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A
few weeks ago, as I began work on this review, I
was fortunate enough to take my own trip down
memory lane. When reviewing a sequel or game that
is part of a series, I like to begin by playing the
preceding game(s) in sequence. Booting up the
original Lands of Lore: The Throne of Chaos on my
almost extinct 486/66 was a refreshing experience,
although I am grateful we don't have nine disk
installations anymore. I recalled the first time I
watched the introduction. I remembered being
awe-struck when the horse galloped across the
wooden draw-bridge and the sound effects changed to
mimic the hooves' echo. I relived the descent of
the nightmarish Urbish mines and ascended into the
haunted White Tower. It was like revisiting an old
friend I hadn't seen in years.
Ironically,
I didn't have to reinstall Lands of Lore: Guardians
of Destiny because it's still on one of my systems
as one of many games on my list in need of
completion. I never finished it because, to be
honest, I lost interest. Not under a review
deadline, I played for one reason -- to have fun.
When the fun stopped, less than 20 hours into it, I
quickly shelved the sequel in favor of another,
Andrew Spencer's magnificent Ecstatica
II.
So
it was with high hopes and slight apprehension that
I started to play Westwood Studios' Lands of Lore
III. As they do with their other marquee product
line, Command & Conquer, Westwood has weaved
the storylines in the Lands of Lore games together
as good as any series around. Fans of the trifecta
will quickly notice references to the Kingdom of
Gladstone, the all-powerful Draracle, the mystic
Dawn and many others. This time around, however,
the primary opponent won't be the witch Scotia or
any of the evil she has spawned.
In
Lands of Lore III, the all-powerful Draracle has
left the mortal realm, and with the defeat of
Belial, his responsibilities are complete; he must
return to his home and reunite with those of his
own kind. His departure, however, has caused the
magical mirror that binds the dimensions together
to fracture, thus opening up five rifts to
alternate realities. You take on the role of Copper
LeGre, the son of Prince Eric LeGre and a Dracoid
servant. As the game begins, you, your father and
two half-brothers are attacked by a pack of Rift
Hounds, killing your father and two brothers and
leaving you as the only living bloodline to the
throne. But your survival is not without loss or
contention. The mystic Dawn informs you the hounds
have managed to steal your soul and only a powerful
magical spell now keeps you alive. Unfortunately,
the spell's power is limited and will not last
forever. But finding your lost soul may not be your
greatest challenge. Many people of the kingdom,
including the chief advisor to King Richard and
your own stepmother, hold you responsible for the
tragedy and will stop at nothing to prove
it.
While
the storyline seems riveting on the surface, once
you get past the introduction, there is little that
will hold your interest. The main component of the
game has you traveling from realm to realm in
search of five pieces to the broken mirror. This
style of gameplay and quest system is so old and
overused it stinks like a pair of wet sneakers.
Even with the political unrest components added in,
the way Lands of Lore III evolves is so cliched
you'd think they got the storyline from a Dr. Seuss
children's book. When are developers going to
realize the shattered-artifact-finding game has
been done before and, in this case, done much
better? If they had developed the mutinous portions
of the story more, the end results and my feelings
towards the game would have been decidedly
different. Instead, Copper's standing amongst the
court goes from being a murderous bastard son to
everyone's favorite half-breed as the rifts get
closed and the kingdom is restored. Granted, this
does take some time, as there are nearly 100 hours
of game time here, though unfortunately, those 100
hours are predictable and overdone.
Backing
up the unoriginal gameplay is the same old
disappointing 2D and 3D engine used in Guardians of
Destiny. Visually, the game has improved since
then, but it is so limited by the engine that the
improvements easily take second chair to the low
resolution 2D sprites prevalent throughout. There
have been numerous claims that this chapter of the
series would be using Voxel based technology
instead of 2D sprites, and while that is somewhat
evident, alas, the sprites remain. Many of the
objects, such as NPCs, have received a 3D upgrade
but the benefit is nominal. Graphically, this game
exhibits qualities of brilliance but lacking depth
and clarity.
Lands
of Lore III also fails to deliver some of the most
important features of a good RPG, especially when
it's compared to the competition. For the hardcore
RPG purist, far too many things have been
automated. Character creation, conversational
dialogue, stats management and overall gameplay
development are as linear as they come. I found
very few opportunities to divert from the main
quest, and the sub-quests offered are equally as
linear in progression and delivery. There are far
too many buildings and locations throughout the
game that are not accessible to the player,
existing for the sole purpose of providing visual
pleasure. The automated conversations were very
annoying. Much of the dialogue is trivial and
poorly executed, especially that between Copper and
his chosen Familiar.
To
its credit however, Lands of Lore III is mildly
entertaining. Even with the overused story model,
outdated graphics engine, maligned interface and
poor dialogue system, Westwood still manages to
carve out a few raw diamonds in the rough with the
additions of a robust magical spell system, a ton
of items and artifacts to play with, and the
inclusion of Familiars. The Familiars are magical
companions provided by one of the four guilds that
Copper can choose in the beginning of his quest.
The Magician, Fighter, Cleric and Thieves' Guilds
all offer distinct advantages to Copper as he
progresses. I played the game as a member of the
Talamri (The Magician's Guild) and also the Order
of the Finch (Cleric's Guild) as well as toying
around with the two others to get a feel for how
the game changed with each guild. Other than the
expected changes that come with each class, such as
combat style and spell usage, Lands of Lore III
played exactly the same, offering the player no
real reason to play it more than once.
In
the end, Lands of Lore III has left me unimpressed
and disappointed. I'm confused how a game with such
great beginnings could have strayed off course this
far. While Lands of Lore III isn't as low on the
depth charts as its immediate predecessor, it's not
deeper by much. If you're an initiate into gaming
and want to try out a role-playing title, this
wouldn't be a bad choice, but with Might and Magic
VII just around the corner, you might be better
served to wait.
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