Reviews / previews
In Lands of Lore III, Westwood has made many of the
same appealing choices--and the same fundamental
mistake--that it made in Guardians of Destiny 18
months earlier: It has harnessed its jolly and
abundant content to a dated game engine.
This time out, you're Copper LeGre--the half-Dracoid
nephew to Gladstone's king. You're enduring some
grim bonding with your father and hostile half-brothers
when the party is set upon by a pack of rift hounds.
Your erstwhile family is killed and your own life barely
saved by magical intervention. Your soul, however, is
missing, and the quest to recover it will take you to
five dimensions via portals in the Gladstone
countryside: a lava world, an ice world, a desert world,
and so forth.
The developer's stated goal in Lands of Lore III was to
draw the series back toward its role-playing origins.
The original 1993 game was an extension of the
developer's two mainstream RPGs in the Eye of the
Beholder series, but the 1997 follow-up was more a
first-person action game and an adventure.
However, the designers haven't dragged it all that far.
LoL3 doesn't have
character creation or
party management,
and it uses just four
character classes
via guilds for clerics,
mages, fighters, and
thieves. (Copper can
join as many or as
few as he wants.)
It's role-playing
without the burdens of role-playing, and this keeps the
game light and airy.
In fact, it's an immensely amiable game--one that
wants badly to be liked, and that, within its means, is
willing to do a great deal to secure the player's attention and affection. The
sheer, happy sprawl of its vast levels ensures you'll be at it for some good
time. (I spent one afternoon just uncovering all the loot sequestered in
Gladstone proper.) The interface is almost endearing in its eagerness to alert
the player to progress made and information uncovered. (However, the lack of
discrimination between idle chitchat and vital information makes the game's
record of your conversations effectively useless.) And the story, while
preserving Guardian's sense of the epic, doesn't sacrifice its sense of the silly.
Copper's overwrought declarations in combat
will make you smirk (until you get sick of
hearing them), and his exchanges with the
Draracle's oh-so-difficult former assistant will
make you laugh out loud.
However, LoL3, built on the same engine
used in Guardians, often doesn't have the
feel of a true 3D game. In fairness, this is not
always an issue. For instance, at the game's
crossroads in the city of Gladstone, you can
cross a bridge over the central river, and then hop off and walk under it without
ever feeling you've bumped up against a limit of the game engine.
But graduates of games created under the "2.5D" engines of the mid-'90s will
quickly recognize LoL3's drunken perspectives when looking up and down, in
the pixilated population of Gladstone and in the unrealistic slither of 2D
objects within the game world. The bottom line is that, despite some striking
backdrops (as in the grotto where the game begins), it feels old, and while I
don't suggest a direct corollary between high technology and fun, that's a bad
feeling on which to begin a game.
Moreover, the game doesn't enforce a
rational code of conduct. The guards in
Gladstone allowed me to slaughter virtually
everyone in town for the contents of their
pockets--tradespeople, innocent passersby,
back-alley ne'er-do-wells--only to finally balk
when I sought to extend this special brand of
hospitality to Guild elders. The supposedly
smart autosave system managed to record
over my character's progress while he was in
prison (i.e., dead), and again while he was
falling into lava (i.e., about to be dead).
While the level design is relatively open, the designers still don't really know
how to handle water, and certain dungeon segments are unaccountably
dreary. The enemy AI is of the fight-until-dead variety.
While Copper will pipe up with a helpful comment--for instance, that the
rat-infested warehouse you have to clear early in the game is empty--the
game is oddly silent on other issues. (In the Frozen Waste, he can drop into
water at one point with no ill effects, while, in another, identical-looking water
kills him instantly. Combat with the bikini-clad Amazons invariably led to
break-ups in the sound and a plummeting frame rate. And when I revisited the
world to follow a road-not-taken, the game crashed persistently in combat with
the two-headed tigers.
Overall, it's a mixed bag--weak enough at the
technical end to disappoint, and strong
enough in substance to encourage. If Lands
of Lore ever really gets back to its
roots--when its content and technology
converged--watch out.
And, even now, watch and enjoy.-- Peter Olafson / GamePro
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