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That was probably my second favorite. The story of Lucencia really got me.
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.Falkentyne wrote: ↑November 26th, 2017, 12:29 amBard'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."
And compared to that BT3 felt like PlaneScape:
SuperDave17 wrote: ↑November 28th, 2017, 11:21 pmWhen 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.
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.SuperDave17 wrote: ↑November 28th, 2017, 11:21 pmAnd when it was all said and done, there was a part of me that thought that Tarjan got off too easy...
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.ZiN wrote: ↑November 30th, 2017, 6:12 amAnd compared to that BT3 felt like PlaneScape:
Note, that this was years before the wonderful PlaneScape™ setting got released.
SuperDave17 wrote: ↑November 28th, 2017, 11:21 pmWhen 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.
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.
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.SuperDave17 wrote: ↑November 28th, 2017, 11:21 pmAnd when it was all said and done, there was a part of me that thought that Tarjan got off too easy...
Man, I really hope the writers of BT4 did their homework.
I was hoping players would identify with this. Bard's Tale was one of the few games, like MazeMaster it's predeccesor & games like Eye of the Beholder (For Dungeons & Dragons.) where players learn to find their way around in different way because you just can't see anything unless you facing it. Like a horse wearing blinders. Even though, their is very slight sensation of buildings going past while wandering the streets of Skara Brae (or similar town.) or a well lit dungeon or path in the deep woods.Orpheus the Bard wrote: ↑January 19th, 2018, 11:42 pmThat 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.
Well... even then, it wasn't exactly unheard of. After all, Bard's Tale was designed specifically to go after Wizardry. Might & Magic also had the same view. And, of course, every first person shooter from Wolfenstein 3D on down.Orpheus the Bard wrote: ↑January 28th, 2018, 3:45 amI was hoping players would identify with this. Bard's Tale was one of the few games, like MazeMaster it's predeccesor & games like Eye of the Beholder (For Dungeons & Dragons.) where players learn to find their way around in different way because you just can't see anything unless you facing it.
Yeah good catch, missed that. That's another aspect of the originals that encouraged hand mapping the dungeons as part of the experience. If you make a mistake you have to know where you are and not get lost. You're much more likely to 'recognize' where you are the farther ahead you can see. With only 1 or 2 squares, you could theoretically be in many more places, known or unknown. I think that aspect of the dungeon crawl will be lost in BTIV.Orpheus the Bard wrote: ↑January 28th, 2018, 3:45 amI was hoping players would identify with this. Bard's Tale was one of the few games, like MazeMaster it's predeccesor & games like Eye of the Beholder (For Dungeons & Dragons.) where players learn to find their way around in different way because you just can't see anything unless you facing it. Like a horse wearing blinders. Even though, their is very slight sensation of buildings going past while wandering the streets of Skara Brae (or similar town.) or a well lit dungeon or path in the deep woods.Orpheus the Bard wrote: ↑January 19th, 2018, 11:42 pmThat 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.
YOU still find your self employing the talents of blind-person to find yourself around.
This is from the Grimrock devs: (Both games have the option to permanently disable the automap at the outset.)
Gonna have to "no thank you" on this. Laboriously copying down information the game already gave me isn't why I enjoy CRPGs, and wasn't ever why I enjoyed CRPGs. YMMV.
Fixed.
Flew by the point - it's one thing to provide graph paper, it's another thing to provide a gameplay style that encourages it, thus the point about the how much is seen. In the beginning you get 1 or 2 squares - continue from my comment above. If you see everything to a great distance, well sure, you could map if you want, but it's more unlikely that you'll to. And AFAIR, inXile is providing graphc paper with BT4, as a tier bonus. But will the game itself encourage mapping?
Not at all. It's unfortunate that most of the market audience —to whom they must sell, expects a map, and can't be bothered to make it themselves. They will search online for someone else's. So it no longer makes sense (for the mass-market) to encourage mapping in the design...
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