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<blockquote data-quote="(un)reason" data-source="post: 5079607" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 169: May 1991</u></strong></p><p></p><p>part 3/6</p><p></p><p></p><p>The role of books: D'shai by Joel Rosenberg creates a world where everyone has some form of magic, except of course the unfortunate protagonist. This would be cause for enough angst in itself, but he also has to deal with being accused of murder as well. As with his previous books, it's real elements are well researched, and the fantasy elements are quite distinctive. He's as popular as ever around here. </p><p></p><p>The adept by Katherine Kurtz and Deborah Turner Harris gets a rather negative review, apparently lacking the best qualities of both writers. Might as well have not collaborated at all then. </p><p> </p><p>Goblin moon by Teresa Edgerton is a very theatrically written swashbuckling tale. With highly dramatic, easily visualised scenes, and highly active characters, it sounds like a fun one. </p><p></p><p>Indiana jones and the peril at delphi by Rob MacGregor is another one that fails to take advantage of it's potential, as the writer seems to consciously reject pulp tropes without putting anything better in their place. Formulas are formulas for a reason, even if you personally don't like them. </p><p></p><p>The dagger and the cross by Judith Tarr manages to combine a whole bunch of elements without them getting short shrift. Set in Jerusalem during the crusades, it shows the other side of the conflicts covered in her previous book, while still managing to work as a standalone novel. </p><p></p><p>A book dragon by Donn Kushner is a pretty illustrated book about a dragon who has a book written about him, and then guards that book. Meta, eh? The illustrations demonstrate a similar sense of humour. It's probably a bit too slight a story to stand without the illustrations, but hopefully that won't become an issue. </p><p></p><p>The last unicorn by Peter S Beagle has also recently got an illustrated edition. This is not such a success, however, with the style of the drawings actively clashing with that of the writing. Not that it ruins the story, which is good enough on it's own, but it certainly doesn't add to it the way the previous one does. </p><p></p><p></p><p>The marvel-phile: Ghost Rider is back, with a new host! The cycle of life (and IP maintenance) continues. This of course means we get to go through the whole fun of doing the introductory and discovery stories again, only differently, as befits the personality of the new rider. They also introduce a new character who's never going to stick as a proprietary name, simply called Ghost. (which frankly, is right down there with Shadow as a supervillain name. And at least a hedgehog is better company than Patrick Suayzee) It's stuff like this that makes me appreciate the article about supers name in Aberrant more.</p><p></p><p>Also of note here are two issues that Dale raises. The first is a mechanical one. What exactly does being more invisible or intangible mean anyway? Actually a fairly simple and elegant solution to this. It only matters when it comes to conflicting powers rolling off against each other. Another small but significant bit of design technology that'll come into common use over the next decade. The other is a philosophical one on the nature of heroism, when applied to badass antiheroes who are almost as much a monster as the things they fight. Which is rather spoiled by a little editing error which means he says the opposite of what he intends to say. Still, the overall point is valid, and is very applicable to the media of the decade, as we see the rise of grimdark and everything that goes with it. So this might not be as funny as some of Jeff's old installments, but it is quite thought provoking. You can definitely use these as pointers to shape your own game. </p><p></p><p></p><p>The role of computers: The Lord of the Rings, vol 1 sees another game company pull out the stops to take advantage of the potential megasales. It makes sure that while the areas are familiar from the map, you get plenty of freedom to visit them out of order and find your own solution to the dangers besetting you. It may in fact be a little too big and slow, with lots of walking needed to get places, but it does capture the hobbit style of adventuring nicely. </p><p></p><p>Elvira is also an adventure game, albeit rather different. Explore a massive mansion and clear out all the monsters for our expansively cleavaged host. Combat, exploration, and lots of figuring out what items need to be combined with other ones to make potions & stuff to solve puzzles. Oh, and blood and guts. Yay for avoiding bowdlerisation. </p><p></p><p>Eye of Horus gets a rather poor review, as they simply found it boring. That's no good at all for a game. </p><p></p><p>Archipelegos fares somewhat better, even if it does have a plot that seems rather captain planet. Save the world by destroying the toxic obelisks and the viral trees and necromancers protecting them. Oh, if only it were that easy. POLLUTION DOES NOT WORK THAT WAY!!! </p><p></p><p>The Secret missions expansion disc for Wing Commander does rather nicely for itself, building on the original with harder new missions and a nice storyline linking them together. Nothing like a bit of continuity to hold things together. </p><p></p><p>Shadow of the beast I & II both get 5 stars. The first is a well done action game, while the second builds on that to add adventure game elements like cutscenes, talking to people and buying stuff. </p><p></p><p>Blazing Lazers is another arcade shoot-em-up where you fly a ship through space, kill aliens, and collect power-ups. They think it's a pretty good example of it's type. </p><p></p><p>Command H.Q. gets our buggies award this time, for it's badly designed copy protection. Once again, they make cheating seem the more attractive option, thus hurting their own cause.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5079607, member: 27780"] [B][U]Dragon Magazine Issue 169: May 1991[/U][/B] part 3/6 The role of books: D'shai by Joel Rosenberg creates a world where everyone has some form of magic, except of course the unfortunate protagonist. This would be cause for enough angst in itself, but he also has to deal with being accused of murder as well. As with his previous books, it's real elements are well researched, and the fantasy elements are quite distinctive. He's as popular as ever around here. The adept by Katherine Kurtz and Deborah Turner Harris gets a rather negative review, apparently lacking the best qualities of both writers. Might as well have not collaborated at all then. Goblin moon by Teresa Edgerton is a very theatrically written swashbuckling tale. With highly dramatic, easily visualised scenes, and highly active characters, it sounds like a fun one. Indiana jones and the peril at delphi by Rob MacGregor is another one that fails to take advantage of it's potential, as the writer seems to consciously reject pulp tropes without putting anything better in their place. Formulas are formulas for a reason, even if you personally don't like them. The dagger and the cross by Judith Tarr manages to combine a whole bunch of elements without them getting short shrift. Set in Jerusalem during the crusades, it shows the other side of the conflicts covered in her previous book, while still managing to work as a standalone novel. A book dragon by Donn Kushner is a pretty illustrated book about a dragon who has a book written about him, and then guards that book. Meta, eh? The illustrations demonstrate a similar sense of humour. It's probably a bit too slight a story to stand without the illustrations, but hopefully that won't become an issue. The last unicorn by Peter S Beagle has also recently got an illustrated edition. This is not such a success, however, with the style of the drawings actively clashing with that of the writing. Not that it ruins the story, which is good enough on it's own, but it certainly doesn't add to it the way the previous one does. The marvel-phile: Ghost Rider is back, with a new host! The cycle of life (and IP maintenance) continues. This of course means we get to go through the whole fun of doing the introductory and discovery stories again, only differently, as befits the personality of the new rider. They also introduce a new character who's never going to stick as a proprietary name, simply called Ghost. (which frankly, is right down there with Shadow as a supervillain name. And at least a hedgehog is better company than Patrick Suayzee) It's stuff like this that makes me appreciate the article about supers name in Aberrant more. Also of note here are two issues that Dale raises. The first is a mechanical one. What exactly does being more invisible or intangible mean anyway? Actually a fairly simple and elegant solution to this. It only matters when it comes to conflicting powers rolling off against each other. Another small but significant bit of design technology that'll come into common use over the next decade. The other is a philosophical one on the nature of heroism, when applied to badass antiheroes who are almost as much a monster as the things they fight. Which is rather spoiled by a little editing error which means he says the opposite of what he intends to say. Still, the overall point is valid, and is very applicable to the media of the decade, as we see the rise of grimdark and everything that goes with it. So this might not be as funny as some of Jeff's old installments, but it is quite thought provoking. You can definitely use these as pointers to shape your own game. The role of computers: The Lord of the Rings, vol 1 sees another game company pull out the stops to take advantage of the potential megasales. It makes sure that while the areas are familiar from the map, you get plenty of freedom to visit them out of order and find your own solution to the dangers besetting you. It may in fact be a little too big and slow, with lots of walking needed to get places, but it does capture the hobbit style of adventuring nicely. Elvira is also an adventure game, albeit rather different. Explore a massive mansion and clear out all the monsters for our expansively cleavaged host. Combat, exploration, and lots of figuring out what items need to be combined with other ones to make potions & stuff to solve puzzles. Oh, and blood and guts. Yay for avoiding bowdlerisation. Eye of Horus gets a rather poor review, as they simply found it boring. That's no good at all for a game. Archipelegos fares somewhat better, even if it does have a plot that seems rather captain planet. Save the world by destroying the toxic obelisks and the viral trees and necromancers protecting them. Oh, if only it were that easy. POLLUTION DOES NOT WORK THAT WAY!!! The Secret missions expansion disc for Wing Commander does rather nicely for itself, building on the original with harder new missions and a nice storyline linking them together. Nothing like a bit of continuity to hold things together. Shadow of the beast I & II both get 5 stars. The first is a well done action game, while the second builds on that to add adventure game elements like cutscenes, talking to people and buying stuff. Blazing Lazers is another arcade shoot-em-up where you fly a ship through space, kill aliens, and collect power-ups. They think it's a pretty good example of it's type. Command H.Q. gets our buggies award this time, for it's badly designed copy protection. Once again, they make cheating seem the more attractive option, thus hurting their own cause. [/QUOTE]
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