Zzap


Dragon Wars
By Interplay
Commodore 64/128

 
Published in Zzap #58

Dragon Wars

Having read my waffle in the intro about what I consider to be an adventure, you may be wondering why I'm reviewing an RPG game in the Adventure section. The real reason (before it gets edited out) is nobody else on the Zzap team has the brain power to cope with games that require thought. Anyway, modern RPGs and adventures are such close bed partners it's getting harder to distinguish between them.

Having read Ed's intriguing interview with Interplay President, Brian Fargo (Zzap 56) and having not enjoyed The Bard's Tale trilogy, it was with mixed emotions that I loaded Dragon Wars. The front cover of the oddly sized box that houses the game is adorned with a Boris Vallejo painting - I could have said 'an amazingly brilliant painting' but if you're familiar with Boris's work you'll know the adjectives are redundant - does the program do the packaging credit?

It seems an age since you embarked on your voyage of discovery. You and your crew were intent on finding the legendary land of Dilmun. When the excited cry from the crow's nest echoed across the vastness of the open sea, your heart raced with anticipation. Could this be the fabled land of magic and dragons?

Dragon Wars

Steering a course through an ever-narrowing fjord, your ship sailed towards an unknown city. As the gangplank lowered, you paused to thank the powers that be for guiding you to your goal. But (and it's a big but) as soon as the ship berthed, city guards rushed on board and arrested everyone. They selected one in ten of your men for sacrifice to the dragons and stripped all others of their possessions to leave them desolate in the dirt-filled streets of their aptly-named city, Purgatory.

It is at this point, dear reader, that your adventure begins. Armed with absolutely nothing, your (and what's left of your party's) aim is to survive and, should you get sufficiently cocky, possibly kick some bum. A demonic type, by the name of Namtar, the Beast From The Pit, is to blame for your predicament, so revenge may not be so easy.

Before play commences, you're given the choice of beginning a new adventure or continuing from a saved position (you're only allowed one saved game) and you're advised to make backup copies of all three double-sided disks - do they think we're made of magnetic media? It is at this stage that a Utilities option appears, through which you may make back-up copies or load characters from any of The Bard's Tale trilogy. You can enter Purgatory with four in-built adventurers or create your own party members.

Dragon Wars

Characters have many attributes: the more usual Strength, Dexterity and Intelligence plus skills in magic, townlore, climbing, swimming, and so on. The list is very long, which either gives the game depth or makes it incredibly complicated, depending on your point of view (he said democratically). Once you're happy with your gang it's time to go walkabout. As you wander around Purgatory, looking for a way out, you come across gangs of people just waiting to smash your face in. Thankfully, there is a Run option so if you don't feel like dying you can usually escape. However, running away is a hiding to nowhere as being successful in combat is the only way to gain experience points and gold. Combat options are extensive: therefore, if you think about what you're doing, you should get through most scrapes without too much hassle. But don't go mad 'cause there are some mean monsters around just waiting to have a party your party.

During explorations you may come across areas that refer to paragraphs in the manual accompanying Dragon Wars. Reading the indicated passage gives you more info on your surroundings and may help you make the right move to progress. If you get lost, there's an Automap option which provides a bird's-eye view of your immediate area, although it only details locations visited. Screen layout is neat: split into three main areas displaying your front view (or enemies, in confrontation mode), your party members and their overall condition, and text messages. All graphics are nicely drawn and, considering the game's size, animation is smart; I particularly liked the Wolf (and its identical canines: the Wild Dog, the Wild Hound, and the Big Dog).

In fact, Dragon Wars is massive! Purgatory takes ages to explore and there are eight more similar-sized cities shown in the Holiday Guide To Dilmun, plus underground complexes and, should you be dumb enough to sell yourself as a slave you'll also discover a mine... er, so I'm told. As with most games of this type, constantly saving your position and exploring every nook and cranny of the first city should stand you in good stead for when you travel further afield. Trying to progress too quickly could bring you to a sticky end.

A touch of tedium did raise its head when at one point confrontations occurred with every other step I took, but the Run Away option eased the situation quite a bit.

I would have liked more time to look at Dragon Wars. As it was, I played it for about sixteen hours and was just beginning to get somewhere when this issue's schedule interrupted. The fact that I wanted to continue my adventure in Dilmun puts this latest Interplay RPG shampoo above The Bard's Tale trilogy. I like it. I even like it enough to give it a much deserved Sizzler! And now if you'll excuse me, I have six Pikemen to sort out.