Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
<a href=http://www.gamespy.com>GameSpy</a> has posted a 3-page <a href=http://www.gamespy.com/articles/539/539214p1.html>overview</a> of the famous <b>Pool of Radiance</b> games that started the <b>Gold Box</b> series. It's educational and informative for youngsters who've never had a chance to play these games. Now you can claim that you did, as chicks totally dig guys who can tell the difference between a pool of darkness and a pool of radiance.
<blockquote>Pool of Radiance started you out as a first-level adventurer in the city of New Phlan. New Phlan is a struggling community built in the ruins of a much older city that had been destroyed by a cataclysm. Now, the residents of the town are struggling to reclaim the city from the wandering tribes of monsters that infest the decrepit buildings. ... What was remarkable was the sense of "reality" the game gave you. For the first time you weren't traveling through some random dungeon. The town of New Phlan felt like a real place, with a consistent street pattern that you would eventually learn. You weren't killing just to be killing; you had a purpose in mind and a goal to be reached. As your party went up in levels and could take on more powerful creatures, you also uncovered more of the story, working your way to a final confrontation with the UBG (Ultimate Bad Guy). True, it was the same "Kill Foozle" plot that's been used countless times before, but this time it felt fresh because you felt like you were actually living a D&D adventure. </blockquote>
What's also remarkable is that GameSpy called <a href=http://nwn.bioware.com/>NWN</a> a classic that "managed to give players close to an authentic Dungeons & Dragons experience on a video screen" instead of a game loosely based on DnD concepts.
<blockquote>Pool of Radiance started you out as a first-level adventurer in the city of New Phlan. New Phlan is a struggling community built in the ruins of a much older city that had been destroyed by a cataclysm. Now, the residents of the town are struggling to reclaim the city from the wandering tribes of monsters that infest the decrepit buildings. ... What was remarkable was the sense of "reality" the game gave you. For the first time you weren't traveling through some random dungeon. The town of New Phlan felt like a real place, with a consistent street pattern that you would eventually learn. You weren't killing just to be killing; you had a purpose in mind and a goal to be reached. As your party went up in levels and could take on more powerful creatures, you also uncovered more of the story, working your way to a final confrontation with the UBG (Ultimate Bad Guy). True, it was the same "Kill Foozle" plot that's been used countless times before, but this time it felt fresh because you felt like you were actually living a D&D adventure. </blockquote>
What's also remarkable is that GameSpy called <a href=http://nwn.bioware.com/>NWN</a> a classic that "managed to give players close to an authentic Dungeons & Dragons experience on a video screen" instead of a game loosely based on DnD concepts.