Although by far the most popular TSR-licensed games were of this era were based on BioWare's Infinity Engine, there were other contenders: Stormfront Studio's Pool of Radiance: Ruins of Myth Drannor (2001) and Troika's The Temple of Elemental Evil: A Classic Greyhawk Adventure (2003).
Neither of these games were very successful, though at least the latter
achieved some fame for being the first computer game to allow gay
characters to marry.
Pool of Radiance: Ruins of Myth Drannor, published
by Ubisoft, is perhaps the most disappointing game in CRPG history.
It's one of those games whose sheer wretchedness is hard to describe to
the uninitiated, who assume the critic has some grudge or personal
motivation for launching a stream of flaming vitriol.
No
doubt, part of my own distaste for this game stems from its title,
which represents a brazen attempt to lure unwary fans of the legendary
Gold Box game to this uninspired, insipid, and downright unplayable
travesty. Indeed, my contempt for this game tempted me to omit it
entirely from my history. I'd heard about the game months before it was
released, and counted down the days until I could re-enter Phlan and
challenge Tyranthraxus once again.
After plunking
down $70 and playing the game for several hours, I kept telling myself
that eventually it would get better. Just a few more battles with those
slow-mo skeletons, and surely my party would emerge from those drab,
look-alike dungeons and the game would start to get interesting.
Eventually I realized that it wasn't going to get any better, and that
I had wasted some twelve hours of my life that I would never get back.
What makes Ruins of Myth Drannor
so terrible? Besides the utterly boring sameness to all but a tiny
fraction of the gameworld, swarms of bugs (the game actually
reformatted some gamers' hard drives!), and fatiguing, repetitious
battles--this is one of the slowest games ever in a literal sense.
The
turn-based combats quickly become agony as the characters and endless
sea of skeletons lethargically plod into position. Heck, the skeletons
look about as lively as the player! I was frustrated enough to download
a hack to speed up the combats, which eased my frustration, but I can
only blame my willingness to actually complete this game as evidence of
masochistic tendencies.
I hereby grant Pool of Radiance: Ruins of Myth Drannor the
distinction of being the worst CRPG of all time. More importantly, it's
a grave insult to the legacy of its namesake, and I can only hope that
any gamers unlucky enough to play this game first will do themselves a
favor by playing the original. Even though the older game has
"obsolete" graphics and interface, it has one vital advantage over Ruins of Myth Drannor: It's fun.
Troika's Temple of Elemental Evil is
a much better game, and was certainly designed with the old-fashioned
CRPG gamer in mind. Troika had distinguished themselves in 2001 with
the steampunk masterpiece Arcanum, but Temple turned out to be too "hardcore" for gamers weaned on Diablo and even Baldur's Gate.
Like Ruins of Myth Drannor, Temple of Elemental Evil is
a party-based game set in 3rd-person isometric perspective, and
features turn-based rather than real-time battles. Although it suffers
from a somewhat cumbersome interface, the pace is much improved and the
combat is sophisticated and challenging enough to keep players on the
edge of their seats. Unfortunately, the game is riddled with bugs, and
the lack of a really gripping storyline and interesting characters kept
it out of the spotlight. Indeed, even the surprising twist of allowing
two male characters to marry (see my earlier article Gay Characters in video games) failed to draw much attention to this title.
Obviously, not just any developer has what it takes to produce an
outstanding CRPG out of a TSR license. Getting it right involves more
than just having an outstanding engine; significant craft is involved
in creating a compelling story that makes the player's actions
meaningful. The best games (Curse of the Azure Bonds, Baldur's Gate II, Planescape: Torment)
offer far better rewards than just experience points and gold coins.
They draw the player in, suck away days of his life, and leave him
desperately wanting more. On the other hand, games like Descent to Undermountain and Ruins of Myth Drannor demonstrate that these licenses are worth nothing without a solid team behind them.
Miscellaneous Highlights of the Platinum Age
There
are several other worthy CRPGs released between 1997 and 2001, even if
they do tend to get lost in the shadows of juggernauts like Diablo, Elder Scrolls, and Baldur’s Gate. One such game is Bullfrog’s Dungeon Keeper (1997),
which turns the CRPG on its head by letting players assume the role of
dungeon master. It’s a rare but startling instance of a developer
making a game out of game development itself. Although Dungeon Keeper is
probably closer to a strategy game than a conventional CRPG, it still
offers an invigorating new perspective on the old dungeon crawl. How do
those evil archmages manage to keep so many orcs and dragons fed and
under their control? The game was praised by critics, and Bullfrog
wasted little time producing an expansion, The Deeper Dungeons, later in 1997. Dungeon Keeper 2, released in 1999, borrowed the bulk of its gameplay from its predecessor, but was still popular among gamers and reviewers.
The Platinum Age also saw the end of three prominent Golden Age series: Krondor, Wizardry, and Quest for Glory. Return to Krondor (1998)
brought players back to Midkemia, Raymond E. Feist’s fantasy world.
This series is one of the more baffling in CRPG history, since the
second game, Betrayal in Antara, is not actually set in
Feist’s world at all. For various reasons, Sierra lost its license and
had to generate an entirely new world in what felt like a last-minute
affair. However, they were able to resolve their differences, and the
next year Sierra published the third and final chapter in this
disjointed saga.
Return to Krondor is
often hailed as the best of the three, with a good story (as if you’d
expect anything else from Feist) and lovable characters. Although more
linear and straightforward than most CRPGs, players are still given
plenty of room to develop their characters and decide which skills to
emphasize. The combat system is a highly intuitive turn-based procedure
that offers a nice balance of ease and precision. Unfortunately, the
game suffers from a rather repetitive magic system that is poorly
represented on-screen. A somewhat promising alchemy system is made
redundant by a plentitude of pre-made potions littered about the game
world. In short, Return to Krondor is a game with a great story and characters marred by a less-than-satisfying game engine.
With Wizardry 8, Sir-Tech was able to finish up its series smelling much rosier than Origin or New World had with their final Ultima and Might and Magic games. Released in November of 2001, Wizardry 8 finally
let players squash their old nemesis, the Dark Savant, and for most
fans represents the best game in the series, and it’s as fully loaded
as a Cadillac. It contained a mix of sci-fi and fantasy themes, and let
gamers make real decisions that affected the story. Like the late Might and Magic series, Wizardry 8 is
set in real-time, with first-person perspective and fully realized 3-D
environments. However, the party size was a full 8 characters, selected
from 15 classes. It also offers real-time and turn-based combat modes,
and a fairly sophisticated spatial system (i.e., the party can attack
or be attacked from all sides). The production values are quite high,
with excellent graphics, voice acting, and dialog.
What
Wizardry 8 does well is gives the player a solid role-playing
experience. If you’ve ever sat down with pen and paper dungeon and
dragons, created your own characters, and led them into countless
battles, this game will simulate that experience perfectly. – Scott
Jelinek on Just RPG, c. 2001.
Unfortunately, even Wizardry 8 isn’t perfect, but suffers from some pretty nasty bugs caused by the infamous Safedisk “copy
protection” program. This problem prevented several CD-ROM drives from
running the game, and led to other less predictable crashes. Some
reviewers also complained that the battles became repetitive after
awhile, and slowed the game’s pace to a near stand-still. Nevertheless,
it’s one of the last truly epic-sized party-based CRPGs, and a fitting
end to a long and historically vital series.
In 1998, Sierra released the fifth and final Quest for Glory game, Dragon Fire. The previous game, Shadows of Darkness (1993), met
with mixed reactions from critics and didn’t sell well, but fans
pleaded with Sierra to let Lori Cole put an end to the much-loved
series. Unlike the previous games, Dragon Fire places much
more emphasis on conventional CRPG elements (such as a wider variety of
arms, armor, and magic items). Critics tended to be kind to the game
despite its dated graphics, occasionally bad voice acting, and awkward
combat interface. Much was made of Chance Thomas’ musical score, which
lasts over 3 hours.
"Platinum Age," which begins in 1996 with the publication of three very important games, Origin's Ultima Underworld: The Stygian Abyss (1992), Blizzard's Diablo, and Bethesda's Elder Scrolls: Daggerfall (both 1996). Other high points of the age include Interplay's Fallout (1997), Black Isle’s Planescape: Torment (1999), BioWare's Baldur's Gate (1998) and Baldur's Gate II (2000),
Man those titles combined to waste a lot of my youth. How come they dont make them like they used to? Absolutely fantastic article, made for a fascinating read!
Anybody know where the World of Warcraft European servers are located? Someone said they are all in Britain but I am not sure. Would they have some in Germany, some in Finland etc?
I am trying to do a business plan for my own massive multiplayer game and was wonder how they spread out the resources.
WoW Europe Gold
Man those titles combined to waste a lot of my youth. How come they dont make them like they used to? Absolutely fantastic article, made for a fascinating read!
I am trying to do a business plan for my own massive multiplayer game and was wonder how they spread out the resources.
WoW Europe Gold