Dark Sun: Shattered Lands published by S.S.I (Distributed by U.S Gold in Europe) RRP: œ39.99 (Floppy or CD-ROM) (RPG for PC) IBM PC review by Roy Sims I normally don't buy any of S.S.I's AD&D licensed games (with the exception of the Eye of the Beholder Trilogy) because in the past their game engine (referred to as the 'gold box' series) was, in my opinion, very poor. I tip my hat off to people like Brian Burke who have somehow ignored the short comings of the system and have played through most of them and have enjoyed them too. Maybe I chose the wrong game to begin with (Curse of the Azure Bonds). I've also seen 'Heroes of the Lance' and 'Dragons of Flame' but they don't really count as they were designed and created in the U.K for U.S Gold as AD&D Action Games. Anyway, I only bought 'Dark Sun: Shattered Lands' because it was in a post Christmas software sale at 40% off the normal R.R.P. According to the blurb on the box, Shattered Lands is a "quantum leap in (the) computer AD&D role-playing experience". What they mean is they've ditched the old engine (now to be found in 'Adventures Unlimited') and created a new one to replace it. The screenshots on the back certainly look a lot better, but how does it play? More on that later. First, the plot. The Dark Sun world of Athas is arid and bleak, a wasteland with a handful of cities ruled by the thousand-year-old sorcerer-kings. Your party begin as slaves in the city of Draj, destined to die as gladiators in the Arena. You must find a way to escape into the hostile wilderness, join with other escaped slaves and create a rebel force powerful enough to destroy the evil sorcerer-king's army. You start the game waiting to enter the Arena. The game uses full screen graphics and the display employed is best described as over head but at a slight angle. The graphics are now proper 256 colour VGA (320 x 200 resolution) and they look much better than those found in the previous S.S.I games. As default, your party of four is represented by the leader's graphic. The other three only appear when combat ensues. The animation on the characters as they walk around is jerky and generally very poor. The screen also scrolls and this has also been handled very badly. I know it's a PC but I've seen smoother scrolling never the less. Combat is turn based, and this is where I began to think back to the glorious realtime and fully animated combat sequences seen in 'Legend' (Mindscape). In comparison, Dark Sun's combat system is very very poor. Each character is allocated a certain number of moves before the next one gets their turn. If you move them that can eat up a lot of their moves in one go. By right clicking the mouse you can change the mode of the cursor from moving to examining (which includes talking for some unknown reason), close quarters combat, ranged combat etc. If you are close enough you can use close combat, or you can fire arrows from further away. To select a target you move the cursor over the monster. If it's too far away then the cursor changes to a 'no go' sign. Unfortunately the hot spots on the monsters are generally very small and off centre, so I often found it telling me I couldn't attack it when I should have been able to easily. Accurate it isn't! Some people will argue that turn based combat is much closer to real paper based RPGs. You can't deny it, but it isn't a good enough system for a computer RPG in my opinion. It gives you time to think, but the battles can grind on for what feels like ages. Instead of being exciting and quite tense they rapidly become boring. You can rest your party to recuperate but unlike most computer RPGs, you are restricted to camping only where there is a stone circle to light your camp fire. God knows how far apart these are placed, but I've only found one so far! Why not just make a sensible restriction, like not being able to camp if monsters are near? As I understand it, the old S.S.I games worked this way quite happily, so why change it? You can't try talking to just anyone. Some NPCs won't give you the option to, and you know then that you have to fight them. Others will give you snippets of information if you ask the right question. As with many other computer RPGs, conversations are generated by choosing from a short list of possible questions and responses. The spell casting system is also a let down (although anything is after the flexible system used in 'Legend'). Whilst the graphics look better, they still look odd. The angle employed is strange and all the objects placed on it look wrong. During combat, monsters end up occupying the same space and the perspective just falls apart in the ensuing visual mess. I'll admit here and now that I haven't escaped from slavery yet, but my impressions on the system at this relatively early stage are not favourable. It's creaky at best. Animation and scrolling is poor, and combat is slow and boring. In its favour it has a map feature that displays a full map in the middle of the screen for the entire area that you are in, regardless of whether you have explored it all or not. All NPCs are shown as flashing dots so you can have a look at an area before you go there and see how dangerous the monsters look. It would have been nice to have a partial map on screen all the time but that's really a minor niggle. Dark Sun - Shattered Lands does look better than the previous AD&D releases from S.S.I, but it is still poor in terms of the game system. However, maybe experienced S.S.I players will enjoy this if they liked the earlier games. Personally I'd rather play 'Darklands' (Microprose) and that's saying something! (The CD-ROM version retails at the same price as the floppy version. However, it still has to be installed to a hard disk to play it. It does apparently have a large graphic intro sequence which is missing from the floppy version I have reviewed). - o -