ISHAR 3:The Seven Gates Of Infinity - Silmarils/Daze RRP œ39.99 (RPG for ST, PC and Amiga) ST version reviewed by James Jillians Anyone who knows anything at all about the ST games scene will have heard of the Ishar series. The games were a whole new experience in RPGing thanks to their atmospheric graphics with more than the average crop of colours (don't ask me exactly how many), recognizable sound effects (a first for the ST!) and progressive storyline. That and the fact that they were the only RPGs to have been recently released for our sadly neglected computer, of course. For those ignorant few who haven't a clue what I am jabbering on about, here is the story so far... (The rest of you, skip straight to the review section - the plot makes for a very long and boring read!) Once upon a time, Morgoth, Lord of Evil and Chaos invaded the peaceful land of Arborea with an army of evil creatures. Jarel, Prince of the Elves, hired a crew of brave and hardy souls to find ancient elven crystals with which Morgoth could be destroyed. After his victory, Jarel renamed the land Kendoria and settled down for a reign of peace and prosperity. Years later, after Jarel's death, chaos again erupted in Kendoria. An evil lord called Krogh took advantage of the confusion caused by the prince's death and built himself a formidable fortress, known in the Elven tongue as Ishar. He began to marshal the forces of darkness for a second time. Once more, from within the ranks of the fearful commoners, a band of heroes emerged. They sought out Krogh and succeeded in killing him in a cataclysmic battle of sword and sorcery deep inside his fortress. Ishar soon became the cultural centre for all of Kendoria and once more peace was restored to the land. Soon a huge city was built on one of the six islands surrounding the mainland of Kendoria and it was named after Zach, one of Jarel's old companions. A few years passed and a monk of chaos, known only as Shandar, started drug-trafficking amidst the hussle and bussle of city life. Slowly and surely, he began to enslave the population with his hallucinogenic potions. Then, (you guessed it!) voila, more heroes who extinguish this evil trade. However, although Shandar is dead in a physical sense, his spirit still lives on, waiting for a chance for revenge... And on that note the last game, Ishar 2, ended. Having exhausted all the barely plausible plots, the French programmers Silmarils decided to feature in the climax to their epic saga that most valued device of sequel-writers - time travel. According to ancient legend, there will soon be a conjunction of planets in Kendoria's solar system. At this time of high magic, the fabric of reality will split causing portals to alternative times and dimensions to open. Evil sorcerers from all over the cosmos will flock to Kendoria to create havoc, and this includes the immortal essence of Shandar. This turn of events must be prevented at all costs. It looks like it's a job for the mighty SynTax reader and his band of companions (getting a bit tedious this, isn't?) * * * BORING PLOT DESCRIPTION ENDS HERE! * * * Well, now I have bumped up my contribution ratings with that little lot, I'll get on with telling you about the game-play. The first thing to do in Ishar 3 is to design your own team of 5 heroes. Alternatives to this are importing a set from the previous Ishar games or simply recruiting a load in the game's inns. Designing your own team is fun (if you can do it before the game crashes), but you soon discover that they don't have quite as high ability scores as the ones found in the game. There is a huge range of character classes to choose from - warriors, barbarians, wizards, scholars, priest, rangers, thieves, beggars (?!?), paladins, hypnotists, arcane monks, knights, dwarves, orcs, elves, lizard men, brain surgeons - you name it, it's here. The profession you choose affects the screens of mind-numbing statistics, but other than that, it doesn't really matter who you have as long as you get a few chaps who can cast decent spells. You start off in the huge city of Koren Bahnir, once called Zach's Island (they like renaming things, these Kendorians!). The city consists of miles and miles of winding streets (loads of disk accesses) with shops, inns and special locations dotted around. Fortunately, you are given a map - but it is the only place for which you have this luxury, so have that squared paper at the ready! There is only one location marked on your map, an astronomer's laboratory, and after a few moments of deep thought an experienced adventurer might realise that this would be a good place to start his/her quest. The game requires you to follow a trail of clues, uncovering parts of the story as you go. However, the task at hand is to turn your ragamuffin band of sorry-looking brigands into a fighting force to be reckoned with. You do this by practising your combat skills with the bands of assassins who roam the town, and by buying weapons, armour and spell ingredients in the sixteen or so shops. If your lads get injured, run out of puff, or simply want a place to cower from their foes, they can go one of Koren Bahnir's fifteen inns. As well as wining and dining, it is here that you can pick up handy titbits of information or recruit characters. There are about fifty recruitable men, women and other beings dotted around, most are veterans of the previous Ishar games. A few puzzles into the game and you will discover your first portal to another time - this one leads into a huge but featureless forest. There are 7 of these portals in all, leading to a variety of places, such as jungles, mountains, dungeons and castles. Changing something in the past alters the present which in turn affects the future. A few of the puzzles are solved by doing something in one location and then looking for the change in another place further on in time. There are all sorts of different puzzles. A lot involve using the right object in the right place, but most time is spent wandering around trying to actually find the right place. You have to be a good explorer and map-maker to play this game - there are massive expanses of empty landscape with very little in them except the odd monster. At one point I made a huge map that went onto three different sheets of squared paper only to discover that there was but one person to be spoken to in the whole place. The game is hard, as befits the last game of a series. You are given blatant clues for some puzzles, but in others you don't know where to start. An example of a near-impossible puzzle is when you have to find the ingredients for a certain magic potion. You find the magic flask you needed to mix them up in a house which also contains a pendant (which, of course, I didn't notice the first time!). You also need an ingredient called Kelonia Powder, but you do not have it in your inventory. So where is it? No clue whatsoever is given, so you explore the huge playing area once more. The answer is that you have to enter a certain one of the 15 inns (which you have already previously explored to check there's nothing of value) but this time wearing the pendant. Even the official solution is wrong in this respect, giving you the wrong inn name - it took me ages to work this out! (Oh, ea-sy! I hear you experienced adventurers cry!) The challenge of the game, as with all RPGs, is not only in the puzzle solving, but in the development of a strategy for fighting, the selection of the most efficient team and in arming them with the best weapons available for someone of such limited funds. In the Ishar series you also have character alignment to worry about. The heroes all have given feelings for one another and this affects votes for recruitment and dismissal. Characters will also refuse to do first aid on one another if they do not like each other. If a character is well liked, the only way to expel him from your party is to murder him, and this can cause the person who does the deed to be murdered in turn by a companion who had a lot of sympathy for the original victim. This is a nice idea and adds an extra dimension to the RPG playing. One fault of the game is the speed of game-play. There is loads and loads and loads and loads of disk accessing (the game comes on five of the blighters!). You even have to change disks when you want to go into a shop or inn. Moving about is a slow and laborious process, especially since there's so much to be traversed with nothing interactive in it. There is an added incentive against dying - it takes such a long time to reload! The game is sure to induce a yawn or five, unless of course you are one of those lucky people who owns a hard drive or accelerator chip. The game is, perhaps, a little too complex for the humble ST - you need a really sexy PC to be able to play something like this with any semblance of speed. The graphics are, as promised, excellent. An innovation of the programmers was to scan in photographs of real people and then animate them, so interaction with the NPCs is very realistic although they did go somewhat over the top with the facial gestures. The sound effects retain the frequency and quality of the previous games. No expense has been spared on the presentation. Music has been added for the shops, inns and special locations which is quite pleasant but is probably partly responsible for the sluggish pace. There are a few bugs. Occasionally, when you are in a shop the mouse-pointer stops working. Also, you cannot design characters with the music on. You can use a second disk-drive with this game, but I'll be damned if I can work out in which drive to put which disks to stop the game crashing! ROUND-UP Ishar 3 is bigger, harder and graphically more impressive than its predecessors. The speed of the game has gone from bad to worse however, and a lot of patience is needed to play. I recommend it only to people who found the other Ishar games very enjoyable. Those who have not yet played Ishar 2 should get that because it is better. FUN FACTOR : 6/10 - o -