Welcome to Krynn
Who doesn't love a good RPG with its story, lore, characters and creepy dungeons all whilst levelling up a character(s) you prey are up for the challenge. Yes, there's something extraordinary about losing your free time over something my missus recently described as "an antique game that nobody's interested in". Why I'm still with her I'll never know.
Anyhow, here I find myself booting up a 32-year-old game by SSI/US Gold called Shadow Sorcerer which is based in the DragonLance era of Advanced Dungeons & Dragons. This adventure is stuffed to the crust with quests and combat against demons, dragons, ogres, skeletons, and many more grotesque creatures. I guess I'm working backwards because it's the third game in the Dragonlance saga and follows on from Heroes Of The Lance and Dragons Of Flame.
I've always had a keen interest in anything AD&D and find it ferociously interesting with compelling storylines. I love the mythology and the worlds where we battle against all kinds of dreaded enemies in the creepiest places. So, I'm going to kick off a long-term plan to play all the Atari ST Dungeons And Dragons from my own collection.
Before we crack on, let's take a look at the two primary screens you will be using in Shadow Sorcerer...
This is the world/wilderness map. It's basic, and only the mountains are displayed until you get moving.
Preface
The land of Krynn was once a peaceful place but no longer thanks to Verminaard who conquered with his Dragonian armies. Cheer up, we're in charge of the Companions of the Lance and these plucky fellas have rescued a whole bunch of Refugees from the city of Pax Tharkas. The plan is to head south to safe territory but Verminaard has ordered his troops to track us down. Can you keep the refugees safe and guide them to a secure place to call home?
As with any RPG, begin slowly in order to learn the basic mechanics of what makes the game tick (along with understanding its user interface and any other oddities). This prevents me from doing something stupid (well, in theory) but is a good idea with Shadow Sorcerer because it certainly throws you straight into the thick of it pulling no punches!!
As you saw in the screenshots, the Dragonlance world is viewed using two methods:
The first is a wilderness map used only to explore great distances throughout the land (whilst you're making notes, I hope). Use it to keep tabs on the refugees and also Dragonian troops. Each possible location is initially a grey hex tile and, as you travel, they reveal their environment in and around your current location. Tread carefully!
The second is a Tactical view which provides an isometric representation of your surrounding area. All battles are fought on this screen plus the ability to interact with party members, along with communicating with other characters you might stumble upon. It's here that you can find items, equip weapons and armour, and more.
Beginning your first game is a little daunting so take time to check out the file menu, and experiment with the user interface within the Tactical screen. It's here that four portraits of the party members are displayed - Tanis, Caramon, Goldmoon and Raistlin. Clicking each reveals their stats along with default options when under computer control.
It pays to experiment before playing properly and here's a deeper look at what to expect...
User Interface
Shadow Sorcerer has a pseudo-GEM feel so is a doddle to use. You spend a lot of time on the Tactical screen and it's here that your party is shown at the four corners. Clicking on each portrait displays their personal attributes like Strength, Dexterity, and so on. Oddly, all stats cannot be altered in any way which is a bit weird for an RPG.
Also displayed are the details for hit points, weaponry and armour class - all these can change depending on your condition and with regards to clothing/weaponry you happen to find along the way.
Each character has default actions that the computer can assist with. Such as attack, range, spellcasting or running off like a chicken. Base your choice on strength and ability rather than everyone doing the same thing!
Clerics and Mages need to memorise spells. Clerics are great for Blessings, Protection and healing. A mage can be handy to detect invisible objects and can throw a mean fireball. Actually, that's a very powerful spell, tempting to use but dangerous to both enemies and friendlies alike. So beware! Possibly use Magic Missile instead?
You shall also notice a satchel icon, this is obviously the inventory and is probably the lamest part of the entire game because it's not very good. Sure, it shows you what is being carried and you can use, equip and exchange items with other party members. However, no details are given before deciding whether to equip, which I didn't appreciate.
Don't forget the GEM-like menu options at the top of the display. Here you can heal, regroup, review refugee status and exchange players - very useful after losing a companion who needs to urgently be replaced by another. The caveat is that it must be located with the refugee party. Yeah, I'm sure you can guess how annoying that might be?
Hey, it's not all fighting so let's check out one of the early puzzles the game throws at you...
Ultimate play the game
Initially, the world map shows nothing but a mountain range and a yellow icon depicting your band of merry men. Beginning your expedition is easy, just click on the nearest tile that you'd wish to move to. Now you will notice a grey icon - that represents the refugee party who slowly plod on encumbered by their number, supplies, wagons, etc
Babysit these guys the best you can but, not at the expense of your progress - it's a balance of adventuring and keeping them content. You can interact with the refugees through their (groan) council with which you can discuss, reason or even threaten. I find they are best happy when fed and under the belief that I know what I'm doing (ahem). Disgruntled refugees might disband leaving scattered groups which are more difficult to manage and protect.
Of course, everything is in real-time and you shall note the day/night clock display at the top of the screen. Time applies to every aspect of the game which took me some time for me to feel comfortable with, especially for conflicts, learning spells, crossing rough lands, etc. Hitting the + or - keys can speed/slow down game time and is very helpful.
Shadow Sorcerer's strength is in how easy it is to get out there and begin exploring. But it's not that long until you see an alert for a 'chance encounter'. In fact, you see this a lot but don't worry, it's not always a nasty brawl. Quite often it's because there's someone or something nearby and that could even mean treasure or useful items. Yes, and many brawls!!
It's not all run and chase, as there are safer areas within Krynn. These are places to restock or shelter, so use them wisely but not for too long. Watch out for side quests, these are a massive part of your adventure and fruitful for several reasons (actually they feel more of a necessity rather than an option). Along the way, you never know how many potential friends you might meet so try communicating before raising your weapon. Might work, but, be prepared anyhow!
Oddly, I fear Shadow Sorcerer tries too hard - not only are we limited in time, but encumbered by clans of refugees dragging their heels, and then there are the chasing Draconians!! A part of me wishes things were toned down in the respect that refugees could have been a silent entity who we don't need to worry about or communicate with (except when repositioning for lost members). Plus, I thought that the Draconians broke free of Pax Tharkas far too soon.
Shadow Sorcerer has amused me many times, although I don't think it was supposed to? Hmm, maybe. Let's see...
The UI is simple with instant access to abilities: fight, look, grab, talk, move and computer control.
You must learn to fight as a team. Don't go throwing a fireball spell if the enemy is too close... Ouch!!
Faith and Spells
There are two main spellcasters, Clerics and Mages. Each type has its own unique custom collection of spells with which to help the adventure thrive positively. That might be healing, protection, detection, or an act of aggression. Clerics are helpful people so let's first take a look at some of my favourites they have on offer which are always very useful...
Bless - this improves your attacking because, erm, you're blessed!Cure Wounds - there are two levels for this much-needed spell to help those in trouble.Find Traps - quite useful if you feel a bit unnerved about something you can't explain?Dispel Magic - very useful and helpful but often overlooked and I can see why.
Magic Missiles - don't disregard this impressive attack that saves you getting too close.Fireball - a powerful spell best used out in the open. Very dangerous.Web - quite tough to master this one but very handy to snar your opponent.
Big Tips
* The default party are a varied selection, stick with these guys for as long as necessary.* Always heal your companions after each skirmish (via the menu option).* In the Tactical screen, spread your men out wide to overcome troublesome obstacles!
* The fireball spell can be disastrous without due care. Is it worth it?
* Sometimes the text descriptions read a lot better than the tactical screen reveals. Think.
* Try to send the refugees to a safe area (an already visited part of the map).
* Keep the refugees happy so they don't split and panic!
* I was unsure whether or not to include this line, but I advise you head west as soon as possible.
* Computer control is good but there are times it's better to do it yourself. Most apparent with ranged characters, especially when it comes to magic. Maybe it's better to DIY?
* This might just be me, but I found the game far more responsive using real hardware rather than an emulator. No idea why, but it was and especially with the character screens.
* The manual has a good line, "...repetitive saving is not encouraged - take your losses like a man...". Superbly written but ignore that taunt and save regularly. I cannot stress that enough!!
Aesthetics
Let's start with the mediocre sounds... the introduction plays nice sampled music whilst it cycles through the different intro screens. However, there is very little else afterwards and only when using a weapon or performing magic is anything heard. That's fine for a game like this, but a subtle background chiptune would have been a great option.
Visually, things are very different and Shadow Sorcerer is comprised of two primary screens...
- The map/wilderness screen is rather drab, but a practical way to identify your surroundings along with the location of Draconians and refugees parties. Basic, but completely functional and that's fine with me.
- The tactical screen offers a beautiful way to explore, be it hunting down treasures, commication or battling the Draconians. In fact, this isometric display is superb with great decor for the different environments you're gonna do battle in. The monsters are all gorgeously detailed ableit with humble animation. Love it!!
The CryptO'pinion?
Shadow Sorcerer is a fantastic RPG, especially for novices (like me). It's also a great choice for those without much spare time because it's so easy to immediately jump straight into it. Travelling huge distances isn't a problem and you will slaughter many monsters and meet lots of creatures along the way. Every battle is in real-time (with pause) so it's fun working out a strategical victory using magic, range and melee. This RPG is gratifying in almost every respect!!
However, it's strange that the characters aren't levelled up as the main attributes are fixed. I never got a feeling of the progression of skillsets so gameplay can occasionally feel unbalanced. Also, I didn't like the baggage between the Companions - that didn't work (for me). Plus they struggle to navigate around objects as they're a bit daft!
Nevertheless, this is a compelling adventure with a tremendous variety of places to pillage and creatures to meet (and beat). Although I doubt I will successfully escape the Draconians, I still think this is a belting aRPG albeit more for the amateur than a hardened player. Like I said earlier, it's very difficult and I feel they crammed in too much unnecessary content - chasing Draconians AND pleasing the fumbling refugees! Yep, the odds are steeply stacked against us.
You know, I have heartily enjoyed Shadow Sorcerer and thoroughly recommend you take a stab at ransacking the lands of Krynn for yourself. It's not flawless but, most certainly a captivating and formidable Lite-RPG. Consider this the first in a series of Atari ST AD&D that I personally own, cherish, and will return to over the years. Imperfectly excellent.
Downloads can be found on floppy disk but I'd recommend this hard drive version. (thanks PP)
Most of the SSI AD&D games were very good. I cant remember if i ever tried this one or not. Reason being that i tried so many of them and they were sort of similar. The only one that stands out to me, which is more of an action Ad&D, is Heroes Of The Lance One of my favourite ST experiences, except that i came to the end boss and could never kill the big dragon. I read many years later that Goldmoon specificially had to throw her staff at the dragon to kill it and we should collect the Disks Of Mischal. Too bad. Did you ever play that one? Loved the graphics.
ReplyDelete"Consider this the first in a series of Atari ST AD&D that I personally own, cherish, and will return to over the years"
DeleteAnd yes, I own that game... :-) However, it's my least fave of the bunch that I own. Although I've only played these three here a LOT less than Shadow Sorcerer. Not sure which I'll play next.
Fwiw, I am still looking to buy Azure Bonds.......
Oh i did try Curse Of The Azure Bonds, great initial story, but i soon got stuck, not remember why. Btw my Goldmoon mention in my first post might be a spoiler, if anyone cares, so i dont know i i can edit it into some kind of spoiler hide or something.
Delete