Something went wrong. Try again later

ValorianEndymion

User review which I have written for Undernauts - https://t.co/MZgBTfZnj1 #review #gamereview

146 169 22 8
Forum Posts Wiki Points Following Followers

Ishar III - The Seven Gates of Infinity

Warm Tear!

No Caption Provided

… is a thing that is said in the Ishar trilogy (in the original text in French, “Chaude Larme”) used both a welcome and goodbye too, what actually means I am not sure.

The very first post I make in this blog on this site was about the trilogy, and those which read some previous post I made, might remember that one type of crpg which I really like it the first person grid based dungeon crawler, games like Wizardry, Might and Magic, Bard’s Tale and others (but specially Wizardry and its successors in Japan and Might and Magic). Ishar is in a certain way a game in this very style.

Returning to the third game now, for reason which I will explain later, sort take me in to a journey and even a rabbit hole later (or at least a funny curiosity) as I tried to put together my thoughts.

Since the original post were written a long time ago, I will do a little recap and also add more context to have a more complete overview, before we move to the third and final game. After all, you might ask, what was the Ishar trilogy?

Created by the French developer Silmarils (1987–2003), it was a series of crpgs and one of their mostly know games, alongside with other such as the Robinson’s Requiem and Transarctica. The series begins first with Crystal or Arborea (1990), followed by Ishar I: Legend of the Fortess (1992), Ishar II: Messengers of Doom (1993) and Ishar III: Seven Gates of Infinity (1994).

We are going to skip Crystals of Arborea for now, I have it and plan to check out better later, because, from what I read, it regarded as one of the first 3D games in a larger map. What you need to know is, that you have a party of heroes how have to find several crystals and return them to the correct spots to defeat the evil Morgoth (yeah some of the name in the game are very JRR inspired).

With this done, let’s move to the trilogy itself and one good spot to start it is main features shared in the trilogy:

First things first: sadly the game manual, while featuring everything you need to know, still it does a terrible job of explaining a lot, spells remain obscure and entire features maybe exist or not, as example, while the game have several character classes, whatever they do something different or not is impossible to tell.

Ishar III
Ishar III

The trilogy uses a first person 3D grid base movement akin to games like Wizardry and one of it major features is that the pixel art they use is gorgeous and contributes a lot to the trilogy unique atmosphere. They use several very cleaver tricks that I never see used anywhere else, such as giving you the illusion of climbing (or going down) a mountain (remember, the map is flat grid based), by using unique art. Since this style of movement and art does not require the objects to be up to scale in size, they can play a lot with detail, even if the scale between character, monsters and buildings look a bit off.

Outside the world itself, the rest of the art is pretty good, even if it at times feel like mixed styles, most noticeable in the character portraits, where many follow different formats or styles. But the games sometimes use what appear to be digital photos for a handful of cutscenes, maybe scanned and traced over, starting at Ishar II, but in the third game, most art is will be in this style (and here is a little rabbit hole, but more of this later), still, they manage to make it look like it blends well with the general pixel art most of the time.

The second main feature, is sadly, one which suffer most for some oversight and lack of documentation, is how the player handles the party, because it is quite ahead of its time. Instead of creating characters (except in the third game), you often start with a single character (Aramir in the first game, Zubaran in the second) and in taverns and around the world, you can find npcs which you can recruit. Please note, that neither Aramir nor Zubaran, are essential characters, so you can remove or get them killed.

Ishar III - The party vote who is in or out
Ishar III - The party vote who is in or out

However, and here things got tricky and messy, each party member votes when either inviting or kicking out a party member. Yes, you don’t have direct control of that, which causes some problems, as in the three games there are spots where you need to add an important npc, but you can’t kick anyone out, because they often all vote no. Your only solution is often leading a party member to die, something which the party does not react upon…

But that is not all, while the games claims that party members can develop relationships, based on alignment, class and other stuff and even might refuse to attack certain enemies, sadly, lack of proper documentation, make it very hard to tell if this is actually real or not. What you can notice, is that each character has a Cohesion (in previous game it was called Party Spirit) stat, which does change, but I am not sure of why or how, all I know, is that they lose if you start to attack each other. At least one evil character, that you can meet way too early in Ishar I, can just hang for a while, until he leaves the party taking some gold with him…

This results in strange conflict, you have around 100 character that you can recruit, all with different classes and portraits, which you might think that the idea is to experiment around, likely hiring a powerful but obviously evil character while keeping in mind that he may leave you at any moment. But the voting system, plus the need to recruit main npcs almost goes against that. Also, when a character leave, they will vanish in thin air, as you won’t be able to find them anymore, maybe taking stuff with them, so watch out for that.

In all three game I have only once, see the party voting system working as I need it: When I need to open a slot in the third game, this time they voted yes. Keep in mind, in that occasion, I had around 60 Cohesion, and before that, the said character target for expulsion, Targhan, had, under the influence of Inversion spell, attacked the party. Of the four characters, only Thyna voted no, but she just joined the party moments before, so she wasn’t attacked. So I guess, yeah, the feature sort work, as they say with caveats.

Ishar III - The party votes to expel Targhan
Ishar III - The party votes to expel Targhan
Ishar III - Combat
Ishar III - Combat

Since I mentioned the movement scheme above, it might be worth to describe the combat, as I said, you move in grids and can find enemies wandering the map (they move in a limited range, I mean they won’t follow you forever), battles itself are in real time, akin to Dungeon Master or Eye of the Beholder.

While they can feel dynamic, they also from the usual problems which this real time format have: you are often required to quickly click to attack, use spells and so on (the game does pause in the inventory) and punished otherwise, while you can play around with spells, fighters are limited to just attack.

As you can move during battle and the best strategy is simple step back after each attack, since enemies maybe don’t follow you very far things get repetitive fast. The only major addition the franchise make is that you can place each of the party members differently, and this defines how you can attack or not and often is the key to make sure certain character are safe. The game also used an energy and psychic bar, the first is used by melee attack and the other by casting spells. Restoring them either require rest, food (energy only) and potions.

While early on, fighters might have a huge role, as you gain access to late game spells and more important, the resources to make lots of potions, specially the one which recharge psychic energy, you will likely really (and be much faster) just spam spells and forget melee combat.

Overall, the trilogy remains, specially the first two games, because the third, sort have its issues which I will talk later, high playable. The only sort of struggle you might face, is that often due to ambition, technical (in terms of game design) limitations of the period, the Ishar series suffer from a lack of guard rails, it is very easy to sequence break something or soft lock yourself. So I recommend, and the GOG version do come with them, playing checking a solution or walkthrough and some maps too. Because, despite all, those game are worth to check out.

Ishar I : Legend of the Fortress (1992)

Link to the original post: Ishar I

Ishar I
Ishar I

In the first game you are tasked by the spirit of Azalghorm to defeat the evil Krogh, the son of Morgoth who rebuild the Fortress of Ishar.

There is a clear sense of adventure, as you move more and more close toward the Fortress of Ishar, as you see the world unfolds before you, since each area sort have it unique design, there are both small settlements and huge town, plus dungeons. It is a simple history, but it worked, and it has it own charm, as you always know what you need to do, even if pieces of it might be unclear.

However, there is often a slight lack of guard rails, meaning that it is very easy to sequence break something or soft lock yourself and there are bits of “lunar logic” in the franchise puzzles, plus sometimes an unhelpful vagueness at times. Also, you might need to grind a bit, due to the fact that money is very important in the game early on, as you need to spend gold to even save the game along with other stuff. However, this does not last for long as you move, money become way less of an issue.

Ishar II: Messengers of Doom (1993)

Link to my original post: Ishar II

No Caption Provided

Once more you can feel the developer’s ambitions and ideas unfold, the second game tries a lot of things: as the story is more complex, the art, special the world art is improved. The whole thing about spend gold to save the game is also gone too.

The game stat with Zubaran, visited by the spirit of Jon the Alchemist, where he is tasked to defeat sorcerer Shandar, this will take you in a trip to several islands, each one with it own theme, from jungles to ice lands and even visit a sort of nightclub and much more. However, the missteps happen more, and the puzzles get much more plagued by “lunar logic” as sometimes the game expect you to do something way too specific, such as have X or Y in hand in a very particular hour and place.

Despite this, the game still amazing, but you might need a guide, even more than before.

Ishar III — Seven Gates of Infinity (1994)

The reason which I add the recap for this blog post is that I want you to keep in mind how the previous game look like and what they are trying to do, because the third game feel… weird or even slightly off. In fact, while writing this, I sort found a fascinating rabbit hole…

Technical Issues and Releases

At least in the version which I played, the CD-ROM release, available at GoG, the game crashes a lot. That was the reason why I didn’t immediately write about the game after I finish the second game. The nature of these crashes eludes me, it randomly happens, but sometimes it goes for longs period of stable time. This mean that to play this game I had to keep saving constantly.

I don’t think those crashes happen in the other game versions… well since I mention, I might well talk about this, so originally this was released for Amiga, Atari ST, DOS (first a version in Floppy Disks and later a CD-ROM version). Note that Mobygames does list late releases in 94, 95 and 99, by different distributors and even a Macintosh version.

Ishar III - CD-ROM intro
Ishar III - CD-ROM intro

Now despite all those releases, there isn’t any major different in the game, the only one, and it is very minor, is that in some versions, there would be some npcs wandering around, but you can’t interact with them, while in the CD-ROM version they don’t appear at all. Also, the intro in the CD-ROM version is a simple 3D animation of a dragon flying around, while in the other it was pixel art animation of someone leaving a castle.

Leveling Up

The second thing I need to mention is something really curious which happen while playing, you see, as the game allows, I did bring a party from Ishar II to the final game, and while it work… things get strange, two characters Grimz and Grimzel, had very weird portraits. I need to get rid of both of them anyway, for reasons of the plot (because I need later to add two main npc to the party), keeping only Zubaran, Zeloran and Targhan (fun fact, this name is a shout-out to a previous Barbarian themed game which Silmarils did before).

All of them started at level 24 (I mean even Grimz and Grimzel)…

Ishar II - Note Grimz and Grimzel
Ishar II - Note Grimz and Grimzel
Ishar III - Note Grimz and Grimzel
Ishar III - Note Grimz and Grimzel

… And they never level up, until almost the end of the game. Now you might think it because they are already at high level, but no… not even newly added npcs would not level up (in general all are at level 16). Except for a curious moment, where Targhan suddenly gained two levels (I think it happens after fighting against a bear in the first gate) but none else.

By the very end of the game, while visiting an area full of chaos warriors (I don’t know what the game call them, but since their shields bear a chaos sigil, here we go), suddenly everyone starting as gaining levels. While it possible to think that maybe the problem was that high level characters needed a lot of experience, but no, suddenly everyone was leveling up several times and their don’t appear to need much experience for each level, I level form 24 to 30 by just going in and back of the said gate in a short time.

No Caption Provided
No Caption Provided
No Caption Provided

I don’t know what happened, but it was a big issue, because, if you can’t level up, you don’t get new spells, and unless you bring a character from previous games, all npcs start only with the minimal spells. This does become a problem if you ever got hit by the Inversion spell, since you need to counter it, unless you want to end with your character attacking each other, and there is no other way otherwise.

One thing a lot of people say is that importing character or creating them is bad idea because they start with much lower stats that the npcs in the game.

Visuals

Ishar III
Ishar III

The presentation and visuals, for the most part, are still amazing, specially the world itself, between the day and night cycles and the art it makes the game feel almost nostalgic or melancholic. While it uses digital photos for npcs and lots of reused assets from previous games, it works very well, the main npcs, despite being a photo of someone in a costume, manage to overall blend well and there was some effort to make their sprites animated.

The CRPG book does mention that some npcs might, in the Realm of Arkania, tradition, begin direct inspired (or traced) in famous actors, but more about this later (and some funny findings), for now:

“On a funny note, the now-speaking NPCs are mostly digitised actors, like a bearded Mel Gibson or Dustin Hoffman.” Something which I suspect, as some appear very familiar, but I couldn´t figure out who was who.

Ishar III
Ishar III
Ishar III - I swear this guy look familiar...
Ishar III - I swear this guy look familiar...

There is little to no music in the game (at least in the version which I played), save the theme inside shops and inns, which likely annoy you or get stuck in your head, leaving you with mostly with only ambient sounds.

The combination of these two elements, the improved visual and the lack of music, but almost only ambient sound does produce a weird effect sometime, it makes the main city and some outdoor areas look empty, not exactly creepy or anything, but strange… this is much less so in the main dungeon, which feel fine.

Ishar III - Inn
Ishar III - Inn
Ishar III - All shops look like this.
Ishar III - All shops look like this.
Ishar III - Sleeping
Ishar III - Sleeping
Ishar III - Palace
Ishar III - Palace

Overview, Previews and Reviews (at the time) and a rabbit hole…

The third game main plot is that the villain of the previous game, Shandar somehow manage to cast a spell which would allow him to reincarnate in the last great Dragon of Sith, but only in the correct moment, the player must find and defeat the dragon before that to avoid it. Meaning that there is a time limit, but it will never be an actual issue, since after around 80 days or more, and you like to finish the game way before that.

The overall main quest structure, is like the name suggest, based on magical gates, which appear around the main (and only town) allowing you to travel to the past or future and doing stuff there changes how the main town looks. Now you might imagine, due to the title, that it should be seven gates? Right?

No… There are only four gates, but each one might lead to at least two different versions of the same map with slightly differences, meaning you sort got eight maps you can visit, or better, you visit three maps, which have sections which you can only access in certain time periods, and one gate lead to actually two different, but similar, maps.

Ishar III - Time Gate
Ishar III - Time Gate

The adventure, in comparison with previous games, feel much more clear and linear, but also smaller and even emptier, despite the whole time travel angle, little happen or change most of the time. When side by side with other crpgs with time travel, such as Might and Magic II, which allowed you to travel to any period, even if only two or three had anything really to do or a later Bard’s Tale game, which also feature different times and dimension which you could visit or even Ultima I, which also feature time travel, this feel lackluster.

Then there are some weird oversights in the overall game, in one place you can easily soft lock yourself, because there will be four doors, but only three keys… you can imagine what could happen, because it happens to me. Stuff sometimes happen with no explanation, such as in one gate you will come across with a mysterious machine, which no one acknowledge or comment.

Other times, you got glimpses of what maybe look like ideas that didn’t make the cut, such a rumor which suggest that you might get access to some costume by giving the theater owner some wine, but this never happens. There is a bit more, after this section I will give a step by step detailed description on what happen in the game, but for now, let’s me finish this.

Here we go…

While trying to figure my feelings about the game, I decided to check out the reviews, to see how was the reception was, because while at first I imagined being positive (and that how I first write it), but I need to see if this as true or not. Moby game list of reviews show some curious results, reviews tend more positive in the Amiga version, with score around 7, the DOS version point way lower, around 6.3, mind this under a limited pool.

Checking said reviews is a bit more trick, many are in French or German and some were printed. Still, I decided to see what I can get and during the process, I had an idea: How about checking previews? Maybe they will mention stuff which was planned but not made real…

In fact, soon I find myself down in a rabbit hole, very fast:

But first, my main source was this site, Amiga Magazine Rack: https://amr.abime.net/amr_search.php?search=Ishar+3&mag_id=0&action=Find everything I mention here can be found there.

One preview for the Amiga Power 37 (May 94, page 31) written by Steven McGill, mention stuff like automap (which does not exist in game, well not exactly, the main site is mapped, and it marks spots as you find them), potion making (which already exist in the game), 40 spells (which already exist, I mean no spell was added) and… “special tribute to the residents of Perthshire”… given the “sarcastic” tone of the preview I can only guess it a joke… unless if it was there that they take photos for some of the backgrounds… it also mentions “animated film sequences and action events” (this does not happen)…

But in another preview for CU Amiga (Fev 94, page 60), in a small section of “what is new” I found again mention to the potion making, which already existed, mentions to being able to “develop your character abilities”, but what mean it not clear. However, they also mention, “you could always watch the film sequences that link the various part of the game”.

Are you noticing a pattern?

Moving on, in the same CU Amiga (June 94, page 54) magazine features an in-depth preview, written by Steven Keen, where things got even more weird… it features quotes by Louis Marie (I think they mean Louis-Marie Rocques, production director and one of the founding members of Silmarils, unless is someone else).

Please note, that Michel Pernot and Pascal Einsweiller are the trilogy authors, with Louis-Marie working on Production. Also there, François Gutherz appear was one of the graphic artists but went uncredited.

In the preview they talk about the digitalized photos, which we know it is true, but things get strange…

“Indeed, Ishar 3 features increditable graphics with the added novelty of photo-realistic characters”, the article, now quoting Louis Marie, continues: “All the character have been created by photographing real people and digitising them in the game. This gives the game an even more realistic feel and serves to draw you even further in the plot. You can create your own character and choose their appearance from a series of French models, who´ve been scanned in and digitised from professional photographic portfolios.”.

Ishar III - Character Creation
Ishar III - Character Creation

When I read this I was so confused that I had to open up the game and check the character creation, just make sure there are not some French models hiding in somewhere… jokes aside, what I found out, is a handful of unused portraits, the one which Grimz and Grimzel end if ported to the game, and maybe one or two. Curiously, Grimz portrait is one which only the Orc can have (but none of the npc you can recruit use), while Grimzel is one for humans, in the same way, no one in game use it. In the screenshot below, please ignore the lizard man, they already appear in the trilogy, there are two more portraits which stand out and look new, but I think you can find npcs which use them. Save that, all are already made portraits from the previous game.

Ishar III - Party with all portaits which appear different from the rest, ignore the Lizard. After taking this screenshot I noticed that the Cc portrait is used by a npc.
Ishar III - Party with all portaits which appear different from the rest, ignore the Lizard. After taking this screenshot I noticed that the Cc portrait is used by a npc.
Ishar III - Special Team
Ishar III - Special Team

Except for one thing I almost missed out, you see, when you start a game one option you have is instead of creating a party or loading one from the previous game, you can instead use the “Special Team”, which features unique character, featuring also a skeleton… Why they don´t appear in the game except that option is curious (However, I swear that Boromar appears...)

Also keep in mind, this is a full team, with high cohesion, and you will need to kick people out due plot reason, so…

While it is true that npcs, either the main ones, such Thyna, Malthus, Zoltar…. And even three of the enemy wizards which the player plus the wandering npcs (which does not show up in the CD version)., where all digitized photos of someone, so maybe part true, but… as CRPG Book mentions, a handful look like more traced over actors and also, not like from French models, but as it was said, Mel Gibson or Dustin Hoffman…

Ishar III - Thyna
Ishar III - Thyna
Ishar III - Zoltar
Ishar III - Zoltar
Ishar III - Malther
Ishar III - Malther
Ishar III - Gorth
Ishar III - Gorth

Also, what made me laugh is that it was said in the preview, sound like he is claiming Ishar III features a legion of French supermodels.

But that is not all, as the article continues, Louis makes some wild claims, “every one has their own personality and they develop as individuals as the game goes on. A whole web of sub-plots keep the game ticking along…”

This does not happen at all, not exactly, sure the party system exist, but it is vague and not well documented, there are no sub-plots or anything like this. Character creation it is very simple, choose a portrait, class and spend points in some stats.

This isn’t the end of the preview, there is more and thing got interesting: “Seven different locations appear in the game including, jungles, fortress, mountains and forest scenarios”. While, yes there is a jungle, forest, mountains, and fortresses, calling it seven, due to the way the gates and time work is a bit too far… to recap, there are four gates, each one take you to a map which depending on the time period, might have sections blocked or not. Except the last gate, which feature to slightly different maps.

Ishar III - The theater look like a arsenal...
Ishar III - The theater look like a arsenal...

Anyway, the preview continues: “plus, there are scores of indoor locations like casino, temple and taverns…”, no there are no casinos, no temples in the game, curious they don’t mention the library and theater, which exist in the game. Later the article, they return to creating characters: “Players can choose their own names, race, class, appearance and characteristic from over 100 difference personalities…”, you can create character but not of this hundred stuff happens at all.

That in-depth preview, was wild. When I first wrote this blog, I was about to mention, that I didn’t know if something happened during the game development, but I guess I might have an idea, even if I have no clue or proof.

At first, I think that maybe Louis did not lie, maybe that is how they (Silmarils) envisioned it, most stuff said isn’t fully wrong, and could be explained by some development issue, or it is simple exaggeration. With that said… then there is the time problem, remember, the game was released in 94 and the article are also from 94, so what happened? Like the game was months away from release, if that much, it was already finished, and he just made things up? Or they were still working on it? But let’s continue.

Ah, small note: one name that showed up in the previews in different magazines is Daze Marketing the company behind, in the UK for the game marketing (and maybe distribution). Also, all those magazines which I could check were from the UK.

Another in-depth preview, Amiga Computing 72 (APR 94, pages 128, 129) is a much more normal and accurate preview of the game, save, once more mentions of : “Something new to this new addition to the Ishar trilogy will be animated film sequences of events, which add a whole extra dimension of reality and atmosphere to the title”.

So, again this “animated film sequence of events” (by the way, it just me or the way it was written sounds weird?), this does not happen in the game at all, sure some npcs are “animated”, but outside the intro and ending, there are almost no cutscenes.

So, what happened? Did they (or Daze) make up stuff for the previews? There was planned stuff which got cut? I guess we never know, but I suspect a bit of both things.

While researching about Ishar III, I came across with a interview with Fabrice Hauteclare on the website Atari Legends (saved on the Wayback Machine), he was part of the Silmarils, working as musician and in the development some games.

Source: (https://web.archive.org/web/20180924145037/https://www.atarilegend.com/interviews/interviews_detail.php?selected_interview_id=26)

12) What has happened to “Ishar 4”? I have found some screen shots on the internet entitled “Ishar Genesis”… Was it really in development?
I left Silmarils by the end of Ishar 3, So I have very little information. But yes, I did hear about the project, but that is about all I can say sadly. I guess you will have to contact André or Louis-Marie, if you really want to know what happened to that project ;-)
13) As a big fan of the Ishar series and in particular Ishar 3, can you tell me where we can find the character “Alkorh”? (It seems they have found his name and picture in the source code of the game)
To be honest, I played very little of Ishar, except during the test phases. In fact Silmarils had two development teams:
- One in the headquarters at Lognes (near Paris), with most of the employees.
- A second one near Nancy, with Michel Pernot and Pascal Einsweiller who developed the “Ishar Trilogy”. So I’m sorry, but you could ask them if you want to get an answer to that question ;-)

This was one of the few things I could find about the making of the game.

The actual reviews for the game mention none of the wild claims, not even the negative reviews, mostly complain about combat, plot and visual (those wandering npcs were the source of many complaints, make me wonder if that is why they got cut out in the CD version). On the positive side, they often mention the atmosphere. I checked the CRPG book, in the entry for Ishar trilogy, it describes the third game as disappointment, which is something I can see, but not exactly feel the same, or maybe I can feel i… it is hard to tell.

I guess my own feelings are more mixed more that anything else.

The trilogy itself is quite fascinating, both in it is origins in Crystals of Arborea and Ishar I, feel like a bit ahead of its time, presenting the player with huge worlds akin to, well, open world games. While Arborea would feature a dynamic system, where while the player is looking for said crystals the bad guys are also doing the same; meanwhile Ishar I had, even if flawed, unique party system, with an almost cinematic journey from west to east toward the said fortress. The second game, with journey in island hopping, might lack the sense of continuity of space, but it feels like a wild, even if confusing, adventure you are having.

This leaves the third game in a weird spot, despite your time travel adventure, it feels flat and short, the improved visuals in some aspects almost plays against it. The crashes didn’t help, but finding the weird previews amused me. I guess in the end, Ishar feel like a flawed, but fascinating crpg series with a unique atmosphere and some unusual ideas, however plagued by lack of guard rails and information.

I know, that all that said, would be very easy to just dismiss the game altogether, specially if you come with a more rigid definition of what a crpg could be (an angle often of exclusion and moving goal post), but that also mean ignore a good portion of the crpg past and even future.

After all of this, at last the final part!

Ishar III — The Four Gates of Infinity…. Spoilers ahead.

What will follow next is a close description what happened during the game, it might not be 100% accurate, based in my own experience and recollection of what happened (and the fact that I could easily summarize the game is what surprised me, because I can’t do it for second game), I did double-check stuff and names just to make sure they are correct.

Ishar III - The city is way too big...
Ishar III - The city is way too big...

The game main hub is the city of Koren-Bahnir, the city itself is huge, almost too huge, making navigating a bit annoying, thankfully, the game marks where tavern and shops are (but you still need to visit them to mark them down) and even during the quest, the game mark where you need to go. The city is divided in poor area, around a rich area (to enter the rich area you will need to buy a pass). Spread around the poor area, and way too close when the player start, there are a handful of respawning bandits, this will be your early source of gold and experience, but most gold. Problem is, you start with almost no weapons (if you imported the save, if you create a party, only one member will have a weapon), so hope you can beat those close enemies with just magic. Exploring around, you might find caches with more gold. As you advance in the main quest, the town does change a little, but very little, like a small addition to an area.

There are two more things I need to explain: first, enemies will mostly never drop anything (except the said bandits, which always drop gold), there are very few treasures around, mostly in the last dungeon and limited to throwing knifes, gold and small amounts of food. For the majority of the game, you will need to buy item in shops (since you can’t find them anywhere else) and keep track of which shops sells what.

Secondly, there will be a lot of things depended on time, but you have no wait function or anything similar, you can rest in inns for around maybe eight hours, but outside of that and a particular puzzle, you have to manually wait for the time to pass. There is a cheat code to pass time, however, something which I found out very late.

Ishar III - The first step in your quest.
Ishar III - The first step in your quest.

Anyway, your first objective, once you meet a mysterious figure which give your main quest, your objective is to find Typhus the Astronomer, which will require wine and then visit another mage’s pupil named Erkh Maltus and the mage itself, Mather Fudius, to visit the first gate. Please, note that you can soft lock yourself really easy here if you do things out of order, so watch out.

There is sort of the game only one side quest, which involves taking a package from one npc to another (remember the previews?).

Ishar III - Erkh
Ishar III - Erkh
Ishar III - Mather
Ishar III - Mather

Time Travel and Tmeline

Since the game involves time travel, when I first wrote this, I had the text divided by section, one for each gate, with two numbers by side. This is the number which show up in the game UI when you access that map, the manual say it is the date “They allow you to access other lands, in the past or future. You can see the time on the top left icon.”

There is a small problem…

The manual also have a timeline of event of the setting, and the actual dates which gate take you and the timeline in the manual does not match up at all…unless the idea was to be a coordinate, but the manual itself got wrong…

Here is a summarization of the said timeline, a more detailed version appear in the manual, but keep in mind it does not feature anything after Year 1 or past Year 112. On each section I added a small text comparing those dates.

  • Year 1 — This is when Crystal of Arborea happens.
  • Year 33 — The manual mentions people of the jungle splitting up, with one part going to Arborea to found a city which later become Koren Bashir.
  • Year 46 — This is when Ishar I happen.
  • Year 47 — Here is when, Kendoria is turned in a archipelago, by one of the villians, which later become Shandar (the main antagonist in Ishar II).
  • Year 62–63 — This is when events on Ishar II happens.
  • Year 72 — Mention to a wizard name Malahar dies, and it is eaten by wolves in the mountains, with people trying to find his body and his magical belt.
  • Year 99 — Thina is kidnapped (this will make sense later).
  • Year 100 — This is when Ishar III start. Also, the manual mentions that a meteor shower happen during this year.
  • Year 104 — Zoltar and Thina son is born (this will make, or not, sense later).
  • Year 112 — Erkh is elected as governor of Koren Bashir. While this appear in the manual, and there is a npc named Erkh, this isn’t reflected or appear in the game.

Gate 1 (-73)(50)

As the first gate which you cross, it is horrible. It is hard to explain, because if you look at the map, it is a simple place, largely three open areas connected by small paths…

However…. If you ever played a game in this style (grid based dungeon crawler) and it features a forest or similar, likely what they did, is the tree are the “walls”, and open space, are well, open spaces. Not here… what is a “wall” or what is not, is very hard to tell, please look below, tell me what are “walls” and what are open paths? This look extra strange, specially if you look in a different angle, remember, this likely isn’t a 3d object, but a flat sprite or image.

Ishar III - Is this a wall? Option A
Ishar III - Is this a wall? Option A
Ishar III - Is this a wall? Option B
Ishar III - Is this a wall? Option B
Ishar III - Is this a wall? Option C
Ishar III - Is this a wall? Option C

Spread in the map you will face wasps and a bear, but also, if you somehow can spot, there are mushrooms, which you can sell for a lot of gold.

Your objective here is finding a mage, which somehow turned himself in a raccoon, you will need to find him, leave and return, bringing him a potion, which another npc give you the recipe… But while you can find all ingredients in shops, one will be only available by a npc in one of the taverns.

Past that, the mage return to normal and promise to help you by giving you an amulet, saying he is the owner of the theater, you will never meet him again, instead you will meet his son at the theater (so keep the amulet to prove who are you), there another gate will show up.

Notes on Chronology:The year -73 is never mentioned, while year 50 is would be around when the villain in Ishar II would be rising to power around it.

The answer is B...

Ishar III - The Bear
Ishar III - The Bear
Ishar III - The mage you must find
Ishar III - The mage you must find
Ishar III - The mage ask for help
Ishar III - The mage ask for help
Ishar III - Getting the last ingredient
Ishar III - Getting the last ingredient

Gate 2 (-4322)(+3725)

No Caption Provided

The biggest challenge is that the portal is inside the theater, which only open after 20 hours, however the portal only show up even more later, so you need to enter and wait inside…

But once across the gate, the map itself simple. Here you mostly fight tigers, which drop skins that worth a lot of money (strangely this item, as you sell it, its value becomes lower). On your first travel, you will fight chieftain, this will be your first travel which causes the main city to change. The reason is weird and not very well explained, but the idea is that you just changed who exactly found the city.

Ishar III - Waiting inside the theater
Ishar III - Waiting inside the theater
Ishar III - Battle against the chief.
Ishar III - Battle against the chief.

Now there will be a park in the noble are of the city. On this park, there will be a rock with a missing a piece. In the manual, if you read it, you find mention of meteor shower at some point, this is a vague clue to go back to Gate 2 to pick up the missing piece (except that the date don’t match up at all). This is part of the quest is the one, which feel off, just go there and pick up a rock and put rock on top of the rock. With that done, the Gate 3 will show up in the park. Oh. before that, or maybe after this? I can’t remember exactly, you can visit the library for some clues and hints about a magical belt.

Note on the Chronology:The manual mentions the people of the jungle, at 33, while the gate take you first to -4322 when you fight the guy and later to +3725 to pick up a meteor, which does not match up, as the meteor shower happen in 100…

Ishar III - The things have changed
Ishar III - The things have changed
Ishar III - Library
Ishar III - Library
Ishar III - The Park
Ishar III - The Park
Ishar III - Back in to the Gate
Ishar III - Back in to the Gate

Gate 3 (-1432)(+2765)

Ishar III - The Gate in the park
Ishar III - The Gate in the park

This is like Jon’s Island (from Ishar II) again, hope you bought furs and some rope, because you will need, but that is not all, this is likely the first and maybe only difficult spike in the game. The polar bears pack a punch and the wolves have a very annoying ability to leap over your party, forcing you to change directions or get the back ranks attacked.

Note: I sort figured a very weird technic to avoid this: just keep spinning in place and quickly attack before the wolves get a chance, if done correctly, you move and attack before they can.

Ishar III - Serious, what is that?
Ishar III - Serious, what is that?

This gate feature one of the least explained elements in the game, your objective in your travels here, is to put two gems on a strange machine, which will come across as you play. Once done, when you revisit, the machine will be I guess broken and the gems gone. What the machine was, why it was there and why it will be broken is never explained, to make it very strange, while you will come across the first game during the previous time jumping, the last gem will be give to you by a npc with no major explanation.

In this place you will find some flowers, which are worth a lot of gold and a magical belt, who function is unclear.

Ishar III - Polar Bear
Ishar III - Polar Bear
Ishar III - Bring fur and rope
Ishar III - Bring fur and rope
Ishar III
Ishar III

Now a new section will open in the north-west of the city, but this gate open to different periods based on what time is it, something which again the game does not explain.

Note on Chronology: Again, the date in the game and manual don’t match up. Malahar, the person with the magical belt, dies in 72, while both date which you enter are wild on the past or future…

Gate 4 (580)(-9230)

Ishar III
Ishar III

Welcome to the game last dungeon, which you visit very early on, once to rescue Thyna and later to face the final boss. This dungeon feature the worst puzzles, but also, unlikely before, this is actual two, different maps.

Note on chronology (yeah, I need to get this ahead of the rest): Thina is kidnapped in year 99, but you rescue her in 580? Also, pay attention, if Thina is kidnapped in 99, how she and Zoltar had a son in 104? Besides, when you meet their son, he will already be an adult.

Your first travel here is to rescue her, things start fairly ok, as the map is divided in sections, the first one is easy enough, mostly dealing with enemies which look like puddles of water which will poison the party, that can be defeated if you time the attack right. Past that and an enemy which if you don’t move fast enough will make the party goes blind (for a while), but past that the first bad puzzle show up.

No Caption Provided

In this section you will be mini maze filled with poison clouds, there will be doors which only open at certain hours of the day and some clocks which change the said hour. It is an annoying puzzle, because unless you read a guide which point what door opens on what time, you have no clue on what to do.

Once that is behind you, and after some traps and enemies and there will be a chamber, this thankfully is a simple puzzle of finding the right stone to step on, so to lower the chamber where she is, avoiding throwing her in the lava. Note, that you can fail at this and I have no idea if you soft lock yourself, or the game play as normal, I guess not. But maybe you can just re-enter and redo the puzzle?

Ishar III - Rescuing Thyna
Ishar III - Rescuing Thyna
Ishar III - Rescuing Thyna II
Ishar III - Rescuing Thyna II

Once you are out (with her), you need to enter the palace, so she can meet Zoltar Vinks, for some reason, despite she begins right there, you can’t enter the palace, the guard delivers a rather vague dialogue about not begin right dressed.

Ishar III - Jon the Magician
Ishar III - Jon the Magician

Now, as I mentioned before, you might come across a rumor about giving the theater owner some wine so you can get costumes, and this make actual sense. But no, what you need to do, is go to an inn, sleep, because out of nowhere, Jon the Alchemist, will tell you where you get uniforms. Which feel weird, in the setting he was an important character, and often the person which gives your main quest. But here, he just shows up to tell where you can find something. Also, they keep changing his title, in the previous games, he was the Alchemist, but now they call him magician or sometimes a wizard.

To make it a bit more strange, when you go to the place where the uniforms are it will be locked, and the key is in a fountain close to the house, but how the player is meant to know this, I have no idea. Also, something which they also don’t explain, is that you need to keep helmets on the women in the party, in fact when you finally meet Zoltar to continue the dialogue with him, you need to remove the helmet.

Ishar III - No uniforms, no entry
Ishar III - No uniforms, no entry
Ishar III - Zoltar
Ishar III - Zoltar
Ishar III - Sure...
Ishar III - Sure...

With all of this done, you go back to Gate 1 (year -73), wander around a bit until the couple decided to stay there, why they would stay in this nightmare of a map is beyond me. Return to the city, find two new npcs to fill your party. From there you need to visit Gate 3 again, to put the last gem (which the game give to you out of nowhere) in the machine and visit it again so you find it broken and gems gone. Again, it feels like something is missing… anyway…

Ishar III - Zoltar and Thina´s son.
Ishar III - Zoltar and Thina´s son.

After this is back to Gate 1 again (year 50) (but this time it is easy to navigate) to meet the son of Thyna and Zoltar and his wife, this is the best spot to farm experience, suddenly my party was gaining several levels and acess to all the spells. He will talk what it feel like maybe an idea for the plot, something about Shandar need to avoid him being born or something, but goes nowhere. What does happen, but you might don’t know, is that you need to stand close to his wife so she will cast a spell that the game claims will protect your party, but it is hard to tell if it does anything at all.

Oh, on this map you can find a Living Sword + 20 one of the best sword in game, I read that a Chaos Sword could be found in this map in the previous eras, but I never found it.

Ishar III - You need this key
Ishar III - You need this key
Ishar III - His wife
Ishar III - His wife
Ishar III - The last time we see the machine
Ishar III - The last time we see the machine

Note on the chronology (I need to repost this and add some info): 50 is a weird year, in manual mentions nothing on this date exactly, but the main villain in Ishar II would be rising to power around this date. Thina and Zoltar son born in 104. I guess the idea is that you changed time avoiding whatever the villian was trying to do...

Back to the city, I recommend you stock on ingredient to make potions which recharge your psychic energy and make sure you got one spell caster that can cast a cold spell.

No Caption Provided

You will visit Gate 4 (-9230) again, the map look similar, but it is different. There is a time-wasting puzzle, that requires you to unequip everything, to put it on scales (except one item, the glass you mix potions), if you do not do that, a trap activates and kills you as you try to move ahead. Once done, you press a button or something and return to the room to pick up and reequip everything.

Done this, following some minor battles you will return to a place like where found Thyna, again you will need to activate a path, but this time toward the dragon.Once there, you can at last fight him, he won’t move from his spot, but if you get near he will start to blast fire upon your party, so the trick is just keep away enough to spells hit him.

Ishar III - The Black Dragon is Green..
Ishar III - The Black Dragon is Green..

Remember I said, to stock potions? Unlikely the guide and CRPG book, which point that you can leave the dungeon, rest and go back, as the dragon won’t regain HP, I did something different. I keep Zeloran spamming spells upon him from a safe spot and refilling his psych energy with potions, until the dragon dies (also I kept another character casting a spell that revels how many HP the enemy will have left).

With the dragon defeated, the game end, the final cutscene plays and the game get stuck in a “the end” screen. Yeah, it does not even return to main menu…

Note on chronology: -9320 is never mentioned on the manual, I guess the idea is that with the dragon dead, Shandar can´t reincarnate.

Also on the intro the lore the dragon is black, on the intro is red and in the game it is green...

Silmarils

With this, the trilogy comes to an end, there was plan for Ishar 4, that end never happening, but you can find some articles and images about. Strangely, from what I read, some ideas would end in Asghan… a hack and slash game they released later.

Now, while researching this, on Moby Games, I came across to a link to Silmarils website, circa 1999, saved on the Wayback Machine (https://web.archive.org/web/19991008122947/http://www.silmarils.com/eng/jeux/ishar3.htm). There isn’t much there, it features a handful of solution to their own games and constant mentions to this:

“Important investments are being made in software engineering to produce the forthcoming games in global 3D and virtual reality: full 3D-Mapped-Lighted universes (interiors and exteriors), motion capture animation for jointed characters/monsters, multiplayer game over local network and internet, Windows 95/98 Directx support (including 3D hardware acceleration, and network playing), image/photo scanning, cinematic sequences including video (with actors), live speech recording, and ray-tracing sequences, etc”

On the section labeled “technology” they go more in detail about it, you can see it here — https://web.archive.org/web/19991010004858/http://www.silmarils.com/eng/techno.htm

I don’t know if anything came out of it, but that would explain a lot of the claims in the preview, if this was something they were planning all along, but keep in mind the previews are 94, this website is circa 99… Their late games were in 3D but, to be frankly, look quite terrible in every sense of the word…

In fact, people which follow AGDQ, might remember a game, Arabian Nights, which appeared in 2018 (or people might remember a video from Jauwn), an awful looking 3D platformer ala Tomb Raider made by Silmarils (on their website, at least until 1999, the game was called Sultan).

Silmarils itself would be around for long, after that infamous game they would release later “Les Visiteurs: La Relique de Sainte Rolande” and Inspector Gadget game. There were plans for Asghan 2, but which never happened. In 2003, they would end bankrupt.

This next part is beyond the scope of this blog post, but might be worth to add:

On that same interview above

“11) Are you still in touch these days with the people from Silmarils?
No. It has been a few years since we last spoke. They went on to create a new company called Eversim after Silmarils was closed down.”

In 2004, Louis-Marie and André Rocques, the brothers which found the company, would found a new company Eversim, which focused on “political strategy games”, they still exist today, but the games, don’t appear to be very good… a quick glance in the Steam page reveals an almost entire catalog filled with mixed or negative reviews…

And with this this long post is over. Hope you all enjoyed.

No Caption Provided
Start the Conversation

Master of Orion 3

Introduction

No Caption Provided

Even if you never played or even see any of the Master of Orion games, you might have at least heard about a handful of things, like the term “spiritual successor to Master of Orion” or how the third game is often regarded as “the worst strategy game” or how the very term of “4X” was coined around it.

My contact with the series itself started not with the first two games, but the third one, which I had the physical version. But at the time, I end never played too much. But since strategy games are one of my favorite genres, beside Japanese RPGs and visuals novels, I decided to not only revisit the third game, but solve that gap too. So I bought the three games on GoG, what happen next caught me off guard…

While one can expect the first two games to maybe didn’t hold up the passage of time, I was shocked of how well they would up, specially the second game, so no surprise that people made tons of game inspired on it.

From there, I moved to the third one, and it was a wild journey…

If you look at some of the reviews (at the time), you find them more mixed (looking at Metacritic), with some positive (such as IGN giving it 92, sadly I can't access the review itself), a lot in the range of 70–60 and some at negative, such as Eurogamer which give it 30 (can't access either). The game have its fans (and even mods and unofficial patches) and later analysis, might point it as actually, despite all, important game (https://www.rockpapershotgun.com/master-of-orion-3-retrospective)

While writing this I noticed that there was a lot about the game that I sort misremember, despite actually having playing it, maybe it was stuff I heard or read second handed, that while wrong, it feels correct, due to the game infamy.

4X as a Genre

This is a term trick term, that you might have heard about, but there is a sort of “children telephone game” effect, that even I got caught on it for a long time, where what you heard isn’t wrong, but is exactly correct either, might be variations of “Sid Mayer invented it” or “the Master of Orion games invented it”. But it more complicated.

The source of the term, came from Alam Emrich, which in a preview for Master of Orion I, would coin the term 4X to describe that game as part of a larger genre, and this is the important part, because, again, what he was doing is describe Master of Orion as a part of a wide genre of games, which was already in full swing, meaning that games which fit this category already existed for quite a while (some started in board games), is just the term itself didn’t exist, until that moment.

Now, due to the success of Civilization, you can see why people might think that Sid Mayer invented the term or even the genre, in a phenomenon, similar to what sometimes happen with dungeon crawlers, where every game is often called “Eye of the Beholder successor”, even if it makes no sense. Civilization success, sort hijacked the term.

By the way, before we move on, remember the name Alam Emrich, it will be very important later, so put a pin on that.

So, what exactly is a 4X game? Well, its 4X stand for: “eXplore, eXpand, eXploit, eXterminate”, but that this means? In general, is you have a set number of players in a map (often covered in a fog of war), which they all start in single point, from there they “eXplore”, to claim territories (“eXpand”) to use it resources (“eXploit”) to improve them, to then defeat their opponents (“eXterminate), it is a simple, derived from board game, structure.

If it sounds complicated, a simple way to think of it, it is the fact players start from a single point (in other words, players start in symmetrical conditions) in an often empty map, acquire resources and territories and defeat opponents. It is a very board game like structure (remember the original roots) often more focused on direct competition and not meant to be a hyperrealistic simulation of something (they can feel like however or try to be one).

Now it might be worth to throw another word you might be heard about, but come more in use much later, the “Grand Strategy” as a genre, because the comparison might make thing easier. Now this term is often associated with Paradox games, and I think it might emerge organically, by both Paradox and its player base using it. But again, kind like the 4X, games which might be called “Grand Strategy” might exist way before that, like some old Koei strategy games.

Unlikely 4X, in a Grand Strategy game, players often start in highly asymmetrical conditions, instead of everyone start from a single point, depending on the game, player might start with anything, from huge empires to small kingdoms, with the rest of the map might be already filled in.

Another way to look, in a recent Three Moves Ahead podcast, where they compared the genres of 4X and Grand Strategy, they came with the main idea, that 4X have a more board game like structure, where Grand Strategy is akin more complex simulation, which the player is part of it. By last, another major difference, is that often, while 4X might feature competitive victory conditions (which make sense if you remember the link to board games), Grand Strategy, might not even have any victory conditions!

Please note, that there isn’t a rigid definition of both genres, a game might feature the overall frame of 4X, but verge in different ways, like dropping the competitive victory conditions, or being more focused in the military aspect and so on. In fact, in later Civilization games, you can set up the victory conditions to your liking. Also, one isn't better or worse than the other, much depend on tone, setting, aims and intentions, as both have their own challenges, strengths and weakness.

Now let's go back to the frame, like I said, in general, in a 4X, players start from a single point and move from there, this is likely the genre greatest strength and it is the greatest weakness.

The reason is simple: the focused start mean that in one hand, because small start, it is easier to introduce them to game mechanics, but it might mean that every start can feel very similar… Also, certain aspects of the game, might only happen very late.

Sometimes (I believe it was slightly more common in earlier games), a problem that can emerge is the “over optimal” start, where either my luck or by meta, you can very early on snowball to a point where the rest of the game feel pointless, or you can have such a bad start, that the match is already done. To use an analogy, sometimes, specially earlier 4X (due often the competitive victory condition), can feel a bit like let’s say, a racing game, but to a degree, where you can either be so ahead early one, that the race is done, or so behind (or behind enough) to the match feel wasted.

The ability to catch up is… is trick, if it exists…that is way hard and beyond the scope of this text, because that would require a case by case approach, for now, just keep this in mind, of how possible it is to catch up, because it will be important later.

So what even is Master of Orion?

Before all, there was Starlords (1988), created by Simtex as a prototype, more a proof a concept that an actual game or what it could be, this would be used to sell the concept, which lead to Master of Orion I (1993).

Master of Orion I, save some parts of it UI, still hold-ups very well. Now, in this game, the following factions, were introduced: Alkari, Meklar, Silicoids, Humans, Psilons, Klackons, Darlocks, Bulrathi, Mrrshan, Sakkra.

Master of Orion I
Master of Orion I

The presentation was in quite charming pixel art, most notable, the star map is made of dots, but not star lanes, a later staple of the genre, aren't present. Also, each star have a single planet too. The way you govern planets, was by a main slider, which you divide the planet said income, this was quite cleaver and simple.

Planets be keep producing ships or defenses on their own, without you micromanage it, as you only need to set which ship or stuff they should do (and even how much of it) and depending on the slider, they keep doing under certain number of turns. Also, one major feature would be the ability to customize ships or use an autobuild.

Master of Orion 1 - GNN
Master of Orion 1 - GNN

Another cleaver feature, was the GNN, which overtime would pop up, telling you what is going on, mostly giving you some rank list and minor stuff, there were also some anomalies which you and the other factions had to deal, these two elements helped to world to feel more alive.

No Caption Provided

The success of Master of Orion I lead to a sequel, Master of Orion II: Battle of Antares (1996). The presentation kept the pixel art, but made it much more detailed and unique, while using some 3D model here and there. The soundtrack was absolutely amazing. The star map was still dots, without the lanes, but now each star could have several planets around. This game marked the introduction of Trilarians, Elarians, Gnolams.

The major feature, was the Antaran raids, after a certain point, they would emerge from their pocket dimension and raid planets, you might think of this as a really annoying feature, but no. Between the presentation and the fact that the attack could be held back and some abilities can affect if they aim you or not most of the time, made it ok

Planet administration, was now very closer to Civilization, featuring different type of workers and buildings. This game still amazing, save some minor confusing stuff, like the Freighters, still really playable.

Master of Orion 2
Master of Orion 2
Master of Orion 2
Master of Orion 2

Production

While Master of Orion 1 and 2 were made by Simtex Software, the third game was developed by Quicksilver, which was published by Atari (under Infogames). The why, from what I could gather, Simtex was closed in 97 and somehow the rights of the IP ended with Quicksilver. The game would be released in 2003, after several delays.

The game not only had a troubled development with delays, but also, critical internal clashes between Rantz Hoseley, the game Art Director and Alam Emrich (I told this was important), the lead Game Designer, which would lead to the disaster the game would become in the end.

Rantz disliked the way the races in the previous game look often comparing them with “actors in rubber suits” and would advocate for more no-humanoid and realistic aliens, which fine as an idea or design concept… but when come to put in practice is when things start to went downhill… we will talk more about that later…

… But that was not all, they also clashed over the general game direction, with Alan favored a more traditional approach to the game mechanics and empire management while Rantz wanted a more “realistic” approach, where the player would, as a galactic emperor, give general orders which viceroys would execute and the empire management would be more “realistic” (and less abstract format)… again, when come to put this in action is where the problems would pop up.

These clashes led to Alan leaving the development of the game very early on, resulting in several ideas and potential features being dropped out. Leaving the game with two loft ideas, or two lines, which never actually meet or even worst where at odd which other…

You see, in one hand you have the concept of the aliens “begin more alien” that actually would require a lot of asymmetrical design, which also is likely needed to be reflected on how the empire is ruled. In the other side the whole idea of “realistic” empire management, which clash with the alien aspect while also lead to lots of UI and design problems (you might have heard about the game having around 100 UI screen at one time…) and the whole thing with Viceroys, end being just you constantly fighting against the game AI.

To quote Bruce Garyk (https://www.wargamespace.com/2014/05/05/geryk-analysis-master-of-orion-3/)

“The game is more than just micromanagement Hell — it’s micromanagement Hell where someone else (the AI) does the initial micromanagement, and you then have to go back in and micromanage the mistakes.”

In the end, Randz bold claims end creating a scenario that would require a pay-off which the game simple can't deliver. The aliens (and we will talk about them later), feel even more like “actor in rubber suits” while the empire management, becomes a somewhat flat experience, where you are never sure of how well or bad are you performing while struggling with the game AI.

To make things complicated, on top of this messy structure, there was a no small amount of bugs and other problems like delays, plus a lot of expectations from players, given the previous game's success and quality.

The Manual

There is a somewhat good chance that you might hear about the game manual, more specific, the backstory there, which many point as redeeming aspect of the game…

But, what you might don't know, is that the manual somehow, despite not making up anything, still somehow, by just describing stuff, make whole parts of the game feel way more interesting that they actually are. But then there are some omissions, things like Guardians, Planet Special Traits and other stuff, aren’t mentioned at all. I had to check the readme to figure a lot of stuff…

The writing is in general is pretty good, but the backstory for the factions and setting can feel a bit too mean spirited in some parts, plus a lot of strange retcons. Later on, when I cover the factions, I will talk about it.

General Presentation

Master of Orion 3
Master of Orion 3

In this part, I will mostly cover the game UI and some of its art assets, I will save the faction design for it on section.

It is often very easy to fall on the trope of thinking that anything with slightly more than a handful of UI pages is too much, but different games have different necessities…

It appears, that due to the idea of realistic portrait of ruling a galactic empire, plus problems and changes caused by Alam Emrich forced to leave the project, lead to a scenario where several ideas were suddenly removed, the end result was something which during development might have too many UI screen, but due to the conflicts and trouble production, somehow end with less that actually it needed…

The design appear to be, at least in concept of largely clean UI screens, based in blue and black design, sadly, in it this attempt, it caused information to be either misplaced in different parts of the game or not show at all.

This is a huge part of the main problems which haunt this game: several parts of it, while often having a build up, context or even a fairly elaborate system behind, because of the lack of feedback and missed or misplaced information, feel like happening out of the blue or for no reason.

I will talk about this in detail in each section, but for now, keep in mind, that somehow the game have too much and too few UI screens, where things get either hidden, buried or not show at all.

No Caption Provided

Outside from the blue and black design, the general art assets in various part of the game, are functional… most, some feel almost out of place or generic (like stock art), such as the weird image screen showing hand holding modern fire arms, others are simply used a lot and become a blur. But in general, while functional, feels generic, specially compared with the visual identity of the second game.

The game does feature different ship and stations designs and icons, but not much of them, meaning empires can share the same ship design, making everything more confusing. Again, wait until I talk about battles and ships later.

Also, when you set up a game, you can select an icon and a color to represent your empire, but the game features a rather limited selection of both elements and strangely some out of place kiddy icons, the end result is that depending on how many other players, you can have repeated colors and out of place icons.

Master of Orion 3
Master of Orion 3

Auto Play

Master of Orion 3 - Notice the Auto Play option
Master of Orion 3 - Notice the Auto Play option

There is a little hidden feature, which is way too cleaver for the game, as you choose your species and start a new game, you can use an “auto play” function, which instead of starting at turn 1, you can set the game to already start at what ever turn you wish, and the game simulate itself until that point.

It is a bit weird, as the game start as normal, until you goes for the next turn, where then the simulation start to run. For me, this was a key to understand a bit better what the game expects, because soon as you get control again, you can check what the AI did, that when I noticed how many times the AI used the shipbuilding function (as how many ships were designed and how many were marked as obsolete) and other little details.

Every Turn

Something the game does, which others might have done before and after, but I feel that really hurt this game, it's that enemy empire turn are completely hidden from you, you only see this screen and that is it.

Master of Orion 3 - The screen you see between turns
Master of Orion 3 - The screen you see between turns

Remember how the GNN in the previous game would give some reports, making the world feel more alive? There is no such thing here, so despite enemy factions begin active, you only can guess what they are up to, by checking lots of different parts of the UI, such as in the Victory screen and the Diplomatic Matrix tab in the Diplomacy Screen. Same with ship movement, unless you are checking at every turn, you can get off guard.

Now at the beginning of every turn you have the Sitrep, which as general report of what happened in your empire between the previous turn and now, problem being that, despite the filters, it can get flooded with messages, specially with all reports of tech, building, task forces formed and other stuff. Battles are also reported here, which you can assume some stances or try to direct control it, but more of this latter.

Master of Orion 3 - Sitrep
Master of Orion 3 - Sitrep

The end result, is that, world or better, the space, feel dead even if it is alive, because things are moving, factions colonize planets, battles are being fought and so on, but you never know or told any of this, outside glimpses in hidden parts of the UI and this make difficult to notice when it is too late to react to something.

Galactic Map

Master of Orion 3
Master of Orion 3

Look, I have no way to prove, but I suspect that something is slightly off with the way the game generate its map.

In general, it is an upgraded version of the way the game represent space in the MoO 2, where you have Star systems, which can feature several planets inside, however, unlike the previous two games, now you do have “star lanes”, which you can think like a line connecting the dots, which are the star systems.

Now, when the game start, not all lanes are showing up, you either need to move fleets to figure if there is are more lanes or get an intelligence pact with other empire, meaning that entire parts of the map can remain sort hidden from you or appear unconnected… This will cause a problem, because you might look at a map, thinking that an empire is X size, when in really it might be 3 times that, but you can't directly see…and you might not notice until it is too late…

This also make the whole map quite hard to read, despite the use of lines to make the position of dots clear, the result here is strange, due to attempt to represent a 3D position, the lines and dots feel weirdly placed, sometimes you see at least one or more ridiculous long line, that felt it should take tons of turns to cross, but somehow it did not… But that is only one small problem…

Master of Orion 3
Master of Orion 3

The real problem begin, I suspect, not with the kind of map (if it is cluster, galaxy arm etc… or how many planets) or size, but with the way it used to position the player and the other empires on it, I feel that some of the rules the game uses often clash. In general, the game appears to place the New Orions in the middle of the map, with every member of the Orion Senate around them, everyone else (which isn’t a member) is then placed, I believe, behind or around the members.

This might, depend on how many empires you start at the game (and remember, the New Orions are always present, so it is X+1 in the total), mean that there might be not enough space for everybody, the Senate members can get squished with little space to expand, meanwhile those outside can often enjoy a lot of space to expand, to a point, which can become out of control.

Master of Orion 3 - Notice the huge starlane
Master of Orion 3 - Notice the huge starlane

Then game use a quite vague rules, that determine when you can colonize or not a planet. Let me explain, imagine the following, you have three star systems, A, B and C (in this order). You got A, someone got B, in general you could colonize C…in fact you might even already did get a planet there, so you build another colony ship aiming for another planet in that system, except, that turn after turn, nothing happens, even it the function where the AI controlling colonization is on and saying that build a task force with the mission of colonize one more planet in that star system, the ship just stands in orbit doing nothing.

To the best of my knowledge, there is a bizarre or obscure rule, if there is a ship of other empire in orbit too, you can’t colonize, for some reason, and even sharing a non-aggression pact with the other empire, does not make a difference. Also, the AI might send two colony ships to the same planet causing some type of jam, meaning you need to clear it in order and do it manually. You can even cause that for other empires too, in some plays I noticed whole fleet of colony ships of the other empires moving around or stand in position.

Then there is the rule for when two empires can make contact, because running in to other empires ships and even having actual battles, won’t initiate contact, only when you have a colony at least two jumps away from a colony of theirs. This can become an issue, because you might find yourself under attack and being unable to do anything diplomatic.

Master of Orion 3
Master of Orion 3

As the game progress, the various empires can start to overlap one another at the borders, which while might sound cool, but sadly it does cause a ton of problems, first, make the map really hard to read, your only indication that this is happening, is the presence of brackets around the star system name (but not how it split). But the real issue, is that the AI can’t handle this very well…

While the AI (for both you and the other empires, as you can leave the AI on for this when playing), when it comes to colonization (using the available colony ships), appear to perform well, as the game moves to the later parts, it clearly becomes more confused on what to do when space become smaller. Often it will send colony ships to the middle of some other empires, where often they either got destroyed or unable to colonize due the rules above.

Then, in the diplomacy part, first I suspect, but I can't prove, that due to the shared borders, you can take diplomatic penalties, since other empires don't like your fleets around them. But more than this, when war broke out, this shared border became a nightmare, since you can't stop other empire ship roaming around (nor the other empires can stop you), when conflict happen, expect lots of planets and ships suddenly come under fire.

Economy and Development Plans

No Caption Provided

So, one part of writing this post, which I have been struggling is how to explain this part… not because it is complex, no like I said above, in general MoO 3 isn't so much different from other 4x from the same period… it is just because the game kind play itself, you never have to worry about this part, to a point which I never need to look in depth in too it… that said, let me try at least give you a general idea…

So, the base element is the planet, which one can have several zones (think of them as slots), depending on their size, in each a DEA (in game term for Development Economic Area, but in simpler term, as general kind of building, such as Biohaverst, Mining, Industry, ect…).

This is where the Development Plans act, because there you can decide the general directions which the AI take or focus on. If you set a plan to focus on mining and industry one mineral rich planets, that is what the AI will do. Now… You might think that need different plans for each faction, but no… in general you are going to make a single set of plans, which you can save and load in other games and simple reuse, because is setting up obvious stuff, such as, yeah, focus mining in a mineral rich planet.

So with a good set of said plans, you never need to worry much about how each planet will build…

I mentioned already the confusing nature of when you can (or not) colonize a planet, but there is a little more I need to cover. You might think, like in many games of the genre, that to colonize certain planets, you might need certain tech, but not here. While each species have it own ideal range of planets they can live, which determine how many colony ships (in general a single one) you need to send, you can as soon as the game start colonize all planets, however those outside the range, might need more colony ships to become full colonies, and they might have slow growth (and sometimes to population can decline).

Then, there is a weird hidden mechanic, you can mark one or more planets as a target for migration, increasing the population growth without needing extra ships (I think), but this adds a lot of micromanagement, as you need to manually do (and undo it).

The why need to colonize a lot of planets is twofold: One is that Senate victory condition require a huge amount of population; Second, you need them to produce ships, because….

No Caption Provided

Each planet can produce military units and infrastructure, how fast depends on how well-developed the planet is, these two types aren't affect by Development Plans, which often introduce a small problem, while the AI is good a building infrastructure, the same could not be said of when come to military units, where most of the time it performs well, but unless you mark some ships as obsolete, get ready to have tons of transport ships or old ships…

Each planet also generates taxes, which you collect in two forms, in local and empire taxes, then there is also interest rates and other stuff, but… no of this matter much… You can't use money to rush anything and 99% (not in the way you might do in other games) and the time you will have a surplus of money (and other resources too) … excess could be thrown in some sliders where you decide how much to things like research and so on, but incremental in a small scale, plus the UI issues, make the effect hard to see. This also make the effect of something, such as trade, less visible or even noticeable too…

No Caption Provided

Now, you might notice that some games often use small quantities (almost comical) to represent resources or money, mostly because it makes way clear how well or bad you are performing, since huge values make everything trick. In Master of Orion 3 while minerals and food follow rather small amounts (in numerical sense), the money part can get out of hand, so you could be making 200, 1000, 2k, 12k, 42k and so on of profits, which can trick you thinking that you are performing well, but not really…

Because while you might have tons of money it feels useless, since you can't rush, you can't give it away in diplomacy (unless you use some of the obscure options) and is use in the sliders might not be that noticeable (since you might only make very small adjustments and increments).

What matter most of the time is industry, because, all money in the world is useless unless you planets are with their best shipyards and building the best ships you can. Because you need tons of different ships (reasons which will make clear as we move on), so you need lots of planets.

Remember, way above, when I talked about catching up? So, can you catch up in case you fall behind? It is very hard to tell and this is a huge problem the game have, because notice that is hard, unless you keep an eye in several different parts of the UI (such as the Victory Tab), so to use that racing analogy again: the game can feel like a racing game where you can't exactly see where each car is or when you do, it is too late, or you will be so ahead the whole thing feel wasted.

Tech

No Caption Provided

While in the past, tech was spread out in fields, and you choose one tech inside one of the fields (except in with the Psilons, which research the entire field at once). Now tech is spread out in several more fields, which you allocate funds to each, and the actual techs being researched are random, I mean, you don't select which tech get researched. There is a ton of techs inside each field and each on sort got it own description, some longer than other, which had to require a lot of work.

But since you can't control which tech got researched, you likely never read each tech description, since you never really need to check that screen, you like only be informed that something is under research, maybe told of some potential setback or breakthrough and finally when the tech is ready… in fact this reports will spam your Sitrep, as you have several techs under research all at once, all in different steps, it quickly can turn in to white noise.

Ok, now that I described the general way the game handle tech and research I need to address one thing, which I become aware listening to the Three Moves Ahead Podcast. One advantage that Civilization style of 4 X (in other words, the historical 4X, but fantasy too), have is that it is a lot easier to group things in a line of progression clear to the player. I mean, the line between from using spear to a tank is pretty clear.

No Caption Provided

However, sci-fi games, have much harder time making this readable or clear, the tech terms there are often a mix of real science terms and sci-fi jargon mixed together, which is much harder to organize in a clear way to the player. Which is the direction the series takes, lots of terms which can become a blur where you wonder what hell a Hard Beam even is and if it worst or better that some other term.

The end result is that is quite hard to know how well or bad you are doing, you can guess by checking the Victory screen and the Diplomacy screen (using the Exchange option, you can see which tech each empire have, but you don't), but this is sort of a wild guess, there are so many techs that is hard to know exactly, like they might have a bunch of not very useful stuff ahead of you…

In one game I was in a situation, where the Victory screen suggest that I was ahead of the Itkhul, however their fleets crumb stomp my fleets with easy, so maybe the got the tech for Battleship or other late game ship model, ahead, while in other field they have fallen behind.

Orion Senate

No Caption Provided

This is a feature, that at the time, is quite developed, where members can propose a ton of potential bills, which can have all kinds of effect. Sadly, this entire feature is also the less reliable due to a simple problem:

You, see the New Orions give themselves a comical voting advantage, which render this whole thing almost useless, because 99% of the time it feels they will simply vote no to everything, except once in a while when they say yes, which you can never know.

This mean that the entire experience of this game aspect is having things being proposed and shoot down over and over again, save some stuff, like a handful of bills, which they appear to agree in general, which make the whole thing feel useless or random.

But that is not all, there is a deep weird inconsistency, in one game, they (New Orions) agreed (out of the blue) to declaration of war against someone else, and later they also accepted the invitation for the same faction to join the Senate, only to refuse any propose to cease that war, leading to this bizarre scenario, that faction was a member, but somehow the whole Orion Senate vs them war still going on.

No Caption Provided

In another play, a faction was kicked out of the Senate, during the first four turns, because another faction proposed that, and the Orions, for some reason agreed… I have seen also, for very frustrating reasons, Orions agreeing to declare a total war, when an AI faction proposes, but never when the player does.

Then, there is something which appear a bit of mistake, like in general, you won't know which other empires exist, until you make contact, except that, you can! For some reason, you can check everyone which exist in game using some of the bills, which require a target, since it show all in game empires, so yeah you can propose a bill against or in favor of someone which you or anyone else have meet yet.

Now, I talked a lot about this system, to give a general idea of how it works… with that done, I need to explain a crucial aspect… how you got in the Orion Senate, because once again, the game does take some curious decisions:

Despite all the work to design this system, unless you modify your race to pick up the Orion Senate option, which does not come free… it is random!

No Caption Provided

So what if you don't get the Orion Senate at the game start? To be fair I don't know if you can join, because while there is a way, since a Senate member can propose to some other race to join, since you are outside, you can't check the Senate nor what they are doing, so I can't tell if maybe some other specie is proposing you to join, but the Orions keep shooting it down or maybe this simple does not happen at all.

Yeah, this also mean you never know what bills are being proposed or not, unless you are inside, meaning that maybe someone proposed a war against you, but there is no way of knowing it.

But that is not all, this does introduce a huge problem with the victory conditions, because one of is the Orion Senate victory, which is all about getting to be the president, this requires you to beat the Orions in votes, which requires a ton of population and other empires to maybe vote for you (hard to tell if it happens). If you are inside, it is easy to keep in check what is going on, however, from the outside, unless you set this victory condition off, you can take a very sudden game over screen with no warning.

You might think that begin inside the Senate might protect you from enemies, but no, the New Orions won't move a finger (or do anything), and the other members might still attack you.

Espionage

No Caption Provided

Oh, here is a small feature that is a reflective off the major issues plaguing the game, because overall, it is fairly developed concept, however the execution…

Problems begin, that you can only queue four spies for hire, however there are several different types of spies, military, diplomatic, politic, scientific and others. You need tons of them for both defense and or actual use, specially if you start in the Orion Senate, since members will send spy against you as soon possible. Oh, spies often also die or get killed, so keep this in mind as you need to keep checking this tab to see if you have any left.

Each spy have a name (which often make zero sense), some stats and its role. Once send or left for defense, and here problems begin, while their role, dictate what missions they will execute, you have no control, and most of the time you only know the mission they performed when they manage to succeed… which is very rare…

Master of Orion 3 - Notice the Spy names
Master of Orion 3 - Notice the Spy names

Because while the game suggest, that those stats might affect their performance, there is little to no feedback, you might be told in the Sitrep, that a spy, might be working in something or find an issue, most of the time the message is just too vague and there is nothing you could do. By late game, your spies simple appear to fail at everything with no explanation, due to the cross with two elements.

You see, general spy performance (for both in mission and defense) is affect by the weirdly named “Oppressometer” of your empire (when defending against other spies) or of the other empire (when send in mission), in general, higher it is them lower are chances of success for enemy spies.

Now, you might expect the Oppressometer to be tied to the Personal UI, where you hire spies, but no, it is on the Government tab, where you likely forget it exist. But while you can adjust it, you can't check how it is for other empires… and some species, such as the Ithukul, have some absurd levels that make spying them impossible.

No Caption Provided

Also, you most have no reason to adjust it, you might put it a maximum possible, in the beginning of the game and forget it exist. Then there is the tech tree, some techs do affect spies (for both missions and defense), meaning that empires in late game, might be also very hard to spy too.

Combine this two, with the very little feedback, make the whole thing feel like busy work, where you need to keep hiring spies of different roles, that often fail at everything… But even when they succeed, there is no way to check out if what they said is true, save cases where you got some tech, meaning that while a spy might claim that sabotage the enemy reserve ships, there is no way to see it.

To make the system more annoying, enemies spies will often appear to work way better (might be for a good reason, such as some species limited Oppressometer, tech and so, but no feedback), so get ready for constant vague messages of unrest, your leaders being killed and tech being stolen, building begin damage (which the AI itself will rebuild in no time)… Again, while your defense spy might defend you, the little feedback, make this feel strange.

Diplomacy

No Caption Provided

This is, somehow, the feature which kind appear to work best and the one which frustrate me the most. Because, while in general, other empires do behave in a stable way, due to the lack of feedback, sometimes it is hard to tell what is going on.

To begin, while the diplomacy screen does feature a lot of options, some of which are most never used, other which go unexplained or are easy to forget it exist, you run in a small problem, while the UI features a “tone” setting, it is hard to know exactly what it does… but this setting I feel clash with another one, which remain hidden in the Victory tab, where you set your actual policy toward each empire (and where you can check their policy). Both appear important, but it is hard to tell if anyone does anything.

Problem begin right away as there is no variant text for the difference alien species, all use the same exact text, which make the game feel bland in comparison with the previous games, worst the text itself, despite slightly different tones (in terms of being happy or angry), is often very vague, specially when com to threats and praises.

Also, completely hidden, each empire have a certain hardcoded hostility toward others, this is pretty crucial, but never explained anywhere or articulated, for example, everyone hates the Ithkul, so if you play as one of them get ready for lots of wars, but they never say why.

No Caption Provided

Remember that sometimes people make fun of Civilization, due it some of the leaders entering in contact with you just to tell that they are mad with you because you haven't enough boats or something like that? Silly as it is, it makes a lot of sense now (at least to me), once I played more o Master of Orion 3… Since at least you know why… because in MoO3 while often they will tell how happy or unhappy they are with you, BUT NEVER WHY!

This makes hard to know what is going on, to make it worst, they sometimes send threats and praises out blue, only to return to default behavior like nothing happened.

Things are made more complicated because espionage, does play a role here, but you might and most time don't know why. I think, at least from what I read, you can be framed (by enemy diplomatic spies), however there is no message nor warning, nothing, except suddenly someone changes behavior.

Now, you might think that having a nonaggression pact or alliance, might be safe, but no, sometimes other empires might suddenly cut all treaties, other times they can declare war with you without a grace period. In fact, in one game, an empire, which I was allied, declared war on me on the same turn they answered positive to join me in a war against an enemy…

Majority of all interaction you will have with other empires will be a constant spam of the three types of treaties: research, trade and intelligence, which exist in different levels.

Besides that and stuff like exchange (of tech or planets or some agreements), this leave us with some undocumented options, such a cease-fire and some surrender options. Only later, checking out the read me, is that I figured, that the many surrender options, actually just mean giving a part of your income to the enemy.

I suspect, that other empire's AI for diplomacy, might make decisions sometimes based in two things, how many ships you have and how much space there is left, this and that is why late game AI will suddenly declare war.

No Caption Provided

In one game, I got in trouble when suddenly an allied empire declared war on me without warning (around turn 175), I tried to return a couple of turn earlier, different diplomatic options but nothing worked (always declared war around turn 175), I then checked their fleet numbers vs mine (again, hidden in the victory screen), where no surprise, they had way more.

So I back to an even older save, pumped up all ships I could, and for a long while, things remain stable, until it happen again, much later this time.

By last, you might notice the Matrix tab, which show you some numbers that might suggest how things are going between you and other empires, but there is no tool tip or way to check what is causing the number to go up or down.

Ship Building and Task Forces

No Caption Provided

As had become a tradition by this point, the third game does feature the ship customization feature, but things get trick, unlike the first two games, where the game itself autobuild new ships models based on the tech you have, or you can customize them, in Master of Orion 3 you have to manually use an autobuild function or going by hand.

The ship customization part is overall more functional, most that other parts of the game, you have to balance how much stuff you want with how much you can cram inside. Ships are split in two parts: the type (destroyers, cruisers, ect…) and their mission (long range, carrier ect…) and you can add weapons, special functions (colonization) and so on, but…

For the type, don't even bother with anything below what minimum your planets might be able to produce, which at the game start will be Light Cruisers.

No Caption Provided

Now for mission, is where thing get trick, because you will need a steady supply of each: long range, short range, carrier, point defense, indirect fire and reconnaissance. The reason being, that to create a fleet (which the game calls a Task Force) you need to fill certain requirements and to make the largest ones, armadas, you need to fill several rules which require several different ships.

Oh, small note about the manual, because here is a part, that the manual got it wrong, there it suggests that armadas are up to 64 ships, however… the readme points (and you can see it in game) that the maximum is really 18 ships… I wonder what this mean, it was just an error, or some problem they did run during development.

But let's continue….

While the game start with two premade ships (outside of colony, outpost and transport ships), for everything else beyond that you need to use the ship building function.

No Caption Provided

It is a lot of busy work, it means going in the ship building, mark old models as obsolete, so the AI won't start making them, create new ships for each mission, by either using the AI autobuild or doing it by hand. But also you have to keep in mind, that each planet posses maximum ship size it can build, until you build whatever they need to increase size, so you can't just mark every light cruiser as obsolete soon as you got cruisers, I mean you can, but it might take a while until all or majority planets can build them, which can cause you to run out of ships.

Since we are talking about ship building you might wonder if you can produce a multirole ship, and you can, but I suspect, that for the sake of the rule to form a fleet, you still need the different roles.

Unlikely previous game, you can't retrofit ships… and this cause a ton of problems, you likely end with ton of old ships around and might even use them by accident, where they get absolutely destroyed. You can mark old ships for scrap, but… since old ships they still count in the fleet size thing, which I suspect it influence diplomacy, maybe make them useful (as long you remember to not actually use them)… Also, when it comes the time for looking the Antaran Xs, they actually became useful.

Like I said, way above, the game AI, at least during autoplay, it was pretty good at this (or does cheat a lot, hard to tell), as it mark old ships as soon it can as obsolete and start to produce better ships as soon it can.

One curious aspect of the game, while you can expect, that the game tracks where ships are produced and store, and this limits which fleet you can raise in each planet, this is one are which the game, despite the claims of realism, actually abstracts and maybe for the better.

Because, while System Ships (which stays in the local system) or Orbitals, is actually tracked where is produced, in fact Orbital are deployed soon as you create them. Everything else goes to the “reserve”, which any planet can use, no matter where is it (as long there is a spaceport). This, actually, is quite helpful, as you can quickly deploy a fleet in an emergency, instead of doings tons of busy work.

But…there are still a problem, how to reinforce fleet? You don't. I mean, you can only disband a fleet and remake it again.

Last, another major problem in the UI, is while in the map you can see enemy fleets, you might think you can't see their actual formations or size, but you can… again is quite hidden, but you got to tab in while looking at the planet, where you can see everyone which share orbit in that planet, but that only tells the enemy fleet size and the ship types, not its strength. Also, here, and only here, you can see if the planet have defenses.

Space Battles

No Caption Provided

Space battles, in the game, are in a strange position. Your first struggle will figure the combat scheduler during the sitrep, when fleets meet which other, you have to choose one stance, while the enemy also (I think) choose too, and depending on the combinations, a battle may or not unfold (but the game never shows what the opponent select). Meaning that you have to carefully wild guess the right option to avoid attacking someone and will sometimes get attacked for no reason or a battle might start by accident. Notice, that there is no just retreat option. You have done to that manually…

Now you might notice allied and enemy strenght… which will be useless. Because it only tells the number of ships, not their actual quality or type… also it does not count if the planets posses missile or beam bases, and I am not sure if count orbital ships too. You can be easily mislead to think that you can win a battle, only to be absolutely defeated. That number 2 in the screenshot? That is the Guardian, a special enemy which you can find around in the map, so powerful that I have no idea when you are meant to face him.

No Caption Provided

While you can control the fleets during a battle… there is not much to do there, you can only move the fleets and order a retreat, making it not very useful, you mostly like just use the watch option… because watching the battle, and credit where credit is due, is not bad, just very small and a bit difficult to read, beams and weapons appear to came out of nowhere, but the small fighters animations it pretty cool. There is some slightly feedback, since the color of damage does suggest some stuff, like blue mean it hit shields, red mean direct damage and yellow I think mean hit the shield and armor (all that info is in the readme).

Another issue, is that while you can have several fleets in the orbit, when battle start you can't decide which ones are joining in or not, which can become a problem, as a weaker fleet might join instead of stronger one (I think, I can't confirm this). Then, when you move several fleets at once, sometimes they move all at the same time and reach the destination at the same time, but sometimes not, causing you to lose battle, because one fleet didn't move at the same speed nor the other adjust their speeds.

The end result, unless you keep in the curve and like a hawk keeping eye on several different screens, space battles feel like a throw of the dice in the worst way possible, not like in other games, where some UI which show the general potential result, so you know when you win and only fight there, but in the sense, that you just won't know what is going happen and can only expect the worst, making taking decisions really hard.

If the enemy got the advantage, there is another problem, due to the lots of info begin either hidden or buried, you won't know what to do about or what the problem even is. Is your tech too low? It is the composition of the fleet? Maybe is something in the way you build ships… Who knows?

Land Battles

No Caption Provided

There is not much to say here, except, that for some reason, a lot of effort did go in design parts of the system, you have actually tons of different troops, which can included no just from your faction species, but other species you came across too. A lot of the faction design bonus is around this, not how well each faction build or use ships, but about their troops…

However, when came to the actual battle, it is pretty simple, you just choose a general strategy and watch the outcome, that it. You can do stuff like bombard the planet to weaken its defense, but that is all. It feels like this was something maybe meant to be much larger, but end being cut short…

But to actually get a land battle is a bit trick, because you need first transport ships (and the said troops), then you got to first defeat what ever fleet is around the planet (and hope to win, because I don't think the game show clearly, if there are things like beam, missile and other defense) to then assault it…

Factions, Aliens, Empires and the Actual Plot…

For sake of context, faction design for this kind of game during this period (I mean we the game was released and while later too), was still largely based around bonuses or penalties the faction would have. Their impact, and implementation, depend on each game. Besides this, sometimes a faction might have unique units (like in Civilization) or powers, but this wasn’t so common as the bonuses.

Now o the visual aspect… ok, this is kind hard to summarize, but in a very general way, faction/character in terms of visual and presentation design, wasn't much a thing that, as one expect today (there were exceptions of course). Mostly because it wasn't a focus or possible (for one reason or another). Think how now often a game might have trailers for each faction or characters, but before that they won't even list which factions might be included in the description. Again, I am speaking in very general terms for a particular type of strategy game.

Master of Orion 2
Master of Orion 2

In Master of Orion 1 and 2, factions often had very huge bonuses in some particular area of gameplay and sometimes a penalty in others, which would reflect their theme, the Darloks, per example, had huge bonuses related to the spy mechanics of the game, Alkari had on piloting ships, Humans had bonuses on diplomacy and so on.

Some faction, had some form of special power or mechanic, the Elarians had a Telepathy, which allow them to quickly win land battles, Psilons had the ability to research an entire tech field at once, the Silicoids didn’t need food, only minerals. Not all abilities were good, the same Silicoids, also had a trait which made it impossible for them to properly interact with other factions. But not all factions had these abilities.

This lead to a very early form of asymmetrical design, which was not that common for the period. This does not mean that they were all balanced, oh no… Psilons were sort of broken, because of their ability to quick research everything, while other factions, felt not so useful, due to their bonuses not begin that good or even the lack of an ability…

But if you don’t like, you can make your own faction! This feature became a staple of the Master of Orion and the very space 4x genre, as a whole. Using a point base system, you could choose a general form and then customize the bonuses and even pick up special abilities.

Master of Orion 3
Master of Orion 3

Now one unintentional consequence of the way which Master of Orion 3 dealt with the previous game factions, plus the disaster which the game would become is that many the previous factions to become a sort of general archetype for a faction, which later “spiritual successors” would use, again and again, of course, some of those factions were already based in classic sci-fi concepts, such greys (Psilons), blue humanoids (Elarians), animal humanoids (Mrshan and Bulwari), Hive Mind Insect (Klackons) and so on, but give the previous game popularity and the third game disaster, one can see as people making spiritual successors would look and bring them back in one form or another.

With all that said…

To recap, let’s make a quick list of all factions introduced in each of the two previous games, before I talk about the third game.

Master of Orion 1: Alkari, Meklar, Silicoids, Humans, Psilons, Klackons, Darlocks, Bulrathi, Mrrshan, Saurian.

Master of Orion 2 : Trilarians, Elarians, Gnolams.

No Caption Provided

So, here is the thing, in concept, Master of Orion 3 is a sort of shake up of the setting… some factions vanish, others appear, the backstory changed a lot… but the game is terrible at actually telling you about this… unless you read the manual and were familiar with the setting, you might just think it is a sequel with slightly different factions, which was my impression (remember, I haven’t played the first two games until now), even the backstory in the manual, felt as, well backstory only, most of it don’t appear, or it is reflected in the game, save some factions and leader descriptions and a couple of hidden diplomacy penalties. Even the intro of the game is quite vague, hilarious you can even spot the Elarians on the intro (which is very strange, given that they aren't a playable faction).

Master of Orion 3 - Intro (Notice the Elarian, she is a the bottom row, slightly to the left)
Master of Orion 3 - Intro (Notice the Elarian, she is a the bottom row, slightly to the left)

The crux of the problem, which will plague the faction design in Master of Orion 3, is Rantz ideas for them, which were hard to put in practice. Remember, he wanted more “alien” faction, that felt less like “men in rubber suits”. Which as a design concept, isn’t a bad idea, but… to implement it… is another story. Like I said way earlier, this might need a lot of asymmetrical design, which the game does not have, as every faction sort plays as the same, which more than ever, make they feel like “man in rubber suits”.

No Caption Provided

Even their bonus and penalties are spread out in a way that make their potential roles not very clear or often overlap. While special abilities or traits still exist, their effect is often less noticeable and some are even hidden (meaning the manual nor the game actually explains them or there is no feedback), like the Itkhul ability to devour populations if they share a system with someone else.

Oh, and sometimes the game itself use a very confusing terminology, the Itkhul have a special trait called Tolerance, which given the description above you might find a bit weird… because in reality, isn't about tolerance as one imagine, but about resistance to pollution or something.

But that is not all, there is a little detail, which I didn’t mention until now: You see, in the previous games every faction was unique. Meaning, when playing a game, if someone one was Alkari, there won’t be another faction with the same species. Every faction would be led by a named emperor. This mean that even with the maximum amount of player in game, no faction would be repeated, as everyone would show up, if the number would allow.

In the third game, now factions can exist in repeated format, meaning, you can have a game with three Meklars, so factions could not show up at all or show repeated… and here is a weird thing I noticed while writing this, during all my time playing, some factions appear to show up much more that other, like in 70 hours playing different games, I never see Humans show up… but that might be some weird coincidence.

No Caption Provided

Anyway, factions no longer name their emperors, instead, they got a unique name and problems begin, the list of potential names isn’t great, so you can end with those three Meklars factions, with slightly similar names akin to old cd-key, trying to figure which one you where are you fighting.

In the previous games, each faction had unique sprite for the leader (the second game feature unique sprites, not just for the leader, but some other characters), now each faction have a single early 3d model, which represent the faction as a whole, but some addition art do exist for leaders and some parts of the UI.

This does lead to a lot of confusion, like I said above, you can end trying to figure which one of the three Meklars you are fighting while all share the exact same visual; meanwhile, there is no unique flavor text for factions (some of which the previous game did feature), they all speak the same text, even the Silicoids (remember, that they were so alien that they can't really interact with other factions).

So, with all that said, how is, and how is out in Master of Orion 3? First a quick list of the new entries, which for now, just put a pin on that.

Master of Orion 3: Sakkra, Rass, Grendarl, Nommo, Tachadi, Cynoid, Evon, Itkhul, Imsaeis, Eoladi.

No Caption Provided

The first thing, is that the different species were regrouped in new categories, with Humans, Evons and Psilons throw in the Humanoid; Meklar and Cynoid in the Cybernetik; Rass, Grendarl and Sakkra are in the Saurian; Trilarian and Nommo arein the Ichthytosian category; Geodic category with just the Silicoids; Insecta features the Klackons and Tachidi; Etherean features the Imsaeis and Eoladi. By last you had the Harvester category with only the Ithkul.

If this might sound a bit confusing… as you might remember that the Saurian were a whole thing and wonder what happened, I will explain.

While the game did add some new species, overall what they actually did is pick up an old faction, and split it to two or more, meaning that instead of a faction with let's say, different aspects or sides, you now have two faction each one with a single aspect. This often make them more flat.

So what happened to…

Humans: while in the backstory they got the diplomatic victory… there is not much else to comment. They remain a faction based in diplomacy

Elarians: Remember the whole Telepathy ability? The Antaran removed that and caused their society to collapse. Funny enough, they still appear in the intro and I see screenshots of an Elarian leader, but I never got to see her.

Mrrshan: They got the awarded with being beaten down twice! In the manual, the Antaran beat them with easy and in the intro you see them getting bombarded, also their visual look really weird compared to previous entries.

Saurians: Got ovethrow by the Sakkra, Rass and Grendarl.

Gnolams: Again, the Antaran with easy beat them.

Bulwari: If memory isn't wrong, they just get feed up with everybody, and they just leave.

Silicoids: With all the claims around faction design, you might imagine, that the Silicoids would get a spotlight, I mean, they were the most “alien” like of the classic factions. However, in MoO 3, they are kind just there. They don't interact with the manual backstory (or appear to do anything at all), they lost the unique trait of being unable to interact with most factions (with no explanation of why).

Now, defeated factions, still show up, as Magnate Civilization, a special trait, that some planets might feature, which allow you to recruit troops of these populations, outside this you can still run in some leaders which are from those species.

What About the New Guys?

Saurians were split in three different factions, the Sakkra, Rass and Grendarl, clearly the focus and best stories, come from the Rass and Sakkra, since their plots interact with the Nommo and Trilarians, there is a whole arc (in the manual), about the “War in the Depths”, about their conflict and even before that, they had their own arc about throwing the Saurians off. The Grendarl, meanwhile, were just Space Spartan Lizards.

No Caption Provided

Meklar were split in Meklar and Cynoids, with the first becoming full robots, while the second still cyborgs. Which does not mean much, except, the Meklar lost what sort made them unique, of being organic creatures trapped inside their robotic suits, most faction difference is overall bonuses. Both factions even share the concept of using minerals and food, instead of only food, for population growth.

The manual backstory does mention the Meklar becoming fixed on turning everyone in robots, but outside hidden diplomatic penalties and dislikes, this does not amount too much.

Klackons were split in Klackons and Tachadi, and you likely noticed a pattern, the first still full hive mind, the other not so much. But the game have no mechanics for hive mind or anything like it, so their difference is just bonuses and penalties.

Evons, outside being described as “mysterious”, there is nothing else, in a small ironic way, they got rid of the Elarians which were sort the “blue space humanoids” to somewhat add another “blue space humanoids”.

No Caption Provided

Imsaeis and Eoladi share the Etheran category, as their name might suggest, they are the ones which live inside gas giants, while visual unique, they are the ones which most clash with the game mechanics. As it is a bit strange that they, as creatures inside a gas giant, use stuff like marines or some other stuff.

Nommo and Trilarians, in the Ichthytosian category, suffer from the “Antaran did everything”, and were created by them, while somehow, I think, the Trilarians end creating the Sakkra, which is another weird retcon that does not add much.

Itkhul where the last new addition, they were meant to be a creation by the Antarans, acting both as super soldiers and a parasite, surprising, they do have a hidden unique mechanic, where if they share a system with someone else, they will start to devour the population on the other planets. Problem is, because everybody hates them (and they hate everyone too), wars break so fast, that it is unlikely you share a system with anyone.

No Caption Provided

Now, there is a curious thing in their lore… as I told you, they were super soldiers, as tropes goes, you might expect that the idea is that Antarans lose control over them, as by trope tradition, so much, that this is often how people describe the Itkhul. Except for one problem, the manual nor the game actually says this. In fact their description is weirdly vague, it only suggests that… in fact, the Antarans don't appear to care much about them or anything.

Master of Orion 3 - Leader screen UI
Master of Orion 3 - Leader screen UI
Master of Orion 3 - Leader screen UI
Master of Orion 3 - Leader screen UI

Talking about the Antarans…

In the second game, they were quite cool, coming out of nowhere to attack everybody, reinforced by the unique visual, music and even presentation, they sort jump scare you.

Master of Orion 2 - Antaran Empire
Master of Orion 2 - Antaran Empire

You might think of their attacks as annoying, but no, they do get strong as time passes, but never too much, enough to give a scare, but not enough to feel frustrating, you can even beat off these attacks without much trouble. Also, they attack everybody, not just focusing only on the player, in fact there is a special trait, Luck, which can help to make sure they won't bother you much as everybody else.

Master of Orion 3 - Antaran (New Orions)
Master of Orion 3 - Antaran (New Orions)

The deal is that the Orions, in the past, battled the Antarans, until they decided to throw them off in a pocket dimension away from everyone. This worked, until the Antaran managed to not only get out, but use the said dimension as a fortress, which they could hide… While they were defeated in the second game, the third game retcons this, by saying it was a different Antaran fleet, and later another fleet would show up later and basically defeat everyone with ease, also they were suddenly responsible for creating several new species.

Once they beat everybody however, a mysterious event happens that causes their population suddenly vanish, leaving the few of them to retreat back to Orion and remake the Orion Senate to avoid being overrun by all the people they have beaten, leaving the sector in a tense situation, with the Antarans clinging to their power while everybody else is sharping their knifes.

Despite all of this backstory, they somehow lost what actually made they mysterious (now the motivations are very human like, their visual got a downgrade) while also they don't do anything in game. Seriously, they just sit in the Orion system and do nothing, they don't interact with other factions, they don't react to anything. Even in the Senate mechanics, their behavior is hyper inconstant, they will most time vote no to everything. Sometimes a member of the Senate will declare war on them, and they still won't react at all.

No Caption Provided

Meaning, that whole tense scenario I mentioned above? Never really happens, because, the Antaran could not care less (or react), you could be bringing several of their (or maybe not actually theirs, more of this later) artifacts, and they still don't react to almost anything. They don't even appear to care or react if someone else gains the Senate presidency.

This is extra weird, when you take in account games, which feature a computer controlled faction like that, I mean, in 2004 you had Total War: Medieval I, which feature a Papal faction, which interact with the player and other factions (like asking factions to stop fighting), Ceasar II (95) had a whole mechanic for the Emperor making demands. Because it feels like the Antarans should interact and be much more dynamic, liking keeping an eye on each Senate member, asking what the hell are you doing with their artifacts, and maybe making their mind about the Itkhul, and so on, but instead they just sit and do nothing.

Victory Conditions

The game features three of them, Conquest, which is self-explanatory, Senate, which is a trick and can cause a sudden game over and the Antaran X.

I already talked about the Senate above, but let’s recap, for this victory condition, you need to become the Senate president, defeating the New Orions and their comical voting advantage. For this you need tons of population (meaning planets) and maybe the other factions vote for you (I think).

Master of Orion 3 - Game Over
Master of Orion 3 - Game Over

If you are in the Senate, this is easy to keep in check, but if you are outside, this can cause a game over to jump scare you unless you are constantly checking the Victory Tab screen, but even doing this, there isn’t much you can do, maybe defeat everyone. Or maybe just turn off this Victory condition on the game start, specially if you aim to play as Ithukul (which can never start at the Senate).

Also, due to the way it works, you might find necessary to get rid of potential rivals, specially those with ability to grow larger populations, which render this victory condition, not so much different of the conquest one.

Antaran X

No Caption Provided

I swear, I have no way to prove this, but this feel like it changed during development, I read the manual several times, and this part feel like there is something off about it, it does not look right, it feels like two different ideas mashed together.

So what is the deal? There is a unique victory condition, which you need to recover the five Antaran Xs, each X is a unique tech that can give you a ton of bonuses.

So how you do this? There are two ways, maybe more, but the first is the use of Expeditions, where you can send fleet, which are auto-build from your reserve to find them (strangely, here are the rules for fleet formations don’t appear, so you can send whatever combination of ships the AI will randomly select)…

Problem is, once you do send them, the UI mark as Outbond, and for a very long time you will have no feedback, no report nothing. For a while I thought this feature was broken.

But it turns out it works, it just takes forever to change between several statuses, where you can lose ships in the expedition, once all is done, you then got a cutscene (that likely jump scare you) and have more several more steps, such as the fleet returning, and you need to research the tech (which happen automatic), once this is done, congratulations, the tech and it bonus are yours… Now just repeat this five more times… Or do several expeditions all at once…

So far, nothing out of the ordinary, just another feature, which is quite developed, but just remain a bit unclear.

If you read the manual, you might remember the whole plot point about the majority New Orions vanishing from the sector, so you can imagine, maybe is just stuff they left behind once the majority of them disappear, but why they don’t go back to pick it up? Or why they don’t react when you just pick up one? Still, at least, vaguely make sense…

Master of Orion 3 - Guardian
Master of Orion 3 - Guardian

… But like I said above, there are other ways and one of them is where thing get weird, is by defeating the Guardians, what are them? Well, the manual and it backstory never mention them, but for some reason, when the Antarans defeated the factions from the previous game and destroyed their home world, they left these ships there for some reason… Because, for some even strange reasons, maybe one of the Antaran X might be there…

Why? Why an Antaran artifact would be doing there? And why they left there? I suspect, that at some point it was meant to be an Artifact belonging to the Old Orions, which would make way more sense, since even the manual, suggest that that was the reason Antaran attacked, because they are looking for them, but the manual in later pages and claim to be actually Antaran artifact, which open the question, why they just left the thing there?

No Caption Provided

Now I said, that there are more ways, at least the manual suggest… you can get them by conquest (which I can’t prove, nor I know how the player is meant to know when a faction got one, and I never see the AI doing expeditions), the second is with maybe the espionage systems, as Scientist Spy can steal the tech… but remember, you have no control of which mission the spy perform and how you are meant to know if another faction even got an artifact?

Still, it happens to me, I got the tech and a handful of turns later it was stolen, but the UI show of I still having it, so who knows? Do to how unreliable espionage feels, I don’t know how the player is meant to pull off this.

Conclusion.

Separate from the initial expectations, hype and its release state, right now Master of Orion 3 (even with minimal patches), might not appear so much as the “worst strategy game”, but that does not mean that is a good game, but you can see it idea, like I said way above, it have it fans.

I feel that right now, it is even stranger, in the surface everything appear to “work”, but it is a game very prone to mislead you to think you are playing well when in reality that could be far from the truth, due to the lack of feedback in several systems, poorly designed UI and other issues, often leading you to doomed scenarios, which lead to repeated play through ts that show how limited or repetitive some aspect of the game are. When it works, it might feel like too easy or playing by itself, but I found that rare.

On the aspect of it own faction design, original concepts and lore is even stranger, you likely know how it sorts “butchered” the original concepts to introduce it own, only to make nothing out of it. Sure you might now know about this, since I just told you about, but if you just boot up the game, you might simply guess they changed some of the factions, since all the talk end going hidden in the manual and some part of the UI.

But still, much like that RPS article linked earlier, Master of Orion 3, still an important game, as it is the franchise as a whole, you still can see it spiritual successors and to a certain degree, even the ideas and ambition of this game would find home (and a much better on) in another game, Distant World, which take the whole idea of game AI control several aspects of it, but executes it very well and in even greater depth.

4 Comments

SD Gundam G Generations Cross Rays

No Caption Provided

Maybe it was a sign of things to come, because at first, SD Gundam G Generations Cross Rays was announced for Asia only, with a SEA version with English support, cut to some time later and here it is on the west and in Steam too. A bit more time later and Super Robot Wars 30 would get a worldwide release, which was an even bigger surprise. And who knows, maybe my hopes for Idolmaster Starlit Stage (which is available on Steam, but region locked… so close… but so far…) might come true one day…

But why all of this was such a huge surprise? For a long time, many of the game of both series were sort region locked and mostly for console only. I don’t exactly why, but I suspect that licenses play a huge role.

With that all said, what is SD Gundam G Generations? It is a classic franchise of turn based tactics game, featuring characters from Gundam in SD (Super Deformed) style.

No Caption Provided

Now, there are several games in this series, but they can be sort split in two groups, the “Historical”, which feature retelling of the featured shows and the “Crossovers”, which as the name implies, feature several characters in an original story. Despite the name of “Cross Rays”, is among the “Historical” ones, for both the good and the bad. Meaning that it feature several retelling of the featured shows, but no actual interactions between them.

The best you get, in terms of “interactions” is the ability to form what the game call “Sortie teams” which you can use in missions alongside what characters featured in that campaign. You can form up to four teams (but during missions, you can only bring two), in either a “Warship Group”, which much as the name implies, is around a warship plus up to eight (or nine?) Mobile Suits or a “Raid Group”, which can have up to eight Mobile Suits.

The main difference being, that in a Warship Group, Mobile Suits can retreat to recover HP and EN, and the ship can perform an all out attack, with all MS around it. Meanwhile, in the Raid Group, units can recover HP and EN is they stay near each other and any of them and can also perform an all out attack with all units.

No Caption Provided

Forming and customizing those teams is a big part of the game, as you can select both pilots (and crew for warships) even create your own custom character, customize their abilities, select their music themes, and of course, their current MS and customize them too by adding add-ons and even selecting the soundtrack which plays during combats.

Between the several Gundam shows featured in the game and DLCs you have a ton of pilots and MS and Warships to mix in, some pilots might even have unique voice lines when using weapons of certain MS, which can be a bit amusing, seeing pilots from other series using stuff from completely different shows.

As one expect, battles are fought in a turn based tactics style, with usually the player (with the MS of the actual campaign and stage, plus, if possible, Sortie Teams) versus an enemy team or more.

Overall, the structure is pretty standard for the genre and franchise, you have an energy bar, which depletes as you use weapons, which is a curious feature, because in one hand, energy management is an issue in early parts of the game, where you likely be trying to bring MS back and forth from the Warship, but as you soon as you unlock MS with energy regeneration abilities or add-ons which do that, this become less and less an issue because lots of MS of certain shows have it, plus the ability to enhance said MS increasing their maximum energy, making the feature feel null.

No Caption Provided

The game sort features a permadeath, not for pilots, but for MS, if you lose one during battle, you have to produce it again (or choose a new one) later, but this is quite rare to happen, due to the low difficult, also in most stages you can’t lose a single MS of the main characters (but the Sorties can be lost).

Peforming the all out attack with a Raid Group
Peforming the all out attack with a Raid Group

There are two interesting game mechanics which are sort of tied together, one is the ability to move again once you defeat an enemy (to a maximum of three movements in the same turn) and Morale, as MS defeat enemies or dodge attacks, it gains morale, going from High Tension to Super High Tension, making attacks begin either critical or super critical, also some weapons and quest require certain levels of Morale to work.

As you can see, this often ties together with the continuous movement, this is often crucial to finish some stage which feature a turn limit.

In some stage you likely have some MS and Warships, that you can unlock as you fill a progress bar by defeating enemies using them. In general, maps feature enough enemies to do it, but you got to watch out to overuse the Sortie team, since they can eat up enemies which you might need to unlock something. Thankfully, the progress bar carries between missions, but I think, there might be cases which you don’t get access again to MS or Warship in every stage, so you might get only one or two chances.

When a Raid group perform the all out attack, a cutscene shows up with all pilots.
When a Raid group perform the all out attack, a cutscene shows up with all pilots.

Campaigns

No Caption Provided

The game feature several campaigns, for Gundam Wing, Gundam Wing Endless Waltz, Gundam: Last Outpost (G Unit), Gundam Seed, Gundam Seed Astray, Gundam Seed X Astray, Gundam Seed Destiny, , Gundam Seed C.E. 73: Stargazer, Gundam 00, Gundam 00F, Gundam 00 The Movie: Awekening of the Trailblazer, Gundam Iron-Blooded Oprhans, Gundam Iron-Bloods Orphans - Steel Moon.

At that is just the campaigns, the game feature way more shows in form of MS, Pilots and Music! Not to mention the DLC! Just the main game might have stuff from around 32 Gundam related series. But back on the topic, each campaign is split in several stages.

While it is a lot, they all are just retelling of the said shows, sometimes in a bit of rushed fashion, which can feel like an abridged version by means of a lot of dialogue cutscenes, before, during and after the said stages.

No Caption Provided
No Caption Provided

It is a strange design decision, due to the game limitations, for people familiar with it means that scenes might look strange or simple lose original impact, to those new, I don’t know if it does a good job and in the end it spoils their ending. That said, as recaps, they do their job, but I feel that while Orphans’s campaign feels as the best recap, the other feel both too long and too rushed at the same time. Also, it makes the game feel way longer they should, but we will talk about the stages later…

If the campaigns follow their show plot line, you might wonder where the Sorties team enter? Well, in some stage you can simply bring them, there is no explanation or interaction, they are just there…

So, how stages work?

No Caption Provided

Now, each stage in a campaign, feature a main objective and a special challenge, which will be the most source of challenge through the game, and are overall well-designed, requiring often careful use of turns, but in an organic way, that never feels like a bad puzzle with a fixed solution, you might have very few turns to do something, but the ways are multiple. That said, many maps boil down to “defeat all enemies” most times.

However, less clear are the Quests, they often reward you with new pilots, MS and add-ons, now there are several types of them, some just involve finishing a certain stage, produce this or that MS or other thing, most of these are fine and could be finished in an organic way.

I will comment about this a bit later...
I will comment about this a bit later...

But on the other side, a handful of them require to “reproduce” in iconic scene from the featured show in campaign, like pick this MS with this pilot and fight that other guy over there, often down to a number of rounds. This begins way less clear, and adding your own Sorties and the very chaos of the game, can be, without checking before, very easy to miss, meaning have to do the whole map again, which can be a bit of an issue. Other quests might involve using a certain ability with the moral level at a certain point.

Problem is, Quests are slightly hidden in the UI, you can either check them in the main menu, or by looking inside the menu List during battles, something which I figured out very late…

Now, what I feel might be the largest issue is that stages can be way too long, but not really challenging, doing several of them in a row can make the game feel repetitive, sometimes adding to the time, a stage can be split in several ways:

First a stage might feature two maps, like one in ground and one in air or space, second, it might also be split in actual two different parts (divided by cutscene), one which you can’t use Sorties and one which you can. Each part can often feature several enemies, plus more that might appear either because you filled the Special Challenge or because of the stage design, meaning that battles can go on for a while, since you have often tons of MS/Warship in one side, against a ton of enemies in the other.

While maps aren’t too large, due to the game turn structure where you move everything and then the opponent move everything, added that whenever you are attacked you can either, counter, defend or evade, plus certain effect taking place, such as EN or HP regeneration playing out for each unit which feature them, can make the turns very long.

When a MS or Warship attack you can see a pretty good SD animation
When a MS or Warship attack you can see a pretty good SD animation

On the subject of the actual challenge and difficult, it is very curious, early on, when you like be limited to the starting character the game give you for Sorties and some MS, plus whatever the campaign offer, the game can feel it offer a good challenge, but soon as you start to progress, it gets easier and easier, because while enemies might scale in very limited way, between stages and difficult levels, they won’t catch up to your sorties teams, meaning that soon you will have pilots and MS one shooting things even in hard difficult. Ah, one thing I most forget, higher difficult do give make certain enemies drop different special abilities.

During battles, AI appear, even on hard, to be a bit passive, it sorts stand there, until you come close enough, meaning that most times, you can attack enemy at piecemeal overwhelming them.

As I said above, each scenario features a single mission and the special challenge, that when you fulfill, the game will spawn more enemy units (or move a unit away), this sometimes can be a bit annoying, because they can appear at a place, which unless you know beforehand, can result in losing the scenario, specially in maps which involve defending something.

In fact, there are a handful of stages, this can become quite an issue, specially in some maps that might feature a sort of ally controlled AI which you have to defend.

During the Gundam Seed campaign, there is one mission, where you need to guide Archangel (Warship) to a point under a certain number of turns. Problem is that during this mission, there will be two other allied warships around controlled by the AI, and they often can block your way, making it impossible to reach the point…

Meanwhile, in the Gundam 00 campaign, you have to defend four transport ships which are controlled by the AI, which have to reach a point in the map under 7 turn and not a single one can die.But, in this map, you will only have Ptolemy (warship) and the four MS of the story against several enemies, plus more which spawn, once the first ship hit the key point. Problems begin, that the transport ship have a very limited movement range and while they have enough to reach the point under the turn limit, you have no control over them, meaning they will make their patch toward the point, ignoring enemy MS in the way.

All you need to lose the scenario is maybe between to three attacks against a single transport ship, meanwhile your MS will spread around the map, each one likely need at least two turns to fully destroy a enemy MS (or maybe a support attack, if that is available or a high level of morale).

But once that is done, then you go to the next part of the stage, which somehow worst, because of a single thing: While the stage is pretty standard, just defeat all enemies and the Memento Mori, problem is that the special challenge is about making Ptolemy be the one which kills Memento Mori in less than seven turns…

First problem, remember, Ptolemy is a warship not MS, meaning isn’t that strong, also it don’t move very far. Also Warships don´t get the extra movement from defeating enemies.

Second, Memento Mori, just stand there and does not attack, meaning you can’t count on it attacking you and during the counter-attack you destroy it.

Memento Mori
Memento Mori

Third, you have to use all your movement to get close to it, and you will reach it only in the exactly last turn, and even so, only one of your weapons will be able to reach Memento Mori, meaning that you have no room for error, and also you need to carefully damage Memento Mori before, to almost zero HP and hope that Ptolemy Missile Barrage (your only weapon with enough reach) can finish it.

In my first try, I had to give up, because Memento Mori had almost no HP, but it was way more that the Ptolemy could do of damage, and remember, it was the last turn, so no second chances, I could not use any MS to damage it a bit more, because all then caused too much damage and killing it.

I had to do the second part of the stage again, thankfully I had a save at the first turn of the part, carefully damage it and then got it destroyed by Ptolemy.

Dispatches Missions

No Caption Provided

One really strange feature is the Dispatches Missions, which despite the name suggest isn’t really missions, but instead you can send Sorties Teams away for a period in real time (during which you can’t use them while playing), after which they might gain XP, credits, music, abilities, MS and add-ons, the rate depends on how the Sortie team send way is formed, because each mission might have some requirements in format (Warship or Raid), add-ons or special abilities, MS.

The way DLC add new content is by adding those Dispatch Missions, except in this, there is a progression bar, which fills up as you do it, again the rate depend on the Sortie Teams formations and requirement, as you reach certain levels you unlock the rewards.

Now I know that as you read this you might expect here begin the part where I tell you, about some microtransaction or monetization to speed up the process, but let me tell you, there is none.

None.

No Caption Provided

No, the game even gives you away a special item which speed up the process, you’re likely to have a ton of them, which make the whole thing even more weird. Maybe the idea was just having a feature where your character can gain rewards and level up outside of playing in campaigns, while you are not playing the game, because this will be your main source for credits to produce some of the more costly MS and warships.

Anyway, here a curious effect take place, as you need to send away teams several times to unlock everything in a DLC, you will likely over level your pilots and MS.

Over leveling…

No Caption Provided

Since I mentioned, while you can customize your character, MS and warships, by either spending credits to improve them, adding add-ons or skills, the more you play and do dispatch missions, you quickly reach a point, there they don’t matter at all, and while you might possess a ton of them that might simply forget to add them at all… In fact, the UI for choosing abilities for characters is a bit awkward to use, since you likely have a ton of them in different levels, but no way to search or filter.

DLCs, Expansion and Season Pass.

As a bonus, I might try to explain how they work, because in first glance, it can be confusing:

Expansion Pack: This one add a new difficult level (Hell and Inferno), some new Pilots and MS (both from the G Generations), some Add-ons, Abilities, Quest and Dispatch Missions.

Also, it adds five new scenarios, which aren’t in the Historical angle, but a very budget like Crossover, meaning you got to see a very lightly interaction with the characters, like in one, which some characters from Gundam Wing appear in G Unit map. But some maps are just reused from the campaign, with some different objectives, like you have to defend against waves of enemies (which can make the stage, which often already feel too long, even more long).

The higher difficulty don’t feel worth, as they can make stage, again, too long…

Season Pass: It features all the four individual Dispatch Mission Set DLCs, where each one add a handful of characters, MS and Music. Despite the fact, that Dispatch Missions, aren’t missions at all, theses DLCSs are the best, meaning you got at least new stuff to use in Sorties. Season Pass also give you some bonus stuff, which you get instead of buying each set individually.

Now, Season Pass don’t include Expansion Pack and vice-versa, and the Expansion Pack isn’t part of the Deluxe Edition.

In the End

While the mix and match of pilots, MS and Warships, plus the animations and music and some of the stages, make for an enjoyable experience, while the game feature lots of campaigns, begin this a “historical” game, they are ok recaps, often too long, which I admit by the end, left me a bit exhausted.

It is a bit hard to exactly recommend this game, but don’t get me wrong, this is a very good game, you can tell that it was like a lot of work to get it done (specially when you notice the huge cast for VA needed), but I personally feel would enjoy it more, if instead was one of the “crossover” game, because just a recap with some tactical battles between, which often drag for too long can make the game feel, like I said above, exhausting.

Bonus Screenshots

Start the Conversation

Realms of Arkania:  Blade of Destiny

No Caption Provided

After I write that review about Undernauts, there were two ideas which I had in mind, one was a blog about Cyberpunk 2077 and the other was Elden Ring, while the text of the first is already a pretty huge draft, between Edgerunners and the text itself become less about the game and more me rambling about different types of open world games, I decided to postpone as I might need to rethink some parts.

The Elden Ring, which is a clearly one of my GOTY, the text itself exist only in the realm of ideas so far.

So how I end up writing about Realms of Arkania? I played this a long time ago and finished it, but lost the save. Since the Realm of Arkania is a trilogy of old school crpgs, the kind where you can take your save to the next game, it meant I had to replay if I ever want to tackle the other two games.

And that is what I decided, let’s do it again, and turn out there was a lot of things I did not remember to a point that the revisit proved to be really worth. Also while looking in the game file, in the gog version, the first two games come with a cluebook, which was fascinating reading, while you might expect it to just be a walkthrough, it features a lot more, from some interviews and even commentary of the beta testers as they give some hints, this was a very curious peak behind the curtains that help me make my mind.

To make a point very clear, while I find some old school rpgs fascinating, as some might remember my post about Might and Magic, I am not over nostalgic or anything, per example, while I enjoy dungeon crawlers, my favorites ones lately tend to be the Wizardry successors, which came (and still coming) much later.

Now while sometimes is tempting to think that there is only one “right” type of crpg, to where everything should converge, I prefer to think in different types crpgs (or sub-genres) with different emphasis, that sometimes run side by side, or they can converge or diverge ways (sometimes very subtle ways), like vines. I say this because it is easy to hyper fixate in a handful of (or one) game (in the either past or present) and disregard the entire genre past and future (and sometimes anything which isn’t a wcrpg).

To make it very clear, I don’t thing Realms of Arkania or the setting is some kind of work of genius without faults, but I do finding it fascinating with a lot of things, for good and bad, that it made stand out.

So, this blog is going to be the first part of three, covering the Realms of Arkania trilogy, the “Northlands Trilogy”, I will cover the original games, released in 92/93 (Blade of Destiny), 94 (Star Trail) and 96/97 (Shadow of Riva) and developed by Attic. Now I guess a lot of readers might already read about the series from Hardcore Gamer 101 articles about it, I will try to not repeat points, so I recommend also checking that out.

Now, I won’t talk the remake (developed by Crafty Studios and published by United Independent Entertainment), because despite the low metacritic score, the myriad of bugs and issues, I confess not begin much a fan of cheap shots and from what I could understand, the developers did what they could (there were several patches), but a game like this is trick to remake or remaster, because, for reasons which I cover in this blog, this a deceptively simple looking game, but unfold itself in rather complex ways, like requiring way more resources and time that they could have. Also, I not feel like buying the said games.

Ok, so let’s set up some stuff we need:

  • This first post will like be longer, since I will give not just a general description of the game, but also it ruleset and some minor details, in later parts I will cover what changed between games.
  • I will not give a whole walkthrough, just some key points, but I will try to give some hints about the skills for reasons which make sense as I describe the game, that might help you if you wish to check out yourself. By the way, I do recommend check both the character creation guide by bebopcolagood before creating a party and the walkthrough by Lord Marcus Dragon on Game Faq if you got stuck.
  • In the end, I will put two things: one is a popular fix for a bug during party conversion from Blade of Destiny to Star Trail that cause the infamous “kid face bug” and how it was for me, because I think that there is an extra step. Second, I will comment a bit about remake/remaster, but not the games which I talked about, but rather if it would be possible.

What is Realms of Arkania?

No Caption Provided

Now it is easy to think of trilogies as something new, but this isn’t the truth, Arkania, much like other games from the period, such as Ultima, Eye of the Beholder, Ishar, Might and Magic, Pools of Radiance, and others, where in fact (often planned ahead) trilogies that you can even transfer your save from game to the next.

Like I said above, the “Northland Trilogy” is composed of three games: Blade of Destiny, Star Trail and Shadow of Riva. Now each one is a sort self-contained story with points of direct connection.

In the first game, an orc army is approaching the town of Torwal, and its Hetman comes up with a plan: send adventurers to find you the fabled sword of Hyggelik and with the sword in hand challenge the Orc leader, avoiding the war.

In Star Trail, the player is both looking for the Star Trail and Salamander Stone, while dealing with the fact that the Orc army might have stopped in Thorwal, but in reality it just changes direction. The last part, Shadow over Riva, is sort entire focused on Riva which is besieged by Orcs where the player must investigate a mystery which is unfolding in the town.

One aspect which make Realms of Arkania fascinating, is that due begin a rather direct translation of The Dark Eye (Das Schwarze Auge in the original), one of the most famous tabletop rpgs in Germany (note: Attic, the developers, were also from Germany, it was Sir-Tech which would distributed the game) make the game a sort time capsule. From what I could research, the game uses the third edition, from 1993 (the original Dark Eye was from 1984).

Q: What can players look foward to Star Trail (the second game in the Realms of Arkania Trilogy)?

A: Sometimes will remain the same and other will change, as for example the title, Star Trail. We are trying to put the emphasis on Star Trail more on playability and enjoyment of the game that the basic system. Since now we have a “ROA-compatible” engine we can spend most of our development time, improving things…

(Realms of Arkania 1 Cluebook, page 21).

No Caption Provided

I don’t have access to the actual rule set they used, but I can glimpse a general idea, now while due begin AD&D contemporary, it can be tempting to see it as “heartbreaker”, a term often used to describe rpg systems, which are sort like AD&D but often with one or more good ideas buried in bad ones. I don’t feel this description fit for the case, but keep in mind I don’t have the actual ruleset itself, and what I can see, appear most of the time to work well.

Now, again, keep in mind, my only source is the game itself and some research I made, so I can only give you a general idea, but that should be enough.

There is something which I read a long time ago, maybe in a rpg forum or even back in a mailing list, I don’t remember the exact words, but it was something about how some old tabletop rpgs, had much of the heavy work character customization was done during creating a character. Even it wasn’t s unusual, depending on the system, to take a whole playing season, or more. But once done, your character often follows a linear patch, maybe with some small adjustment along the way, but that is it.

Realms of Arkania is kind like that, which is strange for today, but there is a certain charm of spending a good time, carefully crafting your party (at least in the game, I can’t tell on the tabletop), since it can take a while… so much that the generator is sort appear of the game itself (you can even print the said character). But, there is a key difference: you can customize your characters a lot more during level ups, which make the game feel different, in comparison to other games of the period.

So, what is main features of the rule set? First, it uses a set of seven positive attributes (Courage, Wisdom, Charisma, Agility, Dexterity, Strength and Intuition) and seven negative attributes (Superstition, Acrophobia, Claustrophobia, Avarice, Necrophobia, Curiosity and Violent Temper), also its equivalent of what in other systems might be called classes, here (at least in Realm of Arkania) are called Archetypes, which fill the expected roles, but funny enough, non-humans and some humans (again, at least in Realms of Arkania), have their own Archetypes kind like in old D&D Elf was a class, in the game we do have the Thorwalian, which I will describe later, but it is a sort of fantasy viking.

Another difference is the usage of tons of skills, which AD&D did also, but here they are plentiful, in fact each Archetype have it own huge selection of skills, meaning they can be customized a lot more than one could expect in the time period. Spells, from what I could understand, work much like the same, meaning that certain Archetypes have their own selections.

From what I could get, Archetypes, more that give you access, they give you a positive modifier on certain skills and a negative on others, which would be your “class” skills. Now what I find curious, is that in theory, I think you can teach a character in a skill outside the Archetype selection, as long you can spend points reducing the penalty, however, this isn’t something simple, but it is doable.

No Caption Provided

When your character level up, you can increase one positive attribute, while have the chance of decreasing a negative one, also you gain points to spend in both skills and spells. Again here, when you spend a point, instead of certain improvement, it is a chance (yeah it is strange that you can fail), and you can try up to maybe three times during each level up, and only improve some skills twice in the same level up.

Now with a good context of the system and its origins, shall we dive on the Archetypes featured in the game? Because it is a huge feature of the game, and once done we shall move to talk about the skills and spells.

Oh, there is one thing, which I almost forget, the game does feature two modes: Advanced, which is the one I used, and Novice, which let´s the game decided a lot of the minor details.

Archetypes:

So, let’s go one by one, as I told, this is a long dive, now before we start, something which I forget to add, as you can imagine, each Archetype does have it own minimum requisite stats (both the positive and negative ones), which sometimes make some of the Archetypes feel like a Druid or Paladin in AD&D in terms of high requirements.

Sometimes, Archetypes appear to suffer from constant overlapping of functions and roles, this isn’t an issue on tabletop, but in the game, can generate character with very vague roles.

Jester: With focus on Point and Thrown weapons, and its skills are focused on Body, Social and Craftsmanship, making them I think some sort of fighter/thief, but there are better choices.

Hunter: Kind like the name suggest, they are sort a ranger style of archetype, focused on Missile Weapon and the Body, Nature and Intuition skills, but overall Elves are better.

Warrior: Not much to say here, this was one of the classes in my party, their only drawback is the limited skills in other areas.

Rogues: The actual thieves, better that Jesters, they also got access to Intuition skills and their Pickpocket and Lockpicking make them very useful, this was another class pick I made.

Thorwalian: They are sort of a budget warrior with some Nature skills and focus on Axes, nothing exceptional, but I also picked this class for the party. In case you wonder what a Thorwalian is, they are sort the Nordic people of the humans of the setting. For some reason, their minimum stats require Superstition at least of 7, which make them sort weak to magic, as this negative stat affect that area.

Dwarf: Now things get curious, as you might expect, this is a fighting class, and it is, but with a twist, Dwarfs are good with Lockpicking… which make them quite useful and even a potential rogue replacement, In my first play of the game I did pick a dwarf, so for this one I decided to skip.

Witch/Warlock: As we approach the magic classes, thing get complicated, as the actual spell selection is pretty strange and often make it hard, unless constant check of the manual, to figure what exactly the role is, to be fair I have no idea Witch are meant to do.

No Caption Provided

Druid: Again, spell selection is a bit strange, they got some useful spells, but lack others, like healing, even if they have very good bonus for healing skills, I did pick this class, but find myself simple leaving the druid still during combats until I remember they can use bows, in the first game, in the second they no longer can. Also, is pretty weird they can’t use sickles, which was a huge let-down when I find a magical one.

Magician: Not much to talk here, is pretty good class, I also picked this one. They can choose a main magic school as their main expertise.

Green/Silvan/Ice Elves: Those are sort of the same archetype, with some differences, different spell selection and weapon/armor restriction, but they are pretty good, in my play through, I picked up Green elf, which was a key character, because the way missile weapons work (they appear to miss way less that all other weapons), plus their Nature skills and magic made the character pretty good.

Skills and Spells:

No Caption Provided

Skills and Spells are spread in groups, I shall cover them a bit, because this again, appear to be taken word by word from the tabletop, however not all is used or maybe even implemented, meaning you can have stuff begin both vital and useless. To make things complicated, remember, this is a trilogy of games, in general most skills remain useful the whole time, but certain skills can become vital in certain games but not in others. To make this blog post a bit more useful, I shall also mention the skills which I remember most using.

Also, some skills can be only used (or are checked) if the person with the skill is the party leader, thankfully change the party leader is really easy.

Combat: Unarmed, Cutting, Point, Swords, Two-Handed Swords, Polearm, Axe, Missile, Throwing.

With a subtitle of “Blade of Destiny” you can imagine that swords are quite important, in fact many of the magic weapons you will find are one-handed swords. But moving from this, things get strange, Cutting, despite it name, also include maces. Meanwhile, I never used unarmed and Polearms. It is pretty strange to have Sword splint in two categories, because if am not wrong, even some two-handed axes might count as the Two-Handed Sword for the skill.

Keep in mind, each weapon skill, have an attack and parry value, meaning that when you increase a weapon skill you also rise (by choice) either the attack or parry values.

Now missile is very important, like I said above, each weapon skill have a Attack and Parry value, except bows, meaning enemy can’t parry, and it will hit more often. Throw is similar, but outside of infinite magical throwing dagger you can get later, they aren’t very useful.

Body: Climb, Acrobatics, Physical Control, Ride, Stealth, Swim, Self Control, Dance, Hide, Carouse.

Ok, of this Climb, Swim, Physical Control and Self Control are the most important and often the most used, Ride, from what I read about is only used in the second game, while Dance and Carouse can get some coins in tavern.

Social: Convert, Seduce, Haggle, Streetwise, Lie, Human Nature, Evaluate.

No Seduce isn’t used at all, Convert appear the same, as Lie and Human Nature, maybe Evaluate too. However, Haggle is useful, but only very early on, because later money won’t be a problem, Streetwise maybe avoid some random events in towns, but I never noticed.

Nature: Bind, Track, Orientation, Herb Lore, Animal Lore, Survival.

Surprise, almost all of them are quite useful. Herb Lore is pretty useful, but not very reliable, to find special ingredient, which you can make in potions, but is a kind of long process, which I never used, however some ingredients can heal a character, acting as a cheap healing potion and sparing magic user Astral Points.

Lore: Alchemy, Ancient Tongues, Geography, History, Ritual, Tactics, Read/Write, Arcane Lore, Tongues.

Yeah, you can use Alchemy to make potions, if you have the ingredients and maybe the recipe too, but I never used, Arcane Lore is very useful, to increase spell potency, the rest have a use or two. Save this, I think there is at least a key moment, where Read/Write (and maybe or Tongues or Ancient Tongues) is used.

Craftsmanship: Treat Wounds, Poison, Disease, Instrument, Locks, Pickpocket, Cheat, Drive, Animal Training.

The triad of treating wounds, poison and disease is pretty important, so make sure some character have them. Locks are important too, you can bash some doors (but I am not sure of chests), so make sure to have a Dwarf or Rogue with some Lockpicking. Instrument and Pickpocket are used in taverns and shops to gain extra coins, while Drive and Animal Training is never used.

Intuition: Danger Sense, Perception.

Both are very important, one avoid traps while the other detect secrets. The first is important for character in guard duty during rest and the second is key when dungeon crawling to detect secret doors (even if you know already, by look in a guide, only until a character succeed in detecting them you be able to use them).

Spells

No Caption Provided

The main problem, is that many of them use non-descriptive names, and since there is no tooltip, you often have no idea what all spells do, I won’t go spell by spell, it would take forever, but you can expect, like in skills finding a handful of they are quite important and the others useless or maybe exist in game, but don’t work at all, it is hard to tell. Now the main thing is that spells, like skills have a chance to fail and this, at least in the game, can make them feel unreliable most of the time, specially in combat, but later on, as you point more points in them thing become better.

Dispel: Can’t comment much about it, of my three magic users, a Magician, Green Elf and a Druidess, only had access to the Break Domination spell and maybe one or two more, which I never used.

Healing: Balm is the only spell which I used, and often was the Green Elf which cast it, since the other two don’t had much access to this.

Domination: Ok, at least here the Druidess had is moment on the spotlight, the Evil Eye spell, is pretty useful to turn enemies in to allies.

Demonology: Never used a single spell, the Druidess had access to Banish Spirits and Conjure Spirits, but I forget using them at all.

Elemental: Never used a spell, I don’t think any of my character had actual acess to them, maybe the Green Elf…

Movement: Foreman is a spell which open a locked door and chest, which both the Magician and Green Elf used a handful of times.

Clairvoyance: Of this, I mostly used Odem Arcanum, which tells if an item is magical or not and Analyze Magic, which tell a magical item actual proprieties.

Illusion: Never used a single spell.

Combat: Only used four, mostly because of the weird spell names, which make it easy to forget what each spell does, but Iron Rust is pretty good (as it remove the enemy weapon), Lightning leaves an enemy blind, Fulminictus is a direct attack spell, which is pretty good too. Ignifaxus is a sort of direct attack spell, which you can set the potency, by spending more Astral Points.

Transformation: This is mostly a school based in buffs, but from what I heard Ocean’s Floor and Visibili, which have no use at all in Blade of Destiny but are pretty useful in the next game.

Transmutation: Fiax Lux, a spell, which as the name implies, generates light is pretty handy, the rest? Not so much.

Last Details

Ok, with this all covered, let’s finish the details: Each character will have a random faith, which give some minor bonus, also you get random height and weight, which often generate weird results, I got really huge characters, but there is no effect. The portrait selection is pretty limited in the first game and the quality isn’t very good, however, in the next one they good slightly better.

World Design

No Caption Provided

Another aspect which is fascinating about Realms of Arkania: Blades of Destiny, is that somehow, the game is quite large and small at the same time:

In total, you have 16 dungeons and 52 towns, remember when I said this game, and many old crpgs, could look deceptively small on the surface, but rather huge once unfold? Part is because is simple visual nature, allow this, that is why I think that remake or remaster those game can be very hard.

In the next games, Star Trail and later Shadows of Riva, the world design would be reduced, but for now, this huge size is what we have, and what the game is.

While the world itself is pretty huge, the amount of places you need to go in the main quest isn’t that large, in fact, save a handful of towns, you might need only to explore up to maybe three to four dungeons at best.

Again, this feel like the ambition was to bring a tabletop setting alive in the game, in the game to the minimum details. So you end with this sort of world design, where the world itself exist for it own sake rather that the players. Several places, specially the towns, can go from rather huge, such as Phex, Thorwal, while others can be tiny. But each one might have or not different shops, temples, inns and so on. Sometimes, a town you came across, simple exist, in both description (and each town does have it own description and even a general population number) and function, as mid-point between two other places, others might be a literal back end village.

No Caption Provided

Travelling is a large part of the game: Instead of just clicking on a point in the map, the way you do is that each town and dungeon, might feature one or more exit points, each one might lead to another town. Beside these, some towns feature ports, that have their own routes and schedules, leading to other port towns. This all means that planning the actual route will need is important thing you do in the game, that sometimes is pretty straightforward as the over world map show all connection, except in two cases, some places might have routes which does not show in the map and then there are the mentioned ships and their routes, which at best you can ask, but is hard to know, which port lead to where and when ships arrive. Even the seasons might play a role, as certain routes can get closed during certain seasons.

No Caption Provided

More than this, is when you are travelling is that the game sort become a bit of survival game, many of your party skills, might play a role, during rest moments, party members can hunt or look for water, collect herbs, treat wounds, poison and disease, also party members must be assigned to guard duty, where perception and danger sense is used. Even during the travel itself and in the events which can happen, skills do play a role. Not to forget, you need to have rations, water and maybe blankets too, rope can be useful in some events.

Now dungeons themselves are often hidden in between two towns (but some might be reached from multiple directions), to find them either you might come across some events, hear rumors in taverns or a npc might point you where it is. One cleaver trick, is that when you exit a dungeon, your party will instantly reach is destination, so if travelling from A to B, there is a dungeon, you enter and leave, you instantly reach B. This is quite handy, because, between spend resources, weight of all stuff you pick up, while have to deal with the travel itself could be too much.

There are some annoying parts during the travelling moments, as there are some parts of terrain, specially swamps, which there are chances to lose items you have. You can avoid it most of the time, save one or two exception.

Now when visiting a town or dungeon, the game perspective changes to a first person grid base of dungeon crawl, however, most dungeons and towns are quite small, I don’t have the exact size of the maps (they don’t appear to follow any standard size), some towns, like Thorwal, Phexcar are quite big, but others can be tiny, dungeons in general medium size, save some earlier dungeons, like the Imperial Fortress, which have five levels, mostly have a single, at best two levels and each one is not that large.

So what, to return a point above, the world exists for it own sake, rather that the player, as a translation, in literal way, of the setting, where many dungeons and places exist as potential rest stop or adventures, which you might even miss.

No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided

Dungeons

No Caption Provided

The game does have its fair share of dungeons, but like I said above, only a handful are must see places due to the main quest, the rest however can be a pretty worth delving in to, as some of the few magic items are there. But the problem is that finding them is quite trick, some are simple, like I said, between two points, but to access some of them, you need to be aware of it, either by a npc, quest or rumor. But at least two towns feature a dungeon, that is simple there, in Thorwal, there is the Imperial Fortress, which is the game tutorial dungeon and then is another town there is an abandoned Dwarf Fortress.

Also, the actual size is often small, and each floor, likely like have a few key or interest points. When came to puzzles or traps, things get trick, on the puzzle aspect, there is a handful which require splitting the party, such as leaving on character behind holding a lever, or a mirror based puzzle, which require splitting the whole party to do something which I confess have not truly understood, but still manage to do. However, there is at least one well known bug, where setting spider eggs on fire in the Spider Cave causes all dungeons to become toxic and in a later puzzle in Hyggelik tomb, if you do things out of order, you can maybe softlock yourself.

Notable Spots:

Note this section only contains a handful of places, the game does feature more.

Imperial Fortress: This is the game tutorial dungeon, is pretty huge, with five level, but only three are truly required, for the side quest, but the other two levels feature a hard fight and some treasures.

Tumbleweed Inn: Between Daspota and Ottarje, you might come across an abandoned Inn, if your party tries to rest there, they will notice something is off and find out this dungeon.

Daspota Treasure: Between one route of the three towns from which you can reach Daspota you might come across an event which point you to this dungeon where pirates have hid lots of treasures.

Daspota: It is not a dungeon, but rather a town… filled with pirates, in sort each house can become an encounter and some spots feature rather good treasures.

Dragon Hoard: The reason you might go to Runin, as the name implies, there is a dragon there, but while you can fight it, you can also do a quick quest for him and got the treasure.

One worth detail is that the cave is between Runin and Runin´s Lighthouse, but… ok there are actually three exit points in Runin, while each one leads to the Lighthouse, but only one is where the cave can be found…

Ghost Ship: I was only aware because of the cluebook, I have no idea how you meant to know this place or how to find it, maybe is travelling via ship? I don’t know, during my playthrough I did use ships a lot, but I mostly got attacked by pirates and one event about maybe a Kraken.

Later I was reading again the clue book, and there, the developers say you should go to the “Four Winds” Tavern in Thorwal… where you can hear the rumor about, but there are tons of tavern in each town, making quite hard to find out.

Dark Mage Tower: As a part of the quest for the Hyggelik tomb, one of the pieces end in the hands of mage which is hidden in a dungeon, but is a bit complicated to reach depending on where you are, as the path can be closed during winter.

Also, it features a rather obscure puzzle, by defeating some orcs you get a powder, which you have to use to unlock a secret passage, but how exactly you are meant to figure out this on your own, down to the exact spot, eludes me.

Orc Cave: A key item is there, but is in a point between too faraway towns, making the travel really annoying, as if feature a spot you can lose items.

No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided

Combat:

No Caption Provided

The combat is pretty simple, your characters and enemies move in accord of their initiative (I think), have a movement points, which they used to either attack, cast spells and other stuff, with each action have different costs. Now those movement points are affected by encumbrance, so if you are carrying a lot of stuff, you can end with a character unable to even attack or move at all.

No Caption Provided

When attacking, and here I can only speculate, as I don’t have the actual rules, the game checks for Attack Values and them, again, emphasis on the word, I think, it does two checks, first if you succeeded or not and if yes, then it checks the enemy Parry Values. Oh, by the way, you can choose between three types of attack, I am not sure on what each one does, I think one increase damage, another increase chance to hit, and the last is a normal attack. Also, weapon and armor can have penalty or bonus to Attack and Parry values.

This result in early game feeling a bit slow, as character (and enemies) often miss or got attacks parried a lot, add to this the fumbles and even potential weapon breaks. Oh, yes, weapons can break, it is rare but happens.

Like I said above, parries also cause Missile Weapons to become very powerful, as they will often hit more than all other attacks, since the enemy can’t parry them. Except that in Blades of Destiny you can only aim in a straight line, which make position and reposition very important (in later games this was solved, as the character can aim diagonally).

But continuing, I noticed that this often results also in combats ending with enemies fleeing when they lose enough hit points, thankfully, they still drop items when the combat end, meaning you won’t risk missing a key item because the enemy run away.

No Caption Provided

Now one problem the combat have is the lack of feedback, as there is no combat log, so it is hard to tell why something did happen or not, that is why I am not sure how many checks happen during an attack, a character might simple misses, but is because failed the skills or the attack check? This can sometimes generate an issue, where you are not certain if you are missing because your characters are too low level, or they are simply unlucky or even the enemy require magic weapons (or not). I had a moment, early in the game, where my character faced a demon, I keep missing attacks unsure of what was going on, eventually I made it, thanks to Missile Weapons and spells, but until there I had little idea on what was going on.

Since we are talking about combat, let’s move to encounter, enemy balance and other stuff. Now the major surprise, depending on own vision of old crpgs, is that encounters in this game are pretty rare, while if feature both random and fixed, they are both pretty rare. Which can make some dungeons feel a bit empty here and there.

On the enemy variety, it is overall fine, you mostly like face humans (in form of brigands, mages, pirates, cultists and so on), orcs and goblins and some animals, there are some rare enemies, such as ogres, skeletons, harpies and a few more, plus some unique enemies. Isn’t much, but it will work with the pace of encounters the game have.

One thing, which might be an issue, but was more a limitation of the period, is that sprites for enemies are pretty limited, meaning it is kind of hard to tell them apart from unique enemies and sometimes, enemies share the same sprite as your characters. And yes, you can sort friend fire your own characters.

No Caption Provided

On the balance aspect, most encounters appear doable, with no major issues, even unique enemies often do not have that much hit points, spell casters might cause a problem here or there, as some might cast spells such as Iron Rust (which can ruin a character weapon), but that is it. Now when thing can get trick is numbers, while sometimes a random encounter might simply spawn one or two enemies, which isn’t a problem, in fixed encounters you can be in a spot, where there could be a ton of enemies, which can overwhelm your party, but the main risk most of the time is everyone missing attacks.

Rewards:

We talked about combat and enemy balance, how about the rewards? How it fit in something which I explored, but in another contest, in case for a certain type of dungeon crawler games? First, let’s look at what itemization the game does offer:

It is very curious, in one hand, there are only a handful of magical items, which unless you read the cluebook, or keep casting Odeum Arcanum and Analize spell over and over again, is pretty easy to miss.

No Caption Provided

But in the other hand, due to the game begin, this translation of the rulebook and setting, and if you remember old books, they often come with huge list of equipment, you won’t be surprised that there is a ton of stuff in the game, from weapons to armor, to a endless list of stuff which you can buy but will never use, at least in Blade of Destiny. Which can be a bit frustrating, as you can be unsure of what you need and what is just useless. Like, Waterskins, Rope, Alchemy Sets, Rations, Lockpicks are useful, but there is other stuff such as Nets, Quills and so, which you never use.

As I said above, in Blade of Destiny, while your character might look at an item, it won’t give the actual stats (this however is fixed in Star Trail, where looking at an item does show it stats), which make tell the difference between the tons of weapons a bit hard without the manual.

The way you find treasure or loot is three ways, one is by defeating enemies, which at the end of combat might give you ducats, weapons and armor and key items. Another is chests, which mostly have fixed loot and third, some places, like houses, can have treasure too, which is also fixed.

But when it comes to actual rewards, most you will find are ducats, like a ton of them, to the point you will don’t need to use some skills, but will often have not much to buy too. Near the end of the game, each of my characters had around 300 ducats, which in the setting is a lot.

Past this, and sometimes weapons and armor and the rare magical item (which will find in fixed places and encounters), the game loves to give you a ton of some random stuff, most time, Rations, but Brandy and Beer show up often too, remember all of this have weight.

No Caption Provided

Well, since I mention, I might well talk about it, as I said above, character have a weight limit on stuff they can carry, which cause them to lose Movement Points in combat. Early on, dealing with this is a bit trick, depending on the character actual Strength, because the total weight, isn’t just stuff the character have equipped, but stuff which they are carrying, and you need often a lot of stuff, from a spare weapon, potions, blanket, rations, extra arrows/bolts, quest items, rope and something to drink. This has the side effect of masking you not much changing gear early on, even if you have the resources due to the weight. Now later as you gain levels, and maybe spend a point or two in strength, it does get better.

Oddities and Ends:

  • Now while the game does feature a sort of paper doll style of inventory, similar to games like Eye of the Beholder, in Blade of Destiny is pretty strange, as you don’t have many slots for equipping stuff as you might imagine. There are no slots for rings or necklaces or belt, per example, instead those are equipped in character hands. Later games would fix this. But a little cute detail, is that when you equip certain magical items, the game does show up a small animation.
  • While there is an option to add a seventh character to your party, it does feel like this is the least explained and the easiest to miss out. The deal is that there are some npcs, which like I said, can join your party for around two months, but finding them is complicated as often you have no clue where to look for them and some are hidden in out of the way dungeons. In two play through, I never found a single one. But to be fair, I also never felt I need them.
  • Sometimes I wonder if maybe the game except you to go in taverns a lot more that I did…because some of the said npcs and rumors can be found there, however, find the exact tavern for each npc is a bit complicated, when each town like have tons of them. Rumors, however, are easy to listen too, as they just require you to go and drink something, maybe several times, but overall don’t appear to be locked in a particular tavern (there is one exception, which I commented in the dungeon section of the blog).
  • There is a ton of random events which you can come across, either while travelling in the overworld map or in the towns, most of the then are just for flavor, but some of them might give you small hints. However, some events might lead to losing items (this one is rare and happen only when resting in towns outside of inns) or ducats (more common).
  • There is an entire system for miracles, by donate to temples, you can trigger one, I never need, so I can’t comment on that.
  • Phexcaer is a strange place with two curious temples, one feature a npc which appear to try to trick the party and later send some enemies to attack , but once defeated, however, the event keep replaying, but the combat happens only once. So I don’t know what the deal is, it bug? Cut quest?
  • The other one is temple of Phex which a little girl appear to be the sole caretaker and the place is described in length and there are some dialogue, but nothing come of it. Maybe cut content? I looked on Cutting Floor but did not find anything. So maybe is poor translation?
  • I won’t comment on much about music, you see there is no volume setting, is either on or off, which can be a bit annoying when you plan to hear podcast or something. That said, it is pretty good.
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided

Main Quest

So, since we covered all main topic, let’s move to the main quest:

No Caption Provided

Much like the game, appear simple in the surface, but is more tricky that it looks, sure on the surface is about finding Hyggelik lost sword and challenge the Orc leader to a duel… as a premise is pretty simple, but it is always in your mind.

However, to do this you have to track down his descendants because Hyggelik died during an expedition or something, with the knowledge of the location of his tomb was only given to a handful of survivors of his expedition, and this guys passed the map to their descendants.

This means that you spend a good amount of time tracking this npcs around the map and talking to them. Each one might require a different approach, for some you might need to be polite, while for other you need to be harsh or even perform a quest. Once done, each will give you a map piece, there is a total of ten of them, however, you only need seven.

No Caption Provided

That said, here I feel the game might have a slight pace problem, due to the fact that while you might get general directions of npcs, finding them inside towns is another story, not the end of the world, keep in mind, as save one or two towns, which are quite big, the rest is not that large, but still going door to door is a bit annoying.

Also, each npc will point you to a list of other potential leads and their locations. There is no order, you can look for them in any way you want.

Thing is, you can sort of fail in some encounters, I did this early on, I got a dialogue wrong and missed a piece, but the game does feature a safety mechanism, there is a place where you can find a unicorn which will give you a random map piece, this isn’t a hundred percent reliable, but something that avoid you soft locking yourself. Another mechanism the game offer is a place around Hermit’s Lake where you find a device which tell you all the npcs which hold a map piece or might lead to one.

But the game does something at its very start that is kind funny and weird: you see, once you create your party, the main quest does not start, rather you need to keep going in taverns in Thorwal (the game initial city), hoping for a herald to show up, which then start the quest as your party goes to find the Hetman of Thorwal. Meaning that you can be wandering around with no clue and I have no idea if the herald even show up in other towns (in case you leave).

But once you got the main quest start and got enough map pieces, you can go for the game last part, which is about finding Hyggelik tomb and the location where the Orc army will show up (not in necessary order).

Hyggelik tomb is halfway in a route toward Phexcaer (I think any of them, the cluebook and walkthrough say Vilnhome, but I swear I find it other ways), while the Orc cave you might need to go is very off-road (in the most literal way), begin between Phexcaer and Skeletten, and if you look on the map you might notice there is no road. Instead, there is a exit point in each town that take you to this route, which by far is the most annoying, since halfway it features a spot where you can lose items and also is pretty huge, so ambushes and watching for supplies is a concern.

No Caption Provided

Once that is done, all you need going for route between Phexcaer and Hermit’s Lake and halfway you will come across the Orc army. Now, with sword in hand, all you need to do is challenge the Orc leader, by choosing a character to do the duel, is a curious battle. The Orc leader isn’t too hard, you likely win in a few rounds, but your whole party will be there in the sideline and the orcs too and what make it weird is that you can control the rest of the party, I don’t think you can interfere, as some dialogue suggests that the orc shaman does something before to stop this. But is keeping have to press the pass turn for all your party in the duel is strange and at least twice caused me to pass the turn for the duelist which was still fighting.

Once defeated, the Orc Shaman will say they will honor that they word and leave… And attack another town… With this the game comes to an end, sadly the Hetman of Thorwal will take the sword and give some ducats. But at least you are ready for the next game… well in theory… because while you can make a final save to use in the next game, you will need to deal with the infamous “kid face bug”.

No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided
No Caption Provided

Dealing with the “Kid Face Bug”

There is a known bug where when you take your save from Blades of Destiny to Star Trail, the character portraits will be changed to kids, for reasons no one knows. However, what is known is the fix!

So to quote a user (johntuck77) of the gog forum:

1)Download the following Hex Editor you can find it at this website http://www.softpedia.com/progDownload/tiny-hexer-Download-35737.html
2) Install the editor and open your save game which you imported into ROA2. BEFORE YOU CHANGE ANYTHING MAKE A BACKUP COPY OF YOUR SAVEGAME.
3) You can either find it manually or by pressing Ctrl+F and look for the word “CHAR”. It is usually located right before your characters name. Click the letter C of CHAR and make sure it is highlighted in the Hex editor as well.
4) Here comes the most important thing. Press Ctrl +G in the field type in +0xB7 this will take you about 5 lines further down from the word CHAR and you should see right where it lands or right next to it the number “10”
5) Replace the number 10 with 00 and save.
6) Repeat the previous steps for all your characters.

So here is what I did, first I picked up the save which you will make when the game ends, which most time it will be in /gog galaxy/games/realms of arkania 1. The file is a .gam, in my case trueend3.gam

I pick up that first and throw it on /gog galaxy/games/realms of arkania 2/game. But that isn´t the actual place, instead, at least for me, I had to go in /gog galaxy/games/Realms of Arkania 2/Cloud Saves/Games.

I need to do a couple of tries to get the process right, is easy to miss click something, so make backups, at least once I made a mistake and end with my magician character inventory full of arrows, and somehow he was taking a lot of damage out of nowhere. But I got it done.

Remake or Remaster or something in between.

No Caption Provided

While the actual remaster version of this game, or at least of the two games, exist, and it is a known disaster where developer likely did what they can, but maybe ending bite more that they can chow. I still wonder would be actually really possible to make a remaster or remake or something?

And even more, it is really needed? Because, to be fair, I think the game still highly playable, sure is a bit awkward reading the manual/club book, but in terms of a game aging is still a lot smoother that other cases.

But also I can see stuff which could be improved or add, extra art assets (such as textures and portraits, maybe sprites too), tooltips (ok, this one sort got added in the next game), some quest adjustments (due to some instafail states that can happen), however nothing of that is easy or cheap.

Now while playing this I got thinking a lot about the Bard’s Tale remaster, it is a good example of how it can be done, or maybe a particular way to get it done. There they could find a way to keep the game and add carefully quality of life elements, while also adding the option to play it as original it was possible.

I wonder if sometimes the issue with remakes/remasters, is that sometimes false necessity by maybe both developers and audience, can cause them to try to fix the wrong problems, or something which isn’t a problem at all. In part because it is easy to look at something not as a style, model or type, but something that should be thrown away in the vague name of “progress” and this can lead to a lot of problems down the road.

Dimensions

No Caption Provided

The problem more evidently in the Blade of Destiny entry, is the simple representation of space, much like I said above, what made it possible, this allows it to be both large and small at the same time.

Not only this, the actual game content is spread out for its current size, if you ever change it, now you have a new problem: either you add more content, which itself is not a simple problem, or you will end up with empty spaces.

Again, let’s refresh something: The game feature an over world map with 52 towns and 16 dungeons. Later games would reduce scope, but still relatively large in their own right. In fact, by the time of the third game, even the movement and type of 3D would move toward a more modern style. But the point is that Blade of Destiny, might be harder to remake even than the sequels.

No Caption Provided

Keep in mind, I am talking about just the dungeons and towns, not the actual space between, imagine trying to make it like a modern open world game, it would be such a Herculean task to the point of being, well, pointless (also would mean need to remake the entire survival aspect of the game, add who knows makings tons and tons of content).

One solution, might be cut parts, but I dislike this, again in this particular case, I feel part of what make the first game what is it, was this ambition of making the setting “alive”, even more, cutting stuff might appear simple, but isn’t, as might mean rebalance a lot of stuff, from routes (specially the ships), encounters rates, events and so on.

Rule Set

No Caption Provided

An easy temptation lies here, and again this is complicated, sure it is easily to look at the rather direct adaptation of the old rule set as something that could be removed, but I think this is a huge mistake. Because much what make Realms of Arkania begin what it is and what give it identity, and what it allows to stand out, is the system, and again it wasn’t just any system, but rather one of the most famous tabletop rpgs in Germany. Without, the game simple risk too much lose what it is and becoming sort generic and bland, even if in the surface looked streamlined.

But that not all, question remain, replace with what? Because while the tabletop setting got new editions, so one can easily imagine an update, that still not a easy thing, nor it will make the game more streamline. And again mean remake and rebalance so much stuff. Also let´s not forget, the game does even come with to settings, Advanced or Novice, in the later the game decided a lot of the character creation and development for you.

Now, with a more careful approach, it is possible to see things that could be improved, from tooltips, giving many of the game skills and spell actual uses, combat feedback and so on. How knows, maybe even add some new archetypes…

Plot

No Caption Provided

To begin a rather straightforward, there is much or maybe anything that might need a change in the text of the plot itself, while minor adjustment might be made, still minor stuff.

Look, a simple premises isn’t a bad thing nor a sign of weak writing, I sometimes feel there is this notion of everything has to be overcomplicated, but not in the way of making it interesting to the audience, but rather for it own sake, which can lead to obfuscation. A simple premises can be a strong hook, which keep the audience knowing the stake all the time, while also it can unfold, but still easy to summarize.

But like I said way above, there is some structure or clarity that maybe could be added, from the failstates that can happen when looking for the map pieces, I don’t mean remove them, but rather give slightly more clear instruction.

No Caption Provided

Take one npc, which require you to be hard more direct and harsh, otherwise he just gives you some directions and then ignore you in favor of keeping partying. Or another which you have a single try of getting the map from him, since once you visit him, a few days later he dies.

I don’t think this part should be removed, but maybe more clear direction or suggestions could help, because those npc having behaviors of their own make the story more dynamic.

That is Hyggelik or what he became.
That is Hyggelik or what he became.

Now I can see some part of the plot which could be expanded a bit, such what exactly happened to Hyggelik, sure the intro tell about his failed expedition and ambush… but we find him in a tomb inside a ruined castle, which have some cursed gold coins that made him and his companions undead… I feel there is an easy to miss connection somewhere*, like he died during the ambush and his companions find or made a tomb? Or he made it and then died later? Where the curse gold coins come from? It was from his expedition in the south?

Note: Part of his confusion might be due the intro being made very early and the artists have not clear idea of the setting, as you can notice the orcs in the intro and the game does not match up at all.

So, about Drakensang…

Know what? There exist an actual, well at least for the time, modern version of a crpg based on the same setting and updated version ruleset: Drakensang and its sort sequels or prequels (I don’t remember), Drakensang: Phileasson´s Secret and Drakensang: River of Time.

While I have all of them, I only played and finish, the original Drakensang, and it is sort of crpg in the style of Neverwinter Nights 1/2 and maybe Dragon Age: Origins, but with the said campaign background and ruleset of Dark Eye. Unlikely in Realms of Arknia, here you only create a main character and add some npcs to your party (following the trend set before), also keep in mind it is a game with lots of ambition, but not the same levels of resources, so some edges can be rough.

Overall is Drakensang is a pretty good game, the ruleset is very different and it implementation a bit clunky (specially the wounding system), the plot however I feel is a bit too long and can be at times way too confusing, to the point you’re likely going from point to the other with little idea of what is going on, and things take a long time to happen, meaning that sometimes character and plot either can get introduced way too late or get buried.

Despite this, Drakensang is a good game if you want something in the style of Neverwinter Nights 1/2 or Dragon Age Origins, that uses a direct adaptation of the ruleset.

What to Except

So, I solved the "kid bug face" problem, got my save, so yeah, I will delve in Star Trail next, might not be in the next days, but it will happen.

No Caption Provided
Start the Conversation

Granado Espada - Adrift

835 hours…

After all that time, I feel that finally my patience coming to an end, I guess I have to thank Elden Ring to help break the spell… not that the spell itself was running smooth, oh no, it was not, the cracks were all over the place.

However, a couple of days ago I did one last push in the part which I was stuck… I managed to get past it, but only because there was a way to skip the quest, by using five of a somewhat rare item, and from there I spend around two hours in a mindless back and forth doing the rest of the quest arc, until I finish the Leaders of the New World quest.

No Caption Provided

Now I find myself in a curious spot, in one hand I am curious to keep pushing forward, on the other hand a quick glance in some guides, show me that would be, due Granado Espada nature, very time-consuming… and to be fair I don’t feel like adding even more hours to this…

But there is a feeling that with might won’t take long, or maybe not, but one day, this mmo will close…GE have already outlasted several other MMOs, but the day it will come, I mean, in a way it already happened, as you remember that the 3tfun server, was closed and the one which I am now is different one…

So, while I decide upon this, I might at least share a couple of though I have with the game, mostly will expand stuff which I covered in previous entries, I will cover in topics to make it easier for me to explain the problems and for reading. When I start this I had a rather ambitious plan to talk about the game plot, I even take tons of screenshots to remember some key points, but I confess due to very weird quest structure, hitting a wall and thin patience, I am mostly like to give a short resume later as I need to analyze tons of screenshots.

Product of a Bygone Era

Granado Espada is a game from a time before many of the main concept of mmos become more standardized, this is both good and bad, as mean it was something from an era where developers were experimenting more, but also mean that a lot of modern concepts aren’t present.

The main features such as of the family system, multi control characters help the game fell unique, but also very strange and given concepts of mmos simple don’t work the way they should or are there at all.

To make thing complicated, years of development and the changing of hands behind the game, mean that mechanics are often introduced and then throw away as time passes, making the game itself a confusion of past and future systems.

The UI, tries it best to be helpful, with its own inside guides, however it is sort of deceptive: As an example, they way the UI summarize quests, only cover the major steps, which can trick you in thinking that a quest might be not that long. For context, remember the two hours I mention? In the UI it mentions I was only missing a handful of steps of that quest, while in reality, each step often branch in steps which branch in other steps and keep going for much longer that you might expect.

Even the color code for ideal quest and enemy level is strange as you can be pointed to something which it appears that you can do, but turns that no, but other times can.

Quest design itself its own mess, often, like I said, quests have way too many steps, often pointless back and forth between places.

No Caption Provided

Again, let’s back on my two hours: What I did there was often going in and out from a place called Lucifer Castle and talk to a npc, problem is, I can’t just teleport to there, I have to first go a map, which from there I have to travel another two maps to then reach the castle and talk to a npc.

To make things worst, Lucifer castle have some high level mobs which plus the Montoro´s curse mechanic which can make your characters week depending on the day of the week, can make the trip impossible, your best solution most of the time is simple run past mobs (this is true even in the days which they are supposed to be weak, at least for me).

Between this there were three main combat encounters, none of them were fun and I had to burn several Soul Crystals (item which auto resurrect your party, I had around 120 when I start, and I had around 80 by the end), there were also a handful of moments going to other places and talk to other npcs.

No Caption Provided

During all of this there were some cutscenes, which limited by the game engine and quest structure and poor localization, lost their impact or meaning, which reinforce a problem, where while sometimes GE tries to tell a story, the constraints often weaken it making it feel broken. Oh, by the way, there is no way to skip them.

That is how many cutscenes in the game look like.
That is how many cutscenes in the game look like.

To be fair, they are trying sort to fix some issues, as some patchs include change in main quest structures, such as reduced the amount of items you need or reducing enemy difficult, in fact, in the last patch, they mention adding “skips”, which I still haven’t figured what they mean, but I suspect is something they already do, where at certain quests steps, you can either do the quest, or spend family reputation or some item to skip or go to easier alternative.

I have no idea on what Leona is talking about.
I have no idea on what Leona is talking about.

Problem is, that without rewrite the whole thing (I mean both the text, design and even cutscenes, something which likely be too much work and the cost won’t be small), all they can do, with an old structure like this, is offering some skips or trivialize the content.

Autoplay does not work.

In case you wonder, how I reach the 835 hours, let me tell you, most of it was not really playing, but using the autoplay, as I explain earlier, you can leave your characters in a map, alt-tab and do something else, if you have a pet and pet food, you can even set to auto pick loot.

However, this does not work, at least not in the long run, while early on it might be a way to rise character and skills levels, as you progress, less and less this is worth, until it reach a point, that save some maps hide behind a pay wall, what you gain versus the pointless time you let the game run isn’t worth. And even the said unique maps, might not be worth due to begin overflow with people and more likely bots, that can make it impossible to take advantage of said maps.

Worst of it, I think the autoplay create a weird path of the least resistance, where is simply easier to left your characters in auto that actually playing the game, so you can sort have a lot of time but still no idea on how to play it.

Now, to make things complicated, there used to be a way, where the autoplay, sort worked: In each map, there used to be a statue, from which you get a repeatable quest, to kill X monsters, by doing it, so you gain XP cards, which are the main, and fastest, source of XP. However, this system was removed, the statue still there, but now you can no longer get XP cards… and this will become a problem which I will cover later…

One more thing, now you might be wondering, how about make a mixed team, maybe one or two high level character and a low level one? This can work, but most time, at least in my experience, it does not.

I did use this when I got access to one of the paid maps because of an event, which give some tickets to access it for a short while. There, using two of my highest level character and leaving the low level slightly behind, for a while I could level several characters, but still it was a time-consuming event which require constant checks, so I could just alt-tab for very long periods of time.

Outside that, due to how fast mobs move and attack, it is pretty hard to do it, without micromanage it and even the xp, for reasons I can’t fully figure, isn’t that worth, I tried this in a map in Viron, but unless I keep micromanaging it for very long periods of time, it wasn’t worth. Instead, strange as it to say, the most effective thing appear to be to leave the characters in lower level maps and simple auto-tab for long periods of time…

The reasoning for the autoplay system is something I feel show how much GE was a game of another era, it feels that it was something meant to both to take advantage of the three character system and address things like bots (which was at the time a huge concern and still is), but now with newer concept of idle play, which don’t require you just leave the game running for hours, feels strange. Also, autoplay does not fix or helped the bot issue, which is still a huge problem, it just makes it difficult to tell them apart, it appears, at least from what I heard, bots have features which the default autoplay does not offer… the result is maps can be filled with either bots or people, which can make some quest impossible to complete, as every spot will be filled, and they will kill everything so fast that you can’t do anything.

For those which remember, this was a huge problem for me, as I need to finish a simple quest, which require only to kill some enemies, but it takes me forever because the map was overcrowded.

Know what is strange? GE sort have a system of idle play, which have a slightly better design way as it connect some different mechanics of the game: The expedition system, where you can form team of character from your family and send them away for some rewards.

The Expedition System UI
The Expedition System UI

Overall is a nice idea, which combines well with the family system and giving you an incentive to have lots of characters.

But the execution is strange, you might think that such thing would be simple, but even forming the team is something which I never really figure out, because each character is given a set of theme,s and each team must have certain themes which I think change overtime, and again, while this look simple, is very strange and hard to form teams, you fill one slot and everything looks fine, now you try to fill the second slot and either don’t work or just replace the character in the first slot.

Once you manage to form a team, you can send them away, as long you have a certain amount of rare metal, each expedition does have a chance of success and if successful, you gain an item, which if you have enough you can change for a character card.

Directionless

A consequence of the above is that when you hit a wall it is very hard to figure what to do, this isn’t helped by UI and other problems.

Leveling your character and your family, is slightly smooth early on, but as you progress, it gets harder and harder. To make things complicated, your best source of XP isn’t farming (save that maps which mention, but even they aren’t that reliable), but from XP cards, so how you get them?

Here is the problem, save some quest rewards and events, there is no way. Remember I said, it used to be you could get the by doing the repeatable quest, but no longer.

Ok, I said those XP cards do exist, but I might need to be more specific on what they are and how they work: There are several types of cards, each one aiming at a certain level range (such as they might have a minimum level to be used), so from levels 1–100, finishing on veteran (the most common), expert (rare) and master (very rare). But to fully level a character you will need lots and lots of them….

As a refresher, in Granado Espada, you have 1–100 levels, from there you get promoted to Veteran, which is composed of 10 levels, past that you go to Expert and more 10 levels and from there, Master, with again, 10 levels and finish at High Master, with another 10 levels.

Now to rise your Family level, something you need to be able to use some items, you need to level several characters and I mean a lot of them. Because the Family level is decided by the combination of all characters you have.

That is the main issue which I have, right now I am at Family level 47 and have around 52 characters, several at master, three High Master and the rest around standard, veteran or expert. I just need 3 more levels to reach 50, where at last I can use some Valeron Weapon Boxes, which I got in previous events. But to get there is the problem… I need to level lots of characters…

For context, after the Leader of the New World, I got for as a reward, the Leona card, she starts at level 100, from there I upgrade her to expert, and this only give me a small percentage of xp for the family level…

For a while, my solution was simple wait events, which give special cards that allow a character to instantly level up to master, but those have been rare.

The situation on gear is even stranger, like I said earlier, most gear of the game have been replaced for the Crescemento weapons/armor, whose stats scale as you gain levels until a max point, where at maximum they reach AR/DR 32, to Constellation (33 AR/DR), Evil (34 AR/DR), Experimental (35 AR/DR) and from the Valeron (36 AR/DR) and maybe others.

So how you got them… Most by events and maybe some quest/raids/ achievement rewards, some of them came in boxes (which might require minimal family level), there is some timed stuff, like Experimental weapons/armor and other gear, which came from tickets that have a real time limit until expiration.

Outside this, you can craft them… which I think that what that game want you to do, however, the while crafting itself it is not very different from other mmos, to use it is convoluted. In essence, you need a recipe and crafting materials, so far so simple, however good luck figuring where you can get the recipe (or even knowing the recipe exist) or the materials without a database or guide, not only you have to deal with this, the amounts and rarity will be also an issue.

Now let’s suppose, you manage, you get the recipe and all materials, somehow… now you need to upgrade the weapon, and here is the problem, crafting in this game use the chance to break, and maybe you are seeing where this is going… you can have certain items which lower the chance to break, and guess where you get them… the cash shop… in fact many of the updates, which game receives are more timed additions to it (most from what I remember are either some timed promotions on crafting material and some boxes, which I never used or brother figure what is).

The somewhat result is that what you need to do, or at least I think, is that you should do several activities, such dailies, bounty hunter quests and maybe individual raids (maybe those with other players, but I never managed to do a single one) and so on…

But while it look simple in the surface, things can get both time-consuming and convoluted, like those dailies? In general, they almost don’t give you anything good, supposed you managed to do them (remember there is a limit of players that can do them), but rather you what really get our might want comes when you do them a whole number of times.

Those quest and raids, mostly give you tokens, which you can spend in stuff, but accumulate them and the item prices mean that it might take lots and lots of time.

All of this mean that while there are things you can do as you hit a wall, it all feels like joining bread crumbs toward a very vague objective that can feel very time-consuming as it means to do individual raids, dailies, let your character in auto and so on for very long periods. While this isn’t usual for a MMO in the late game reach a point like this, in GE feel this even more overstretched out.

But despite this, Granado Espada, still a pretty unique take on the MMO genre, between its visuals, which push for a more high colored fashion, the three characters you control, the whole family system, music which goes from epic to techno and beyond, even the game take on its themes, despite being a bit weird, it still feels unique.

For that would be all, next time, I will maybe, if my patience allows it, at least I can talk a bit the game main plot, I can’t promise much, as I haven’t reached some late parts of the game and I need to analize lots of screenshots...

Links to all posts:

Granado Espada - Overview (Part I)

Granado Espada - Visuals and Early Game (Part II)

Granado Espada - Issues and Bits of Progress (Part III)

Previously on Granado Espada (Part IV)

Granado Espada - Adrift (Part V)

4 Comments

ValorianEndymion's GOTY 2021 Extended Cut

Like I said in the GOTY list, there was a change for me maybe to write a more extended version of that list, and here it is, in fact more that an extended cut, I decided to add a particular omission, which will be the first entry here:

Dwarf Fortress

While writing the first 2021 GOTY list, I end forgetting a rather small game, which I forget to put, there, because, 2021, was the year which at last figured how to play Dwarf Fortress.

Now you may hear a lot about DF begin this impossible to learn game, but this is very far from the truth, while it is complex it is not impossible, I feel is that what might be an ideal way to learn it is instead of trying to do everything all at once, is instead to do in small parts, once you got the basic loop of functions, just go to the wiki and check any doubt a particular moment.

There is a video which for me was the ideal start —

I really recommend checking this one out, because, while this wasn’t my first time trying to get in DF, this video did the trick for me. From it, I grasped the basic and could either figure out the rest or just checked the wiki for details.

Once I grasped the essentials, I was off — My first proper Fortress ended quite short due I not really figured the whole thing about dwarfs need for drink and the winter coming. The second and third ended due to a werebeast attacking, in both cases some dwarfs were bitten and later become werebeasts themselves, causing a spiral in chaos.

There were more several tries, with some running fairly smooth, other ending in disasters, such when I forget to lock a door and a Forgotten Beast sneaked all the way from the caves to the fortress. There was also my first Goblin Siege, which I manage to win… sort of… like I win, yes, but let’s say a lot of dwarfs died that day.

Other time I had a fortress, where I managed to build a proper water cistern, but somehow two dwarfs end fighting and one of them throws or forced the other to enter the cistern causing him to die and later dwarfs become horrified as they notice blood in the water…

Then there was one fortress, where everything as running really smooth, I had tons of visitors, but one day, everything goes downhill, as one visitor throws a tantrum, causing a fist fight with another visitor, numerous people inside the tavern tried to report it, but end causing a jam, during which somehow the fist fight escalates even further. Soon, everybody is fighting everybody. When it finished, there were tons of Dwarfs dead all around, well almost everybody in the fortress was dead…

Now you might realize, this which I just described is all disasters, that in any other case would never happen in other games, however, in DF…

LOSING IS FUN.

WELCOME TO DWARF FORTRESS.

Super Robot Wars 30

No Caption Provided

Getting this game in English in a worldwide release was a huge surprise in every level, maybe not that much, since maybe Bandai tested the waters with the release of SD Gundam G Generations Crossrays, slightly before. Anyway, part of me hope that mean that possibly Idolmaster Starlit Stage might be release in the west, since it is also a Bandai franchise, and come on, it is already on steam, just region locked (So close but so far).

But back on track, SRW 30 is a tactical rpg, featuring a cast of lots and lots of characters from many franchises, which I can only imagine the nightmare was to get all the licenses.

While in the tactical level, the challenge isn’t great and maps are often simple, SRW real charm lies in both the attack animations and the character banter, from seeing characters from completely different origins reacting to one another, then making actual bonds and even having some deep conversations. Also, the game is a very good way to introduce you to shows you might not be heard about, at least for me, it was this game which introduced me to Getter Robo, because when I heard Ryoma´s theme, from Shin Getter Robo, Yuusou (Heroism) during his first attack animation, I knew I what to figure what kind of show it was.

Mount & Blade: Bannerlord

No Caption Provided

Mount & Blade is a unique game, but I need to make draw some comparisons, it would be with some older games such as Defender of the Crown (86), Pirates!(87), Sword of the Samurai (89), Darklands (92). The reason is that M&B (from the original version, to Warband to now Bannerlord) is games feature several systems together in a living world. You can be a merchant, trading and making profit, a mercenary or vassal or even make your own kingdom, there is a lot to do.

The main attraction is the massive battles and sieges you can find yourself in, and here is where I think the developers stuck gold, because while sometimes, games which try for authenticity focus on making the input of the command feel realistic, which often result in the said input becoming annoying to do, in M&B, the inputs are simple and fluid, but some special attention is given to mounted combat, which still simple and fluid, they made in a way where being on a horse feel very different from on foot, because while mounted you can hit a lot harder, move much faster.

No Caption Provided

Meaning also that there is no other game where losing the horse feel like a really dangerous thing, to the point, that M&B can quickly turn in to “Richard III Simulator”, where you scream your kingdom for a horse, specially when your horse is killed, and you are away from friends, surrounded by enemies. Oh, also due to the focus on mount combat, this game makes horse archers feel really dangerous, specially if your force is the most on foot or your horses are slower, since you cannot catch up.

But some far I described Mount & Blade as whole, but what about Bannelord? So far, I am really enjoying, the main concept is a sort of prequel to Warband, where you have the Caldrian Empire falling in a sort “Crisis of the Third Century”, splitting in several parts, while new power emerge around it. So you have this dynamic between, an imperial power clinging to its last glory, powerful new kingdoms emerging around it. You can see this not only in gameplay, but in the attention to detail for the architecture of each faction, to its weapons and armor.

Total War: Troy

No Caption Provided

While during release, was a bit unfocused game, unsure if wishes to goes in historical or fantasy way be means of going in the middle, where most fantastical elements were given logical explanations, such instead of centaurs you have nomads on horseback and so on. With the Mythos dlc, which at least put it in the fantasy genre, Troy maybe find it footing.

But even before this, Troy is excellent Total War, from its performance, like seriously, Troy loads really fast in comparison to Warhammer II, to amazing maps and unit visuals.

In fact, strange as it to say, the Mythos expansion, while add a lot of features, I find that playing the historical mode, is also very fun, even if the mode is very simple.

No Caption Provided

Humankind

No Caption Provided

This might be the longest part of this blog, at first I thought to separate and write a review, however, with the new DLC and maybe patches coming on, I maybe write a review or a long blog post later, but for now here is my thought on Humankind.

Like I said in my GOTY list, Humankind most immediate comparison is oblivious to Civilization, however, I think that due to the heavy emphasis on player expression a through a lot of systems, the closer comparison would be to Call to Power. The reason, is that Call to Power, tried different approach to “civs”, there, you just pick up a name, there were no exclusive units, no special abilities, the problem is that this mean the game felt very dry and lacked a personality, making every run feel like the same run.

In Humankind, instead of choosing a fixed “civ”, you have a rather fluid system, where at each period, you can change and adapt. These have both good and possibly a bad sides, in one hand you have much more flexibility, in the other however, the world feel lack a sense of identity or better saying a sense of constancy, well that also would not be very accurate either, because in Humankind the constant element isn’t the “civ” but rather the avatar. Still, it does not work very well…

While you can create your own avatar, you can only have one at the time, which is a bit strange, as you might wish to have a different avatar for different plays.

On the visual aspect, the Humankind avatars are slightly less cartoonish than the ones in Civilization, but the customization options are a bit limited, while your clothes does change as you change from Civ to Civ, in the end game everybody got boring business suits. That said, you can customize some traces for your avatar, which will affect how it will behave if other people use it, you can even download other peoples avatars.

No Caption Provided

Another major difference, is the less emphasis on fixed victory conditions, instead Humankind uses a system of “stars” and “points”, you gain “stars” by doing activities, such as research, combat and so on, get enough of them, and you can advance change your civ or keep using the same one and each civ, depending on it focus gain star from certain stuff more easily (like a military civ gain military stars way easier). Now combined with this, you have points, which measure your fame, which like the star you gain as you play and by the end the one with most points win.

This mean that while in Civilization you might feel a strong pressure to be on a certain curve and style of play (from beginning to end), from which if you fall out is hard to recover, and that might let the playing session feeling as wasted, in Humankind, you have a more flexible way, as you can tech up when using s tech based civ, goes in war while in a militaristic one and on, which mean you can sometimes get back on track if you fall behind.

Now the final victory condition s while is more subtle, is still there as often where either you hit 600 turns or someone reaches the Industrial Age, suddenly the game blow the horns telling that time is up. This isn't like a Paradox game, where while there is a score is so unimportant that no one really cares (serious, many people with tons of hours might not even see that end screen) and does not mean much, if anything Paradox games are like the saying “is more about the journey that the destination”, this mean that there is less of the pressure to be optimal and more on self-expression.

Moving from this, let's talk a bit about conflicts:

Sometimes conflict in Humankind (and maybe not limited to it, but to the genre of civ style of 4x) frequently appear to come too soon, where you are largely unprepared or too late, where either you have so much power it does not matter. Which is a shame, because the main concept in Humankind is the idea of conflicts being decided by how can lower the other war exhaustion bar first. Meaning, you can win conflicts in rather decisive ways and then enforce peace. Battles themselves are a lot of fun and can get pretty massive as enough armies are around, and sieges can be a blast.

On the part of building and administration, Humankind is way more a successor to Amplitude previous work, Endless Legend, where you have the map divided in provinces, which can either have a city or maybe annexed to one. Meaning, that the actual size of your empire, is often quite small, often between one and four or five cities, with several provinces annexed to each one. Improvements, are either build direct in to the cities or around in the provinces, and on this part, Humankind shines, because building, expending your cities is almost zen like, because on both the visual and mechanical aspects, it very fun to see it happening.

Start the Conversation

A Handful of Wizardry Successors

A Handful of Wizardry Successors

No Caption Provided

A long while ago, while playing Elminage Original, something hit me, it turns I really liked that kind of game, I mean even before, the Might and Magic series is one of my favorite CRPGs, so much I write a whole series of blog post about it - Might and Magic X an fitting end Might and Magic X - An Fitting End?

Also, not entirely related, but I even did a short pixel art animation, largely inspired by the visual of first person DRPGs and old pc engine games, during this year Pixiv Fantasia event on Pixiv. Which you can see it below:

Short Pixel Art animation which I made for a event on Pixiv
Short Pixel Art animation which I made for a event on Pixiv

Anyway, in sort of small self AD, here is the link to: My Pixiv Profile

But now, it struck me of maybe trying to figure what exactly I like so much in this genre, and from there the genesis of this blog post.

So I would like to talk a bit about Old School Dungeon Crawlers, but let’s short it for DRPG (but keep in mind, I am talking about the ones which use first person view), but of a very particular kind, games which draw from the classic series, Wizardry.

The reason is that I like to think that in a genre you might have sub-genres, which might not even born from the same source. Just think how if you do a quick glance, you have Dungeon Crawlers, for the sake of clarity, I still mean the first person kind, which use more turn based mechanics (Might and Magic, Wizardry) and real time (Dungeon Master, Eye of the Beholder, Dungeon Hack, Lands of Lore, Ishar). And that is just one aspect, they can branch a lot.

Now, you might already know, in case not, I recommend checking out the CRPG Book or Hardcore Gamer 101, for how Wizardry was influential for the birth of JRPGs, so much that the actual franchise itself continue to live in Japan for years, even after its death in the west.

Also, to let clear the limit of what I will be able to cover here, I can’t or have access to all the potential games, so I will limit, much as the title suggest to a handful, which can be found on Steam, more precisely the following games: Wizardry: Labyrinth of Lost Souls, Stranger of Sword City Revisited/Savior of Sapphire Wings, Elminage Gothic/Original, Operation Abyss/Babel: Neo Tokyo Legacy.

The first part will be a couple of thoughts on some aspect and concepts of first person grid based dungeon crawlers in more general sense, the function of this party is mostly comment and share some stuff I think about.

After it there will be a short recap of Wizardry main characteristics and how the covered games, follow or put their on twist on that, and the last part is description of the said games, plus a section for honorable mentions, which cover a few games in the style, that while might have little do to with Wizardry, might be worth mention.

Some Aspects of DRPGs:

Real-Time and Turns.

While the games I cover, use turns, it might be worth talking a bit about turns and real time:

It is very easy to wrongly think of these two elements not like tools, whose work depends on a lot of other elements, but as almost a false necessity, where one is viewed as “better” versus the other.

While in general when people think of Dungeon Crawlers, Eye of the Beholder is the one to came in mind, and the one most used for comparison, specially when thinking in the ones which used real-time, Dungeon of Daggorath (1982) was really the first one to use it, while Dungeon Master (1987) popularized the concept and a lot of other such as paper dolls and even the idea of casting spells from mixing runes, paper doll for inventory, which them would lead to Eye of the Beholder (1991) and later games such as Legend of Grimrock.

Real-time is kind very trick, if done right you can have a certain flow which is very good, but it’s not easy to reach it, as one major issue for this kind of game (and others too) is that the amount of things you are meant to handle all at once as have a limit, which can create a strange paradox, if you add too many things, the game becomes unwieldy, have too little, and you might have generic game. Like I said, the concept does not exist in vacuum, it depends on a lot of factors.

As example, take Eye of the Beholder and Dungeon Hack, both use AD&D rule set, both use the same engine, so what is the difference? In one, you have four character and in the other a single one. What this causes? The first have much better pace over the latter. Dungeon Hack can feel very sluggish and boring, specially if you play with anything which isn’t a fighter or cleric. Mind, this was just changing the number of party members.

Even outside from the genre, just think of an FPS where enemies are sponges which take billions of years to die and how slow the game can feel.

But to stick to the main theme of the blog, let’s go back to DRPGs:

Ishar III - Battle UI
Ishar III - Battle UI

The main potential issues lay in two aspects, first, which I mentioned above, is how many things the player is supposed to do or react, this much depend on the overall speed of everything and UI design, meaning that trying to control a party and react quickly can become a major issue, for example, in a rush, it can be hard to open the spellbook, find the right spell and then cast it.

This example I just give was on major problem in SSI´s game Ravenloft: Strahd´s Possession, which used an earlier more free form 3D movement, and often you died because something happened behind you or around you, but simple turning around or even open the spell book or using a potion was rather slow. There are two noticeable moments where happen, on at the very beginning of the game, where a handful of Wargs attack while you’re still trying to get used to the game interface. Later, in a dungeon, a Bone Golem pop up behind you at a certain time, that mostly like will kill a party member as you try to turn around.

Another issue is that the player might feel that the most efficient thing to do is just attack and step back over and over again, making combat feeling tedious (sure the player in theory could kite around, but the most efficient way still just pull back). Most time, the player less pushing forward, but rather pulling back. Note, in some games which use real-time, sometimes once you lock in combat you cant move anymore.

Combat can sort end in strange place, because, you might not have special attacks or attacks per round in most cases, area attacks are likely limited to spells, meaning the combat itself there is not much direction to go, meaning that it can feel repetitive.

Turn based system major advantage is that allow the player to absorb more complex aspects at it own pace, while allowing for more complex systems to be introduced. There is perception of turns begin slower… which is both false and true, and by that I mean, depend on a lot of factors, sometimes in turn based games, combat, despite being in turns and often have way more enemies that in real time, can be a lot faster, how? In turn based games, typically the player have access to area of attack spell or abilities, which speed up thing a lot and again, since things are moving in turn, mean the player can use them to their maximum effect. Damage output can be a lot higher when you have things like attacks per round.

Might and Magic II - Massive encounters
Might and Magic II - Massive encounters

In Might and Magic II, you might have combat against up to 255, which anyone might think takes forever, except, that by the time you reach such numbers, between lots of attack to be round, and absurd spells, such as Meteor Shower or Star Burst, the whole thing can take very few turns.

But like I said, it can be true that it can be slow, specially if the game in question don’t have any area attacks or simple the monsters have too much HP and a lot of other elements or even watching long animations. Also, going overboard on adding elements and mechanics can make the game feel slower.

Some games would use a sort of hybrid system, like Might and Magic III to V, where monsters move freely in real time, you could attack them at range, also in real time, but once you close in, the game become turn based.

Grid and Dimensions

One of the elements of the old style of dungeon crawler based in grids, is that the maps themselves were quite small, this was sort of a limitation of the period, but also work on its advantage.

Elmingae Original - The First Dungeon
Elmingae Original - The First Dungeon

It is easy to overlook, but in that particular representation of space, where space itself is more abstraction that a literal representation, you don’t need huge map like you would need in a full 3D: Just think, with just a grid of 15x15 (Might and Magic II) you can cram a lot of corridors, rooms and all else you want, but still all in 15x15, meaning that for the player, even with moving just one square at time and with random encounters, that still does not take that much to explore, but still feel pretty big. In other words, grid based maps, have the advantage of being both big and small, or small and big.

Overall sizes in dungeon crawler appear to change between 20x20 which appear in almost all games I will cover (the original Wizardry, Elminage Gothic/Original, Operation Abyss, Wizardry: Labyrinth of Lost Souls), 22x22 (Bard’s Tale), 25x25 (I think this was the size for Eye of the Beholder) 30x30 (Legend of Grimrock) 32x32 (Labyrinth of Refrain: Coven of Dusk), 46x46 (Mary Skelter Nightmares) and I think that might be games with 64x64 and 128x128 or even larger maps, but I don’t know anyone by name (I have vague memories of reading about a dungeon crawler for Amiga with immense maps, but that it is) but for these cases…

Ishar II - Trying to find this npc in a huge map
Ishar II - Trying to find this npc in a huge map

When maps become too large problems rise up, because now, its sort works against it, since the whole “move one square at a time” suddenly might feel as too slow and finding stuff or even simple solving puzzles become even more of a problem, as example, in Ishar series, while dungeons had normal map sizes (16x16), the over world and many of the cities in later games, where huge, which cause two problems: One simple walking from point A to B sort becomes tiresome, second, solving puzzles often are made even hard as you need to be a specific place, sometimes at the right time in an otherwise huge map.

Like I said, grid base maps are sort abstraction of space, instead of literal space… how much fit in a single square? How much you want, in some games a square could fit a NPC, a shop, and temple and so on. Even the number of monster could get pretty high, in Might and Magic II, it could fit up 255, in Stranger of Sword City/Savior of Sapphire Wings, it could fit up 9 monsters, split in 3 rows, in Bards Tale, how about the classic encounter withe 99 Berserkers, all in one square? And so on. On real-time based (or hybrids) might limit the numbers of monster (since often they move around the map) to either up to two to three per square.

With that said…. There is one, well, two, curious aspect for grid maps, the first is that there is one moment where the space can be both literal and abstract at the same time: it when an underground or interior space. Because there you can sort imagine that a square is 5 meters or something, however you might still need to keep monsters per square to one up to three and even limit the size of said monsters.

Might and Magic II - Notice how the city fit one square.
Might and Magic II - Notice how the city fit one square.

But the instant you move outside, everything fall apart, I mean the illusion, the reason is that now imagining the square in fixed size, suddenly make no sense, the reason, and that is that convey length or distance in grid maps is kind hard, without making them immense. The trick some developers did, specially when making the over world map, is having several maps side by side, both even that sort has its limits (either technical ones of the past, or simple avoiding the map begin way too huge).

But that is not the only trick sometimes they would use, another, that you can find in SSI´s Pool of Radiance, is that they often split a single map in quadrants, and put something in each one, meaning that a single map might feature various levels of a tower, or four different small maps.

Pool of Radiance
Pool of Radiance

In Pool of Radiance: Secret of the Silver Blades they did do a thing, that was quite cleaver, even it use is not that great.To convey distance, what they would do is in a single map have various pieces of corridors, turns etc… with teleports on each end of each piece, so you enter a corridor, take a teleport to another one and so on. It gives the feeling of walking over much wider distances that the map limit, but still in the game feel like you are just walking in a straight line.

Ishar II - Notice how it look like that you are climbing it, despite you stand in a flat map.
Ishar II - Notice how it look like that you are climbing it, despite you stand in a flat map.

Another cleaver trick is in Ishar series, where at a certain point to give you an illusion that you’re climbing or descending a mountain, simple use images.

But in the end, something is only a problem if you make it so, if you don’t try to follow a realistic aesthetic, who care the actual size of each square, or what fit on it? This allows for much more freedom in design, and maybe that the ideal for this kind of game, because objects will look slightly off scale, no matter what anyway or due to engine limitation (of the period or by style) might mean you can’t see a second floor (even if it exists) or you could have line of sight issues in open spaces.

In fact the abstraction of the space, might mean that even the textures don’t matter that much, I mean sure they do matter, with proper art they can look pretty good, as in Ishar games, making the game more evocative. But sometimes, they can look bland and even low res in some ports, but in the end you are not really here for sightseeing, and here is when a proper good sprite art can play its cards, because even if the background is lacking, the sprite art can be evocative enough, kind like in a visual novel, where backgrounds might be more suggestions of space, but aren’t the focus, what is the character sprites.

Puzzles:

Puzzles are a curious thing, in one hand they are the bread and butter of many genres and when used right are pretty powerful, but if used wrong, they can become worst that thousand combat sequences, manly the reason being, and something that is easy to forget, that poorly designed puzzles have only a single way to solve it (if they don’t use any randomness, which can make the thing worst) and you have no other option but wild guess.

Also, if poorly placed, they can cause problems even in the narrative, but not in the way people think, which is often, more focused on how weird or outplace they can look like, but rather because they stop the narrative pace dead in its tracks.

One example, and I will cheat a bit here, since it’s not a Dungeon Crawler (but it uses the movement style in some sections), but rather an Adventure/Visual Novel, Suda 51’s Silver Case, where one of the first puzzles, involve unlocking a door, sounds simple, but the context, is kind strange: Because there, you are in tense situation involving hostages, and you need to open a door. However… You will spend this earlier moments of the game trying to get around the strange interface and solving the door code, and here comes to problem, while the door came with instruction of how to solve the code, it somehow, vague and too complex at the same time as it boils down to figure a long sequence of numbers. This can be jarring as the tension vanishes while you’re trying to solve and nothing will happen until you do it (The new version of the game comes with a way to auto solve puzzles like this).

But let’s go back to old Dungeon Crawlers, while some people might think that a barrier for them is either the old interfaces and maybe the combat, the first is a matter of getting used (maybe except when the game is old enough that automap does not exist yet, or you might have to check the manual, as the game itself might not be able to hold things like descriptions) and the latter at least there is multiples ways to do and ways around, even if the result is sort binary.

Now, puzzles or the other hand, can be a bit more complicated, thankfully, mostly where pretty simple, meaning stuff from finding keys, throwing stuff in to other stuff (classic in Eye of the Beholder), Bring X to Y, Kill X or Y, but that said, a couple of the older games might feature what people in adventure games might call “lunar logic”, the problem is not that developers don’t know what they are doing, but more they are trying to do something more complex that limitations of the time might allow, meaning you often lack a context or more developed explanation. Also remember, old games likely don’t have any kind of quest log (even if they wish to have it, due to technical limitations), meaning that doing several puzzles at once can become worst if you don’t remember what you are doing, or maybe you trigger several puzzles without knowing.

Ishar II - Remember this npc? Hope you also had the eagle in hand, otherwise...
Ishar II - Remember this npc? Hope you also had the eagle in hand, otherwise...

The main case is the Ishar series, many of it puzzles are pretty ambitious and show the developers trying to tell a complex story, but also very hard to figure out and very easy to sequence breaking and soft locking. As an example, in one of the games you might need various skulls to activate a puzzle, but you might not have them at the time (since you might throw them out earlier) and have no more way to find more. That happened to me, I had to reload an earlier save.

Another puzzle, which is about putting a very specific amount of gold in various scales, now, a couple of them were empty and a few not, the puzzle is about looking at the one with have something and putting the same value at the others. So how you might sequence break it? By instinct, you might simply pick up the gold from the scales, as you might be unaware that is a puzzle, and now you don’t know the value you need to input in the others. That also happened to me.

Other times, the problem is that the puzzle might clash with the game mechanics, for context, in Ishar games, you start with as single character and can recruit more to your party, so far no problems, however… Unlike other games you can’t really remove characters from the party, I mean you can, but… each character take a vote for yes or no, and problem is that most of the time they will vote no. So, here lies the problem, at many times you need to add a new key character to your party, but be unable, since you can’t really remove or change character as everybody vote no, meaning you get stuck. The only way around is either let a character die or know beforehand and have the slot open…

There is also a strange quest which you need to rescue a princess, and the first problem is again, I hope you have a slot open for her, or get ready to let a party member dies, but even you managed to get around this, now you have another problem, because while everything you need to do is return to her father, you party members won’t allow her to leave the party since they are (but the game never says it clear) under a magic spell.

From this point the lack of context is the problem, because what you need to do is buying a potion, something which I have no idea, outside reading in a guide of how you are meant to know this, so your party members allow here to leave… However, due to weird translation, the potion name is not that clear, let alone where it is.

In some cases, some games manage to cram in all information and text they need (or most of it) and even include a sort of hint system, in Might and Magic II, there are several places in the game which give you answers to a password or quest, plus there was a small system of messages that if you decoded it, its sort was a walkthrough.

Risk and Reward.

Let me tell you something, one thing that easy to underestimate is a potential of well-designed table of Encounter and Rewards and the Progression of XP, there is a lot of work and design that might go there. Just think, in Might and Magic II you had 255 monsters, however, they are split in several tables for each region of the game, meaning that every map, either over world, city, dungeon, castle had it own table of encounters, that follow it own level progression.

The key point is that there is a very strong relationship between these three elements that is crucial to produce a certain flow of gameplay, to produce something which I will talk more in another section, but for now let’s cover the main three points:

With a strong table of encounters you can keep the combat fresh, since certain monster combinations might require different strategies, and even a sense of mystery, since you can have entire encounters which only play in a few places or were very rare. Something for a genre, which is all about going further and further in a maze, fit very well.

Now this is something that today is hard to make, in one hand, there is the idea of “it does not make sense that an orc is in one room and a bugbear in the other”, which while not wrong, misses the fact that having the entire encounter of a single creature can get boring and that a dungeon as we see in game isn’t a realistic space anyway.

Might and Magic II - That sprite was reused for a lot of monsters
Might and Magic II - That sprite was reused for a lot of monsters

On the other, back there when limitations mean that you could only have a few sprites, at least you could get away reusing them over and over again (how do you think that MM2 had 255 creatures?), but give them different stats and variations. This is something that today is kind hard to do, I mean not impossible, but some people might react negative to it, but also have a unique sprite or 3D model for every creature is not possible either for most developers, meaning the roster can get a pretty thin, making encounter feeling repetitive.

Linked to this is the Table of Rewards, while a lot of game now talk about loot, it is a bit trickier than it looks, a Table of Rewards does not work in a vacuum, simple having what we might today call a “loot table”, does not mean it will work, as it depend on other factors, such as how the said loot interact with the game mechanics and rules.

A classic example, you might have heard about magic items in AD&D, having a “+” some number, let’s say a Long Sword + 1 (1D8+1, plus + 1 to Hit), on surface might not mean much, and the reason is depended on several factors… but before this we need a quick pause for context:

Short Pause: For this example, and to keep the theme of old games, I will use the old AD&D to hit rules, yeah I will talk about the “infamous” THACO, which is often maligned as some ultra bizarre rule, but in truth is not even that strange or complex, just unusual. But let’s do this: see if you hit something you just look at your THACO (Trying to Hit Armor Class of Zero) of your character (each class had it own progression, it starts from 20 and diminish as you gain levels) and either subtract if the enemy armor class is between 1–10 or add if the armor is negative -1 to -10 and then throw a D20 dice, if the number is higher, you hit, if not you miss.

With that said… the earlier you find, the better it is, since early on, any bonus to hit, specially against enemies with higher AC (Armor Class), will feel better, but latter it is then worst the item feels, as enemies in late game, might have much lower armor class.

Now simple adding + number weapon in a game, does not mean that will work the same, because let’s say, and this was something common for the period, the chance to hit uses a more complex calculation, that +1 or +2 might not mean the same thing.

One common issue, is that often loot is plenty, but its effects are simple too small to be noticeable, the excessive small granularity, making finding said item less than a reward. Another is trying to withhold reward for too long, frequently giving only very minor stuff, until almost too late in the game, which make the encounter feel boring as you find not but small stuff.

Also, another common complaint about table of rewards is not getting exactly what you want, This is in reality a more modern issue, because many of the old DRPG, typically used the concept (due to the limitations of the period, or by drawing from earlier tabletop rpg), of character have a rather large pool of potential weapons and armors they could use, meaning even if random, in result is a good result, as you will find something useful, specially in party based DRPG, as you might have up to six or eight party members. Since anything goes, you are likely more to explore or experiment. But some modern games frequently use the concept of skill in very straight way, meaning that now the range of good result is way smaller, something that while in tabletop is easy to solve, in a CRPG is not that, as the player often need to know beforehand a lot of things.

That said, even when you don’t get exactly what you wish, or get something that was specific to a class you don’t have, it sorts create this potential, of what if? I will talk about classes and class changes later, but for example, while playing Elminage Original, I did come across one time to a very good kimono for Shamans and later a very good bow, and then I start to wonder, how I could juggle the party, so one member might become a Shaman?

Now when you play some Old School Dungeon Crawler, you might notice something, that they can be fairly generous, more even than modern games, specially if you know where to look up. As example, Eye of the Beholder would give you a Dagger+4 in its first level.

One last aspect to this, is the Progression of XP, now I know many games don’t use, XP but for the sake of making the text clear, I will use it. The point is, however, is similar to the Table of Rewards and Encounters, in fact is very tied to both of them.

If XP progression is too small, like the modern day loot, the pace is hurt, if the roster of monster is too small or poorly designed, the pace can be hurt, if character need too much XP for the next level, again the pace is hurt.

Survival — Acceleration-Ending.

Now I am going to repeat something I used when I talked about Might and Magic in another blog post, so to quote myself:

“I remember, a long time ago, watching the anime “Hai to Gensou no Grimgar” (Grimgar of Fantasy and Ash), which was about a group of strangers that were teleported to a fantasy world, in other words your well known Isekai, but they don’t really remember their previous lives and had to struggle a lot, specially early on.

This initial struggle, where in the first chapters, the protagonists somehow manage to fail to kill a single goblin, until one day they managed to defeat a one, in a very brutal fight. From there they start to speed up, getting better, improving their gear, but also getting themselves in more trouble, that kind stuck with me.

Then I figured out why, it mostly because, either by accident or design, it captures really well how some old crpgs would play sometimes. It reminded me a lot when I first played Might and Magic II: Gates to Another World (1988) and even some other games which I had start playing such as the Wizardry series or the Golden Box titles. Most of what I say next are most toward crpg not so much tabletop.”

From there I talked about something, which at the time I labeled “Survival, Turning Point and Acceleration”, but thinking a bit I would like to reform this concept to what the titles of this blog is: Survival, Acceleration and Ending.

The first phase is Survival, during this, in many of this game, due you begin at Level 1, with limited resources is the most dangerous part, here random encounters can be fatal, you rate of exploration is limited, as you might only take a single combat before need to rest.

Sounds annoying, after all, this isn’t the “early game hell” trope? But here is the trick part, if done right, it helps to convey the sense of danger of dungeon crawl can have, and here is the big point, the key word I just used PHASE, meaning that isn’t meant to last, trying to keep all way isn’t very good idea or at least is very complicated to do it right and the game does not feel like a slog. Also figure out what to do in this early phase can be very fun, like you can take risks to make it even shorter, making up for all kind of strategies.

So next we have Acceleration, in my previous text, I used the idea of turning point, a moment, where the first phase, but to make it more clear I will join this two in single phase, which will be the longest. Overall at some point, you likely gain levels and now can take more encounters before each rest as your rate of exploration grows, and as you take more encounter you gain more levels, which lead too… Well, you got the idea. This continues until the game end.

Ok, what I mean by all of this? That sometimes, these games, have almost an inverse curve of difficult, like they start hard and then got easier. Now mind I talk this in general sense, because the spikes can and will exist, but there is a flow as you gain momentum. Now I say this, and again to return to the previous section, overall a breakdown in the encounter/rewards/XP can result in the game pace and momentum being lost leading to a stall.

So what I mean, with this long section, it that for this kind of game, (and again, let’s remember, I mean in the sense of genre within a genre), there is a certain flow, that I think is kind crucial, because the idea of building a party and pushing further and further sort need that, however, I DON’T mean that every game need it, but that some might benefit from it. Also, I don’t mean in the sense of this is better or worst, only that certain elements might work better in certain situations.

Another aspect is that this flow I which mention, while might be there, isn’t the same in very one of these games, take Might and Magic and Wizardry, the first often lean in a stronger power curve in comparison with the latter. Well, if you take only on Wizardry itself, the pace is a lot different between the early games, until V and the ones after it.

Now, what I sort look in this type (and emphasis on that word) game, and what I do enjoy, is the flow between, building and develop a party of characters from the scratch, which mean that have to be something there that allow in certain way to develop character, does not have to be complex, but have to be something. The second part is about the flow itself, between the maps never being too large, variety of encounters and treasures and so on.

Little Crash Course in Wizardry Rules.

I won’t cover everything, but just some main concepts, as main reference, most dungeon crawlers which draw from Wizardry do it from mostly from One to Five. With that said, let’s go:

Stats: Strength, Vitality, Dexterity, Agility, Intelligence, Piety and Luck, most game which draw from the Wizardry use the same ones or with some variations.

In Wizardry when you level up, you do can gain more stats but also maybe loses some of them, which is quite annoying, as it might require you to do a lot of load and reload when you level up. The exception will be Operation Abyss series and Strange of Sword City/Savior of Sapphire Wings, which avoid the stat loses and instead give you points where you spend on what ever you want.

Now on the subject of classes, Wizardry would featuring the following: Fighter, Cleric, Mage and Thief, Wizardry would introduce the Samurai (Fighter/Mage), Lord (Fighter/Cleric), Bishop (Mage/Cleric) and Ninja.

Later games would add: Alchemist (VI-VIII) , Ranger (VI-VIII and Empires), Summoner (IV in a certain way, Empires) and Valkyrie (VI-VIII).

Now, what you maybe already know, is that some of these classes can’t or are very hard to have access in the start, because of the minimal amount of stats you need, the idea is must first gain some level in the basic classes before you perform a class change.

So how the games, which I will cover, handle the idea?

Wizardry: Labyrinth of Lost Souls play as the classic system V, meaning you get the classic classes and the four elite ones. Not much to comment here.

Elminage Gothic
Elminage Gothic

Elminage Gothic/Original does play very straight it, which is both good and bad, as reload when ever you level up is annoying, however it does introduce some new elite classes: Valkyrie (Fighter/Cleric), Alchemist (Magic user focused in spell which buff the party and more important, have access to a crafting ability), Summoner (can make contract with monsters, which can be summoned as an extra party member, in some Elminage games, from extra party member they can become a full party member), Bard (have access to a Tarot system, where they can pull card which can give both buffs and debuffs), Ranger (Fighter/Alchemist), Brawler (a fighter focused in only using hands), Servant (Maid/Butler in the original text, focused on using items, often several at once) and Shaman (Shrine Priest in the original text, a class focused in rising barriers which protect from spell damage and banishing undead/demons).

Now, another difference is that while some elite classes, follow almost clear line, like making Mage to Bishop, Cleric to Lord, Fighter to Samurai, other classes have no clear line, they don’t even keep up most of their previous spells (something which a Cleric to Lord would do) or abilities. So why would you turn someone in a Servant, Shaman or Summoner for example? The answer is, why not? I know this might sound weird, but it is fun, trying to figure how to fit one of this classes in your party and the abilities, specially the Summoners, make for the trouble.

Operation Abyss
Operation Abyss

Operation Abyss/Babel: Begin a more modern take on the Wizardry genre, they take a couple of deviations, from the different stats and how they are gained, something which I already talked about.

Instead of classes you have “Blood Codes”, which are sort classic classes, but with different names, which can be confusing as, as how you might miss that the Blood Code of Academic, is the one which unlock door and disarm traps.

There are no elite classes and you while you can change classes, you almost have no reason for doing it so, but in Babel, they do introduce a system, which allow you to pick a sub Blood Code.

Stranger of Sword City/Savior of Sapphire Wings: Outside from slightly different stats, the main difference and the best one is how classes and change classes is handled.

First the classes, you have Knight (focus in attack lines of enemies and in defense), Samurai (focused in row attack), Ninja (DPS and backstab), Ranger (Long Range), Dancer (focused on some unique abilities), Cleric, Wizard, Clocker (focused on spells which delay or speed combat), Puppeteer (manipulate enemies, like making them attack themselves).

Stranger of Swod City Revisted - This character start as Knight and later changed Samurai, but it was allowed to bring up to three of the any previous skills.
Stranger of Swod City Revisted - This character start as Knight and later changed Samurai, but it was allowed to bring up to three of the any previous skills.

Here, when you reach certain levels in class, you gain abilities, think of them as slots, when you change classes, you can keep up a certain amount of the previous abilities and freely change them. Much of the game is mix and match classes abilities, like you can level up a Knight in some Ninja levels, to gain access to certain Ninja abilities and then change back to Knight.

Now, on combat on interesting idea which was added that is featured in SOCS/SOSW and Operation Abyss/Babel is the idea that your party have access to a selection of special powers which use the beginning of their round, each one need certain mount of points that you gain during fights. Now this powers allow you to do perform actions which can manipulate the combat, either allowing you to runway with no risks, delay enemy turns, rise a barrier to protect for a few turns and so on.

I found this fascinating, because it allows the developers to throw way more complex encounters, while still allow the player have tools to stabilize the situation, like you can use a power which allow you to act first to heal up if you take a nasty hit before.

This mean that the game can throw in some complex bosses that might require you to use certain powers, for example in both SOCS/SOSW, sometimes bosses use an ability called Charm, which is hit is pretty bad news, the key is during combat make sure you have enough points to rise a barrier when the boss give the signal it is going to use it.

Another curious mechanic, which features in Operation Abyss/Babel is the idea of “tension gauge”, as you fight more and more, the tension grows, attacking more dangerous enemies but better rewards, to deescalate it you only need runway or avoid combat. Meaning, you can manipulate the flow of encounters.

The Successors:

It did take a while, but here we are, at least I will talk about the game which I meant to talk about:

Wizardry: Labyrinth of Lost Souls

Developer: ACQUIRE Corp.

Publisher: XSEED, Marvelous.

Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls

Off the game which I will talk about, this is the one which follows the early Wizardry concept as closely it can, it also a bit dry kind of game, as there is not much on it.

From the limited character portraits, only a handful of dungeons (The Dungeon of Trails, Shin’s Dungeon and Lost Levels) only a few side quests, it all feels a bit dry, even the main plot is sort there and that is it. Even the pace is also a bit strange, as often you came across chests which give you nothing. But the monster design and encounter is pretty good, but that take a while to hit there.

Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls

There are almost no major twists, it is a Wizardry game down to the core, and that it is. But don’t get me wrong, it not a bad game, still is modern Wizardry game, it works well, and the flow is there, but maybe because it was low budget game, there is not much else.

Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls
Wizardry: Labyrinth of Lost Souls

Elminage Original and Elminage Gothic

Developer: Starfish-SD.Inc (Gothic/Original), mebius (Original)

Publisher: Ghostlight.LTD (Gothic) / D3 Publisher (Original)

Of which I will cover, Elminage is maybe the second closer to the original Wizardry series, but it does have a lot of original twist, introducing new classes, and it owns ideas here and there. That said, you can tell that is a low-budget game, lots of reused assets or very few (such as portraits), but you can also tell the developers did the best they can with little of what they have.

Elminage Gothic - While the visuals are simple they do evoke a sense of melancholy and nostalgia.
Elminage Gothic - While the visuals are simple they do evoke a sense of melancholy and nostalgia.

Elminage music and visuals, limited as they are, manage well to evoke a melancholic and nostalgic feeling to its games, specially the music and while the art assets appear simple, they do look like something you might see as an illustration in an old school tabletop rpg.

The game pace overall is pretty good, encounter design (and monster design) work great, despite not the being largest or anything, but it works well enough to keep it fresh. There are plenty of balanced rewards (but some late items, at least in Original, are a bit too similar in sense of stats, so sometimes they feel less like rewards and some stuff, while really strange, does not appear to have effects to match it).

Elminage Original
Elminage Original

Now one curious element, that I only noticed in Original, is that in Elminage, Thieves can literal steal ANYTHING. And I mean it, for context, in the games, all monsters, no matter what type, came with two or more items, each to represent their weapons or armor, either natural (such as beaks, fangs, fur, scales) or not (literal weapons and armor). So what? Well, a Thief can first unequip from the enemy and later steal it, no matter what is. LIKE HERE, WHEN I STOLE THE HOT BREATH OF SUCCUBUS. And that is not all! You see, you can equip it, as long you uncurse it first, so bring an Alchemist.

No Caption Provided

So you can, like me, steal the beak of Phoenix and give to your Brawler to use it as a weapon to punch and kick people. But jokes aside, the deal is that how you find unique items, and it is a pretty cleaver idea, as once you got and figure this out, you likely will return to previous dungeons to pick up stuff.

Elminage Gothic
Elminage Gothic

Gothic (2014/Steam): With the premise of a world falling in corruption, despite the Greater Gods defeating the forces of evil in the past, which now conspire to rise again, Gothic, much as the name might suggest, is a more horror (but lightly) and cosmic horror story.

The structure is similar to old Wizardry games, where you have a main city, the Kingdom of Ishmag and from there, you explore a series of dungeons, as you solve the mystery behind the forces of evil showing up again.

While the narrative is told in a simple format, most by solving what the game call “events” (most simple, but intuitive puzzles) and by unlocking more dungeons, there is a lot of atmosphere to them, even if a bit linear. Still it feels a very evocative, story and the more cosmic horror elements sort work well do the game simple visual, where emphasis is often given to the sprite art and imagination.

Elminage Original
Elminage Original

Original (2017/Steam): This game is also known as “Elminage Original — Priestess of the Darkness and the Ring of Gods”. This can sound confusing and thanks to the vague descriptions on it storepage, it might look as simpler version of Gothic, which is shame, because it does feel way around, as Original at times feel even better than Gothic.

The plot, much as the name suggest, evolves the party and the Priest of the Darkness, looking of the five rings of the Gods, the major difference is the open format.

You see, instead of just one city, you have several of them and many dungeons already open (plus other which open up as the plot progress), early one you get a compass which can point you to where a ring might be and by doing quests you can get fame, which power up the compass making it more precise.

The location of the said ring are random (and you can reset them at anytime), when you find one, you face one of the Priestess and once you find all o the rings is time for the showdown.

Elminage Original - Part of the Event list
Elminage Original - Part of the Event list

The main attraction is both the open format of the game and the said quests, which often center around using certain class skills and finding or using items in rather cleaver puzzles. As example, one require you to find a Phoenix Feather, which you can get by using the Thief ability, another might require you have a Shogun among your summons, and then give to him medicine in exchange for another item. Another require you to reach an airship, you do this by first buying a rather absurd armor made of meat, which then attract a giant bird that eats your party, that open a new dungeon (the inside of the said bird) and from there you can get on the airship. Later on, if help a Goblin and an Ogre, you not only get to recruit them to your party, but even open up the option of creating new chars which are either Goblins or Ogres.

To make it easier, the game even have a npc which sort gives you hints of how to solve the said quests.

Elminage Original - Get ready to face them several times.
Elminage Original - Get ready to face them several times.

But even more curious is that the game sort have it own “Nemesis” system, early on you face a group of demons, and they sort become recurring characters, growing more powerful at each encounter, making for rather unique encounters, as often their composition sort mimics face another party of adventures.

Another main point, is that the dungeon design are more variated and more fun to explore. Specially, since you have this more open format, you can move freely between several dungeons.

In comparison with Gothic, the story feel way lighter, and the whole find the rings give a monster of the week feeling, as you frequently face one of the priestess when you find it, not that this is bad in any way.

Elminage Gothic
Elminage Gothic
Elminage Gothic
Elminage Gothic
Elminage Original
Elminage Original
Elminage Original
Elminage Original

Operation Abyss/Babel: New Tokyo Legacy

Developer: MAGES.Inc, 5pb, Experience.

Publisher: NIS America.

Operation Abyss
Operation Abyss

I confess I have a soft spot for anime about magical high schools, and Operation Abyss/Babel is pretty much that, a Wizardry style of games in a modern setting. While its story can be a bit confusing and the tone is all over the place, it does fit the genre of magic high school really well and go to places you might not expect. The art is also, all over the place, some parts were pretty good, other not so much, the game even feature a somewhat “dress up” kind of system which you can use instead of character portraits, but it does not match well with the rest of the game visual style. Overall it’s a good game, a bit confusing at time, due to weird terminology they use at times that can make the dialogue feel like an word salad.

Both games, Abyss is the first and Babel is the sequel, are focused on the Xth Squad, which is your party, by using Blood Code (the game classes), you solve several mysteries, involving Abyss dungeons which appear over Tokyo.

Operation Babel
Operation Babel

Character creation does use both a sort of alignment system (which the game call Trait) for Good/Neutral/Evil, plus Trait Detail (which does not do anything and act most a way for you to detail more the character), followed by a Type which affect your starting stats.

Like I said earlier, the game feature special abilities you can use, which the game call Unity Skills, your party fill the Unity Gauge as it take or do damage and by doing quest, however, remember the Traits? Yeah, they do affect the maximum amount of you can get if character don’t combine well (like along the party is either good/neutral or evil/neutral they are fine) it is fine idea, but sadly not much explored, like the concept is there, the students, having to get along to use their powers, but it sorts just about alignment that is easily solved by having everyone begin either good/neutral or evil/neutral when you create the party.

Operation Babel
Operation Babel

Another system the game uses, and which I talked about earlier, is the “Rise and Drop”, where the more you fight in the game dungeons, the more Threat Rate grows, attracting more dangerous monsters, but better rewards.Talking about threats, the game also have some unique enemies, called Wanted Variants, which can sometimes appear, acting as bosses.

But that not all, the game sort have a Dark Souls’s style of message, where players can leave messages to other players, but to be fair I never see it used much, outside what I think it is message done by the developers.

Operation Babel
Operation Babel

The pace of the game is great, but, again, due to weird terminology often is quite hard to figure if you got something good or bad and while the game does have a crafting system, the weird terms the game uses make it confusing.

Operation Abyss/Babel is a game I like a lot, but I sort wish it had more polished dialogue/tone and the high school elements and event begin more present or explored. Despite this, still a unique take on the genre.

Operation Abyss
Operation Abyss
Operation Abyss
Operation Abyss
Operation Babel
Operation Babel
Operation Babel
Operation Babel

Stranger of Sword City Revisited/ Savior of Sapphire Wings

Developer: Experience Inc, Code Glue

Publisher: NIS America.

This is one of my favorite games, well in this case two games in one.

Stranger of Sword City Revisited
Stranger of Sword City Revisited

The first Stranger of Sword City Revisited, is an improved version of the original game, like I said above it add new classes, new systems (such as way to improve gear) and new events. Plus some amazing soundtrack and art.

In Stranger of Sword City, your main character is Isekai´d to another world during a plane crash, there you not only found that you’re stronger, but also you aren’t alone, turns that tons of people, the “Strangers” which were also brought here.

To how you give the Lineage Monster essence both branches what abilities you can get and the narrative.
To how you give the Lineage Monster essence both branches what abilities you can get and the narrative.

I already wrote a blog about Stranger of Sword City (https://www.giantbomb.com/stranger-of-sword-city/3030-42558/user-reviews/2200-30816/) , so I won’t repeat everything, but a short recap a couple of its features: First, you have the Divinity, which is the special power, I mentioned above, you gain morale during battles, which you spend in Divinity powers. Now tied to this and the game plot, the way you gain access to more powers is by defeating the Lineages, unique monsters and handing their essence to one of three different characters, which represent how the story branches out.

Stranger of Sword City Revisted
Stranger of Sword City Revisted

How sometimes you find the Lineages? Well either by exploring dungeons, or by using the Ambush system, where you have spots on the map, there you can hide and ambush monsters, which might be carrying around chests and once a while came across with a Lineage.

Savior of Sapphire Wings
Savior of Sapphire Wings

Now in Savior of Sapphire Wings, your character is the reincarnation of a hero, which in the past lead other heroes to defeat the Overlord of Darkness, but failed. The game is much about figure what did when wrong and this time do it right, as finding the new incarnations of the previous heroes. There are a lot of fun systems, such as instead of creating a party, you find the new heroes, and you have to create true bonds with them, while customize them.

Savior of Sapphire Wings
Savior of Sapphire Wings

While SOSC is more dark fantasy and its visuals are set to match (note, in the original game, there was option between two sets of sprites one more colorful/high fantasy and the other more dark fantasy, in the revisited, only the dark fantasy set is present), SSW feel more high fantasy, something which show in the party character portraits, but sometimes clashes with the monsters sprites (which often are from SOSC).

The flow of both games is great, SOSC is slightly non-linear, while SSW is more linear as it is more plot driven, but still the flow is good, as making and developing your party is a lot of fun, plus the soundtrack is amazing.

Savior of Sapphire Wings
Savior of Sapphire Wings
Savior of Sapphire Wings
Savior of Sapphire Wings
Stranger of Sword City Revisited
Stranger of Sword City Revisited
Stranger of Sword City Revisited
Stranger of Sword City Revisited

Honorable Mentions:

In this section I will talk about two other DRPGs which I played, some which I plan to play and maybe worth to keep an eye out. I thought to also write a bit about either Mary Skelter: Nightmares, Ray Gigant both I haven’t played enough to have a more solid opinion, so in the end I only stick with two games, which have that I played until the end. Also I want to check out Undernauts: Labyrinth of Yomi, which I released in Steam a while ago, but I haven´t able to see it.

Bard’s Tale Trilogy.

Developer: Krome Studios, InXile Entretainment.

Publisher: InXile Entretainment.

Bard´s Tale
Bard´s Tale

This is an amazing well done port, that add exactly what might be needed, and I mean stuff that at the time would not be possible, such as item descriptions and other quality of life stuff, while allow you to customize the experience as you want. Do you want the very classic Bard’s Tale experience, with all ups and downs? You can have, you want a more modern experience? You have it too! Likewise, you want a middle of the way, sure you can also have it.

The only issue I have, and it is minimal, as is an aesthetic thing, is that I liked more the dither based pixel art of the original art.

Mind Zero

Developer: Acquire, Zerodiv

Publisher: Aksys Games

Mind Zero.
Mind Zero.

Mind Zero is a curious game, in surface and the mostly you might be heard about it, is that somehow is a “brand store” Persona with very bare bones port for PC, and both those affirmations are not exactly wrong. I mean, the whole thing is sort about Kei and his friends, using their MINDs (aka Persona/Stands), solving a mystery and the port is limited.

The story and character are overall fine, there is some characters which I liked such as Kotone and Lina, but you can tell they cut an arc here and there and the end is a cliffhanger, which have no conclusion as there is no sequel.

The main problem, I feel is the pace, early on the game is very slow, and it does take a while to thing start to move, this does not help the combat, which often repeat the same 3D monsters in different colors and watching the animations can get old fast.

No Caption Provided
No Caption Provided
No Caption Provided
8 Comments

Previously on Granado Espada...

Previously on Granado Espada...

When I start to write about Granado Espada, I did it like "to put a ghost to rest”, but now I find myself with almost 500 hours, mostly of them not really playing, because of the AFK mode, and almost no real sense of closure but just only with strange feelings of missing some vital piece of the puzzle.

That said, but just a few days, a new patch was announced (http://www.granadoespada.com/page/newsview.php?n=362) which do something that mentioned before: readjust some old game content, to make it easier and clear. So I have to see how thing unfold, I guess I am not free of this game yet.

As an example, remember I said a quest in the Errac, the “Favor of the Chieftain” required one High Quality Ruby, Emerald and Sapphire, which for new players, without access to the market or knowledge of which individual raid quest might give them as reward, might have trouble? Well, the quest now have an option of instead giving 4 Silver Bar, which are way easier to get.

The list of changes is pretty big (http://www.granadoespada.com/page/newsview.php?n=362) and in the next days I will see how easier or not think will be.

So far however, I was able to get past where I was and moved a bit on the Tears of a Doll quest line (the main quest), I did hit a small block in a step where I need to defeat a Queen of the Valkyries, where again, GE lack of feedback made it really difficult to know what was the problem, but after a couple of tries I managed to do it and advance a bit more.

No Caption Provided

From there I was able to also finish the Prophet of the Forest quest line, Nena recruitment quest, and now I am moving toward finishing the whole Leader of the New Era.

Things are progressing somewhat smother… the problem I am running now is how absurdly long some game quest lines can get… When you look at the ingame database, it can be deceptive, since it only show the major steps of a quest, but inside each step there is often more steps and things can get off control really fast.

Just the Leader of the New Era quest line have around 24 Major Steps, each step can have between 4 and 10 Minor steps (in this case many major steps appear to have around 7–9 minor steps).

To make things worst, often during the quest line you have to visit Lucifer Castle, which is a major annoyance, due cannot set a warp to quick return and instead need to travel two maps to reach the place where the npcs are often avoiding monsters and the Montoro Curse debuff which grow stronger or weaker depending on the day of the week, meaning that just running to talk the npcs can get deadly. This become a particular problem, because right now I need to bring certain character to talk to Leona, one of them happens to be a RNPC which I haven´t leveled up, which can be a problem...

Anyway, sometimes you need to reach a spot to trigger a dialogue, but the monster around might be too powerful and can interrupt the dialogue, and you likely cannot defeat them…

No Caption Provided

Another side effect is that the overly long quest line make the quest story weak due either being stretched out or sudden stops which, trying to keep track of the quest and story, feel unwieldy, and you can sort stop paying attention.

The way which the game tries to make it cutscenes don't work really well, it limited both what poses the NPCs can do and the limited camera angles plus the dialogue is often hard to read because of the small speech balloons (and the text on the UI is also not easy to read), but more than this, the cutscenes often feel too long, and you cannot skip them.

Notice the small speech balloons and the small text.
Notice the small speech balloons and the small text.

Still, despite all I am making to the last part of the Leader of the New World arc, from there I canenter the next arc which like take me other places.

But there is something else I wish to talk about, the game events!

About Events:

Granado Espada events, at least the more recent one which I could experience in the SEA server happen around between each week or two and last around the same time. Most of them are often centered around new RNPCs, but a few is around some holidays, the structure is very similar: you often do missions to this new RNPCs, in form of daily mission, which give you points, which you then use buying something for a list.

Here is a quick description of some recent events, going from the newest to oldest:

Bristia and Vespanolan Special Supply (6/9 to 6/23):

No Caption Provided

This is the most recent event, unlike other isn´t centered around a new RNPC and appear, so far, easy to do and the rewards appear to be very good.

The first week of the even is all about going in map, defeat monster to collect some stuff to bring to the npc, which give you points that you can spend in a shop, where among other thing you can get even stuff such as give a Valeron weapon (late game stuff), Armonia and Strata Devil

The amount of things you can buy from the shop is limited, like you can only buy to boxes which give a Valeron Weapon (each box have a single weapon that you can choose).

On the second week of the event, thing change, you now need to do some Individual Raids, where you get collect some stuff, if you get 20 you can reward for the day, and looking at the table, where even a level 1 Individual Raids give you 4 of the said material, does not look hard. Also, it appear that there will be a special quest.

Issac Episode Event (5/26 to 6/9):

No Caption Provided

This, at first glance, looked doable… the first phase (days 1 to 8) you either get one of three options, either going in a map and collect some items by defeating certain enemies, doing a mission where you need to evade some enemies or just give the RNPC some stuff. The second part appeared to be similar (day 8 to 14), however, one the daily quest was borderline incomprehensible, in the surface is a mission where you need to defeat 30 Vanguard enemies, while the npc helps you… However, when you try to play you quickly realize that the npc just keep running around appearing to do nothing, while you characters simple don't and can't attack enemies.

After several tries, I need to ask in the faction chat for help, where it was pointed to me that what was going on: The deal is that the enemies you can attack are random… or what I think is going on is that the npc while running bump in the enemies you can attack, however, the period you can attack is very short and the npc moves really fast, meaning it is very hard to attack them at all and the time is very short… so after few more tries I throw my hands and give up.

Lore of the Star Keeper (5/12 to 5/26):

No Caption Provided

The base of the event is that you have a list of character (teachers), which have a relationship with other characters (students), like Leona, if you have Lynn (or her Silver Flash Lynn variation) and perform the individual raids with Lynn in the party, you gain points to spend.

This event feel really pointless, like first you need to have recruited any of the said students, otherwise, no points. Something which the ingame dialogue does not really explain, in fact when I did the event, someone PMed asking what is going on, and I had to point them to the game website.

Also, the list is a bit strange, some teacher might require rare RNPC (which can't be recruited), like if you choose Moon, you better had Hermes or Tom, otherwise… to be fair, at least Fritz has a wide range of students, which all are early character. But still, you might don't have any of them, something which the person that asked for my help pointed.

To make thing worst, the amount of points you gain is very small, at least for a level 2 to 3 level raid (the best I could do) I could only gain around 15, and a single pet food, require 100, while some of the best rewards go around 1200 points.

Let me remind, you can't really do raid after raid, you have an activity bar, which depletes as you do raids, and higher level raids require more energy, so you can see where this is going.

Detective T´s Proposal for a Joint Investigation (4/10 to 4/24):

No Caption Provided

This one was quite good and cleaver. First you talk to Detective T, his daily is simple enough, collect 15 mysterious trace and bring to him. Once done he gives you a code word, which you need to interpret by clicking in some objects, if you do correctly you gain some rewards.

Now the reward part was the cleaver part, you gain an item which can give you a random RNPC even rare ones, and you could use spare cards (or card which you have but never planned to use) to exchange points for even more item which give you a random RNPC plus some bonus on the side.

If you did the whole event and collected the Mysterious collection card, you did gain the new Rare RNPC Chloe.

Kane Episode Event (03/10 to 04/07):

Fairly good event, by talking to Kane, you have to go through several rooms, doing minor stuff, such as finding a spot in the ground, dodging rotator blades and so to find a document, you gain rewards the more you do the event, while also winning Kane´s Ticket which you can exchange for some stuff. Sorry but appear that I forget to take screenshots of this one.

Bianca Episode Event (04/21 to 05/05):

No Caption Provided

Oh god, this event, it looks easy, like it give control of this new RNPC and the daily mission is about defeating Taikbin, however, it requires you to use her skills in a very precise order, with no room for error, enemies will do lots of damage and Taikbin might one hit kill you, while you also have very few time to even understand what is going on. You can redo this quest, but it is so annoying that after some tries I sort give up the whole thing.

No Caption Provided

Sherry Episode Event (2/24 to 03/10):

No Caption Provided

... This one was not good, it starts fairly easier, with just go in some map and collect a few stuff, but the daily mission, the “Passionete Dance Practice” is a nightmare, not that is hard…

The deal is that you control the new RNPC and have to fight some NPC, it looks easier, but in reality is a QTE where it expects you to do is use her skills in the absolute correct order as the RNPC tell you, it looks easier, but either due input delay, the skill own delay and timing, plus how knows? Maybe lag, is very hard, like most time you press a skill when she says, but it take a while, so she is already asking something else, but you can't do anything. To make things worst, there is almost no room for error, even in the easy difficult.

During the event you need to sort perform a QTE by using her skills but it is really hard.
During the event you need to sort perform a QTE by using her skills but it is really hard.

So, that is it for now. I likely keep playing seeing how far I can push and hopefully I can end this writing about the game plot and story.

Links to all posts:

Granado Espada - Overview (Part I)

Granado Espada - Visuals and Early Game (Part II)

Granado Espada - Issues and Bits of Progress (Part III)

Previously on Granado Espada (Part IV)

Granado Espada - Adrift (Part V)

Start the Conversation

Granado Espada - Issues and bits of Progress

Update:

Remember that I said that the next part might depend on if I get stuck or not…

Guess what happened… while in on one hand I have made some progress, even going beyond what I was able to do in previous attempts. I also find myself stuck, making only small steps of progress and hitting walls. This had an effect where I start to write this, make a bit of progress and need to rewrite and so on…

Anyway, this also mean my plans of moving in the story are sort of blocked at least for now. But I can talk about some mechanical, design and technical issues I have with the game.

No Caption Provided

But it is not all doom and gloom, on the plus side I have able to trade some stuff in the game market (aka the auction house), specially some spare RNPC cards, which give me a lot of Vis (ingame basic currency), that allowed me to buy some costumes, get a difficult to get RNPC way earlier (JD and Cherlyn) and even reach some new parts in the game.

Also, there was an Anniversary Event going was on, and that helped a bit, also by the time I was writing this there is the Christmas event going on.

It is important to say, that this part might feel a bit scatter shot as it mostly list of stuff I am thinking about this whole time and also due constant rewrites.

Conceptual Confusion

No Caption Provided

Strange as it to say, Granado Espada problems sort stand in part due to its own unique nature, because not only this game came from a moment where a lot of would be staples of MMO design haven’t become standards yet, a so lot of expected things might not be in, but its own design put it in a strange place.

Now, while one can say that all MMOs, sort expect you to play with other people, Granado Espada, feel is giving the strangest signals about it, because with the whole MCC system plus AFK system, you might feel that even more that other MMOs, this is the one which you the feel least the need to play with others and everybody might feel the same. Despite this, there is stuff you should do in groups, so you might often feel unsure in certain moments, is the quest or raid too hard because you are doing solo or because you are under leveled?

This isn’t helped by certain quest and raids meant to be solo, like earlier content, such as Infinito Challenge and the “Individual Quest Raids”, while others meant to be in group, such as some Raids and endgame content.

To see how strange is you only need to go to Coimbra Bridge, there you will find a NPC which handle the Individual Quest Raids, he will be surrounded by so many people to the point it is kind hard to spot him. But if you choose to go slight further ahead you will spot the lonely NPC for Group Raids (note, the raids which he handles are only a small selection).

One thing I need to explain about Raids is that they are often handle by a NPC, from him, you can either create a Room or find one (if the quest allow for groups), but the latter will be often impossible, as there is no one else. You can create a room and wait if people show up, but I never saw that happen.

This confusion is even extended to the Faction system (the game term for a clan), because early one already start in the Pioneer Faction, which default faction for everybody who isn’t in a faction. To the game credit, at least here the UI is helpful, since allow you to research for faction and check details. But you might be temped, like I was for a long time, to remain in that default faction, which isn’t good as an actual active one. Because joining one does help a lot — not only you gain some bonuses plus other benefits.

However, while the UI helps to find Factions, the same could not be said of the Search Squad (the game term for a group) function, which all it does is show some squads but no idea of what they are doing.

This all means that the game is often lead to a strange situation where you never know when you actually should form a group or ask for help or it just you don’t have level enough.

Not only this, but the AFK system is so strange that you might realize, like me, that you spend a lot of time in the game, but not actually playing it… you simply might be playing something else, watching something or maybe not even be looking at the pc…

UI Confusion

Granado Espada UI is very mixed, while functional, sometimes fail you to inform of crucial stuff:

There is an internal database where you can check a lot of stuff, specially quest trees, however while the info there is great the UI fail to say if a quest have prerequisites quest you need to do before. Also, description of quests and raids are often very vague.

This is particular annoying with NRPC, which often have lots of this kind of prerequisites, like to recruit M´Bomba sister Beatrice, you need to recruit him first and to all his sub quest and also reach a certain point of the main quest. But looking at the database you might don’t know that at all, so you can be left a while wondering how to recruit someone.

The game also have some strange hidden mechanics which it never informs you at all and often contradict stuff that happen in the game:

One is the annoying “Montoro Curse”, in the plot there is a whole thing about a curse which plague Lucifer Castle and you even do a quest to lift it up. Expect, that curse not only to be still there, but have this mechanic which lower your stats depending on of the day of the week, and it gets strong as you grow deeper in Lucifer castle, making the place already very hard even more hard.

Another one: One day I was trying to a quest for recruit Veronif, which at the first step require 10 Black Magic Stones, I tried to gather them but the place was too high level for me, however I managed to get at least one stone…

… But when I return to one city for some other business is when I noticed that there was a strange effect of floating skull laughing above my characters, I checked the UI for buffs and debuffs and noticed nothing strange there. Confused I decided to ask in the Faction chat about it, and the people quickly pointed that is because Black magic stone give you a debuff, and you should store them somewhere else quickly as possible…

Another issue is that you need ammo and special crystals for some weapons and magic, and you can easily run out of it without knowing, since the game never informs you when you are running low.

Screenshot of combat, notice the number and small icons
Screenshot of combat, notice the number and small icons

But more annoying is, that the game never clear tell you what is going on during combat as there is often very little feedback, I mean it does flash numbers, but it never really inform you of crucial stuff, so you can and like will, often die and don’t know why. This is made way worst due icons showing debuffs/buffs begin rather small and sometimes, specially in raids, enemies will use powerful debuffs which you maybe not even notice not to talk about bosses which have one hit kill skills which unless you know beforehand you likely die.

Streamlining and the Lack of It

One thing I noticed, is that overtime they tried to simplify most quest making the game slight more dynamic, this was done either by rewriting quests or balancing them (like reducing the need number for something). This was excellent, because I remember stuff from the early Dilos Lantern arc begin too long and complicated, but now if feel way more fast.

Another addition was the Guide Quests, which are, much like the name suggest, a series of quest which introduce you to several of the game aspects and require things like complete a scenario quest arc or individual raid quest.

There is even some really cleaver stuff, such as NPC in Ustiur, which sell gems that allow you to summon an enemy monster, this is really helpful since allow you to complete a quest that require to kill a very rare monster. As example, Soso (an RNPC) in her recruitment quest, request you to kill a Jack of Lantern, normally that would be hard, however you can easily buy the game to summon the monster and complete the quest.

However, this is only for part of the game, there still a huge part where nothing feels straightforward, everything feel like there is a dozen if not a hundred of steps to take, with often sudden spike of difficult. Quests might have entire sequences of going back and forth between two npcs that go on for ages. To make things worst, often the rewards aren’t very good.

One example is one of Brunies’s sub quest: Treasure in the New World, which start fairly simple, as you first explore Tubkal, but from there you need to find three keys, each key require it its own two to three quests, and you do all of this for the quest to suddenly end, and you gain a minimal reward.

Rose quest
Rose quest

Not only this, RNPC quest can at times feel exercise in tedium, even if the game is sort trying its best to tell an interesting story, I noticed this doing a handful of steps of the Rose Spirit quest, and sort was going back and forth between npcs, watching scenes that felt stretched out even if the game was telling this story about this spirit which Montoro locked in his castle and now wish to see the world, there is a whole thing about people, specially in Viron (Montoro castle is nearby) don’t trusting her, but she still does her best to gain their trust…however all you do is going back and forth watching not well-made scenes…

Leftovers and Poor Ideas

There is a some stuff in GE which is essentially leftover of older mechanics, the most evident one is the Pioneer Memorial Statues which you find in almost every map, now they don’t do really anything. But back there they give you a quest to kill enemies in exchange for XP Cards. This system is gone, but the statues remain there. There is one place however, the Rebouldeux swears where I think you can still find statues which operate like in the old days.

Looking in guides there is a good chance you read about Growth Stones, they don’t exist any longer, as they were replaced by Sun, Moon and Star stones, which you can trade for Feso.

In Gigante Island there are some mini-games, winning in them gives you tokens which you could trade for things, you can still play them and from what people told me the awards till good, but the stuff appear almost forgotten there, also the mini-games aren’t very good and the game does a poor job to explain how to play them.

Remember the Infinito Challenge? I could swear that this thing was way different and way harder, so much that was the reason that for a while I ignored it, until I noticed that it changed. But I could be wrong and misremembering something.

How the Bounty Hunter look now
How the Bounty Hunter look now

For a long while now the Bounty Hunter Guild had a selection of different raids, each one with two levels of difficult, by defeating the boss you maybe get Bounty Hunter Tokens, which you could exchange for stuff… But by time I was writting this, the system got a revamp again, instead of selection of raids, you now have a sort of horde mode, where you need to defeat several hordes of enemies and bosses, the longer you manage to go on the better are the rewards. It is away better system, like, before you had sort to go one by one raid, if you which to optimize, now you can do the whole thing sort in one run.

Here is the place where you can travel to Armonia
Here is the place where you can travel to Armonia

Other times you feel there is some really not well planned ideas, from the Market limitation which I mentioned, to something I noticed now — When you reach High Master, you can (and the loading screen tell you over and over again) that maybe you should go Armonia and getting the Pope’s blessing (which gives +1 AR / DR and +5000 HP), which in one hand is nice, but also the game never really inform you how or when you can go to Armonia.

For a while I guessed, wrongly, that it was gated by a quest, but turn out it is not, because unlikely in other times, where you can only reach certain places when you either reach a certain family level or moment in a quest line, to reach Armonia for the first time, you need to embark in a Zeppelin. But where it is? In Kielce Laboratory and there you talk to a npc… something which toke me a while to figure out due lack of instructions…

Sometimes quests remove your party and instead allow you to control a RNPC, at first this appears as a good idea, but most times what happen is that you are throw in the quest with a RNPC you never played before and have no real idea of how the skills works.

Scene from the Nene quest.
Scene from the Nene quest.

As example, in a quest during the Altria Arc, you get control of Nene and all you need to do is go a trough a map filled with monsters, since she is fairly high level when you control her it does look easy, however you likely to die and won’t know why. That when you notice you can’t use potions or anything. So what are you supposed to do? What the game want is using her normal attack to regain health, something you likely never noticed is a thing at first and using her skills to finish the monster, drawing them in few groups.

Friede, another RNPC have a similar moment to this, but in this case is worst, since Friede skills are way more complex, and you have way less time to understand them in a hurry.

The game does have a system for dailies, but it is the strangest one I ever saw, in some towns a NPC will give you a daily quest, however first only a handful of players can actually do the quest… so we already off to a great start… but the quest themselves at least don’t appear too hard, the one in Auch simple require going to a map and kill a few monsters to collect a couple item, once you do enough of the quest you do gain a special reward, which I confess don’t remember what is, but you can imagine is nothing amazing and the game informs you anyway…

By least there is a Farming mini-game of some sort, I only did it on the other server, since it is kind boring and most consist of growing some crops, a bit of fishing… but in the server which I am right now I haven’t bothered playing it. Also, I don’t think the game itself ever explain the farming mini-game is a thing or the potential rewards, at least in a direct way.

Authors note: So, here we go, this is the main reason this toke so long to write… This might feel, like I said earlier, a bit scattershot, this mostly cover stuff about gear.

AR and DR

Also, outside from Level you have two more attributes, well to be fair you have tons of attributes, but for now let’s focus on two of them: AR and DR, which are your average level of weapons(AR) and armor(DR) plus other stuff (meaning that you have base AR/DR to each other stuff is added, like bonus from level up, buffs, ect). To figure if you can defeat something, in theory, you only need to check this values and compare with what you are trying to defeat… However… while the game does give that info, it is sort hidden behind some obscure menus (and mostly only cover the boss in raids) and while a quest might give you a general idea of the average level, it does not inform or check AR/DR, so you get quests which on paper you should be able (as it might be a grey or yellow quest), but you can’t, and you likely don’t know why, and the reason mostly like is the monsters having a very high level of AR/DR.

To make things worst, the actual difference between levels of AR/DR are really strange in the sense that one of two number of difference might mean a lot and other times not much.

For example, after you use Crescemento Weapons (which start at 0 and go up to 32 in AR as you level u), you sort expected to change to Constellation Weapons (33 AR) and from there either go to Evil Weapons (34 AR) or Experimental Weapons (35 AR) and from there goes to other stuff which I don’t have access right now.

Now the difference between 32 and 33 or 33 to 34 or 35 might not appear that much, but it is huge, like for a while one of the reason I was stuck earlier on, it was because I was still using Crescemento and few Constellation Weapons, until other members of the Faction I am pointed me to look for Experimental Weapons. I did that and like day to night suddenly I was leveling up and making progress.

Now, keep something in mind, AR/DR are only one aspect of a weapon and armor, there is a lot more, from as Penetration, bonus against certain enemies and other stuff too…

What about Gear?

You might not realize in first hand but the game have this really strange relationship with gear, at least right now. It is so strange that is kind hard for me to explain, but I will try:

Ok, let´s go back a bit, at the start (from at least when I start playing), GE didn’t play much different that any other MMO, monsters dropped weapons/armor, NPC sell them and so on.

But overtime, something really strange start to happen, slowly they sort start to replace stuff, Crescemento Weapons and Armor were introduced at some point, where they replace most weapons until AR/DR 32 (remember, their stats grow with the player, until they reach 32), even the NPCs which used to sell old weapons now only sell Crescemento Gear (rather cheaply, they only cost a 1 Shiny Crystal).

Not only this, Crescemento Weapons because they are easy to buy, enchanting and everything else is also easier since you can keep trying until you get what you want, meaning you sort have no reason to use normal weapons anymore, at least in the early game. The downsides? You can’t really sell or trade them.

But you still can find normal weapons early on, but most of the time, their stats will be lower than a Crescemento one and also they are fixed (meaning they don’t scale), this does not mean they are useless, as you can run in stuff that at least for a short while is useful… also they can serve as crafting materials in some cases.

If you played any MMOs, you might be familiar with the concept of a “set of gear”, where each piece you add improves the whole thing. GE isn’t different, and you might notice that with the whole Evil, Constellation, etc… some are meant to be sets.

Another thing the game never inform you is about the Infinito Challenge, which will be your first source for a semi-set of items, the Desapio gear, which are boots, earrings, belts and glove set. At each level of the Infinito Challenge, you face a boss (the whole thing is like boss rush), but way weaker, defeating one can give you one of this items and Tokens you need to enchant them and also other stuff.

If you remember the Crescemento stuff, you might wonder if you could be find normal (I mean non set) boots, gloves, etc… and the answer is yes. Except, soon as you get Desapio gear, you sort no longer need them as between their stats and the set bonus they will be better that everything else, but again they might be useful for materials.

Now, let’s talk about Currencies, because like many MMOs, Granado Espada does have it own lot, I could not list them all, but at the basic level you have things like: Currency for Raids (one type for each level of raid, meaning you have a currency for level 1 raids another for level 2 and so on), Bounty Hunter Tokens (however, you might not get tokens at all even when you do quest since they are a random reward). The Point is, that each currency can be exchanged for stuff with a npc and that is likely a source for weapons, armor and even character boxes (can give you a random RNPC card), the problem is they require a lot of points and that can take a while, specially since you can’t just farm raids and Bounty Hunter(there is an entrance limit).

But that is not the only thing: Just a few days I noticed that I was getting stuff called Serendebite and First Hymn, which are also stuff which you can exchange for another currency (the first for Silver Coins and the latter for Gold Coins), which you can also use to trade for stuff with another npc… By the way I don’t think the game even explain this I sort discovered this by accident…

Getting Stuck

If you find yourself, like me, stuck, what you do? Well, much depends on of when you got stuck and there is a lot of moments it can happen, for me this where the spots:

  • During the Errac Arc you will need a High Quality Ruby, Emerald and Sapphire, but at this moment you might yourself unable to get them easily: First, since you can’t use the market, there is no way to buy it from other players. You can try to farm it, but it might take a while a long while, also you might need to check where exactly it drops (the game don’t really tell you, so you might need to hit the internet). Your best options, are either begin a Faction (or just being lucky on general chat) and someone gives you them, or you can do an Individual Raid, because there is a common reward, but you might be unaware of which raids can you do and how hard or easy they are. I notice new players getting stuck in this part a lot.
  • By the way, not being able to trade with other players (and even drop stuff in the ground), until you do the End of Montoro arc can get you stuck in a lot of moments, specially a quest which require you to collect rare stuff, like the infamous Katovic Soup. Thankfully, the required amounts that were largely reduced.
  • Later during the Catherine Torsche recruitment quest, there is a moment you need to be way better level and gear and also have the RNPC Catherine Doll (it is a long story…) at a higher level, because you need her during the early part of the quest (and she has to survive) and you also need to face Catherine Torsche, which depending on of your level and gear might be beyond you. But once you pass this part you can move a lot more in the game main quest.
  • While helpful, the Guide Quest can maybe point players toward Level 4 Individual Raids way earlier, where likely they won’t have gear or level do it and get stuck. This isn’t helped by raid difficult not very clear, like some earlier raids can be way dangerous that other, even late level ones, due bosses having one hit kill skills or powerful debuffs.
  • Getting better gear after one point (around AR/DR 35), can get confusing or direction less: The market won’t help you, since stuff there is either below that or above that and I mean, stuff like Valeron weapons/armor (AR/DR 37+) and this can get really expansive. What maybe you can do, is finding recipes for Strata Evil gear or Chroma Greek, crafting them and mostly important, upgrade them a lot. However, this requires, besides finding the recipes (which the improved Bounty Hunter helps) is getting the material and then due the whole upgrade which might several tries, unless you have stuff to avoid the rng which might break a weapon during the upgrade or even have several of said weapons. Another thing you can maybe do is some event (and there is one about to start) where you asked to forget a weapon and if lucky you can keep it, with the advantage that during the event is way easier.
  • Now maybe you think: Hey, this is the point where the game expect you to hit the cash shop…. While I almost agree, the shop and the UI is confusing enough to even if you want to buy something you might don’t know what. Also, mostly stuff is either boxes which give you stuff and material and things for crafting, so far as I can see there is you can’t directly buy better weapons/armor in a direct fashion from the cash shop, and to fair, this whole time (in both servers) I never bought anything there and never felt that I need.
  • The best “way” to level up, both character levels and their skill levels is by AFK a lot, you can, if willing, spend Feso to buy a pass for one of the two “premium dungeons”. Luckily, during the Anniversary Event, one reward I manage to got was two passes for one of this premium dungeons, and I have to say, they do help — I was at Master lv7 with my character at the time and in a short moment I managed to get levels for reaching Highmaster (But at this point the dungeon xp, while still good the rate is the not same). I still had one left to which I added another I get during the Christmas event.
  • Sometimes the game can feel that requires lots of leaps of logic, which unless you are familiar with the game mechanics can really confusing. Remember the daily missions? Each town offer one, and I think, that maybe one or two, at the end of the whole thing (and I mean, doing the task along a week) give you a Stance Ring Box, which give you a random ring that improve a stance or another. Now some rings can be worth a lot and this is a way to make some cash, if you are aware of this whole sequence…. for a while I forget I had some of these boxes around and luckily one give me a ring which was improved a stance for a newer character, that give me some good vis in the market.
  • Right now, I am one point of the Leader of the New World arc, which is beyond me in level or gear as most other quest are the same. Now I have three main character: Fighter (Highmaster Lv1), Emilia (Highmaster Lv1) and Bernelli (Highmaster Lv1). The next step of the quest is slight beyond me and there isn’t much else I can do, even the next Guide Quest, which require me to clear an Individual Raid of Rank 4 is way too much.

Progress

But to not close in dire tone, let me tell about what I was able to do in the meantime.

Kielce

So far, Kielce is the largest town in the game, I mean, of the one which I am able to visit. It very detailed and the place for the whole Bristia Independence arc.

No Caption Provided

But this place have lot of npc which give you “reputation based quests”, meaning you do quests for them, which fill a bar with reputation with this or that faction, some are trivial, like talk to several other npcs, repeat a single quest… but also very tedious. Beside the main town map, there is a couple of places you can visit, from a Laboratory, where you find how to get to Armonia, the “night mode” of Kielce, where you visit the street at night and can have lots of fights. Plus some minor spaces, such as a Pub and the Governor’s Palace.

The place where the Magic Cannon hit.
The place where the Magic Cannon hit.

Like most towns in the game, there is a couple of RNPCs you can find. Outside of Kielce, there is a few maps, nothing specially worth talking about, except one where you can see the effect of the Vespanolan “Magic Cannon”, which was used in the war where Bristia lost.

No Caption Provided
No Caption Provided
The governor of Kielce
The governor of Kielce

Armonia and the kid Pope.

No Caption Provided

Once I figure how to get to Armonia I did a quick travel there, to get the kid Pope blessing. The place is sort meant to the game universe stand in for the Vatican, but the plot here is about fighting undead or something, there is a whole mechanic about blessing and being cursed, where if you die here you can get a debuff which you can remove either by using holy water and some other means. It is way too overcomplicated, to the point the npc which explain you stuff have to do a quiz to check if you pay attention. Anyway the place is high level, so I just stay enough to look at some npcs, visit the Pope and get out.

One of the npcs will both explain the history and also the mechanics, often at the same time.
One of the npcs will both explain the history and also the mechanics, often at the same time.
Here is the Pope,
Here is the Pope, "La Attencion" is what I was looking for, +1 AR / DR and 5000 Hp is a pretty good blessing.

What Next?

To be fair I don’t know when the next part is coming, mostly because I wish to progress in the main plot more to them talk about it, because things get… wild…like the plot goes to places and I don’t have a full or even partial picture of the whole thing.

Links to all posts:

Granado Espada - Overview (Part I)

Granado Espada - Visuals and Early Game (Part II)

Granado Espada - Issues and Bits of Progress (Part III)

Previously on Granado Espada (Part IV)

Granado Espada - Adrift (Part V)

Start the Conversation

Granado Espada - Visuals (Early Game) and a bit of Music.

Updates:

No Caption Provided

A couple of days after I did write the first blog entry about GE, at least I managed to complete the game first story arc. This mean that the last new player restrictions, which blocked trade and access to the Market Manager (aka Auction House) are lifted. This also mean that I got further that when I played in T3Fun server, which I was stuck in a much earlier part.

Now I am on the main quest, is the “Returned Devil”, which is an arc right after the first, I also managed to complete several RNPC quest, which I never managed to get. I wonder how much further I will push until call it done, maybe at least get o Kielce? or maybe Armonia… Maybe the latter because I am really curious of where the story is going.

But much depend on of me not getting stuck, thankfully main quest sort appear easier or at least I can brute force them using consumables, but I wonder how much I can push.

Talking about getting stuck, when I wrote the first part, I did mention either the next part begin about the visuals or the mechanics, and I have been bouncing between the both of them unsure of how to proceed, in one hand, for the visuals there is a lot I want to talk about but there is also a lot I wish to see, specially the parts in Orpesia (which at least would require me to get to Armonia), on the other on the mechanics, I feel that I need some time to warp my head on several aspects of the mechanics, due they begin really confusing at times.

The solution I find, was continuing with the visuals first, but split in two part, the first will cover the basics and earlier game, the second will be about the story and the later parts of the game.

On the mechanics, will be the last, that give me more time to think about a lot of stuff.

Granado Espada — Visuals of the Early Game

Wizard Concept Art
Wizard Concept Art

On the previous part I commented that one of GE features was it visuals and design, and while not all of it works, what works is enough to give the game a unique aesthetics that while other games might share the same setting inspirations Granado Espada will stand out.

So what the deal? Well, like I said, while other games might share the same time period inspiration, their design is often pushed, almost too much, toward the whole “things begin colorless (or at best gray/brown) and without details is realistic” mindset design, meaning that even if the setting meant to be in different time, they all appear to be very similar to other games, due not using the elements which could give a more unique identity or represent something (at best you get guns and tops hats). Think in the difference between something like Banner of the Maid (by the way, this is a great tactics game), which is a game based in the French Revolution, where the design draw direct form the period, but they use it a base to build from there, and how this give the game it own visual identity. Meanwhile, look at Fable 3, which is sort also meant to be inspired by the French Revolution, none of the clothes or visuals appear to reflect it and many feel they could be a generic medieval game.

Granado Espada however, tries to push is visual design toward the concepts of elegance and gorgeous on base it draws from a lot of sources in wild mix of: Renaissance, Gothic, Victorian to Baroque and other periods, but also combines it with a lot from fashion and high fashion and even modern day sub culture fashions (and pop themes) and others plus some anime aesthetics.

But what make the mix look even more curious, is that while you might expect Granado Espada draw from steam punk, it does not really do that, at least not in the obvious ways you often see in games. There are no trains or industrialization, while you might come across strange machines and even robots, they aren’t the focus (and most time they are more magical that steampunk), even blimps only appear as a side note, well, even normal ships almost don’t appear.

The result is that Granado Espada have this unique feel and design. The emphasis is elegance is reflected all around, instead of the typical colorless, detail less design, you have period inspired clothes with lots of colors, details and even volume. Now to be fair, not every costume or character design looks great, somewhere quite bad, but enough of them look so much good and unique that you can feel there isn’t anything like it.

Also, there is obvious the element of time, you can easily tell what parts are older and which aren’t by looking, due rough edges, texture quality and how the design of some elements did change, specially RNPCs.

Costumes

Another wizard concept art
Another wizard concept art

Now before I continue, it is maybe worth to explain how costumes work in the game: You have three types of costumes, body, hair/hat, back and weapon.

Body is the main type of costume, hair/hat is self-explanatory, back cover stuff like wings and other things and weapon costume change the way the weapon hold by the character look.

Costumes could be gained either ingame, by crafting or as reward or by the costume shop, where you could buy any of the body costume, using Feso (a sort premium currency, which you can gain in game, the price is around 500,000 Fesos). There are other ways go get them however, since you have a trade costume npc, auction house or trading with other players.

Back in the earlier days (at least in the version held now by T3Fun), when you create a Stock Character you could select a default costume (I am unsure if this was also true in other servers), but at one moment they did change the system, Stock Character now have a default costume which you can’t change during character creation. But for a short while armor (don’t confuse with costume) did change visual, acting like a costume.

I remember this change very well, because when it was about to go live, you would receive the costume of the old default costume you had chosen, I mean, lets says you had a Fighter you choose as his default costume the “Camisa de Soldado”, when the change went up, the fighter would revert to other default costume and you would gain the “Camisa de Soldado” Costume. The process was kind confusing, there were some limitations, as there was some costumes which even if you choose back there you could not gain them exactly, in my case my Warlock had a Robe of Zyz which had a pink color, but I could only get the Robe of Zyz which was yellow.

However, at some point this did change again, for a system, which at least by the time I am writing this, you only have a single default costume for Stock Characters and armor no longer changes visual (only costumes). This is a sort strange choice, because the default costume for Stock Character aren’t really good or representative of what the game could offer and you are stuck with them until you got access to costumes.

RNPCS I

Screen when you create a RNPC using it card
Screen when you create a RNPC using it card

Since we are just talking about costume, how they work for RNPC? First, they have a default visual and unique costumes they could use (each one have its own selection. I mean, musketeers share a selection of costume, but an RNPC such as Emilia would have her own unique costumes), for them, armor never change the visual at any point.

Now, on the RNPC themselves, there are two types, you have ones which are “Recruitable” (majority of the RNPCs), meaning you get them by doing a quest line and “Rare”, which could be got by Character Boxes, that could be brought in the premium shop or get inside the game (often by achievement and events and other means). But you can also get any of them by using the game auction house (but rarer ones can cost a lot).

Something I forget to explain, when you gain a RNPC what you gain is Card, which is used when you create the character or it could be traded. Note: There is also a system ingame of mercenaries, where you could sort I think rent a RNPC, but I never used that system, so I can’t tell much about.

Scene from one of the Raven Subquests.
Scene from one of the Raven Subquests.

Aside from the recruitment quest, each RNPCs (at least ones which you recruit), will have one or two sub quests, which both tell you about a bit more about them, and sort are a little highlight of the game, which the translation quality often hurt, but still you got little of “slice of life” or find something about the game lore by doing them. Also, this quests usually give you a book with one of their unique stances.

While I said, you can trade RNPCs, you have to be careful, isn’t unusual for one of the prerequisites to recruit a RNPC might need another one quest done (and often the character itself in your party), so selling one of them might lock you out of some quests down the line. As example, to recruit Vincent you need to have Andre in your party. In fact, I think several RNPC might require have Andre in the party. Not only this, but the game have an “Expedition” system, where RNPC not in use could be sent to do something and bring rewards, having certain combinations of them is vital.

RNPC design can be viewed in two ways, their visual and how they good they are in the game. The latter is way hard and less clear and even hard to talk about, due the confusing way Granado Espada mechanics work, which make hard to know which is good or not. Like even if you think that maybe the Rare RNPCs where better, you would not be wrong, but not right too. For example, want to know one of the best RNPCs? It is “Recruitable” one, Grace Bernellie, which you get very early on. Want another? One strategy of AFK is using “builder” character, which as the name suggest can build stuff which auto attack and kill even better and many of them early on, such as Jack and others. Want one of the best healers and support RNPC? Take Emilia.

Now, of course you Rare RNPCs will be useful or powerful, but the point is that you can live without them. Also, it appears that is not unusual for Rare RNPC becoming “Recruitable”, As example, Cherlyn was originally a Rare RNPC, which now you can recruit as any other character.

But I will talk more about mechanics in another post, for now, let’s go back to visuals.

Stock Characters

Stock Character Concept Art
Stock Character Concept Art

As they are the first introduced, not only they got most costumes but their design is maybe the most representative of the game, each Stock Character follow a theme in general. However, as time passed, and RNPC got most of the spotlight, Stock Character sort fall to the sideline.

  • Fighters (the figures in the center holding swords): Most of their costumes are armor or leather inspired. Not much to talk here.
  • Warlocks (blond figures at left and right): They maybe possess some of the more unique costumes, specially the female versions, which often feature skirts with a lot of volume, their design often goes between very elegant to straight out of a cheap romance novel cover.
  • Scouts (the ones with grey/black hair slight above the center): This is hard to define, like I have no idea what the theme is as each of their costumes is very chaotic, but again very unique.
  • Wizards (The girl with pony tail at the left and the figure with a top hat above the center): Side by side with Warlocks, they have some of the more unique costumes, Wizards costume are all around good, there isn’t much volume, as skirt are very tight and long.
  • Musketeer (the figure wielding guns above): Their costume as the name suggest, suggest a uniform like but very stylized.
This is one of the musketeer costumes
This is one of the musketeer costumes
And here is the costume in game.
And here is the costume in game.

RNPCs II

Cherlyn is one of the RNPCs
Cherlyn is one of the RNPCs

Overtime RNPCs sort became the main focus, as most new updates and promotions often will be based around one or more new RNPCs. I would need to look one by one, and that would take forever, but there is a couple of things I can say:

  • Older RNPCs often have the more rough visuals, they aren’t bad, but you can see a lack of polish in comparison to newer ones.
  • I will talk more about this later, but the game features a internal database where you can see all RNPCs, their costumes and quests.
  • Like I said, each RNPC have its own costume list, and they are more free form, meaning that some stuff it very modern and might don’t fit in, like swimsuits.
  • I you played any gacha game, you might be familiar with the concept of having several versions of the same character, GE isn’t much different, as often Rare RNPCs, might be an existing character but with a different theme or in a different moment in life. As example, one RNPC you can get is Ludin, the young sister of Leonele, but you can also get the Rare versions of her: The “Blue Flame Ludin” (which is older version of her) or “Student President Ludin” (which is an older version of her, but with a school theme).
  • No one asked, but here is a small sample of RNPCs, you might want to check Granado Espada SEA site which have a gallery, which is nice but it there is some missing RNPCs (http://www.granadoespada.com/page/character.php)
Archbishop (Rare)
Archbishop (Rare)
Beatrice (Recruitable)
Beatrice (Recruitable)
Kiss (Rare)
Kiss (Rare)
Nar (Recruitable)
Nar (Recruitable)

Weapon and other stuff

The weapons visual design are again very mixed, the very first weapons, the Crescemento ones (I explain this later, when talking about the game mechanics), feel very rough and out of place, later weapons are can go from good design to not good, but it hard to tell, changes in the game mechanics sort made that you almost don’t change them very much.

Here you can see some Crescemento Weapons
Here you can see some Crescemento Weapons

I will talk more about this later, but here is quick overview, you likely start using Crescemento Weapons for a long time, since their stats change as you level up until a point, from there you are either going to move toward using Experimental (you gain some tickets which allow you to get some of them), Evil or Constellations Weapons (both you can gain either tickets or boxes or by trade Bount Hunter Tokens and by other menas), since you gain boxes or tickets which give them to you. While you might find other weapons as drops or rewards their stats aren’t good enough most of the time.

Aside from the huge wings you can see a Experimental Polearm
Aside from the huge wings you can see a Experimental Polearm

Now on the subject of Back Costumes, most of them are wings or things similar, they aren’t great, but useful, as many achievements and quest might reward you with them, and they do offer some bonus, but they don’t fit in, they are often too huge and almost block the character model. It can be really annoying walk around and seeing dozens of people in a small area all using the same back costume.

So with that said, that leave us with hats and hair and face costumes, there isn’t much to talk, most were ok, you mostly like don’t pay much attention, since change aren’t that meaningful or huge.

World — The Early Game.

Coimbra
Coimbra

Let´s talk a bit about the game world visuals, here I will cover earlier part of the game until Viron. Kielce and later part will be covered later. This sort cover only the Granado Espada continent, not Orpesia.

The World design however is a mixed thing, most time however, it works :

Cities often feature rich visuals and architecture with brighter colors, but save from finding npcs and services you most don’t really interact with these spaces, except if you go what of your way to take screenshots and using the pose system. There is some strange elements, like you can spot textures, while they don’t look bad, they do feel sort look out of place.

Can you see the strange texture?
Can you see the strange texture?

Some cities were given attempt to make the more unique, such as Coimbra, which have a sunset theme around it, Ustiur and Bahamar are more like advanced outposts, which make it stand out. However, the other cities all appear to have a default bright sunlight fell to it, which despite different architecture inspiration, make them feel sameish.

Outside of cities, things get a bit worst as open spaces are a bit generic and bland, so much that there isn’t much to talk about. There are different areas, from the more generic green areas, to places such as Bahamar Swamps, Abertal and other rocky areas, the volcanic are around Prison de Joaquin or Katovic Snowfields.

Dungeons are often very linear
Dungeons are often very linear

Dungeons are sort mixed, there is a lot of emphasis on textures on them, but their design often very standard as most dungeons (and open spaces) are often square or circular spaces connected by corridors, however later dungeons, specially places like Lucifer Castle do look more interesting.

However, one of the major dungeon design issues is that they aren´t large enough to hold many players, specially if you remember that each player is three characters, places can get so crowded that at best can get difficult and at worst impossible to get thing done. You might not only find that there is no good spot to move or stand but enemies will die before you have a chance to do anything, due many times people in afk or bots will be using ranged characters. I noticed this Lucifer Castle, when I got there do a quest, which require to simple kill four monsters, but find myself unable to do due lots of people inside.

The screenshot might now be able to show, but the place was crowded to a point, where enemies where dying so fast that I could not do anything.
The screenshot might now be able to show, but the place was crowded to a point, where enemies where dying so fast that I could not do anything.
Errac
Errac
Bahamar
Bahamar
Lucifer Castle
Lucifer Castle
Gigante Island
Gigante Island

Music

Another element of Granado Espada stand out it is the soundtrack, which is hard for the to explain, but is a mix of epic music, electro, dance, folk and many more stuff (sorry I am not very good figuring out those more specific genres of music) that somehow… works is almost jarring when you listen to it.

Here is a small sample from youtube:

This is the game main music and the barrack theme:

Here is another one "Odyssey".

And here is another one, which is called 'Witch on a Diet" and don´t ask me why:

That is all for now… next if things follow smoothly, I will talk about the mechanics and maybe the rest of the visual, or I will save for another part, like I said: much depend on of my pushing forward.

Links to all posts:

Granado Espada - Overview (Part I)

Granado Espada - Visuals and Early Game (Part II)

Granado Espada - Issues and Bits of Progress (Part III)

Previously on Granado Espada (Part IV)

Granado Espada - Adrift (Part V)

Start the Conversation
  • 21 results
  • 1
  • 2
  • 3