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<blockquote data-quote="(un)reason" data-source="post: 4824313" data-attributes="member: 27780"><p><strong><u>Dragon Issue 124: August 1987</u></strong></p><p></p><p>part 5/5</p><p></p><p>The most secret: Welcome to Top Secret, dual stat style. Or at least, if there was any crunch in this article, it would be. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Guess we'll have to wait a few months before the freelancers catch up with the new system. Anyway, this is all about real life top secret research projects. Just the thing to outfit your agents with, or have them try to steal from or sabotage the work of other countries. As this is 20 years ago, much of this is superseded by modern tech, particularly the computer stuff, where we have better in our laptops than an entire building sized machine could do then. But of course, the general principles remain sound. And once again, we have some rather good artwork depicting this stuff. That's definitely one area the magazine is still improving in. This can be applied to both the freewheeling james bond and the meticulous info gathering kind of game, and is a good reminder that is is both dramatically appropriate and realistic for secret agents to have bleeding edge technology to help them out. (unless they're currently going through a period of budget cuts and governmental incompetance ) A pretty decent article. </p><p></p><p>OGRE celebrates 10 years with a deluxe new edition. Shiny. </p><p></p><p>The marvel-phile: Here's one of their big guns, for the first time in a while. The incredible hulk, in his new gray form, and the misadventures he's been through recently to change his stats. Plus a load of his normal human associates. Oh, and Rick Jones, teen hulk ( Ahahahaha! ) Welcome to the nightmare that is comic book continuity. Just when you think you're free to live a normal life, marry the girl, ( or get to rule the world if you're a villainous type) everything gets reset, or even worse, and a new plot sweeps you away, forcing you to completely relearn the rules of the game. Or maybe it's all skrulls. Still, at least they have some neat new vehicles and hulkbuster body armour for your characters to steal, so this is a more PC useful entry than most of Jeff's. Overall, another entry that makes entertaining reading, but isn't particularly world shaking. </p><p></p><p>The role of computers: Black Magic is an arcade adventure game where you use the various spells you acquire to solve puzzles, avoid enemies and progress to the next screen. While initially skeptical, the reviewers are won over by the mix of action and thought required to do well, and became determined to beat the damn thing. Sounds like a recommendation to me. </p><p>Realms of Darkness is our main review, some more standard menu controlled RPG fare. Build a party from the usual fare of 8 classes fighty and arcane, equip them, and then embark upon an epic quest to retrieve the macguffin. Unusually, you can split the party. Not so unusually, you must make sure you save as often as possible. While the graphics aren't that great, it's puzzles are very tricky, and it's an epic journey that they still have a long way to go on. Another massive time sink in an era that seems full of them. </p><p>They also implement another much desired feature. Hints and solutions. Woo. Once again the magazine moves closer to being the way I remember it. Someone stuck on The bard's tale gets advice on how to get out of a horrible looping room quandary. Looks like they're on the up and expanding their scope some more. Along with the return of roleplaying reviews, this looks like another good trend. </p><p></p><p>The art of dragonlance? They really are pushing the peripheral aspects of this setting, aren't they. I suppose with so many people buying the books to read, rather than simply as gaming material, they think there's a market for it. </p><p></p><p>Dragonmirth has things going wrong again. And terrible in<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(n)" title="Thumbs down (n)" data-smilie="23"data-shortname="(n)" />-jokes. The Snarfquest crew fills up the 8 month space journey by becoming a rock and roll band. Wormy loses some money, but the people who stole it aren't going to get the chance to enjoy it. :evil laugh: </p><p></p><p>The Sherlock Holmes solo mysteries? Another interesting advert by I.C.E on the back cover. Ahh, the joys of using public domain properties for your own ends. </p><p></p><p>A strong issue with quite a few positive changes, plus a well above average themed section. Roger really seems to be coming into his own at the moment, taking the magazine away from Kim's era, both introducing new things, bringing back old ones, and developing a distinct editorial voice of his own, which is definitely more playful and interventionist than Kim's. Just how much more will he shake things up before it settles into a new comfortable pattern? And just how much will he be shaken up in turn by the continuing growing pains of the upcoming edition change? More interesting questions that should be answered in a few months time.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4824313, member: 27780"] [B][U]Dragon Issue 124: August 1987[/U][/B] part 5/5 The most secret: Welcome to Top Secret, dual stat style. Or at least, if there was any crunch in this article, it would be. :p Guess we'll have to wait a few months before the freelancers catch up with the new system. Anyway, this is all about real life top secret research projects. Just the thing to outfit your agents with, or have them try to steal from or sabotage the work of other countries. As this is 20 years ago, much of this is superseded by modern tech, particularly the computer stuff, where we have better in our laptops than an entire building sized machine could do then. But of course, the general principles remain sound. And once again, we have some rather good artwork depicting this stuff. That's definitely one area the magazine is still improving in. This can be applied to both the freewheeling james bond and the meticulous info gathering kind of game, and is a good reminder that is is both dramatically appropriate and realistic for secret agents to have bleeding edge technology to help them out. (unless they're currently going through a period of budget cuts and governmental incompetance ) A pretty decent article. OGRE celebrates 10 years with a deluxe new edition. Shiny. The marvel-phile: Here's one of their big guns, for the first time in a while. The incredible hulk, in his new gray form, and the misadventures he's been through recently to change his stats. Plus a load of his normal human associates. Oh, and Rick Jones, teen hulk ( Ahahahaha! ) Welcome to the nightmare that is comic book continuity. Just when you think you're free to live a normal life, marry the girl, ( or get to rule the world if you're a villainous type) everything gets reset, or even worse, and a new plot sweeps you away, forcing you to completely relearn the rules of the game. Or maybe it's all skrulls. Still, at least they have some neat new vehicles and hulkbuster body armour for your characters to steal, so this is a more PC useful entry than most of Jeff's. Overall, another entry that makes entertaining reading, but isn't particularly world shaking. The role of computers: Black Magic is an arcade adventure game where you use the various spells you acquire to solve puzzles, avoid enemies and progress to the next screen. While initially skeptical, the reviewers are won over by the mix of action and thought required to do well, and became determined to beat the damn thing. Sounds like a recommendation to me. Realms of Darkness is our main review, some more standard menu controlled RPG fare. Build a party from the usual fare of 8 classes fighty and arcane, equip them, and then embark upon an epic quest to retrieve the macguffin. Unusually, you can split the party. Not so unusually, you must make sure you save as often as possible. While the graphics aren't that great, it's puzzles are very tricky, and it's an epic journey that they still have a long way to go on. Another massive time sink in an era that seems full of them. They also implement another much desired feature. Hints and solutions. Woo. Once again the magazine moves closer to being the way I remember it. Someone stuck on The bard's tale gets advice on how to get out of a horrible looping room quandary. Looks like they're on the up and expanding their scope some more. Along with the return of roleplaying reviews, this looks like another good trend. The art of dragonlance? They really are pushing the peripheral aspects of this setting, aren't they. I suppose with so many people buying the books to read, rather than simply as gaming material, they think there's a market for it. Dragonmirth has things going wrong again. And terrible in(n)-jokes. The Snarfquest crew fills up the 8 month space journey by becoming a rock and roll band. Wormy loses some money, but the people who stole it aren't going to get the chance to enjoy it. :evil laugh: The Sherlock Holmes solo mysteries? Another interesting advert by I.C.E on the back cover. Ahh, the joys of using public domain properties for your own ends. A strong issue with quite a few positive changes, plus a well above average themed section. Roger really seems to be coming into his own at the moment, taking the magazine away from Kim's era, both introducing new things, bringing back old ones, and developing a distinct editorial voice of his own, which is definitely more playful and interventionist than Kim's. Just how much more will he shake things up before it settles into a new comfortable pattern? And just how much will he be shaken up in turn by the continuing growing pains of the upcoming edition change? More interesting questions that should be answered in a few months time. [/QUOTE]
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