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ST-urday #003: Dragon's Breath (Dragon Lord)

All right, enough of the port/licensed game softballs. For the next few weeks I'm going to focus on what I intended to do with this feature from the very beginning: look at some weird computer games created in Europe that are more befitting a mouse and keyboard platform. That means games with more complexity, specifically CRPGs and strategy games. This does lead to a minor problem with how best to present such layered games in only a scant few dozen screenshots, but fortunately we're talking about the late 80s and early 90s for the most part. While something like the original Ultima is almost impenetrable to a CRPG fan spoiled by modern conveniences like myself, it isn't necessarily because of the number of working parts to monitor or features to demonstrate. More because it's all awkward keyboard-heavy text user interfaces that make my eyes glaze over.

While perusing information for today's game, I did come across a site I've had to bookmark for later: The CRPG Addict. I'd visited his Blogspot briefly before - he's part of the "chronogaming circle" that includes the likes of Jeremy Parish (of Game Boy World, as well as the EiC of USGamer) and Doc Sparkle (of Chrontendo) - but if I'm going to keep spelunking the dark depths of the Atari ST's CRPG library, his measured and intelligent appraisals are going to be some useful research material down the line. Naturally with a title like that, he's on the longest of quests to play every CRPG from the dawn of the genre to modern day (though I have a suspicion that he intends to end his run somewhere in the late 90s). I'm especially enamored with his overly elaborate scoring system; germane for a fellow who has the tolerance for those obtuse old RPGs.

I can't help but feel the urge to start my own chronogaming series, but the only thing that would interest me beyond the Atari ST would be the SNES/SFC (I'm still in November '94 regarding the Wiki Project, thanks for asking) and I've seen enough of that console's immense library to know that I'll never be able to muster more than a sentence or two to say about its vast number of pachi-slots, baseball and mahjong games. Maybe I could be The JRPG Addict? I'll see if I have the two decades to spare for that project lying around somewhere.

Dragon's Breath/Dragon Lord

No Caption Provided

Today's game skirts the line between RPG and strategy game, and far more the latter than the former. It has RPG elements (and hey, what doesn't these days) but it's a turn-based game about resource management first and foremost. And also dragons. Let's back up a little.

Dragon's Breath (Dragon Lord in the US) is set in the fantasy world of Anrea. Anrea enjoys a level of prosperity and industry of the odd sort of steampunk/medieval overlap more commonly seen in early Final Fantasy games, where people live in feudal or monarchical societies but appear to have airships and steam technology. In the center of this world is the enormous Dwarf Mountain; either ironically named for its size or an allusion to the Lonely Mountain of Tolkien lore. At the top of the mountain is a fortress containing an immense power so evil and corrupt that it actively makes life worse for the villages that are situated closer to the mountain, bringing wars and famine. However, if someone were to take control of that power, they would be immortal. All they need is three pieces of a talisman to open its doors. That's where you come in.

The player can select one or more of three playable characters: Bachim, Oureod and Ametrin. All are talented alchemists with their own strongholds, but more importantly is that all three are capable of breeding and raising dragons. These dragons are sent out into the world to wreak havoc, conquer settlements and, one way or another, raise money for their masters. Money is essential, as the player's dragons need constant upkeep, and the heating bills to incubate new dragon eggs is astronomical. The player needs at least three dragons to win, however, as they have to sit and guard the three pieces of the talisman. Finding and procuring these talisman pieces is how you win the game.

There's some other fine details I'll get into once we start, like creating spells by experimenting with alchemy ingredients and keeping track of new developments in the world of Anrea to find opportunities for big cash rewards. Suffice it to say, though, that while the game can be a little too leisurely paced for its own good, there's something about wrecking shop with an army of dragons that sat right with a younger me.

Welcome to Dragon's Breath! The mighty draconic race has no need for apostrophes.
Welcome to Dragon's Breath! The mighty draconic race has no need for apostrophes.
The game begins with this ominous little opening crawl that isn't so much referring to any kind of backstory (the game doesn't really have any to speak of, besides that bit about Dwarf Mountain and immortality) but more to the type of people we're dealing with here.
The game begins with this ominous little opening crawl that isn't so much referring to any kind of backstory (the game doesn't really have any to speak of, besides that bit about Dwarf Mountain and immortality) but more to the type of people we're dealing with here.
Dick move, bro.
Dick move, bro.
Bachim's the antisocial alchemist with the Selleck 'stache on the left there. His properties are blue. Oureod is a dumpy looking vampiress, while Ametrin is simply announced as
Bachim's the antisocial alchemist with the Selleck 'stache on the left there. His properties are blue. Oureod is a dumpy looking vampiress, while Ametrin is simply announced as "the Green Beast". You won't like him when he's angry.
I dig the little table-top map the game uses. Active players are shown on the bottom (their portraits are grayed out if they're CPU controlled or eliminated). Each player has to choose an action for that turn, then hit the hourglass to make the next turn happen. It's imperative you do something too, because you need money and lots of it.
I dig the little table-top map the game uses. Active players are shown on the bottom (their portraits are grayed out if they're CPU controlled or eliminated). Each player has to choose an action for that turn, then hit the hourglass to make the next turn happen. It's imperative you do something too, because you need money and lots of it.
Reminder that this game was created in 1990. That is a great looking castle right there (the music's good too, I'll include some at the end). This is the individual character screen, where you can access any of those icon-based actions along the bottom.
Reminder that this game was created in 1990. That is a great looking castle right there (the music's good too, I'll include some at the end). This is the individual character screen, where you can access any of those icon-based actions along the bottom.
The dragon eye lets you examine the dragons under your control, though we only start with one. His name's Calgor. Ancient Chinese secret, huh?
The dragon eye lets you examine the dragons under your control, though we only start with one. His name's Calgor. Ancient Chinese secret, huh?
The crystal ball takes you to your laboratory and the game's magic system. It's absurdly complex, but each ingredient performs differently depending on which of those funnels it's sent through (it goes cutting, grinding, mixing, and normal from l-r), the intensity of the heat and that round thing at the top right is the condenser. You aim spells either at yourself, a dragon, an egg being incubated or a village and, again, each reagent will have a different effect, and not necessarily positive. It's an incredibly elaborate set-up, and you need to properly study the game's spellbook manual to make sense of it. It can definitely help.
The crystal ball takes you to your laboratory and the game's magic system. It's absurdly complex, but each ingredient performs differently depending on which of those funnels it's sent through (it goes cutting, grinding, mixing, and normal from l-r), the intensity of the heat and that round thing at the top right is the condenser. You aim spells either at yourself, a dragon, an egg being incubated or a village and, again, each reagent will have a different effect, and not necessarily positive. It's an incredibly elaborate set-up, and you need to properly study the game's spellbook manual to make sense of it. It can definitely help.
Talking of incubation, that would be the egg/fire icon. Incubating eggs is a big investment, as you're kind of stuck with it (and its large heating bills) until it finally hatches after a period as lengthy as a human pregnancy, or longer. You can cast spells on the embryo to make the baby more powerful too, though there's usually side-effects. You need dragons to win, or really to do anything, so that means you need to cook up one or more of these bad boys - as many as you think you can afford.
Talking of incubation, that would be the egg/fire icon. Incubating eggs is a big investment, as you're kind of stuck with it (and its large heating bills) until it finally hatches after a period as lengthy as a human pregnancy, or longer. You can cast spells on the embryo to make the baby more powerful too, though there's usually side-effects. You need dragons to win, or really to do anything, so that means you need to cook up one or more of these bad boys - as many as you think you can afford.
It pays to keeps careful track of your expenditures. Considering the game is instantly over as soon as you lose all money and dragons, it's an important thing to keep an eye on.
It pays to keeps careful track of your expenditures. Considering the game is instantly over as soon as you lose all money and dragons, it's an important thing to keep an eye on.
Traders occasionally appear and can be accessed with the door icon on the main menu (when applicable). It's the most reliable way to buy new alchemy ingredients, but it doesn't come cheap. I'd feed Neckrolls the Gouger here to my dragon, except I suspect I'll need to keep on the merchants' good side if I intend to do any magic.
Traders occasionally appear and can be accessed with the door icon on the main menu (when applicable). It's the most reliable way to buy new alchemy ingredients, but it doesn't come cheap. I'd feed Neckrolls the Gouger here to my dragon, except I suspect I'll need to keep on the merchants' good side if I intend to do any magic.
The only thing left to do is click that map icon and find somewhere to send my dragon. The goal of the game is to find the talisman pieces, which are either scattered across the countryside (it's why you need a lot of dragons with good eyesight to find them) or hidden in villages, which you'll need to invade to search for them.
The only thing left to do is click that map icon and find somewhere to send my dragon. The goal of the game is to find the talisman pieces, which are either scattered across the countryside (it's why you need a lot of dragons with good eyesight to find them) or hidden in villages, which you'll need to invade to search for them.
I forget what the borders around villages mean, it might just be a regional indicator, but the important details are on the right there. I'm not entirely sure what industrial and yeomanry indicate, but I'd guess
I forget what the borders around villages mean, it might just be a regional indicator, but the important details are on the right there. I'm not entirely sure what industrial and yeomanry indicate, but I'd guess "money production" and "soldiers" respectively. I'd guess I want more of the former than the latter.
When attacking a settlement with a dragon, you have the option of setting its
When attacking a settlement with a dragon, you have the option of setting its "zeal", or how much you want the dragon to give a hoot. Higher bar means more damage and better chances of conquering a settlement, but it can also mean the dragon incurs more damage, possibly killing it.
Bachim's turn is set, so I go check in on our rivals. It's a little cheap to make all three human-controlled like this, but I just wanted to show off more of the game's artwork. This place reminds me of Game of Thrones's The Eyrie.
Bachim's turn is set, so I go check in on our rivals. It's a little cheap to make all three human-controlled like this, but I just wanted to show off more of the game's artwork. This place reminds me of Game of Thrones's The Eyrie.
Ametrin lives in the middle of a desolate plain, surprise surprise, but at least he still gets some amazing sunsets.
Ametrin lives in the middle of a desolate plain, surprise surprise, but at least he still gets some amazing sunsets.
Once everyone's been given something to do, the turn's over and the dragons perform the tasks given to them. Each makes their way to their destination.
Once everyone's been given something to do, the turn's over and the dragons perform the tasks given to them. Each makes their way to their destination.
Estor, Ametrin's dragon, gets to his village first and burninates a whole bunch of thatched roof cottages. All it needs is tiny burning people running around.
Estor, Ametrin's dragon, gets to his village first and burninates a whole bunch of thatched roof cottages. All it needs is tiny burning people running around.
Ouread, quite accidentally, takes on a village presently at war with another town. In gratitude, the other town gives her some money. It's also possible to earn alchemy ingredients this way, and they're presented as an alternate to the cash reward. The bigger the town you're helping, and the more damage you do, the better the rewards.
Ouread, quite accidentally, takes on a village presently at war with another town. In gratitude, the other town gives her some money. It's also possible to earn alchemy ingredients this way, and they're presented as an alternate to the cash reward. The bigger the town you're helping, and the more damage you do, the better the rewards.
The red tome in your library will dish on all the gossip happening in Anrea. It's useful to keep track of wars, but will also include barbarian sightings (buff heroes that can kill your poor dragons, so don't let them occupy anywhere that has a barbarian nearby) and princess kidnappings. Kind of backwards to send a dragon to rescue a princess, but the rewards are worth it.
The red tome in your library will dish on all the gossip happening in Anrea. It's useful to keep track of wars, but will also include barbarian sightings (buff heroes that can kill your poor dragons, so don't let them occupy anywhere that has a barbarian nearby) and princess kidnappings. Kind of backwards to send a dragon to rescue a princess, but the rewards are worth it.
Back to Bachim, and we've sent Calgor to sit on this village and scare the bejeezus out of them until we can convince them to give us money. Won't take much with a giant lizard peering through their windows.
Back to Bachim, and we've sent Calgor to sit on this village and scare the bejeezus out of them until we can convince them to give us money. Won't take much with a giant lizard peering through their windows.
Fortunately, you can lower the
Fortunately, you can lower the "uprising" bar by casting spells on the village to increase its population and prosperity. If I play my cards right, I can make them super happy about being a part of my empire, bringing my dragon home without worrying if they'll stop sending me taxes.
As you can see, the population has drastically increased. The industry is way up too, and the plague is... oh hell.
As you can see, the population has drastically increased. The industry is way up too, and the plague is... oh hell.
C'mon, back you get. I'm not letting you catch the dragonpox. Damn overly complex alchemy, grumble grumble.
C'mon, back you get. I'm not letting you catch the dragonpox. Damn overly complex alchemy, grumble grumble.
Optionally, instead of setting the zeal for an AI run, you can control the dragon yourself! These sections play a bit like Namco's Dragon Spirit, only not as particularly easy to follow.
Optionally, instead of setting the zeal for an AI run, you can control the dragon yourself! These sections play a bit like Namco's Dragon Spirit, only not as particularly easy to follow.
It's also super hard to control, and I'm evidently not very good at it. This would be a badass image to leave this LP on, though, so let's do just that.
It's also super hard to control, and I'm evidently not very good at it. This would be a badass image to leave this LP on, though, so let's do just that.

Coming back to Dragon's Breath after all this time, with years of additional wisdom and all the knowledge of the internet at my command, is a little surreal. I feel like I understand this game far better in the few hours I spent with it this afternoon than I did playing it for years as a pre-teen who just wanted to make the dragons fight each other (which they can totally do. I should've capped that, dang). That said, my appreciation for a game willing to give you the full Daenerys Stormborn experience (with the exception of that extended diarrhea sequence in Dance of Dragons) is tempered a little by the game's many faults, including its slow pace and ludicrously Byzantine alchemy system. I do still think it's a pretty game for its era, though, and here's a bit of the game's music I was talking about earlier. (I sadly couldn't find the better in-game menu music, at least for the Atari ST version. You'd think 25 year old computer game soundtracks would be more accessible.)

If you've ever wanted to raise dragons and burninate the peasants, then by all means try it out. I doubt it'll pop up on GOG any time soon - it collectively has fewer than a hundred votes on its wishlist entry - but there's no harm in waiting for it to patiently arrive. That patience will serve you well in the game itself.

(Back to the ST-urday ST-orehouse.)

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