined tavern in Old Phlan; 2) the hobgoblin battle in Sokol Keep; 3) the sequence of three battles against kobolds in the kobold caves; 4) the beholder corps; 5) the final battle of Pools of Darkness. Three of these are in Pool of Radiance. It never gets better than when you have a tight group of adventurers against a mass of mostly-physical enemies, and every asset--every "Cure Light Wounds," every "Hold Person," every "Sleep," every shot of a Wand of Magic Missiles--can make all the difference.
- The most non-linear plot. The world of Pool of Radiance opened up fast, and you could do most of the quests in almost any order.
- The most interesting plot. No world-threatening events ever improved upon reclaiming the city of Phlan block by block.
- The best quest system. Sidle up to the quest board outside City Hall and write 'em down, then later return to the clerk for your reward.
- The best use of NPCs. As with all the games, there were some named NPCs who would join you, but Pool gave you the only chance to hire mercenaries.
- Lots of random encounters on the world map. Pools of Darkness was the only other game to do this well.
- A fixed number of random encounters. Beat enough wandering parties, and you cleared the maps.
- Best use of the journal. Later games tended to use the journal for just long paragraphs of text. Pool had a few of these, but it tended to use the journal to offer things that you would actually find on paper in the game: maps, notes, scraps.
There were definite improvements in some of the later games, but none of them ever solved any of the original engine's most significant issues, including boring environments, little warning about impending encounters, and a horribly broken economy. Even the vaunted "Fix" command isn't much of an improvement when you realize how much it trivialized the resting-and-healing process. In short, the series did not improve in enough ways after Pool of Radiance to make up for what it left behind.
Nor did the engine incorporate any of the better elements of its competitors, many of whom were innovating past the Gold Box by the early 1990s. I still haven't encountered a game with you-wouldn't-even-think-of-taking-off-the-headphones sound design, but some of the best titles of the era were at least experimenting with ambient sound and more realistic effects. It would have also been nice to see more in the way of puzzles in the Gold Box--not like Dungeon Master, but more a combination of inventory and logic, like some of those in the later Wizardry games. It would have been nice to see some actual dialogue options with NPCs, and even more encounters with role-playing options, not fewer. Other games were doing these things.
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| I thought I'd play a little longer and at least get my characters leveled up. But I inadvertently found out that they're racist. |
But one way in which no title has exceeded the Gold Box--and I'm tempted to add "even until today" in this superlative--is in combat. I will never stop loving the series' turn-based tactical battles, even if I like some individual elements better in other games (e.g., the point-based movement system of Wizard's Crown and Disciples of Steel or the sheer number of options in Nethack).
Part of the genius behind the Gold Box combat system lies in its faithful adaptation of the very large variety of Dungeons and Dragons spells. We saw how their absence significantly reduced the engine's value in the two Buck Rogers games. But here, again, we see how things don't get much better than Pool of Radiance. Once you acquire "Fireball," nothing else seems awesome again. (Its seventh-level "Delayed Blast" counterpart increases the utility, of course.) The fourth-level "Ice Storm" does less damage in a smaller radius. Even spells that sound like they ought to be awesome, like "Meteor Swarm," turn out to be more of a pain than anything. The Gold Box has a significant problem with the utility of higher-level spells. At the eighth level, I'm supposed to get excited about "Power Word: Blind"?
This, then, is one area in which Dark Queen improves upon its earlier counterparts. By making so many enemies immune to various spells, the player has to experiment as he never did before. Desperate for something to deal with the dark wizards, I actually cast "Otto's Irresistible Dance," for gods' sake. And while "Monster Summoning" could have been targeted better, I have to hand it to the developers for including it at all. It wasn't there in Pools of Darkness.
I will probably have a longer retrospective on the Gold Box at a later date, so for now let's rate Dark Queen of Krynn. This is where the Gold Box stands right now on my ratings sheet:
Pool of Radiance (65)
Curse of the Azure Bonds (60)
Champions of Krynn (56)
Death Knights of Krynn (54)
Pools of Darkness (52)
Treasures of the Savage Frontier (51)
Secret of the Silver Blades (50)
Gateway to the Savage Frontier (49)
Buck Rogers: Countdown to Doomsday (46)
Buck Rogers: Matrix Cubed (34)
In my mind, I was thinking that Dark Queen would fall in between Champions and Death Knights, apparently remembering the latter as being worse than it actually was. There's not a lot of room there. Well, I definitely thought Champions was the best of the Krynn series, and Dark Queen definitely was better than Silver Blades, so that leaves a range of about 50-55 in which I'd expect to see it fall. Let's see.
1. Game World. I'm never going to feel all that positively about the Dragonlance universe (it has always sounded like bad fan fiction to me), but the bigger issue is the way the games handle the universe. For the most part, they expect you to know it. This is particularly true of Dark Queen, where neither game book gives you any idea about the history of the world; woe to the player who steps in without playing the previous two Krynn titles. Even within the game, I don't think the story is very well told; the party is always just running to the next thing, the scope of things only becoming clear at the end. (You could design a good plot where these things were true, but Dark Queen doesn't feel like it did it by design.) Too many moments depended on a player with existing experience with Dragonlance gasping with delight or shock at the latest appearance of Tasslehoff or Raistlin or some other character from the novels. I care about them less than I do about Buck Rogers. I don't mean to suggest there's anything wrong with players who do care, of course, and I understand if you want to bump up the score. Score: 4.
2. Character Creation and Development. One way in which the Dragonlance universe arguably does improve over the Forgotten Realms is in character creation and development. There are more character classes and races, and more of them are interesting. I like the way the moons affect spell volume, too. On the other hand, the specific classes and races matter less here than in any previous game, and you don't even have the satisfaction of your knights being recognized as Knights of Solamnia. Character development is also about as rewarding as any Gold Box game. Score: 6.
3. NPC Interaction. The Gold Box has always done a good job of having a character or two join the party, sometimes for a short stay, sometimes long. I generally like what they offer. Other NPCs are sometimes funny, sometimes boring, but you never get any serious dialogue options with them, just long dumps of text. The only two "romances" offered by the series are both bizarre, including the one that appears here. Score: 5.
4. Encounters and Foes. Dark Queen did a better job than any game since Pool of Radiance in offering numerous non-combat encounters that depended on role-playing, logic, or skill. And I will always appreciate the large and varied Dungeons and Dragons menagerie, each monster described in detail by the game manual, and with attendant strengths, weaknesses, and special attacks in-game. This game even introduced a bunch of new ones. There's room to do better, but so far few games have. Score: 7.
5. Magic and Combat. As you saw from my entries, I was continually challenged by the game's combats, but in a fair and satisfying way. I feel like I could use another round to really master some of the new spells introduced this time. (I particularly should have invested more in "Blade Barrier," since practically everyone in my party could have cast it.) If I could name one category in which I most wanted the series to go out strong, this is it. Score: 8.
6. Equipment. A bit disappointing. You hardly find anything new in this game that you didn't bring from Death Knights. The equipment system is good, but the actual items seem like an afterthought. Score: 3.
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| Except for the Ring of Free Action, Midsummer has nothing here that she didn't have at the end of Death Knights. |
7. Economy. All I can say is that at least the last two Krynn games had a money sink. It wasn't completely useless to gather all those gems and jewels and appraise and sell them individually. But on the whole, this category goes out without any game ever reaching the halfway point. Score: 3.
8. Quests. Dark Queen has a meandering main quest as well as a couple of side areas with side quests. Again, we never returned to Pool of Radiance quality, but I could live with it. Score: 4.
9. Graphics, Sound, and Interface. The Gold Box games has always merited about a 6 in this category, and I don't see any reason to change it here. Small graphical, sound, and interface improvements really don't show up much on a 10-point scale. A 6 is about as good as any game is going to get before truly immersive graphics and sound. (I have given a few 7s for ambient effects). The interface couldn't be easier to use, though, with mice, joysticks, and keyboards supported redundantly and completely in themselves if that's what the player wants. Score: 6.
10. Gameplay. In this ill-named category, I look at length, difficulty, linearity, and replayability. Dark Queen has just about the perfect length and difficulty, but it's quite linear and only mildly replayable, mostly to see how different party compositions fare. Score: 6.
That gives us a final score of 52, right in the range I expected it, equaling Pools of Darkness but under-performing Death Knights. Even that issue seems to be more one of memory; scanning my Death Knights postings now, I see that I praised it more than I remembered.
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| "Achieve characters up to the 40th level!" That's double what most of my characters ended the game at. I wonder if some players did that much grinding. |
Wow, did contemporary reviewers not agree with me. Scorpia couldn't have been harder on it. (She reviewed it in September 1992.) While acknowledging some interface improvements, she said, "There is little to like about Dark Queen of Krynn. Playability suffers from a couple of insidious bugs, poor design, and a great deal of gratuitous damage." I didn't experience the first bug she noted: the color of a multi-class character failing to change when he's ready for a level-up. She goes on for three paragraphs about this. I don't understand what the big deal is. You find training facilities often enough that you could just test everyone's ability to level up every time. Not having the color change would be mildly annoying at best. It seemed to bother her most because she actually went through the entire game without even trying to train those characters. I guess the difference between her and me is that I would never trust anything so fickle as color.
The other bug had to do with the book not showing up in the right place in Hawkbluff, and fortunately I didn't experience that. I agree it would have been worth a point or two.
She had some vitriol for the lighthouse, where you travel up 11 floors only to find the real way forward was in a secret room in the basement. This didn't bother me at all. The trek was hardly a waste of time; it was worth a ton of experience and some interesting encounters besides. Plus, you wouldn't have known the secret door was in the basement without making the trek. She didn't like the new draconians, but I appreciated the challenge they added to combat. (I still hated them, of course, but in a good way.) Finally, she made a good point about the useless economy, but that's been true since the first Gold Box game. Ultimately, she says that Dark Queen is the "nadir of the Gold Box games," which seems a bit harsh. She had played Matrix Cubed earlier that year, after all.
The review roundup on MobyGames shows no solace for the fan. The best review (82/100) came from the Swedish Datormagazin. An 80/100 from the German Play Time wasn't far behind, but after that, it drops like a rock, the median sitting at 68. The British Amiga Format gave both it and Treasures of the Savage Frontier 49s in the same issue, with no justification at all.
Dollars do the ultimate voting, of course, and Dark Queen was the third-worst selling Gold Box game, at 40,640 copies. (Champions of Krynn, in contrast sold 116,693.) The only ones that sold worse were Treasures of the Savage Frontier and Matrix Cubed, released the same year. According to Jimmy Maher's account, TSR had only extended its contract with SSI on the condition that the latter deprecate the Gold Box after 1992. These sales figures couldn't have helped any argument on SSI's part to keep it around. Unlimited Adventures, the Gold Box-based construction kit, was a kind of coda on the series, a way for fans to keep the adventure alive even if TSR wouldn't.
SSI's contract with TSR only lasted until mid-1994, and the developer spent the next 18 months developing or contracting as many Dungeons and Dragons titles, in as many possible formats, as it could possibly manage. The Gold Box may be done, but we still have a lot of titles from the partnership to explore: Dungeon Hack (1993), Eye of the Beholder III (1993), the two Dark Sun titles (1993-1994), Stronghold (1993), Al-Qadim: The Genie's Curse (1994), Menzoberranzan (1994), and three Ravenloft games (1994-1995). Not on my official list is Slayer (1994) for the 3DO. After the last one of these, it's only a year before Interplay starts showing what it can do with the license.
I'll look forward to a final turn with Unlimited Adventures, but one of the great things about the Gold Box is that no one can claim that it ended before its time or that it didn't leave enough games behind. If I weren't a CRPG addict facing a list of thousands of games that I'll probably never get a chance to play, I'd be happy to start over again with Pool of Radiance.














































