@~I was very undecided where to put this excellent review from @~Steven as it goes into so much more depth about CRPGs in general @~that I felt it really warranted being given a place as a special @~feature as well. I hope you'll all enjoy it as much as I did. Eye of the Beholder II - SSI - RRP œ34.99 (RPG for PC; Amiga version due soon) Reviewed by Steven David Fleischaker Strategic Simulation's Eye of the Beholder II "The Temple of Darkmoon" fulfilled all of the promises it made in its pre-delivery phase (and manages to provide some unexpected surprises along the way). The dungeons are, indeed, built on a much grander scale. Its denizens are, indeed, smarter (with very few of them to be trusted). And the ending more than makes up for any lack of fanfare in the first EOB. The opening sequence, with lightning, thunder, and rain, is absolutely fantastic. Up to the point that you are transported into the Darkmoon Temple region, everything is as it should be. And then it gets better. This is clearly a game that was well-designed, and the attention to detail and playtesting were exceedingly thorough. To a well-designed and aesthetically pleasing system, EOB II also brings in some of the best 3-D arcade sequences I have seen (floors with an attitude). This is not to say that EOB II doesn't have its flaws. It's just that EOB II is head and shoulders above most CRPGs on the market today. Graphics, sound, and storyline are all near the leading edge of games today. Nevertheless, the product has several unfortunate (and correctible) weaknesses. To begin: early in EOB I, you were presented with a writ which gave you the right to retain all treasures fought for and won in the tunnels beneath Waterdeep. However, in transferring from EOB I to EOB II, the money is lost in the transfer. Also, in EOB I, you were immediately locked in the sewers, so there was no reason to feel bitter that there was no interaction with a wide variety of NPCs to spice up the game. However, in EOB II, you have escaped the sewers with gems a plenty. Yet for all your success, there is no bazaar to purchase a finely wrought cloak. No ill-tempered mage has established a shop where you can purchase one of the many spells you did not acquire in EOB I. There is no gambling den, no house of ill-repute, no temple of worship. No pockets to pick, no guards to drink with, no relatives to visit. In short, you are thrown from the frying pan into the fire. To EOB II's credit, early in the introduction there is mention of a fair where a good time was had by all, but there should be some material benefits to having successfully survived EOB I. Even knowing that your gold and gems are accruing interest in some musty bank vault would be preferable to having been stripped of your hard-won gains with nary a smile or a nod! Now, I should be honest and say there there were a few fringe benefits for having completed EOB I. There are times in EOB II where having a few residual wands of lightning (which do carry over), a Cure Poison potion, or a Create Food scroll make all the difference between survival and an early death. So your journeys to date have not all gone for naught. But there's no chance to form a strategy early in the game (spend funds on a seeress, or more effective weaponry, try to bring some of your less fortunate spellcaster's spellbooks up to snuff, or just give all your money to the temples and hope the gods smile on you). Of course bringing a +5 sword and some good armour over from EOB I doesn't hurt either. Which leads (coincidentally) into another mild grievance I have with both EOB I and EOB II. Several magical implements, such as "Slicer," a +5 long sword from the first game, lose their names in translation between EOB I and EOB II. "Slicer" becomes a "+5 long sword," or some such. Personally, I would rather have a +3 elven long sword that played a decisive role in a battle and was named "Firesong" than a "+5 long sword," although the latter is technically more effective. For example, although the sceptre found in EOB II, Starsfire, clearly had some depth of history behind it, none of the Elven characters in the party uttered a word on finding it. This comment shows an incredible lack of gratitude, of course, since throughout the game, the party members spontaneously speak up, providing hints and comments that are in character (Paladins refuse to desecrate graves, Rangers notice strange trails, Elves note hidden doors and strange walls, characters make foreboding statements). But there is no question that this game (and many others) would be immeasurably improved if some sense of history and culture were added. EOB II does a wonderful job of developing its dungeons. It does not develop the worlds and cultures of the characters. Which is a real pity, because TSR has such an incredible depth of material to draw from in this area. To make a point (not a direct criticism of EOB II, although EOB II is not innocent of this flaw): say you are in the midst of a fantasy CPRG. After many an hour, you have battled your way through dozens of the Denizens of the Dark Demesnes, blasting and clawing your way through a small army, outwitting traps and outthinking puzzles, and come to a majestic hall at whose center rests a sword in a glass case. Do you just smash the glass, take out the +5 sword, exchange it with whatever weapon you happen to be carrying at the time, and walk off into the damp cavern in search of the Twenty-Seventh Tool in the Grand Puzzle? Or do you want to marvel at how you've found Elvenfire, a sword whose blade is cobalt blue, in whose pommel is embedded a diamond that blazes forth at the approach of Trolls? A blade that your Elven characters recall from legend, that slew ninety-six Trolls in the Twilight Wars and was lost in a final battle? The EOB II blade Talon is a good case in point. What special properties does it have? Is it exceptionally light or fine of blade? Is the balance exceptional or the gem murky and filled with strangely moving shadows? Or is it just a momento for having gotten through a door, of no particular significance? A blade that flashes green at the approach of enemies, a talking (occasionally argumentative) sword, a gem that is a gateway to strange (perhaps largely irrelevant) worlds, these are things to risk life and limb to see (and acquire)! Do any of these possibilities get explored after you traipsed through half of creation to assemble Talon? No. Does the graphic sequence that follows the assembly make it all worth while? Yes. I was damned impressed. But I would rather the blade had been destroyed in the opening of the ward than to have it sitting there, mute and unresponsive, for me to carry along henceforth. Granted, I missed a few areas in EOB II because I committed a Disintegrate spell to an underachieving mage, but I don't think I have invalidated my criticism of EOB II, therefore. But does this exclusively reflect on EOB II? No. In fact, EOB II has some scenes in it (an ancient wizard trapped in an experiment, a treacherous drow, a plant-like being, a falsehood) that flesh out the story line. EOB II has many moments that make a good, perhaps even a great, game. It would have been slightly more enjoyable, given its tremendous size, if there had been some motivating force (a prophecy hinting cryptically at the elements you will need to collect to make it through the gauntlet). Less random hunting and seeking and wondering "What have I overlooked?" while you pull your hair out. But lacking that, let me provide you a hint: if it's magic, shiny, or magical and green, keep it. Also, shieldbreaker is green, but unlike most named magical weapons, shieldbreaker is not referred to by name but as "green crystal hammer +2" or somesuch. The moral of the story? Great CRPGs come alive in the imagination of players because of great storytelling. Graphics, sound boards, animated sequences... all of these will sometimes enhance a good game. But no amount of special effects will make up for those extra touches that make you feel you are in a living, breathing world, with diverse cultures and civilizations, built on top and beside other civilizations, where relics from a bygone era await to discovered and searched for... A computer game is, at best, an interactive story in an alien land (not necessarily hostile). EOB II comes the closest to achieving this magical blend of storyline depth, revolutionary graphics, and eerily real sound that the CRPGs have been intuitively hunting for. That is, more than most other graphically-based role-playing games have come thus far. But they have a ways to go. TSR, frankly, should know this. Their fantasy novels (Dragons, Twins, the Icewind Dale series, et. al.) all hinge not on whether Drizzt or Tanis can slay a dragon or demon, whether the Kender can steal a ring, but on character development! In fact, many adventures in these series occur outside the novels. We don't need to go on every scouting party, put our characters to sleep every night! Simply put: the sum of a perfect rendition of life's mechanics does not closely resemble living! Enough said: another issue that I might take with the design of the game relates to spell books. If a character reads a spell book, any spell book, he will always read HIS/HER/ITS spells. Each text is not unique, but rather provides the character the ability to tap into the collection of spells he has accumulated in his lifetime. Find some unknown mage's book of spells, his most valued treasure, and you gain nothing because that book will only show you the spells you know. Also, while I can understand the point of requiring the mage to hold a book while memorizing his spells, requiring him to hold it while casting a spell which requires complex hand movements is ridiculous! Not to mention a real annoyance to us fighter/magic-user types... On a positive note, the bits of parchment found in the party's travels (especially the maps) are a source of tremendous pleasure. When the burnt map of a section of the maze was shown on the screen, it was like a bell going off. At that moment, with VGA-quality graphics, CRPGs had achieved some of their early promise: to bring the imagination of the games' creators to life. The opening scenes of EOB II were a pleasure for much of the same reason. But EOB II is sometimes maddeningly linear, and it is terribly frustrating when scenes rest more on brute force than on imagination and creativity. For instance, a puzzle which you must solve to open a critical door states that you must leave "Many Objects Behind." (Hint: Plates can be either up or down. Weighting the plates with more than one object is useless. You have to step on the plate before the door, so in the final combination, this plate must be down. This leaves you eight plates that must be assigned either an up or a down position. Having racked my brains over this for a long, long time, it is clear that you must go through the various combinations to resolve which plates must be up and which down. You will have to deal with fewer combinations if you start with the plates loaded and start taking weights off from the side away from the door you are trying to open. You will also get attacked less often if only the central external door is open). Another suggestion is to have some lightning bolt spells ready before you open the door, and once you open it to close it damned fast. Better to deal with one supernatural horror at a time. Don't get me wrong, EOB II is a great software package. I enjoyed it immensely . I hope that they make dozens more (I am looking forward to this Tales of Magic, whatever it is). And I buy this software, because I want them to be able to make dozens more (rather than pirate it and put these people out of business). But there comes a point when you've killed thousands (if not tens of thousands) of these creatures with various spells and swords, and where the drive no longer lies in overcoming this ungodly horror in front of you, but from a desire to learn what is over the next hill, or beyond the next door. What does this sword do? And does it get angry because you chipped it on the nigh-impenetrable scales of a red dragon (which, by the way, has made the dragon none too pleased with you, as well)? An opinion: Gold, platinum, gems... these are all well and good, and killing scores of monsters of wondrous description and powers can be entertaining, but adventure and exploration is the heart of CRPGs. One can only go through the motions of creating so many unstoppable death machines before the process begins to pall. If a CRPG kept in a character file a record of images (VGA images of the Sea of Stars, or of the Crater of Fire in the Northern Ice, or of the Black Well, or the Gates of Thorbardin, or a Faerie Ring...), records of what the character has seen and done, character development would be nearly infinite. Current issues of CRPGs having to start from scratch as characters grow too powerful could be bypassed. Human beings (not meaning to exclude Elves, Dwarves, and the rest) do not develop skins as durable as tanks, reflexes faster than a humming bird's wings, etc. But we can do and see amazing things! Too many games are based on the idea that all you need to keep people coming back for more is more swords, more armour, more spells, etc. These games are written for Little Donald Trumps. When I have played a character for a while, I wish to know how much gold they have and how many creatures they have killed, yes, but these are secondary things and game design should never force these to be prime motivating factors for purchasing the next in a series. Where have the characters been? What have they seen? What have they conquered? What tales could they tell and who have they studied under? Tell me that my alter egos have worlds to explore, either as a unit or separately! Have the elves summoned home to fight a border war and have the dwarves summoned home to fight the same border war on the opposite side! Have them resolve the conflict! Meanwhile, have the human characters establish a fort, or castle, defending themselves against the attack of a Baron, or the Regent for a child-Prince! And when they come together again, a year or two years later, have the characters compare sights and tales! Each character should carry with him images of victories and defeats (being bound in chains in a galleon, the sight of a young child playing a harp in a castle, winning an archery competition or duel)! Or have the separate adventures timed, where completion of each adventure in a timely fashion affects when that team member can come to the aid of the others! When a character slays a dragon, and if they can carry the head back with them, add to their names the title "Dragonslayer"! Names, of all the uses that can be made of words, are the most powerful! I more than felt I got my money's worth with EOB II. In EOB II, SSI gave me a few brief moments where I felt that they had realized that the storyteller's art is the heart of CRPGs. The storytelling in EOB II is better than nearly anything I have seen to-date in graphics-dependent CRPGs. But there is still so much more, so many places to go and things to do! And the focus must shift more onto What I Can See and Remember and Do as a Measure of Success. It is possible that my Elven Fighter/Magic-User/Thiefs will no longer advance past level 12/13/12, or somesuch, but a character this proficient (when compared to the norm) should be able to outwit and outdare almost anything! And with their lifetimes, what sights will they see? With their monies from adventuring, what will they build? What will they do with their lives? Postscript: If SSI has any intention of keeping these games at this size and level of complexity, an Automap feature is going to become a necessity! This will save quite a few trees.