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- From: honp9@menudo.uh.edu
- Reply-To: Keith (K.P.) Hanlan <KEITHH@bnr.ca>
- Followup-To: comp.sys.amiga.games
- Subject: REVIEW: Pool Of Radiance
- Keywords: game, adventure, graphical, role playing
-
- Pool of Radiance is a good game trapped within a terrible user
- interface. PoR is essentially a software version AD&D in the same
- vein as Bard's Tale and Dungeon Master. It is not as good as either.
-
- [ed. note: Does anyone use this on an A3000? Does it function?]
-
- Pool Of Radiance - A Review with commentary
- -------------------------------------------
-
- Title: Pool of Radiance - A Forgotten Realms Fantasy RPG Epic, Vol I
- Publisher: Strategic Simulations, Inc.
- 675 Almanor Ave., Sunnyvale, CA 94086
- Genre: Adventure game a la Bard's Tale
- Requirements: 1MB of memory
- Copy Protection: Code wheel, can be installed on hard-disk.
-
-
- The game comes on two disks and can be installed on your hard-disk.
- It uses a code-wheel copy protection scheme. Also included are two
- booklets totalling 72 pages and a platform specific Referece Card.
- One booklet concerns itself with the mechanisms for play and
- the second, the "Adventurer's Journal", is full of supplemental
- information essential to your game progress. The game refers to
- entries in the journal, tavern tales, and proclamations.
-
- You can save the game at any time under one of 10 labels (A-J).
- To restore another game you must quit out and start again. The
- game also multi-tasks (but see below) and the game screen supports
- the Amiga-M and Amiga-N control keys.
-
- In PoR, you create and control a party of adventurers that have travelled
- to a city called Phlan. Phlan is an ancient city that fell many many
- years ago. New Phlan is an attempt to reclaim the lost city from the
- monsters which now inhabit it. There is a 'safe' reclaimed portion
- and a number of sectors of unreclaimed city. These unreclaimed portions
- include the slums, the Library of Mendor, Podal Plaza etc... Each
- sector is 16x16 and typically has some conclusive encounter. For
- comparison, Bard's Tale used 22x22 mazes which are nearly twice as
- big (484 vs 256). 16x16 is a little small and somewhat lacking in
- 'atmosphere'. There is also some wilderness adventure but I have not
- yet reached that state (and may never) so cannot comment on it.
-
- Speaking of detail: the walls have very little detail and
- perspective is not handled as well as in Bard's Tale. In BT, it is
- possible to map a great distance ahead, 5 or 6 sectors, if your
- light is good enough. In PoR, it is difficult to interpret the walls
- more than one sector distant. You must resort to the over-head, 2D
- 'Area' perspective that the game offers you. This also allows you to
- cheat somewhat although it doesn't show you where doors or arches
- are.
-
- Pool of Radiance has a fair amount of game detail, there is an overall
- mystery involved, and the play balance is pretty good. The game
- itself would be very good indeed if they fixed up a few problems:
-
- o There is no type-ahead and the game uses polled i/o. This is
- unforgivable! While I am grateful that the game can be installed on
- my hard-drive and that it multitasks, the polling chews up so much
- cpu as to seriously debilitate the Amiga's multi-tasking
- capability. The other side effect is that there is no type-ahead. This
- slows down game play interminably. In any game involving repetitive
- maze navigation, the player becomes accustomed to the key strokes
- necessary to move about. Consider movement in Bard's Tale where it is
- possible to move the characters about very rapidly indeed. In PoR,
- this is impossible.
-
- o Every command and output message involves a very slow re-display
- of the text. Every single key press results in a complete
- re-display of all the text on the screen. This is bizarre
- and also contributes to the gameplay slow-down. It's doubly
- strange in light of the fact that the graphic display is updated
- very quickly indeed.
-
- There is a mechanism for controlling the text speed but it is a
- kludge: Instead of controlling the duration of each message put in
- the display areas (there are two), it controls the wait between
- each word typed. This yields an effect not unlike a primary
- reader.
-
- o On the other hand, output messages all appear in the same space
- and always overwrite each other. Frequently one misses the output
- entirely. In fact, due to the continual refreshing it is possible
- to be oblivious to the text and not even realize that you have
- missed it. If these last two comments sound like text display is
- paradoxically too fast and too slow simultaneously, that's about
- how I feel about it. It took a mighty poor design team to come up
- with this display mechanism.
-
- How they managed to avoid learning about scroll-bars is beyond me.
-
- o The command menus are illogically ordered. Some items are
- accessible almost everywhere and others inaccessible except in
- special situations. For example, it is possible to 'pool' the group's
- funds when purchasing goods but not when purchasing training.
- Instead, you have to 'trade' money from character to character.
- This is only one of many examples. The designers made absolutely
- no attempt to streamline the menus according to frequency of player
- use. (Did they have play testers? Perhaps not - the credits don't
- mention any.)
-
- o In keeping with the poor quality of information display, it is
- impossible to examine a player's attributes during combat until it
- is his turn to act. Further, once a character is injured, there is
- no way, AT ALL, to determine what his full hit-points are. Thus
- when a cleric wants to distribute healing, it is impossible to
- distinguish between a character merely scratched (down 1 hp), and
- a more seriously injured character (say, down 10hp). Strategy is
- thus difficult to apply during a combat. Which fighter do you go
- help when you can't tell whether either of them are bleeding?
-
- o Combat in general has its own host of problems but most of these
- are of the same flavour as mentioned above. Suffice to say it is
- slow, slow, slow!! In keeping with AD&D, (where if you aren't
- following the Gygax Gospel EXACTLY, well then, you are a stupid
- heathen who doesn't merit the name 'gamer'), realism is pursued by
- pasting kludges upon kludges, typically at the expense of
- playability. Disengaging from combat is a good example: Even if
- the enemy you are adjacent to has his hands full with three
- adversaries, if you back away he gets a free strike at your rear
- with bonuses.
-
- Another problem I have with the combat is that there are too many
- 40-kobold attacks and not enough fewer-but-more-challenging-enemy
- attacks. This of course aggravates a combat system suffering from
- continual text re-refreshes.
-
- o The graphics are very poor. I understand the requirement for
- portability but that doesn't require that they distribute the
- lowest quality graphics across all platforms.
-
- Why don't the graphic artists draw in a high resolution and then
- use one of the innumerable format conversion programs (the best of
- which are free such as fbm and pbm) to 'scale down' the graphics
- to each appropriate platform? In fact, the dithering etc that is
- done by these programs is incredible and would result in better
- looking graphics even for the EGA outputs.
-
- o The manual has problems, largely stemming from the countless
- nested single-line menus. It is difficult to find particular
- topics and there is neither index nor cross-reference.
-
- o The game doesn't take advantage of all the memory available to do
- caching. Each sector is loaded and unloaded every time you enter
- and exit even if you have the memory to contain it. The same is
- true of character and monster graphics. Pretty mickey mouse.
-
- Hope this helps. Please pressure game producers and designers to work on
- their user interfaces!
-
- Regards,
- Keith Hanlan keithh@bnr.ca Bell-Northern Research, Ottawa, Canada 613-765-4645
-
- [Ed. note: I understand that this is a rather negative review of the
- program. It is, however, well written and expresses the author's
- opinions about Pool of Radiance in a clear and organized manner.
- If you have any disagreement or corrections to make (I'm sure that
- there will be some) then mail them to me at HONP9@menudo.uh.edu. I
- will collect them and post them all together.]
-