129 lines
7.5 KiB
Plaintext
129 lines
7.5 KiB
Plaintext
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SWORDS OF TWILIGHT
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SWORDS OF TWILIGHT is a computer role-playing game developed by Jon Freeman and
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Anne Westfall (authors of ARCHON) for Electronic Arts. This review is based on
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the Amiga version.
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The game is set in a universe of eight parallel worlds, each of which is
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connected by the magical Rainbow Road. Albion is a training world and the
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starting point of your quest. Since the coming of Shadow, magic has failed in
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Albion, and the Road itself has become warped and bound. The object of the game
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is to return the Road to its proper course and dispel the Shadow that is falling
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across all of the worlds. To do this, you must obtain each of the sev Swords of
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Shambala and their matching stones, and return them to their proper places.
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Along the way, you'll have to deal with the Shadowlords who dwell in their dark
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towers on seven of the worlds. Each of the Swords has a different property
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(e.g., "Baleblade" is the Sword of Aggression) and is effective against a
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specific Shadowlord; therefore, the recovery of one Sword should help you with
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the recovery of the next.
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You and up to two of your friends run a party of three adventurers, chosen from
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a selection of 31 characters: twelve Mages, twelve Knights, and seven Knight
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Champions. You may have a maximum of one mage and one champion in the party. If
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you have fewer than three people around, the computer will play the extra
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characters, but a mage must be played by a human. Commands are issued to the
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characters via a simple menu system.
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The characters are all predefined, from their names to the color of the clothes
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they wear. An experience range is available, so you don't have to start with
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novices. In addition, characters may advance in rank during the course of the
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game. Also, you're not stuck with your initial character choices: If you want
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different people for a job, you can return to Gloriana's castle in Albion and
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change the composition of your party.
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Information is gathered by talking to the characters you meet during
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encounters. You may ask a person for information about himself, the present
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locale, or an item you are carrying; you can also ask whether he knows anything
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that would help your party in its quest. You may even request aid, although
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you'll sometimes be offered assistance without asking. Most parties you
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encounter will want to know who you are and what your purpose is. Certain men
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items allow you to answer these questions, accept or decline offers, and offer
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items of your own.
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The attitudes (hostile, wary, polite, friendly) of your party members have a
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large effect on the outcome of an encounter. You can adjust the attitude of
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human-controlled players via the appropriate menu. A friendly word interjected
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in the nick of time can stop hot-headed computer players short and prevent
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unnecessary bloodshed.
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It seems that you spend most of your time in the game gathering information.
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Conversation quickly becomes a mechanical process wherein you volunteer as much
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about yourself as you can, get into the other party's good graces, and milk him
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for as much information as he'll give forth. The questions and their responses
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are canned, but the text you see will depend on the persons involved in the
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conversation and the present situation. Even so, you'll note a great deal of
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repetition in the encounters.
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The NPCs you meet will remember how you treated them and will act accordingly
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the next time you face them. Additionally, because your reputation often travels
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ahead of you, you must consider the consequences of your actions: Immoral
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behavior -- such as theft or murder -- will tend to make it more difficult for
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you to find out the things you need to know.
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Combat utilizes simple arcade elements: Move your character next to the foe you
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wish to attack, press the trigger, and turn in the direction you want to swing.
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The effectiveness of your attack depends upon such factors as the attacker's
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readied weapon, strength, skill, and fatigue level. Be warned that combat takes
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place at a fairly rapid clip, so there is not a lot of time for tactics once
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battle is joined.
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There are five different mage classes to choose from: conjurers, witches,
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wizards, enchanters, and sorcerers. Each class has a modest assortment of
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available spells, depending on the rank of the mage casting the spell. That
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you're allowed only one mage in the party at any time suggests that it may be
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necessary to return to Gloriana's castle now and then to exchange your current
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mage for one of a different class.
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The mechanism used to cast spells varies slightly from class to class, but
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generally requires the use of the keyboard to type the name of the spell bei
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cast. This takes time, making it difficult to cast spells in battle unless
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you're a nimble typist. The act of casting a spell wearies the spellcaster, so
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you must conserve your mage's energy wisely: It doesn't help if he or she falls
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asleep while defending against an attack!
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In addition to the Seven Swords, there are a number of items your party can
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accumulate over time. These include the usual assortment of keys, weapons,
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armor, rings, talismans, and other items -- some magical, some not. These assist
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your party in its quest. Each character can carry a maximum of eight items, so
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inventory management is important in this game.
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The graphics in SWORDS OF TWILIGHT are, for the most part, handsomely rendered.
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The players view their characters from an overhead perspective on a scrolling
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map in the center of the screen. However, the eight worlds are not as large as
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they seem at first glance, and they appear to use the same terrain map, with
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only the buildings changing from world to world. The interiors of rooms are
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represented in minimal detail with very little ornamentation, the result being
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that one room looks much the same as another, except for size a shape.
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The faces of the player characters and NPCs are displayed in inset windows at
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the four corners of the screen. Menu selections and words spoken by a particular
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character appear beside his/her head in the window. The faces are well done; my
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main regret, however, is that each of the 31 characters does not have a unique
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likeness, although there is some variation for sex, age, and character class.
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I played SWORDS OF TWILIGHT on an Amiga 1000 with 512K of RAM and two disk
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drives, but it will work equally well with only one drive. Once the game is
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loaded from the Program Disk, only the Data Disk needs to be present for the
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rest of the session.
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Although SWORDS OF TWILIGHT is innovative in a number of aspects, its greatest
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deficiency lies in the flimsiness of the underlying story. The information you
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receive in one world resembles that which you'll find in another -- just change
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the names of the places, items, evil personages, etc. A great deal of effort
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appears to have been expended on creating characters that interact sensibly with
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the world at large. But I'd have preferred more variety and less repetition in
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the elements of the actual quest itself.
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If you're looking for a standard of comparison, you'll probably find SWORDS OF
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TWILIGHT closest to THE FAERY TALE ADVENTURE, although the flavor of the two
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games does differ somewhat. Because of its relatively low complexity, I think
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SWORDS will appeal more to novice and intermediate CRPG'ers than to seasoned
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veterans. Nevertheless, if you don't require a detailed plot and aren't bothered
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by a bit of repetition, SWORDS OF TWILIGHT might be the game for you.
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SWORDS OF TWILIGHT is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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