MAGIC REALMS: THE SWORD OF KASZA - by James Mallette (1996) A text adventure, part of Disk PCPD 1175 Review by Bev Truter Well, another recently written but strangely old-fashioned text adventure has crossed my path again, via the Internet; and Realms of Magic turned out to be a real paradox in terms of playing and reviewing, causing me some angst and dithering in deciding how to review it. It has left me stuck on the horns of a dilemma, a most uncomfortable position. The paradox is caused by the following: a) Realms contains the most appalling grammar, spelling, construction and syntax I have EVER seen in any computer game that's been released to the public. (b) In spite of this massive handicap Realms is a fascinating game to play. And that's the dilemma in a nutshell - how can one possibly enjoy a game that utterly mangles the English language so badly? But enjoy it I did, despite the many flinches and shudders at some of the more mistake-laden passages. Realms is a fantasy text adventure set in a typical mediaeval-ish world in some unspecified time and place. You play the part of a young village lad summoned to help your King and land in their hour of need; and before you reach the ultimate quest - to find and destroy the evil Lord Rerex - you will have to embark on several minor quests to obtain the various bits and bobs necessary to defeat him. The game begins with you receiving a mysterious note asking you to meet someone at the Horseshoe Tavern in the village of Moon in Moordale. After travelling for two days you reach the tavern, and after a hot meal you retire to your room to await the dawn and your meeting with a stranger who will give you further details about this urgent summons. However, the messenger you were to meet is killed in the room next to yours, and you are framed for his murder and sent to jail. Escaping from jail with the aid of a strange deaf-mute you are taken to the hideout of the local bandit chief, who explains that the corrupt magistrate of Moordale was responsible for the messenger's murder. To clear your name you will have to enter the magistrate's mansion and find proof of his evil-doing, then journey to the King in Red Dale with this evidence. This is the first of five quests which form the Sword of Kasza - chapter 1 of Magic Realms. (Chapter 2 is evidently going to be a graphical adventure game, not text). So off you plunge into this adventure to find the two shattered pieces of the famed sword of Kasza - the hilt and the blade. Then you'll have to discover how to get the sword repaired so you can toddle off to do battle with the ultimate Baddie - the demon lord, Rerex. After completing each quest you have to return to Red River Castle in Red Dale to consult a magic book in the library - it reveals the next quest for you to embark on and gives hints on how to succeed. The text file accompanying Magic Realms gives a longish history of the game's development - Realms began life as a small game on the C64, and after 5 years ended up as a TADS game, getting enlarged and altered along the way. Although the author has spent an amazing amount of time and effort in rewriting Realms in various formats, it becomes painfully obvious right from the beginning that he has spent zero time in checking for spelling and grammatical errors. The game runs well and works from a purely mechanical point of view, but surely even the most cursory glance at Realms by a friend or relative or playtester would have prevented the hundreds of ridiculous language errors creeping unchecked through all the various versions of Realms. Here's a snippet from the REALMS.TXT file to illustrate what I mean - and bear in mind the game contains about 110 locations, with at least 2-5 spelling/grammar atrocities per location..."With TADS, I needed to created 'life' for these character's. And that too took time to developed. Much of the original script was remembered, some parts I completely re-wroted. The ending was completely re-written from it's original." The main problem seemed to be that the author has no concept of tenses, happily sticking '-ed' onto the ends of various words to form the past tense - the bit I liked best was the "hand holds dugged in the sides of the well", and your attempt to "free them from the Pirate's yolk". (Makes one suspect there's a jolly band of egg-throwing pirates lurking somewhere in the game). The author has decided that plurals are formed by sticking an apostrophe 's' on the ends of most words; so there are orc's sitting at a table, pirate's controlling the waterways, guard's patrolling the corridors, and various other strange plural words. But enough moaning about the mangled English, and on with the review. So, back to my dilemma of enjoying this game in spite of the distinct lack of talent shown in the spelling/grammar department. Realms is entertaining, and holds your interest with a storyline that starts off by throwing you into the thick of things - you get the feeling that this is a real world with its own story and life and events beyond your control, and you are visiting it briefly, as the 'Chosen One' (actually, it was the 'choosen one' according to several screensful of writing), sent on a quest to save the land from imminent all-engulfing Evil. Realms has atmosphere, a good though cliched plot, and plenty of interesting locations and exciting quests to fight your way through. The author's actual writing style is fluent and imaginative, and the ideas underlying the story managed to overcome most of the spelling/grammar limitations. Although Realms is a large game in terms of number of locations, it is fairly easy to complete. This might be due to the fact that at least three of the puzzles involving confrontation with various characters simply require you to be holding the right object, and then an 'automatic' sequence is triggered where you just have to wait until the character is defeated, or the problem solved. I think I would have preferred to use my own inputs and actions a bit more, rather than just toddle through the problem automatically, while clutching the necessary item. However, to counteract this there's a horrible-looking mathematical puzzle to solve, which ultimately turned out to have a trial-and-error solution, but which I wasted hours trying to solve by more logical methods. One last teensy gripe about Realms was that in one location you find a carving when you walk around a stalagmite. Fine, I thought. It must be a carving literally carved into the stone surface of the stalagmite - examine it and you simply see a short description of the picture on the carving. But no, this assumption was wrong. Later on in the game you need to find an object to put into something else; and yes, you guessed it, the carving turns out to be portable - not attached to the stalagmite in any way. Hrrummpphh, a bit unfair? There is a neat and logical layout to the geography of this fantasy world, and a similarly neat device to prevent you from running about fruitlessly in all directions at once. Each 'quest' is set in a different area of the game, and each area is reached by a road branching out from a central 'Crossroads' location. You have to tackle each quest in order before you are given something or told something that will help you succeed in a subsequent quest. This 'closed' type of game appeals to the orderly side of my nature - I detest those games where you can pick up oodles of things in a few locations, and you are faced with several puzzles simultaneously; there's too much to do at once and one tends to rush about getting all hot and bothered and attempting to do ridiculous things with every object in sight. Magic Realms is a shareware game, and James Mallette requests that you send him (US)$5 - $10 if you enjoyed playing it, and adds that any comments on the game would be appreciated. Hmmm, wonder if anyone's mentioned the spelling and grammar yet? The total score is out of 200 points, and completing the endgame and defeating old Lord Rerex gives a nice feeling of satisfaction - you can sit on your laurels for a while and bask in the well-deserved glory that comes from saving your land from a very nasty fate! ENJOYMENT 5/10 ATMOSPHERE 5.5/10 DIFFICULTY 5/10 FINAL COMMENT This could have been a good game instead of merely average, but it's still entertaining to play. - o -