172 lines
10 KiB
Plaintext
172 lines
10 KiB
Plaintext
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IRON LORD
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UbiSoft's contribution to the new arcade/adventure/strategy game genre has been
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over two years in the making. It's difficult to successfully combine these game
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types, and IRON LORD demonstrates some of the potential pitfalls that can occur
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when attempting this sort of mix. Nevertheless, IRON LORD is an innovative
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program, a real contribution to a genre that is still in its formative years.
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(This review is based on the Amiga version; Atari ST version notes follow.)
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Like its predecessors (DEFENDER OF THE CROWN, ROCKET RANGER, SIEGE AND THE
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SWORD, and IT CAME FROM THE DESERT), IRON LORD is primarily an adventure game
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structured around a series of arcade games, with both a strategy game and a maze
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exploration game included at the end of the adventure.
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You are a young knight whose uncle has destroyed your heritage and is bent on
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taking over the kingdom. It's your task to convince the inhabitants of the land
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to join you in a war against the armies readying an invasion. You have to travel
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among seven different areas to convince various characters to help you in your
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quest. Once you've assembled your army, you must declare war against your uncle.
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With victory comes the final challenge: a search through a long maze for your
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uncle's few remaining evil minions. Success in this last battle means winning
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the game.
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The game comes with an introductory story that fleshes out the basic plot.
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Unfortunately, the story addresses only the events that have led up to the point
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where the game begins. It would have been much more interesting (and helpful!)
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if UbiSoft had included a story that -- by way of a few hints or clues as to the
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nature of your tasks -- was more integrated with the game itself. Additionally,
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although you know what your final goal is, there is little to tell you what
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sorts of intermediate steps you need to take. It's also hard to determine in
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what order you need to take those steps.
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There are a couple of ways in which the lack of such information proves
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troublesome. The first confusing experience in the game occurs at the beginning.
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When you enter each town, the upper right-hand window switches to a nicely
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detailed overview of the portion of the town you're in. You use your joystick
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(or mouse) to move your knight around the town; each town is rather extensive
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and filled with buildings. You anticipate entering a number of locations and
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conversing with variety of different characters.
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It's therefore disappointing to discover that each "town" is only a small maze
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inhabited by, at most, one or two characters. Thus, you spend a lot of time at
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the beginning searching, hoping to bump into more people. Only after a while do
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you realize that searching is futile. What looks like an immense world turns out
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to be about six locations, three which have two characters in them, two which
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have only one, and one which has one character and one entrance to an arcade
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sub-game. Like me, you may feel somewhat cheated.
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After some exploration, it becomes clear you're not going to become more
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accomplished until you've completed IRON LORD'S two main arcade sub-games: the
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archery tournament and the arm-wrestling contest. Further progress beyond the
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very initial stages of the game is blocked until you've succeeded with these
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sub-games. This means that anyone without the requisite arcade finesse (or, in
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one case, brute strength) will not be able to play most of the game.
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The archery contest is the lesser evil of the two. It takes more careful
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calculation and delicate aiming than anything else; so, it really isn't a
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reflexes test (though you have to hold down the mouse button and let it up at
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just the right moment to get the arrow on the proper path towards the target,
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something which takes much practice).
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The arm-wrestling contest, on the other hand, is virtually impossible (I
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finally succeeded with the help of a friend). You must move the joystick right
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and left as rapidly and smoothly as you can. This simulates the pressure you'd
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have to sustain in a real arm-wrestling contest. You're required to go up
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against nine opponents in a row, with each subsequent opponent more difficult to
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defeat (meaning you have to move the joystick more rapidly without any
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hesitation). It's possible to defeat the first eight opponents, but your muscles
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will be mighty sore by the time you reach the ninth. Even if you're fresh, he's
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close to impossible to beat. (My right hand is still aching from the effort!) At
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least you can rest between rounds.
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Despite the pain I endured, I must profess some admiration for these arcade
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segments. I've never encountered action sub-games that so accurately reflect the
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development of the physical and coordination skills they simulate. You need all
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the precision, steadiness of hand, and patience required in a real archery meet.
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And you need the same kind of sustained, relentless muscle-power demanded of
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real arm-wrestlers. So, hats off to UbiSoft! Although the arm-wrestling segment
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is one notch too difficult, these two sub-games are models worth emulating in
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other programs.
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Once you surmount these initial hurdles, the game takes off. Participating in
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the archery tournament nets you a good amount of cash (needed to purchase items
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from each of the characters you encounter). Part of the game involves finding
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out who has items another character might want. Each character gives you a
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different mission to accomplish. With the completion of these missions, you're
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granted soldiers for your growing army.
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When exiting or entering towns, you sometimes run into assassins (another
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arcade sub-game). Careful emphasis on self-defense over attack takes care of
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these situations; failure to survive an assassin attack ends the game.
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Communication with characters is a point-and-click process and is very
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straightforward. What characters say to you is context-sensitive; if you've done
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certain things, you get more information. If your reputation is too low, you'll
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receive little in the way of information or cooperation.
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Traveling between towns is nicely animated, but a bit repetitious: You travel
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to your home castle in order to save or load the game, and to declare war, which
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initiates the strategy game.
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The strategy aspects are fairly rudimentary, particularly when compared with
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the top game of this type: LORDS OF THE RISING SUN. You're limited to
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positioning your troop units for attack and then clicking on "Next Turn." Troop
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movement lowers strength, and two units positioned around a single enemy unit
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prove the most effective for attack. The main determinant in your success with
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this game is the size of the army you've managed to amass.
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Finally, you enter the last sub-game, which is a maze game six levels deep,
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with end-of-level monsters to battle upon exit from each level. Escape this
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alive and you win the game.
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IRON LORD is supplied on two copy-protected disks, and requires both a joystick
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and a mouse, 512K of RAM, and a blank disk for saved games (only one save is
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allowed per disk). The program runs smoothly on all Amigas, and two floppy
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drives are recommended for play to eliminate disk swaps.
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The success of a game of this type can't really be measured in terms of its
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individual components. Taken individually, the adventure game in IRON LORD is
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less interesting than any separate text or graphics adventure, the arcade games
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are more primitive than most pure arcade games, and the strategy game won't hold
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a flea's candle to the likes of SWORD OF ARAGON.
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The real measure of this sort of game is the extent to which the major
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components are integrated into one continuous, imaginable gameworld, so that
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movement from game-type to game-type proceeds without dissonance or
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interruption. Viewed in this light, IRON LORD succeeds admirably. The various
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sub-games, challenges, conversations, and experiences blend beautifully into a
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consistent depiction of the possible fates of a young medieval knight.
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ATARI ST VERSION NOTES
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The Atari ST version of IRON LORD looks and plays more or less identically to
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the Amiga version described above. The graphics, animation, and digitized sound
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effects are impressive throughout, and the game will run on any ST (including
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the Mega series) with 512K, a color monitor, and a 720K disk drive. Telephoning
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Electronic Arts is as fruitless as telephoning the Vatican, which means that the
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availability of single-sided disks qualifies as a religious mystery. The Command
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Summary card points out that LORD is compatible with Atari's new STe, but I am
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currently unable to verify this.
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IRON LORD on the ST is joystick-controlled: The stick moves the screen pointer
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and the knight, indicates menu choices, swings the sword on the 3-D combat
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screen, and moves regiments; the button brings up text information in the
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Countryside locations, lets you enter buildings and mount your horse, selects
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menu choices, and returns fire against the monsters in the Labyrinth.
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The IRON LORD package comes with three copy-protected disks, instruction
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manual, ST Command Summary card, and a poster. As noted earlier, you'll need a
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color monitor and a double-sided drive; there is no other hardware support.
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You'll have to swap disks regularly, and disk access (although plentiful) is
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speedy.
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In IRON LORD, arcade action (lots) and strategy (much less) combine with a
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graphic-oriented adventure to form one excellent game. Graphics and animation
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are superb throughout, and the joystick interface is easy to use. There are many
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games within the game. It's evident that UbiSoft put some thought into the
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program: The results are all over the screen.
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The 720K drive requirement, lack of support for a hard drive, and copy
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protection make the package slightly less than perfect. Then again, perfection
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is an elusive goal that's generally too much to expect. In any case, IRON LORD
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is beautifully designed, fabulous-looking, and easy to learn and play, rendering
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the attainment of perfection (via single-sided disks and no copy protection)
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unnecessary. IRON LORD is a must-have.
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IRON LORD is published by UbiSoft and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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