Bard's Tale trilogy signature elements

For all discussion on all the previous Bard's Tale games: the classic 1980s games (Bard's Tale, II: Destiny Knight, & III: Thief of Fate) & the humorous Bard's Tale (2004) spin off.

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Gizmo
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Re: Bard's Tale trilogy signature elements

Post by Gizmo » June 20th, 2017, 8:10 pm

ZiN wrote:
June 20th, 2017, 3:08 pm
So what others form BT2 would you like to see?
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Last edited by Gizmo on November 26th, 2017, 6:19 pm, edited 1 time in total.

ssfsx17
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Re: Bard's Tale trilogy signature elements

Post by ssfsx17 » July 7th, 2017, 2:08 pm

Signature elements for me, as compared to other Wizardry-family games:

- The Bard class is awesome. Breathing fire horns for crowd control, or just making everyone attack twice, and other such great abilities.
- Heavy emphasis on guest NPCs. Sadly, BT3 didn't have a dedicated slot for Hawkslayer, so I generally went without him.
- Utterly evil and wicked dungeons. The only game series that tries to match BT for how evil its dungeons are is probably Etrian Odyssey.
- Massive battles. Not just the signature 396 berserkers, but also fights against groups of 20+ enemies. BT3 went quite overboard with how many groups of enemies per encounter though.
- The spellcaster class system. It helped to make you feel that there was constantly something to look forward to at the ultra-high levels, and to feel that those characters were irreplaceable.

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Alation
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Re: Bard's Tale trilogy signature elements

Post by Alation » September 6th, 2017, 3:43 am

One of the most iconic parts of BT3 for me was the Hawkslayer story, and how it was revealed out of order in the different dimensions.

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Drool
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Re: Bard's Tale trilogy signature elements

Post by Drool » September 9th, 2017, 2:50 pm

Alation wrote:
September 6th, 2017, 3:43 am
One of the most iconic parts of BT3 for me was the Hawkslayer story, and how it was revealed out of order in the different dimensions.
That was probably my second favorite. The story of Lucencia really got me.
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Orpheus the Bard
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Re: Bard's Tale trilogy signature elements

Post by Orpheus the Bard » October 28th, 2017, 8:46 pm

Hello, haven't been here in a good while due to the ultra slow development of this game. Figured I might need to check back in today, because of premonition I got concerning last BT game. With all the older versions BT before it.
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Falkentyne
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Re: Bard's Tale trilogy signature elements

Post by Falkentyne » November 26th, 2017, 12:29 am

Bard's Tale 3 really had a nice story to it, and it felt indeed like Tarjan had just thrown the realms and the Outer realms into total Chaos. The feels for what your party had to try to fix, and the revenge they desired, I haven't really seen in any other game even today. Even the "banes" look from the "Heroes" in Ultima 7 Serpent Isle didn't come close to this.

But definitely Sinster street in Bard's Tale 1, and the night encounters. Being a random autistic kid in highschool who was fascinated by RPG's and scared of evil demonic beings definitely had an effect. BT1 just felt like a nice classic D&D Adventure; very few religious overtures like the entirety of Bard's Tale II (besides the riddle in Mangar's tower and the Harkyn's Tower riddle), and not as "Campy" as BT2.

And "You are on a blue highway."

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Re: Bard's Tale trilogy signature elements

Post by SuperDave17 » November 28th, 2017, 11:21 pm

Falkentyne wrote:
November 26th, 2017, 12:29 am
Bard's Tale 3 really had a nice story to it, and it felt indeed like Tarjan had just thrown the realms and the Outer realms into total Chaos. The feels for what your party had to try to fix, and the revenge they desired, I haven't really seen in any other game even today. Even the "banes" look from the "Heroes" in Ultima 7 Serpent Isle didn't come close to this.

But definitely Sinster street in Bard's Tale 1, and the night encounters. Being a random autistic kid in highschool who was fascinated by RPG's and scared of evil demonic beings definitely had an effect. BT1 just felt like a nice classic D&D Adventure; very few religious overtures like the entirety of Bard's Tale II (besides the riddle in Mangar's tower and the Harkyn's Tower riddle), and not as "Campy" as BT2.

And "You are on a blue highway."
When I was a teenager, after I had learned of the torture and murder of Alliria, one of my key goals in life was to finally find Tarjan and waste him just for that. For Cyanis too. It was what kept me going when I was struggling through Kinestia, Tenebrosia, Tarmitia, and finally Malefia. And when it was all said and done, there was a part of me that thought that Tarjan got off too easy, and wishing Alliria, Valarian and Lanatir could be brought back to physical life.

It was like, what if Sauron got to do a lot more damage before finally going down, and at some point cornered Galadriel and had his way with her? That's how hard the story hit me back then. It's a rare story that's really willing to entertain that "what if ..." that many fantasy writers and game writers wouldn't dream of touching, but BT3 took it by the horns. And the end result is a really haunting and poignant story.

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ZiN
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Re: Bard's Tale trilogy signature elements

Post by ZiN » November 30th, 2017, 6:12 am

Falkentyne wrote:
November 26th, 2017, 12:29 am
BT1 just felt like a nice classic D&D Adventure...
And compared to that BT3 felt like PlaneScape:
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Note, that this was years before the wonderful PlaneScape™ setting got released.
SuperDave17 wrote:
November 28th, 2017, 11:21 pm
When I was a teenager, after I had learned of the torture and murder of Alliria, one of my key goals in life was to finally find Tarjan and waste him just for that. For Cyanis too.
Image
Cyanis have survived and perhaps recovered over time and might be still around in BT4. As someone who saw everything with his own eyes, he would make a very interesting character.
SuperDave17 wrote:
November 28th, 2017, 11:21 pm
And when it was all said and done, there was a part of me that thought that Tarjan got off too easy...
Indeed. And by the look of things, Tarjan is already active again, 150 years after BT3, while the 7 new gods who defeated him, got banned.

Man, I really hope the writers of BT4 did their homework.

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Orpheus the Bard
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Re: Bard's Tale trilogy signature elements

Post by Orpheus the Bard » January 19th, 2018, 11:42 pm

That tendency to find your way by feeling your way instead of looking around, because initially, you can only see what is right in front of you. Something, I have ben meaning to put up on the board her.
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Orpheus the Bard
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Re: Bard's Tale trilogy signature elements

Post by Orpheus the Bard » January 20th, 2018, 12:17 am

ZiN wrote:
November 30th, 2017, 6:12 am
Falkentyne wrote:
November 26th, 2017, 12:29 am
BT1 just felt like a nice classic D&D Adventure...
And compared to that BT3 felt like PlaneScape:
Image
Note, that this was years before the wonderful PlaneScape™ setting got released.
SuperDave17 wrote:
November 28th, 2017, 11:21 pm
When I was a teenager, after I had learned of the torture and murder of Alliria, one of my key goals in life was to finally find Tarjan and waste him just for that. For Cyanis too.
Image
Cyanis have survived and perhaps recovered over time and might be still around in BT4. As someone who saw everything with his own eyes, he would make a very interesting character.
SuperDave17 wrote:
November 28th, 2017, 11:21 pm
And when it was all said and done, there was a part of me that thought that Tarjan got off too easy...
Indeed. And by the look of things, Tarjan is already active again, 150 years after BT3, while the 7 new gods who defeated him, got banned.

Man, I really hope the writers of BT4 did their homework.
I still have my copy of Bard's Tale Two The Destiny Knight after digging them both out of storage last night. The two large Floppys, all the documentation, along with the attractively molded plastic caseing was put together in. Both floppys are clearly labeled as BT Two, both Boot, Character & Dungeons Disks on both sides. A & B. So, My previous complaint isn't as obvious as I thought. Where I though the wrong version of Boot or Dunegon disk was pakaged togther. Still a label doesn't prove an thing and that problem I had was really happening. There was no way my party of adventures were about to use the starter dungoen or leave town.

I also still have the attractive cardboard folder made for Thief of Fate with the same colourful illustrations inside and the map as well. (Which does really hint at the rollowver effect. I always use to find the shrine by passing the tavern and encampment only from the side where you can access them when they are right next to each other. Going past the encampment first and then tavern until I am at the tree and then turning right will put the healing shrine a few steps in front of me. This is why I think my method for finding things in this game is flawed since I reckon I might have passed closer to the shrine while locating the other two places after heading straight from the outer wall of the Skara Brae ruins left of the entrance side.[/spoiler] ) The Code Wheel, ( So, is this a problem for the latest version? You know, there is no code wheel attached to this version, so? ) I'm not sure what it does now. I get a head aches just looking at the damn thing. I also still have both disks and no problme with this version of the game what so ever. I might even suspect that the graphic were better on the earlier version.
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