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- Path: sparky!uunet!portal!cup.portal.com!JMoylan
- From: JMoylan@cup.portal.com (John Thomas Moylan)
- Newsgroups: comp.sys.ibm.pc.games
- Subject: Re: DARKLANDS short review
- Message-ID: <65245@cup.portal.com>
- Date: Thu, 3 Sep 92 20:20:13 PDT
- Organization: The Portal System (TM)
- Distribution: world
- References: <1992Aug30.174318.58510@cc.usu.edu> <65093@cup.portal.com>
- <1992Sep2.175907.15853@adobe.com>
- Lines: 14
-
- I beg to differ with you regarding linear plots. I for one, actually compare
- the combat/hacknslash orientation to the SSI AD&D games. The RPGs that I
- refer to are more along the lines of Ultima VII, Magic Candle, Bane of the
- Cosmic Forge, where, in general you are not given a list of options. Your
- characters must DISCOVER what they are to do on their own, either by finding
- certain items or talking to various people, and not the menus of Darklands
- which end up with 1 of 2 results combat, or a lame you won w/o doing
- anything(same blah text message). To me, that is more handholding than
- SSI games, it MIGHT be a slightly different story if inaccessible options
- were NOT to be shown, rather than just "greyed" out. To me, it is obvious
- that very LITTLE thought went into design of this game, and ALOT went into
- reading about the period. (I do agree that they did a decent job on that,
- and character creation even though character creation is still pretty
- boring...) The menu garbage is something from the past.
-