GameSpot editors' review
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CNET editors' rating:
stars
Mediocre
Detailed editors' rating
- Reviewed on: 04/30/1999
- Updated on: 05/01/2000
- Released on: 03/31/1999
- Originally published on GameSpot: Lands of Lore III (PC) Review
When Westwood Studios released Lands of Lore: Guardians of Destiny in 1997, many role-playing game fans were disappointed that the belated sequel cast players in the role of a single, preset character and featured extremely linear, action-oriented gameplay. In fact, aside from maintaining first-person-perspective gameplay, Guardians of Destiny bore little resemblance to its party-based predecessor, Lands of Lore: Throne of Chaos, let alone the two statistics-chomping AD&D Eye of the Beholder games crafted by Westwood. By minimizing role-playing game elements and crafting an adventure/RPG/action hybrid, Westwood hoped Guardians of Destiny would appeal to a broader range of gamers.
With RPGs now enjoying a renaissance, the aptly titled third Lands of Lore game has been released, packaged with the enticing prospect of enhanced RPG elements and character development options through the addition of class guilds and familiars. Unfortunately, simplistic gameplay, barren environments, a dated graphics engine, and horrible character artificial intelligence collectively make playing Lands of Lore III an unsatisfying experience.
You are given the role of Copper LeGre, who, after witnessing the speedy dismemberment of his father and nasty stepbrothers by some dimension-hopping hounds, realizes that he's both become the heir to the throne and lost his soul. The departure of Gladstone's resident deity, the Draracle, results in the appearance of dimensional portals in the Gladstone woods. In addition to exploring the Gladstone area, Copper will have to travel through the portals to five strange dimensions - or "worlds" - in order to conveniently save the realm and recover his soul. Thanks to Gladstone's court mystic, lacking a soul hampers Copper less than losing a wristwatch and bears no impact on gameplay whatsoever, other than presumably giving you additional motivation in case "saving the realm" wasn't sufficient encouragement.
While voyaging to five completely different environments may sound intriguing, gameplay is actually substantially similar, and simplistic, in each dimension. The realms completely lack scope or, with the notable exception of the Fire World's Dragon City, any sense of scale. There are only a handful of creatures in each realm and less than a dozen nonplayer characters who have more than two lines of dialogue in the entire game. Exploring a world largely consists of traveling down barren, linear, claustrophobia-inducing paths. Even most outdoor areas have enclosing "roofs" that, coupled with the narrow passageways that predominate in the game, effectively transform what should be expansive wilderness areas into narrow caves with varying texture maps.
A 3dfx or a capable Direct3D video card will produce some nifty, but overused, colored lighting effects and some impressive high-resolution background environments. The quality of the first-person-perspective graphics varies greatly throughout the game, however, and the voxels and sprites used to depict items and characters tend to devolve into pixelated blobs at close distances. NPCs display a disturbing tendency to rapidly repeat their limited animations. Most of the dozen or so cutscenes in the game work well and look good, but others, including the introductory scene, are less compelling and also feature exaggerated character animations. Certain areas, such as the Underworld's haunted house and the Shattered Desert's military base, overcome the limits of the game's engine and produce a few memorable moments. Others, such as the forest with its canopied roof, pixelated sprite bushes, and solid walls of textured trees, look completely artificial. The forest's makeshift curtains of trees look like they belong on stage in a medieval play - I half expected Robert Goulet to step out from behind a pixelated stump and start singing Camelot.
There is no character-generation screen in Lands of Lore III, as Copper always starts out with the same attribute scores. You are given the opportunity to customize Copper by having him join one or more of the guilds in Gladstone and by picking up a companion familiar. Each of the guilds is dedicated to one of the four core classes (fighter, mage, cleric, or thief) found in pseudo-medieval fantasy RPGs. While you could limit Copper's guild enrollment, potentially creating a variety of character classes, the game gives you little incentive to do so, since you'll just lose access to certain shops and facilities. Copper gains experience levels faster with fewer guild memberships, but levels are relatively unimportant since there's readily available equipment that'll enable neophyte characters to dish out formidable damage. Gaining experience levels is ludicrously easy in any event, as you can rack up experience by stomping pitiful training opponents in the fighters' guild. Each guild only offers a couple of quests after initiation, and later quests largely consist of returning to one of the worlds you've already thoroughly explored to grab a previously inaccessible item.
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