101 lines
5.7 KiB
Plaintext
101 lines
5.7 KiB
Plaintext
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GATEWAY TO THE SAVAGE FRONTIER
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GATEWAY TO THE SAVAGE FRONTIER was programmed by Beyond Software for
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Strategic Simulations, Inc. However, GATEWAY has the same look and feel of
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the earlier SSI "gold box" games. (This review is based on the IBM version.)
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GATEWAY is Volume I in a new series set in TSR's AD&D "Forgotten Realms"
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world. The locale is the northern Sword Coast far to the west of the first
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series. Your characters start out with 3,000 experience points, which makes
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them level 2 characters for most classes. The maximum levels are 6 to 8,
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depending on the character class. The loot in this game is limited and of
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low-level (unlike in POOL OF RADIANCE). Hopefully, this means the characters
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can carry their loot over to the next game.
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As the game begins, your characters have been robbed of all but one small
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purse of gold while celebrating a successful job of guarding a caravan. They
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swear to find the thief and avenge themselves. After re-equipping as best
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they can, the party meets Krevish, who gets them a new commission. In the
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course of fulfilling this commission, they discover a threat to the Sword
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Coast from the Zhentarim. It is up to the party to foil this threat. The
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storyline is very typical of real AD&D adventures. There is no demi-god to
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defeat as in a typical computer role-playing game.
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GATEWAY offers more interaction between the player characters, who exchange
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humorous banter. While the descriptions and NPC dialogue are among the best
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I've seen, the NPC interaction is rather simple. There is none of the
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complexity found in Cadorna's shifting relationship with the party in POOL;
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there are none of the moral choices found with Ohlo.
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Magic shops sell weapons now. Your characters also have a chance to
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commission a +3 long sword. GATEWAY answers a major question, namely: Where
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do all the magic arms and armor your character finds as loot come from? You
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learn a little about how magic arms and armor are made.
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GATEWAY presents side missions to the player, but gives no indication when a
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mission is complete. One example is the Neverwinter gardens. There are hints
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of missions that do not seem to be possible to complete (as in Llorkh). This
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is a major disappointment in an otherwise fine game.
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Initially the battles are challenging, but once your characters get above
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level 3, combat becomes easy until the final confrontation. However, the
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mazes are tough. You have to go back to POOL OF RADIANCE to find mazes as
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tough as GATEWAY's, and the puzzles are equal to those in SECRET OF THE
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SILVER BLADES (except there is no Well of Knowledge to give you the answers).
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Nevertheless, neither the puzzles nor the mazes are insanely difficult. They
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take a few minutes, not a few days, for the experienced player to solve.
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The ending is problematic. It is possible to kill the main villain, but the
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end-game sequence ignores the fact that the party killed him. The final
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battle is based on an original idea that makes it interesting and
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challenging. However, there is a very legitimate trick that permits an easy
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win. You can continue to play after end-game, but the overall situation
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doesn't change in any way. The side effects of the Zhentarim plot continue.
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This may be deliberate, as the overall plot of the series seems to be to foil
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a Zhentarim master plan. This quest makes only a small dent in the plan.
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Still, showing some effect of the defeat would have been more satisfying.
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(E.g., the party could see increased commercial activity as they re-visit the
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scenes of their adventure.)
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As with the previous gold box games, the user interface is a mixture of
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improvements and unimprovements. The Fix command now also memorizes spells,
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but the automatic joining of items from DEATH KNIGHTS OF KRYNN and the scroll
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bundles from SECRET OF THE SILVER BLADES is not available. The automatic
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spell memorizing does _not_ allow you to memorize additional spells your
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characters get when they advance a level. A separate Memorize is still needed
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for that.
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GATEWAY is supplied on high density (1.2MB) 5.25" floppies, or 3.5" 720KB
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floppies. Players who need 360KB floppies have to send in for them. The
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program runs on PC, XT, AT, PS2, and Tandy 1000 machines.
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GATEWAY is the first gold box game to support 256-color VGA/MCGA (as well as
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CGA, EGA, and TGA). The video is notable for its speed. With a speed setting
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of 3, when the battles are handled automatically, the screen changes happened
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so fast I couldn't follow them. The artwork is the most beautiful yet in the
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gold box series. The giants, trolls, and ogres are not only more
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realistically sized, but are much more menacing looking. There is one
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exception: The lizardmen look like pot-bellied lounge lizards rather than
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horrible monsters.
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The program uses a sound card for sound effects for the first time; it
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supports AdLib, Sound Blaster, and Tandy. Unfortunately, that's made little
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difference. The sound effects are limited, so they can be easily reproduced
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on a PC speaker, and are crude compared to what's available in many other
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games today.
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Copy protection is manual look-up. For the first time, the look-up
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information is presented in the right order (page number, then line number,
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with word number last). One major improvement in the copy protection is that
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you're no longer randomly asked for the password during the game or when
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saving the game. The password is needed only the first time you start.
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I found GATEWAY TO THE SAVAGE FRONTIER to be a fine game. However, several
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significant flaws prevent it from being as good as the original two gold box
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games (POOL OF RADIANCE and CURSE OF THE AZURE BONDS).
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GATEWAY TO THE SAVAGE FRONTIER is published by Strategic Simulations, Inc.
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and distributed by Electronic Arts.
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