Heh, this Sengoku discussion reminds me of ones from years ago. I've never been good at brawlers (don't like the overly intricate / repetitive style much, and the learning curve has always been too high for me when I've tried - sometime I'll give them another go though, along with getting back into the harder recent 3d brawler-ish games) but I certainly do agree with the general comments about Sengoku 3's looks. I did like the neon sign, at least.
Speaking of bad design, though, been playing some D&D stuff recently. Baldur's Gate: EE on Steam took a while for me to warm up to it (things finally got interesting when I got to the city of the title) but I kind of like it now (though I'm not a fan of micromanaging, so I'm just scrubbin' and automagically powered up my party's stats, stuff, and replenish their health instead of trying to deal with the mage micromanagement).
I also have been checking out a few old Dungeons & Dragons games via DOSbox. Time for a game report, then - sorry for the length, but I noticed some things aren't anywhere on the Internet.
Al-Qadim: The Genie's Curse - It's based in the Arab-lite pastiche campaign setting of D&D, so it features "funny" island names like "The Prison of Al-Katraz" and other dumb-easy puns. I don't know where people get that this is Zelda-like from. There are some very vaguely similar elements (with the setting it does feel more like Beyond Oasis, but still not very much like it) like the top-down perspective, attacking with a sword, and pushing stones occasionally, but there's a lot of other stuff that's not at all alike Zelda. It doesn't have a totally uninteresting population, but its few towns are heavily constricted and the plot rolls out problems in a linear fashion, despite having multiple ways of allowing some non-linear play, so you generally spend a lot of time running down familiar routes when you're not running down featureless dungeon corridors, which is a shame. At the eleventh hour the game throws an easy chance at some non-linear questing by letting you travel back to your transportation, only to tell you that there's no time to do anything but go right back into the dungeon. Clearly the designers were thinking that they wanted to give everybody in the game a chance to thank the munificent hero, but I'd rather have an interesting game to play. (Adding insult to injury, the endgame is just a few brief illustrated scenes with text.)
Since this is an early '90s PC game, they really loooove their shades and their (quite awful, feels like 15fps due to the scroll size?) "smooth" scrolling and fade-ins all the damn time. There are a few spots that can repeatedly hand your ass to you and send you back to the title screen repeatedly. Getting back into the action takes forever and is not just a bit aggravating (I'm still not really sure who the spooky hands and eyes were really supposed to be, besides serving as a gaming cliche). Even simple healing locks up the action for a regrettable few seconds, trading seconds of your real life for the sake of your avatar's. On the other hand, you can power through text boxes and the menu instantly (ironically, skipped text boxes just prolonged the game for me, as I had to reload to see text many times).
A small part of Al-Qadim is an action game with a hilariously inept difficulty curve. When you start out, everything can kill you easily, your abilities are nil and an awful rush-retreat combat pattern is advocated despite the fact that the character often got stuck moonwalking (I really have no idea), and healing is extremely tough to come by. It's very easy to get locked into an unwinnable situation at the start, through thankfully there are much fewer of those later on. Anyhow, your first reward of the game is a healing pool...and you get no good directions to it, and so you have to go traipsing about through tons more extremely deadly critters on the chance you can find it. Soon after this, and especially once you've hit some levels, combat becomes easier and easier, to the point that the end game fights have almost no difficulty, though now there is the annoying mechanic of having to enter the menu repeatedly. It should be said, though, that I never once used magic or the sling. I really don't know what use the elemental potions were supposed to be, and the strength / invulnerability (dex?) potions weren't very useful either.
Al-Qadim is mostly an adventure game, and really suffers at times from it. One thing that has annoyed D&D fans is the lack of role-playing: Your pre-rolled character has a sword that supposedly can't hurt good guys and you
musti always strive to be "honorable." "Bad" dialogue options are given even less credence than they are in Baldur's Gate (where evil dialogue responses tend towards "stupid evil" and can be relied on to forfeit the best rewards); here you get multiple chances to blow things by uttering a dumb response. On the plus side, the "right" responses are smartly written and figuring them out can be satisfying as well, and it's not like this is The Blackwell Legacy, where the character is so straitjacketed that players are inconvenienced. If anything, I appreciated some of the mildly clever ways that evil characters dispose of themselves by the character's simply being honest, a bit like the sitcom
Due South from the year after this game.
A lot of the dialogue is fine, but Carnac The Magnificent might say of the puzzle designers: "May the winds of the Sahara blow scorpions up their turbans." I also thought a desert dog might drag a dead cow into the bedroom of the author of the sole GameFAQs walkthrough, but...at least they tried to help, and didn't get sidetracked on nonsense. However I did find a couple reliable resources: The first is the official hint book, which is a bit inconvenient in digital form at times, but has almost everything of note listed. Another is Resulka's
Let's Play of the game, which should at least prove it can be done.
There are a few things which I didn't find any source mention or make clear enough, so here they are:
- This is a "three savegame discipline" game; keep one save at the last safe point before the current task at all times. There are some things that can screw you up here; in some places you should destroy everything, and in others you shouldn't touch a single thing without a plan. Use the other two saves to constantly update progress.
- Always be ready to pull out the inventory for healing, and always keep a bunch of Potions of Extra Healing about - I'd guess that 20 is safe when starting out (you get lots more through the course of the game, and unless you just stand toe-to-toe with every monster and execute the basic swing without any sword upgrades throughout the whole game, you should be fine).
- Never anger anything or anybody when you have the option to do otherwise. Likewise, always try to find the "honorable" choice.
- Again, be careful hitting Enter or Control keys; the game likes to throw up text boxes when you don't expect it and it's easy to shoot past them.
- Training for the extra moves is important; the spin is pretty powerful and has the best range of all. Unfortunately you'll still have to abuse the hit-and-run combat pattern when there aren't obstacles to catch enemies on (spiders can't go through cell doors, for instance). Likewise, note that spells can get caught on geometry - against enemy wizards this can be quite helpful, as your sword flies through railings which deflect their shots!
- Finding special items (listed in the hint book, thankfully) is a good idea for extra power and protection.
- When searching around the oasis to the west of the starting town, the healing pool is at the pool's northwest. The hint guide shows this in a map, of course.
- Using simple save/load strategy allows painless "guess the number" gambling - the safe and smart way to get rich - but I felt there was one interesting twist to strategy: Instead of starting at 50 for a guess, it's quick to knock that down to 25. You should be much closer to the correct number 1/4 of the time. If forced to go higher I could try 75 (which can have the same benefit if the number is high; at worst, you're left knowing the number is between 25 and 75 without too many wasted guesses), but for quick play it might be best just to quickly fail the game if 25 doesn't work out. Of course, once you've got 30 potions of extra healing you've really got nothing more to spend money on, even as the game keeps piling it on.
- There's a free 10 gold hiding at the top left side of the front of the palace that the official hint book doesn't list. Not worth the effort, of course, but it's there.
- Those "lichen-friendly porous stones" must be hit eight times each before they reveal their secrets. Keep tapping away.
- When attempting to eavesdrop on a character by some carts, just walk behind - north or above - the cart just left of him. You might have to walk back and forth a bit, or just wait there; for some reason it doesn't immediately work. If you go west beyond the carts, invisible guards will catch you for no apparent reason!
-
The most annoying and dangerous thing in the game is in the desert Isle of Hajar: Not only is it actually unnecessary to travel there, but it has a
very nasty action / puzzle at the end. When you clear this isle you MUST have many potions of extra healing - or perhaps a great deal of luck and speed will help, but you can't really rely on it. When you enter the final clearing from the south, with a large treasure chest surrounded on all other sides by pillars, the screen will lock on your position and you can no longer retreat. Advancing will summon a blitz of lightning bolts which will easily knock you around, won't lessen or dissipate over time, and can kill you in far less than a second (depending on how many hit you). The GameFAQs walkthrough is especially bad on this point, and the official guidebook is also useless here. Resulka won the day by beating this in only 3 tries, without using super fast reflexes either.
The key to beating this is simply to rush to the location of the treasure chest. It will disappear three times, and when it reappears the fourth time you can finally grab it. Don't wait to run to the treasure chest; you need to make it disappear for it to reappear, and the lightning bolts will keep bouncing and you'll still be endangered until you have the treasure. Do keep your finger on the Menu key at all times so you can suck down another potion of extra healing when needed.
- At a late stage in the game, you will have the option to go east through a dungeon, running into a bunch of guards, or west, into monsters. Go west, until the game tells you one is having an argument with himself. Then run back the way you came, and into a room of damaged pillars (with gargoyles on top). I got to the farthest right possible in this room, maybe behind a pillar. At this point the monster looked my way for a moment, then disappeared. Traveling back through the rest of the dungeon, note the text prompts telling you about fighting. Outside one doorway, you're told there's fighting inside. Wait here until you explicitly hear there's just two fighters left before going in. In truth you can, if you're determined, probably clear everybody out with ease the old-fashioned way, but it's a much better idea to let them wear each other out.
- I didn't need any of the secret papers, slingshot, or magic to finish the game with what was apparently a very good ending. The sword spin is all I needed. In fact I didn't even use the sling and magic at all - which is another way this game differs from its supposed console inspirations. It doesn't have a very good interface.
Still, it had a few good moments.
Next, onto more of Ravenloft: Strahd's Possession! It turns out that it's probably one of the Eye of the Beholder games I thought was this one, but this has some interesting parts so far. Some really pimp characters in here too, and you can even get away with resting out of doors! The only problem seems to be a possibly unavoidable crash bug when entering a necessary house. Tough thing about the D&D license games - they included some somewhat technically competent games, but with a lot of that D&D clumsiness and not nearly the level of smoothness you'd get from something like DOOM. Still, I'll be interested to see how this, its sequel, and Menzoberranzan - a game I've wanted to play since I bought it nearly 20 years ago - turn out.