ProphetSword
Arcane
ProphetSword = rabid Gold-Box fan. Sounds about right.
I have been in touch with Douglas Wood. So, we'll certainly see what the future holds as I have many fond memories of Phantasie myself!
SSI went from perhaps 30 to 70+ employees on the back of the Gold Box engine. When it became tired, the company struggled to reposition itself. Dark Sun and M had to be bigger games to compete, but management really wished they'd have the same budget as Gold Box. Also, as a publisher, the dynamics of the rising console market were wreaking havoc with cost of goods and inventory. It was at the cancellation of M and the revising of Dark Sun, that SSI jettisoned most of its internal development team, and positioned itself for eventual sale. The formula that had worked for a dozen years no longer made economic sense.
Panzer General was released only shortly after SSI had already been sold.I thought that the Panzer General wargame series was a big seller for SSI and helped keep the company afloat for some time.
Panzer General was released only shortly after SSI had already been sold.
I'm not surprised the Savage Frontier series sold so poorly, the first game was really poorly handled, and most people would have been turned off by their experience:
Gateway to the Savage Frontier was based off a much older games engine (from Curse of the Azure Bonds) for some strange reason.
Gateway to the Savage Frontier felt incomplete, with many towns hinting at possible side quests that didn't exist.
The Amiga port of Gateway to the Savage Frontier was buggy, lacked a hard disk install option and even included note to save frequently due to the bugs!
The Commodore 64 port of Gateway to the Savage Frontier was not even finished. They couldn't be bothered to add back newer features (i.e. auto spell re-memorization) again, and re-used various older artwork from other games, instead of porting all the new artwork.
I originally played Gateway to the Savage Frontier on the Commodore 64, and was really disappointed at the state that game was released in. It was a real shame the Commodore 64 ports ended with that terrible version, rather than the well done port of Death Knights of Krynn
You were lucky not to have any issues with the Amiga port, there were many reports of problems, and there was a review in local magazine (Australian Commodore Amiga Review) complaining about these various issues.I played the Amiga version of Gateway and I don't recall any problems. What was the biggest letdown for me was the very poor encounter design compared to earlier GB games (it was done by the same guy that later would design the infamour Ruins of Myh Drannor). Fortunately that was mostly fixed in Treasures, but by the time Treasures was released I think most people were tired of the GB games, so it was probably Treasures that caused the overall poor sales for the SF series, even though Treasure was superior to Gateway.
Even still, they added a bunch of interesting features that didn't exist outside of the Gateway series that I wish had made it into "Unlimited Adventures," like underwater combat and the ability to call for reinforcements.
Underwater combat was not added until the Dark Queen of Krynn, where spells were actually adjusted. Gateway to the Savage Frontier only offered a single battle against Squids, which simply disabled certain spells (i.e. Fireball, Lightning) before the combat even started.As was already mentioned, the Gateway series was done by a different development team. They were probably given an out of date engine from SSI, and that might have been for numerous reasons (like maybe they were working on updating it for their own titles).
Even still, they added a bunch of interesting features that didn't exist outside of the Gateway series that I wish had made it into "Unlimited Adventures," like underwater combat and the ability to call for reinforcements.
The worst part was the game never even considers the party might defeat the Zhentil leader, so the end sequence isn't changed.The one great thing that saved Gateway for me, and made slogging through all those boring encounters worth it, was the final battles where you had to fight three or more difficult battles without resting between. A bit lame that you didn't have to kill the Zhentil leader to win the game though.
Underwater combat was not added until the Dark Queen of Krynn, where spells were actually adjusted. Gateway to the Savage Frontier only offered a single battle against Squids, which simply disabled certain spells (i.e. Fireball, Lightning) before the combat even started.
Reinforcements were added in Treasures of the Savage Frontier, along with weather effects during wilderness travel, and the romance angle between two characters in the party.
Gateway to the Savage Frontier failed to add anything new or significant to the game engine.
Underwater combat was not added until the Dark Queen of Krynn, where spells were actually adjusted. Gateway to the Savage Frontier only offered a single battle against Squids, which simply disabled certain spells (i.e. Fireball, Lightning) before the combat even started.As was already mentioned, the Gateway series was done by a different development team. They were probably given an out of date engine from SSI, and that might have been for numerous reasons (like maybe they were working on updating it for their own titles).
Even still, they added a bunch of interesting features that didn't exist outside of the Gateway series that I wish had made it into "Unlimited Adventures," like underwater combat and the ability to call for reinforcements.
Reinforcements were added in Treasures of the Savage Frontier, along with weather effects during wilderness travel, and the romance angle between two characters in the party.
Gateway to the Savage Frontier failed to add anything new or significant to the game engine.
The worst part was the game never even considers the party might defeat the Zhentil leader, so the end sequence isn't changed.The one great thing that saved Gateway for me, and made slogging through all those boring encounters worth it, was the final battles where you had to fight three or more difficult battles without resting between. A bit lame that you didn't have to kill the Zhentil leader to win the game though.
What about an elven fighter/mage/thief? Fighter and mage reach the level cap, then full thief. It may give a bit of versatility later on. Are thieves only good for backstabbing, or do they have some utility as well?The only viable demihumans are Dwarf or Half-Elf Fighter/Thieves IMO. Just make sure they have enough STR to reach lvl 7 to get that extra half attack per round.
Especially in Curse of the Azure Bonds a backstabber was nice to have, but he was pretty useless in the final areas of Pools of Darkness.
What about an elven fighter/mage/thief? Fighter and mage reach the level cap, then full thief. It may give a bit of versatility later on. Are thieves only good for backstabbing, or do they have some utility as well?
The two Buck Roger games where some of my earliest experiences with the rpg genre and I love them to this day. Anyone ever made a fanmade sequel or something akin to it for Goldbox? With the amount of time poured into fanmade FRUA modules I can't imagine anything worthwhile and SF not having been made. Yet, I can't find 'em.
What about an elven fighter/mage/thief? Fighter and mage reach the level cap, then full thief. It may give a bit of versatility later on. Are thieves only good for backstabbing, or do they have some utility as well?The only viable demihumans are Dwarf or Half-Elf Fighter/Thieves IMO. Just make sure they have enough STR to reach lvl 7 to get that extra half attack per round.
Especially in Curse of the Azure Bonds a backstabber was nice to have, but he was pretty useless in the final areas of Pools of Darkness.
In the Dragonlance games I always took a Kender along. Other than that, all humans. More often than not, I'd even avoid dual-classing, though it could sure be useful.
The two Buck Roger games where some of my earliest experiences with the rpg genre and I love them to this day. Anyone ever made a fanmade sequel or something akin to it for Goldbox? With the amount of time poured into fanmade FRUA modules I can't imagine anything worthwhile and SF not having been made. Yet, I can't find 'em.