Dragon Magazine Issue 189: January 1993
part 3/6
The role of computers: The dagger of amon ra sees the return of Laura Bow. Once again, it's detective mystery time, as she has to solve a murder and avoid being killed herself in the process. With good visuals, particularly in the cut scenes, and interesting puzzles, they quite enjoy it, even if it's not as action packed as it could be.
Global Conquest is one of those resource management heavy wargames that can be played solo or against other people online. Build cities, blast the enemy ones, and try as hard as possible not to lose your king equivalent as if you do, you're out of the game no matter how well you were doing. Make sure you save regularly, despite the inconvenience of doing so, for it does crash on occasion.
Gods is an action game with plenty of puzzle elements. Beat up monsters, pull levers, locate keys, shop for weapons, it sounds moderately zelda-esque. No bad thing really.
Mission:Thunderbolt is yet another one that loses marks due to hard to read, easily lost copy protection. Blue ink on pink paper? Poor poor colourblind people. Bleh.
Pacific Islands is WWII tank based wargame. The vehicles take quite a bit of learning to drive well, and you'll have to get good at interpreting the (not very realistic) sound effects as well. Sounds like it'll put off casual players before they really get going.
Prophecy of the shadow, on the other hand gets mediocre marks for being way too simplistic. With a formulaic plot, hardly any character stats, boring combat and repeated character models, they really aren't very impressed.
Siege does a little better. Take on the role of the humans & demihumans or the monsters, and try and break into or defend one of 4 castles. It is rather slow though even on their system. I wonder how it would run these days.
Warrior of Rome II is yet another wargame. Seems like they're reviewing more of these than actual RPG's these days. Are they trying to hint something to the rest of the magazine? Nah. Surely not. Hmm.
The game wizards: D&D: Warriors of the eternal sun! The first D&D console game. Once again they try and penetrate a new mass market, with moderate success. You talk, you shop, you grind for levels, you have to go all the way back to get your characters resurrected. (and they have a nasty surprise for you when you get to the endgame in that department. ) you spend days sleeping in the wilderness miraculously undisturbed, you spam enemies with missile weapons in the underground sections and win easily, you have a dreadfully anticlimactic ending. Ahh, nostalgia. Pay no attention to the recommendation for a well balanced party. Two elves and two clerics'll get you through way easier.

Have fun. Yeah, this a quick bit of straight promotion that I don't mind too much, as it does trigger good memories.
Role-playing reviews once again goes outside it's name to review other sorts of fantastical games. This time, Lester Smith tackles stuff devoted specifically to wizardly battles. An idea well covered in literary sources, and not modelled too well in D&D. It has yet to reach it's commercial zenith, with the epic battles of Magic: the Gathering, but it looks like there's more than a few companies trying this out in various formats. Iiiiinteresting.
Duel arcane specializes in the shapeshifting based wizardly combats where you play rock-paper-scissors with your enemies to try and outshift them. It has a decent set of stats to enable this, although extreme ratings in a few of them prove unbalancing. It also probably takes longer to create and upgrade your character than the game really merits. Still, you'll have no trouble differentiating them and a decent combination of luck and skill is involved in winning. Good luck finding a copy these days though.
Shapeshifters takes a more crunchy, wargaming based approach to the same idea. With a complex flow chart that controls how far you can shapeshift by categories of size, phyla and sympathetic relationships, and secret action declaration followed by simultaneous resolution, it does sound like there's quite a bit of system to be mastered. But as lester says, while it may work as a game, that kind of crunch works against the feel of the kind of literature it's trying to emulate, so it can't really be considered a success.
Castle of magic is quite different in approach. A board game where you compete to take over the castle, and hopefully the countries that surround it, by hunting down macguffins and facing monsters. The visuals aren't too impressive, but the game is a good deal of fun, with a nice combination of competition, diplomacy and luck. It seems well suited to going overground in a new edition.
Wiz-war 5th edition is of course one of the leaders in this field, with proper mass market distribution and so forth. It strongly encourages treacherous bastardry and sounds like a good deal of fun. It's multiple editions have honed the rules so they're usually both fast-paced and well balanced, and there's enough luck involved that no one person will always win. Is this one still going?