Blade of Destiny - US Gold RRP œ39.99 (RPG for PC and Amiga 1 meg) @~Two reviews again for one game. This time they are from Mark @~Darlison and Brian Burke. 1. Review by Mark Darlison Based on the German role playing game, Das Schwarze Augem, Blade of Destiny is yet another attempt to bring both the complexities and enjoyment of true role playing to the computer. The history of the world in which you campaign is well written and provide a logical, if somewhat harsh, introduction that, far from being mere colourful eccentricity, is in many ways relevant to the game. In line with the spirit of true RPGs, the focus of the game is on a very tangible object, the retrieval of the sword created by the cyclops for Hetman Hyggelik, the legendary Blade of Destiny. The sword is believed to be the chance that the realm needs to prevent its destruction at the hands of the Orcs who even now amass in the steppes. The first problem that faces you is character creation. Unlike the other games in this genre currently on the market, Blade of Destiny seems to have opted to allow you as much freedom as possible. Even the likes of the Wizardry series fail to come close to the process used and a good, well balanced party, can take upwards of three hours to create. Yet apart from the array of skill and abilities which you can fine tune there is also the option to alter your attributes to suit the character type that you are trying to create. Here, in fact, is where you begin to realise that very little has been left out in the move from paper to computer for, with each addition you make to an attribute, you must also make two additions to your character's negative attributes (superstition, acrophobia, claustrophobia, avarice, necrophobia, curiosity and violent temper) and, if that were not enough, unlike other games your attributes seem to average 9 or 10, with 13 being the highest that any can be altered to. It may not appeal to those of you used to attributes of 18 in everything but then this game is designed to be more realistic and achieves it well. Having created your party (altered your attributes, changed your class, chosen your gender, allocated points to skills, defined your magical knowledge, defined your weaponry skills etc) you begin the game in the coastal city of Thorwal in the Gulf of Prem. The introductory pages from Gerbod's Diary in the manual provide you with a good idea of what to do next and off you set in search of Master Dramosch. Wandering through the town you'll encounter many different shops, taverns, temples and other such places if you care to look, although none stands out for you to recognise. The automap though uses a colour scheme to show you the areas that you have been to and this can be scrolled in any direction. With practice you can use this to remember exactly where the best places to visit are. Life in the towns happily progresses regardless of your party and, wandering round the streets, you will encounter a variety of situations, from the supply cart which nearly runs a member of your party over, to the young woman who wraps her arms around another member before collapsing with a mumbled promise about not drinking again. There are also numerous pickpockets about and once they have your money it is futile to try and retrieve it. Of course, as with any fantasy world, the best place to find information is in the taverns where, for the price of a round, much can be discovered. Humour is also surprisingly ripe in this adventure with wry comments appearing from various passers by and the odd event, some of which are more subtle than others (like the shooting star incident). Yet when you've accumulated sufficient knowledge and have equipped yourself with armour and weapons it's time to begin your quest with your only lead. Having finally found Master Dramosch and subsequently accepted his offer you can descend into the cellars for a good old fashioned dungeon bash. Wandering down the halls in traditional Dungeon Master style, I awaited my first taste of combat, curious to see if the depth of character creation would ultimately have any effect on combat. I was not to be disappointed. Combat is handled quite cleverly in an isometric fashion, with each character able to move and act independently. It's a style that has been tried before and yet this time it does seem to work well and far from being tedious allowed for greater control of who would be subject to the attacks of the brigands who engaged the party, and who would stand safely out of harm's way. The computer will even take care of the fighting for you which, whilst certainly quicker, can be a very dangerous affair for the computer seems to have no conception of 'live to fight another day'. With the party's first fight over, the next aspect of the game came to light, recuperation. In many games, resting causes all of the party's hit points and spell points to return. They also have an unbelievable tendency to sleep without placing any kind of guard, but not this time. Now the party will only gain a short amount of spent energy and spell points (although more could be gained if you want to risk using your heal wounds skill) and, if you wish to rest anywhere other than a tavern, you would be well advised to place guards through the night, or suffer the consequences! Much of the game's features seem to stem from the complaints made by players of previous games and another little addition will no doubt amuse hardened gamers, for in this game you are penalised experience points every time you save the game outside of a temple. I'll admit it's not too worrying at later levels, but initially at least, it can lead to you taking a lot of chances rather than wasting your hard earned gains. And so it goes on. I can't really do this game justice for what it achieves, but for a true role-player (and I mean someone who plays D&D, Warhammer or such like) this game is the closest yet to what the game is about. My only regret is that I have never seen the game upon which this is based. * * * * * * * * @~And here is the second review. 2. Review and Player's Guide by Brian Burke Despite some derisory reviews in the glossy magazines I went ahead and procured Blade of Destiny. The programming pedigree alone is fair recommendation. The mere involvement of Sir Tech, Thalion and others with US Gold distributing is enough to make me sit up and take note. That it is only the first in a trilogy based in the mystic land of Arcania has me drooling at the mouth. Add 52 towns and cities plus Pirate Ships and Dungeons to the recipe, stir in a potential of 100 hours worth of gameplay and the desire to tune-in and turn-on is irrepressible. In brief the plot line is that you must recover nine pieces of an ancient map from the relatives of an old hero. The map leads to the recovery of his sword with which you slay the 'orrible Orcs who are threatening to overrun the good citizens of Arkania. So what of the criticisms. Firstly Combat. The combat scenes are initially laborious. Whilst the sprite graphics construction and animation are superb, and I do mean excellent, when you've seen your characters aim a blow or cast a spell once in a battle then enough's enough, particularly when a majority of the blows in the early stages miss the target. The good news for our side is that the opposition are equally inept at landing a telling strike. Fighting single or double brigands etc isn't too bad. The trick is to surround the enemy and then invoke Computer Fight. The real problem comes when you've got an army of baddies to dispose of. I made an initial error by turning on Computer Fight and then nipping off to watch England thrash Poland. Upon my return my hapless band were nothing but vulture meat. Lesson learnt. I then refought the encounter manually and 50 odd minutes later emerged victorious. Yes, that's the bad news - 50 odd minutes. The time taken to conclude battles can be reduced considerably by buying Poison from a Herbal Shop and applying it to your character's sword edge. Try Arax Poison or Toadstool Poison as a cheaper alternative. Watch those baddies crumple and fall now! After each battle there are goodies to be collected. Beware of overloading though as your movement points become so restricted that your guys just stand there as cannon fodder. Best to dump what you've found back at a shop and then return refreshed and lighter. Weapons etc not collected cannot be picked up later. This feature only applies to objects found after the battle scenario, including weapon collection, is complete. There's lots of this activity in the Pirate Village of Daspota where much toing and froing is required between Daspota and Varnhome in order to sell all the goodies you find. You won't have much trouble with money after clearing out this town. The first person perspective graphic display doesn't show objects but gives you a descriptive text box instead. One problem I did experience in mid-battle was that when I tried to invoke "Use Item" the game simply locked up. Not a pleasing sight when an hour or so's play in a Dungeon. Secondly - Character Generation. This is only a problem if you want it to be. In both Novice and Advanced mode there is a choice of taking on pre-generated characters. The advantage of not doing so is that you can create your own choice of character type plus allocate points to those attributes as you see fit. Most RPG die-hards will plump for "rolling their own". The creation activity needs an hour or so at the keyboard plus a mandatory reading of the extremely well written manual from cover to cover and then some! Herewith my recommendation for a balanced party. There are twelve character types to choose from. I actually don't quite have this mix, I've got a Thorwellian in place of the Dwarf, but I'm too far along in the game to go back and restart. Warrior - give them good sword or axe skills plus the relevant survival and body points. Strength and courage need to be high also. NB - for every statement "him" also read "her". There's no performance difference. Dwarf - as for Warrior plus has poison resistance, vital for some Chests so give him lock skills as well. Magician - Wisdom needed here. Ensure that you have a good combat spell. Boost up the open door spell under Movement. Enhance the Perception spell under Clairvoyance to aid Dungeon mapping. Don't stint on Arcane knowledge for any spellcaster. Druid - the Healer so give them good Balm points. No harm in beefing up the Dance spell under the Domination category either. Silvan Elf - don't neglect the Combat stats just because this guy can also cast Magic. Good healing opportunities also. Rogue - here's the ace-in-the-hole for acquiring cash. Allocate plenty of points to Cheat, Picklock and Haggle skills. Pile on the Dexterity to help. Again give him Combat skills as well. All the characters will be required to swim and climb in the first Dungeon so ensure you don't have negative points on these skills and preferably at least 2 points per. I'd suggest that more than one character is capable of creating Light in Dungeons. Also ensure that at least one of your magic casting characters has Transvalis, the Teleport spell, as there's a particularly awkward situation in an Abandoned Inn west of Daspota. As soon as you have some cash you can retire to an Inn and have your Magician invoke "Wand Spell". There are four "wand" stages. The first you have. The second makes the wand a Torch thus saving on carrying Torches, Lanterns, Oil and Tinderboxes, also saves use of Astral (spell) Points. The third makes your wand a rope in the appropriate situation and the fourth gives aid in casing spells and husbanding Astral Point usage. Ensure that one character can hunt food and has good tracking skills. This'll cut down your expenditure at Inns and Taverns and keep your party supplied on the long trek to Hermits' Lake or Plexcaer. You can't allocate points to everything but be aware that lack of Street Wise points means that that character's purse will be snatched every now and then when strolling round. A prevention is to cut along to the Bank in Thorwal and deposit your cash, only withdrawing it when you wish to purchase something. You don't want to weighed down with too much money in a battle anyway, or let the weight prevent you from carrying equipment. The real pain comes when your characters move up a level when playing in Advanced mode. Adding to positive character points like Wisdom, Strength and so on goes smoothly, it's when you fail to reduce the negative ones that teeth gnashing and oath reciting come to the fore. To think I've got to wait to amass another 25,000 experience points before I can have another go does not make me contemplate sending Sir Tech a Christmas card this or any other year. Spell casters are given the option of increasing Life or Astral points when promoted. Thirdly - Lack of real-time battles. If you're disabled or possess the manual dexterity of a two toed Sloth then this feature is a blessing. If not then what? I'd have to agree that the lack of real-time fighting doesn't quite generate that heart-in-mouth feeling that one gets from wondering what that shuffling noise is coming from round the next bend and where the heck can I run to if it's bigger than me, but the strength of the storyline, the humour of the writers and the sheer user friendliness of the menu driven control system (for me) is sufficient to overcome this issue. Fourthly - Lack of Printer support. Couldn't agree more. We have umpteen character stats and umpteen squared Magic Spells. I had to draw up a grid that showed me who had prowess in what and which skills they were proficient in. All very useful but I'd sooner be playing the game. If I wanted the pencil and paper version I'd have bought that instead! There is a colour coded on-line mapping system which considerably aids those of us who back up with drawn versions. You will need to keep notes of who you've seen and who you ought to go and see. It's not essential as you can systematically visit each town and learn who lives where but there are Non Playing Characters who only reveal themselves or provide information once an earlier task has been accomplished. Some towns therefore need to be visited on more than one occasion. Fifthly - Saved games. Toll free saving is only permitted in Temples. These are liberally dotted around the major towns but are not present in smaller villages. The penalty for saving outside of a Temple is 50 experience points per character. The decision is yours! If you've just fought a major battle and gained a couple of thousand points but your guys are fresh out of healing herbs and low on hit points then it's probably worth the price. There are around five or six save positions possible which makes a nice change from some other RPGs I've played recently. Scattered sparingly in the game are a few Riddles, some easy and some not, well, what I mean is that when I can't suss the answer it's not easy! In conclusion it can be argued that what we have here in "Blade of Destiny" is basically an upgraded version of the SSI "Gold Box" games, same sort of statistical dice rolling detail and so on. Same sort of roam around the landscape as you will or complete the game quickly if you wish scenario. Wonderful! Move on over Krynn, the Realms of Arcania beckon. @~See the Hints section for some tips on the game, also from @~Brian.