229 lines
14 KiB
Plaintext
229 lines
14 KiB
Plaintext
|
||
DRAGON LORD
|
||
|
||
In its continuing effort to bring a range of European games to the American
|
||
market via its budget Spotlight series, Cinemaware has hit upon one of the most
|
||
original strategy games to be released in England during 1990. DRAGON LORD
|
||
combines a completely unique spell-creating system, a small-scale strategy game,
|
||
and a simple but enjoyable arcade sub-game into a gaming experience unlike most
|
||
others you'll encounter. There are flaws to the design, but they are far
|
||
outweighed by the pleasure and challenge the game presents. (This review is
|
||
based on the Amiga version.)
|
||
|
||
DRAGON LORD begins with a beautifully-drawn opening landscape shot, replete
|
||
with text scrolling from the waters of a fjord, all meant to provide a little
|
||
story atmosphere as prelude to the game. The moody stereo background music
|
||
builds slowly but surely, and the credits overlaid upon the magician's
|
||
five-point star suddenly flash upon the screen.
|
||
|
||
A click of the mouse then puts you at the Disk Setup Check Screen. The game
|
||
apparently auto-configures for use of an external drive, if available, and asks
|
||
for a password from the Spell Book. (Rremember which book to use; it's easy to
|
||
forget and use the wrong document, and after three tries there's no recourse
|
||
except a reboot).
|
||
|
||
Note, however, that here is one of the first bugs in the design: I've never
|
||
gotten the external drive to work with the game. If you put disk 2 in DF1:,
|
||
it'll attempt to read, and you'll see flashes of red diagonal streaks on the
|
||
screen, but the game will essentially lock up (this was true of the original
|
||
European version, as well). The problem occurs on an A500 with 1Mb of RAM.
|
||
Unfortunately, this means a certain amount of regular disk-swapping will have to
|
||
occur during play.
|
||
|
||
After the password check, you're sent to the final configuration screen, where
|
||
you can choose to play Bachim, Oureod, or Ametrin. Each player starts at a
|
||
different location in the game, and can be set to either human or computer
|
||
control, thus allowing for either multi-player or multi-character play (it's fun
|
||
to choose two human players and gang both of them up against the computer
|
||
player). Finally, the game begins.
|
||
|
||
DRAGON LORD is controlled by a simple icon system, which gives you access to an
|
||
overhead map, dragon chambers, dragon's egg incubators, a library, a
|
||
spell-mixing laboratory, and a trading screen. Each of these areas constitutes
|
||
one aspect of the game, and functions independently of the others. Let's go
|
||
through them one by one:
|
||
|
||
1. In the map section, each of the villages in the land is displayed, along
|
||
with the three players' main castles; you can click on a magnifying glass to
|
||
focus on a particular area of the map in greater detail.
|
||
|
||
In the local detail map, you can: scroll around by clicking on the four-way
|
||
compass rose; investigate a particular village in close-up by clicking on it
|
||
(which loads a nice graphic screen representing the strength of the village by
|
||
the number of residences drawn across it); and send dragons on missions. The
|
||
last step down brings you to the village level, where spells can be cast on
|
||
villages.
|
||
|
||
Villages prosper or die, depending on how they're cared for, and their
|
||
allegiance to the players can be established by sending dragons out to conquer
|
||
and keep them. Villages each have populations of a particular race, and both
|
||
industrial and yeoman strength points to indicate their productivity. A village
|
||
in a rocky area with high industrial abilities is likely to be a valuable
|
||
acquisition, as it's going to be a good producer. A village with high yeomanry
|
||
in the same kind of terrain might not be as good a bet. Village population size
|
||
can be affected positively by the casting of the right spells, and negatively by
|
||
the casting of destructive spells or by dragon raiding. Tax rates can also be
|
||
adjusted on those villages allied with the player, and levels of revolt increase
|
||
or decrease, depending on whether a dragon's been posted to protect the village,
|
||
or the village has been subjected to regular raids, or the tax rates have been
|
||
set appropriately.
|
||
|
||
When choosing a dragon to go on a mission, you can specify one of three
|
||
different zeal levels. This affects the potential success of the mission, as
|
||
well as the amount of damage the dragon is likely to suffer. Higher zeal levels
|
||
may be necessary when a battle between your dragon and an opponent's takes place
|
||
(most likely when you're battling over ownership of a valuable town). You can
|
||
also select a "Training" level, which initiates an interesting arcade sub-game
|
||
in which you run the dragon across the town, destroying defense systems and
|
||
buildings. This arcade game is pretty tough, so beginning players with only one
|
||
dragon may want to leave the actual dragon battles to the computer until some
|
||
progress has been made in the game. Losing your only dragon early on is a recipe
|
||
for guaranteed failure.
|
||
|
||
Periodically, due to raids, taxes, successes against opponents' dragons, or
|
||
perhaps just plain good will, villages offer you money or other items. These can
|
||
all be invaluable when it comes time to hatch eggs and mix spells.
|
||
|
||
2. The second icon on the initial screen brings you to the dragon chambers;
|
||
there's room in your barn for up to eight dragons. Clicking on doors behind
|
||
which a dragon lurks brings up the "dragon investigation screen," where you can
|
||
check the dragon's attributes, and cast spells to improve various attributes.
|
||
Things like health, wisdom, strength, speed, disease, and even eyesight are
|
||
measured by attributes, and the dragon's age is indicated as well.
|
||
|
||
3. The third icon leads you to the egg incubators, where up to four of your
|
||
initial 20 eggs can be incubated at a time. On the right-hand side of the
|
||
screen, the rate of incubation can be controlled by a wheel, which you click on
|
||
and turn. Increasing the rate of incubation uses up your cash more quickly;
|
||
running out of cash can result in a dragon chick that's dead in the shell.
|
||
Spells can also be cast here to improve the dragon's abilities prior to its
|
||
hatching. Experimentation will lead to discovery of whether casting spells on a
|
||
dragon before or after it's hatched is more effective. Spells cast while the
|
||
dragon's still in the egg affect the maximum levels it'll be able to reach once
|
||
hatched. Slower incubation delays the release of a new dragon by more turns, but
|
||
makes for a more powerful dragon in the long run.
|
||
|
||
4. The fourth icon opens the door to the library, where three different books
|
||
can be checked. The green book is a record of monthly accounts; it lists how
|
||
much you've spent, as well as remaining eggs, dragons, any rewards you might've
|
||
garnered that month, remaining cash, and taxes collected, if any. Another
|
||
important item reported in this book is a listing of fragments of the Talisman
|
||
that you own. One of the goals of DRAGON LORD is to collect and retain all the
|
||
pieces of a Talisman; complete guardianship of all three portions of this symbol
|
||
results in final victory. Discovery of pieces of the Talisman is dependent on a
|
||
dragon's visual abilities, which are brought into play every time a village or
|
||
area has been conquered.
|
||
|
||
The second book (red) is a chronicle of events in Anrea, the land of DRAGON
|
||
LORD. Ongoing battles are the main events reported here. Hostages can also be
|
||
taken and rescued, barbarians discovered, and villages mastered or annihilated
|
||
over the course of a month. Turning the pages reveals accounts of all these
|
||
events. Other discoveries are made here, as well; it turns out that the
|
||
different races are busy battling each other while you're fighting with other
|
||
dragon lords, and sometimes allied villages can gain new territory for you
|
||
without any intervention on their part (depending on their strength and
|
||
abilities -- a small hint).
|
||
|
||
The last book (purple) documents your alchemical stores. All ingredients
|
||
available are presented, with quantities detailed for each. Careful monitoring
|
||
of this book is necessary so that you know when trade and/or search for more
|
||
ingredients has become crucial.
|
||
|
||
5. Hang on there, we haven't even reached the main part of the game! The fifth
|
||
icon in the initial set puts you in the alchemist's laboratory, one of the most
|
||
original inventions in gamedom. The two shelves at the top of the screen are
|
||
stocked with various bottles and jars, containing your magical stores -- plant,
|
||
mineral, and liquid. These spell ingredients are documented in the included
|
||
spell book (well, for the most part), and have various interesting qualities.
|
||
Some ingredients are called "Directors," and have positive effects on the
|
||
targeting powers of the spell being mixed. Directors are important for orienting
|
||
the spell towards the proper target. Dragons, Eggs, Villages, and even the
|
||
player characters are all potential targets for a spell.
|
||
|
||
More subtle are the "Affector" ingredients, which have positive and negative
|
||
effects on a combination of the seven abilities that a target consists of. Each
|
||
ingredient can have a number of combined effects, and those effects can be
|
||
changed depending on whether the ingredient is cut, ground, or mixed, then
|
||
condensed or heated. Putting a number of ingredients together is necessary to
|
||
make a complete and effective spell. You can easily imagine how complex this
|
||
process might be, and the side effects of ingredients, as well as their powers,
|
||
must be taken into consideration when creating a spell.
|
||
|
||
Fortunately, DRAGON LORD includes, as a third document, a spell chart that
|
||
outlines the positive and negative effects of each ingredient in each of its
|
||
possible states. Post this chart on a wall above your monitor for careful study
|
||
and mastery. Learning how to handle ingredients is the most complex aspect of
|
||
the game; one person I talked to even put together an Excel spreadsheet to
|
||
understand the relations between spell ingredients! Part of the fun of DRAGON
|
||
LORD is to become as familiar with, say, Mionacal as you might be in real life
|
||
with Tylenol or Menthol. Knowledge of the properties of each ingredient
|
||
contributes, over the long term, to the depth of gameplay.
|
||
|
||
The apparatus for mixing ingredients set up below the shelves is beautifully
|
||
drawn and animated. You can adjust the controls on the condenser and bunsen
|
||
burner for different rates of heating and condensing, and can then bring the jar
|
||
or bottle of an ingredient to the top of the appropriate grinder, cutter, or
|
||
mixer. (There's also a fourth container into which you can just drop an
|
||
ingredient straight). The liquid in the jar at the end of the apparatus changes
|
||
colors and bubbles at different rates, depending on the mixture and final
|
||
potency of the spell being created. Anyone who played with a chemistry set as a
|
||
kid will be enchanted with this part of the game; you can have many hours of fun
|
||
just trying out different combinations of ingredients, writing recipes down as
|
||
you go. (The manual includes a bunch of basic spells to start with, useful for
|
||
those who get easily frustrated, but unfortunate in that, like hints for
|
||
adventure or CRPG games, they give away one of the most intriguing aspects of
|
||
the game.) Once finished mixing a spell, you can click on an icon to choose the
|
||
target for casting.
|
||
|
||
6. The last choice you can make involves trading with someone at the door. A
|
||
pair of red eyes will be apparent on the seventh icon in the initial row if a
|
||
trader awaits your pleasure. Trading is a simple process of selecting a number
|
||
of items for sale and paying the necessary amounts. First impulses might lead
|
||
you to buy up whatever is offered, but careful management of limited cash early
|
||
in the game is important; by all means, investigate each trader's wares, but be
|
||
conservative in purchases until a bunch of dragons are out hunting down
|
||
villages, insuring that taxes will be collected to pay for spell ingredients,
|
||
heating for the incubators, and so on.
|
||
|
||
Having made all the choices for a turn in each of these six areas, you then
|
||
return to the main overhead map screen, where the month and year of the game are
|
||
displayed, and hourglass and disk icons are available for ending a turn and
|
||
saving the game. Game saves can be made at the beginning of each turn, on a
|
||
pre-formatted disk. Fortunately, unlike many European designs, a relatively
|
||
standard file requester appears, and more than one game can be saved to a disk.
|
||
|
||
Once a turn has been finished, the game animates the actions that all three
|
||
players have taken for the turn; you can witness the battles and see text
|
||
descriptions of the results before starting the next turn. These messages appear
|
||
without any pause option, and sometimes scroll by too fast to catch. Useful and
|
||
important information is often presented this way, and it can be quite
|
||
frustrating to see a message flash by before you've finished reading it.
|
||
|
||
The main flaws in DRAGON LORD have to do with the kinds of problems generally
|
||
characteristic of European designs. The game comes on two copy-protected disks
|
||
(which fortunately don't need to remain write-enabled), and is additionally
|
||
protected with a manual word-lookup scheme. It is clearly designed to work
|
||
primarily on minimal Amiga hardware, and makes no use of equipment like extra
|
||
RAM, or a hard disk, or external floppy drives (despite clear indications in the
|
||
configuration screen that at least an external floppy drive will be recognized).
|
||
Both mouse and joystick are supported for different elements in the game, but no
|
||
option for keyboard use is implemented. The game runs only on Amiga 1000s, 500s,
|
||
and 2000s. The computer opponents' artificial intelligence sometimes seems
|
||
flakey, and is hard to comprehend.
|
||
|
||
However, despite these problems, DRAGON LORD is a truly enjoyable and original
|
||
game. The music, graphics, and sound effects are of very high quality, and the
|
||
interface is simple and easy to manage. The spell-creation system is unique in
|
||
the world of computer gaming, and the strategy game is challenging and varied.
|
||
Towns in the game can be destroyed, and new ones can spring up, making for real
|
||
variety in play from game to game. And finally, the option to use the computer
|
||
as a mediator among three human players makes DRAGON LORD a real treat for play
|
||
with friends. If you can tolerate the problems mentioned above, and you have
|
||
enough patience to learn how to manage the difficult initial conditions
|
||
presented when the game first starts, you'll find plenty here to think about and
|
||
play with.
|
||
|
||
DRAGON LORD is published by Cinemaware and distributed by Electronic Arts.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|