CotAB: Final Battle

The final area of Curse of the Azure Bonds does something singularly cruel: it locks you into a final 16×16 map sector until you either die or win the game, sending unlimited numbers of random encounters at you as you explore, while not letting you rest at all — the power of the sole remaining bond compels you to keep on moving. Since your supply of both spells and hit points is limited, it behooves you to find your way to the final chamber, where you confront the demon Tyranthraxus, as efficiently as possible. In other words, the solution is to explore thoroughly, mapping all the while, until you stagger half-dead into the final encounter, and then restore an earlier save and do it right this time. And while you’re at it, take a moment to trek back across the country to that one city that has a magic store and pick up some healing and speed potions for everybody. Speed potions are the key to killing powerful creatures quickly in this game, letting your warrior-types get in extra blows. Sure, the Haste spell does the same thing, and doesn’t cost you money, but money flows like water at this point (it got so I wasn’t even picking up platinum pieces any more), and it’s better to save your precious, unrenewable spell slots for something more directly deadly.

Really, though, the limited amount of spellcasting you can do in the endgame doesn’t matter as much as you might think, because by this point in the game you’ve doubtless picked up a bunch of wands and other spellcasting items, some (all?) of which can even be used by warrior-types. And if you’re at all like me, you’ve hoarded them without using them, so they’re all at full charge. Tyranthraxus has an army defending him, but what with one guy using a Wand of Fireballs, and another guy using a Necklace of Missiles (the missiles being fireballs), and another guy just plain casting Fireball, the defenders don’t last long. The fireballs don’t affect Tyranthraxus, though. He’s basically a fire god, but I don’t think that’s why; I think he just has a high magic resistance. D&D didn’t really do much with intrinsic elemental resistances at this stage in its history. Even the Efreets 1I suppose I should pluralize it as Efreeti, but I want the plurality to be unambiguous — unlike the AD&D Monster Manual, which left a lot of players thinking that Efreeti was the singular. Curse of the Azure Bonds itself uses the term “Efreetis”. that I encountered earlier could be hurt by my fireballs, and they’re from the Elemental Plane of Fire, for crying out loud.

I don’t think I mentioned the name Tyranthraxus in my writeup of Pool of Radiance, but he’s the end boss there as well, albeit possessing a different body. And he retains some of the same habits, like letting strangers wander his territory unmolested by patrols as long as they mention his name when questioned. It’s different here, though, because until you get rid of the final bond, saying that Tyranthraxus is your master is actually the truth. Also, there’s good reason for those patrols to leave you alone: Tyranthraxus actually wants you to come to his lair, where his master plan would come to fruition, were it not for a last-second NPC-thrown monkey wrench. He turns out to be something of a puppet master in this game, manipulating you into ridding yourself of the first four bonds so that he can have exclusive control over you. That mysterious cloaked figure who I thought was probably Elminster? Not Elminster. Elminster doesn’t show up at all. Perhaps he was only mentioned in the manual to fool the player as I was fooled.

Anyway, that’s another Gold Box game down. By now I’ve pretty much gotten used to the user interface, including the peculiar key combinations required for diagonal movement on my laptop. (I did try an external keypad, but found it even more awkward than the combinations.) But also, the user interface is improved over Pool of Radiance in a number of ways that weren’t obvious at first. Remember how I said that what the game really needs in combat is something more like a rogue-like interface, where you can just move the current character without hitting a key to go into movement mode? CotAB supports something very close to that: there’s still a separate movement mode, but you automatically switch into it from the main action mode when you press a direction key. So, yay incremental improvements! Let’s hope they keep coming.

References
1 I suppose I should pluralize it as Efreeti, but I want the plurality to be unambiguous — unlike the AD&D Monster Manual, which left a lot of players thinking that Efreeti was the singular. Curse of the Azure Bonds itself uses the term “Efreetis”.

CotAB: Cover Girl

One bond left. That means I’m into the endgame. There are five villains, but you defeat one in the intro chapter and one is saved for the very end, so the midgame has three. The last one I beat, the cult of Moander, was such a cakewalk that I suspect I’ve been doing the three middle sub-quests in the wrong order (if indeed there is an ordering; possibly they’re all designed to be accessible to new characters, and just became easier as my characters leveled up).

curse_of_the_azure_bonds_coverartIn Moander’s pit, I teamed up with Alias, the protagonist of the novel. I honestly didn’t think she was going to show up in the game, seeing how her function in the novel is taken by the player characters, but I suppose the leaving her out would have made a lie of the box art. Taken directly from the novel, and repeated within the game as its splash screen, it shows the heroine with her 80’s hair and ridiculous peekaboo armor. That armor seems to be her chief defining visual trait: the makers of the game even went so far as to make a special combat-mode sprite for her, with a visible diamond-shaped flash of skin on the chest.

The reasons behind this character design are as obvious as the target demographic it’s intended to appeal to. Selling games through sex appeal is hardly new, and hardly rare. At least the cover art here shows something that’s actually found in the game, which makes it more honest than a lot of games of the same era. But still not especially honest: anyone who bought it with the intention of ogling Alias during gameplay would probably be disappointed in her EGA representation, and also in how little time she sticks around. The idea of making good on the promises of the cover art — of making a young woman in revealing clothing into a constant feature of gameplay — really didn’t take off until Tomb Raider, which was still years away at this point.

The bait-and-switch approach is still alive and well, though, and has reached its pinnacle with Evony, the mediocre web-based kingdom-building game whose infamously irrelevant ads, showing pictures of lingerie models, have far passed the point of being distinguishable from satire. I’ve blocked Evony ads on this site, because I frankly find them embarrassing, but if there’s one good thing they’ve done, it’s exposing the sleaziness of game advertising in general through a kind of reductio ad absurdum. It’s easy to get inured to exploitative imagery, but now, when I look at Alias, I can’t help but see her as a step on the road to Evony.

CotAB: Knowledge

I said in a previous post that Curse of the Azure Bonds is a sequel to a novel, but was told in reply that it’s more like a re-imagining. And I can easily believe this. But if so, it’s one those peculiar sequel/remake hybrids, like Desperado or Evil Dead 2. I keep running into characters from the original who mention that something similar happened to a friend of theirs a while back.

In fact, the game is full of continuity nods, to the extent that I spend most of my involvement with the plot wondering what the significance of various things is. At one point a war broke out, and I overheard some people looking for “red plumes”, as if I were expected to know what that meant. And, well, okay: red plumes are in fact mentioned at one point in the manual. They’re a mercenary force from the city of Hillsfar. Perhaps I would be familiar with them if I had played Hillsfar, another SSI game in the same campaign setting, released around the same time as Pool of Radiance (but with a different engine). But are they good guys or bad guys? There isn’t much to indicate this in your early encounters with them, and it’s something important to know in a combat-based RPG. At one point, a Red Plume shouted for help stopping some escaping prisoners, and I had to make a snap decision about which side to help. The one thing that helped me there is that the prisoners were said to be “Zhentil spies”, and the Zhentrim are one thing I am familiar with, from their appearance in Pool of Radiance.

In fact, Zhentil Keep and even Phlan are visitable in this game. Phlan is just another city not directly related to the story, but it’s definitely the same Phlan: the dungeon-type area attached to it is an as-yet-untamed district of the city. (What, I missed one?) I suppose that the more of these Forgotten Realms games I play, the more experiences I’ll have to relate to the made-up names. And I suppose this is the appeal of these shared settings.

And it makes me think once again about the potential of games for education. If I’m going to be absorbing facts about a setting, why not make it real-world knowledge that might possibly have practical application? Well, for one thing, no one has exclusive ownership of facts about the world; once you’re a Forgotten Realms fan, you’re locked into buying official Forgotten Realms products, which is a plus for the developers. Also, it’s probably easier: basing a game on facts would require research, whereas using a fictional setting just requires making things up. I mean, okay, there’s some research: breaking continuity with other works in the same setting is, while inevitable, frowned upon and avoided, so there is a certain amount of established material that Forgotten Realms authors would have to learn. But the key words there are “certain amount”. It’s finite, definite, and completely knowable. This is probably part of the appeal of fantasy worlds for the audience as well: it’s not messy and uncertain like our knowledge of reality.

CotAB: Inside Out

It’s been said that D&D is about fighting evil in its own lair. The stereotypical dungeon has a boss in its deepest depths who’s in charge of some sort of trouble, and who needs killing. You spend your time working your way through the guards and the traps and so forth with the goal of penetrating the inner sanctum. And that’s pretty much how most dungeon-crawl RPGs work, too, not to mention a large portion of videogames in general.

Curse of the Azure Bonds doesn’t work like that. It seems like most of the major confrontations have some kind of shortcut to where the quest boss is — say, a friendly NPC from the novel guides you in or something. Only after the confrontation do things get dangerous. The bulk of your time isn’t spent penetrating the inner sanctum, but trying to get out.

It’s a bit like those scenes I spoke of in Wizardry where you walk through a teleporter or a one-way door and have to hunt for a way back to the stairs, hoping you can make it before everybody dies. Except not quite: in CotAB, it’s possible to rest and heal in the dungeon. I’ve been doing that quite a lot. Monsters often find me as I sleep, but not often enough to make it a net loss. It does frequently violate the fiction, though, when the story at that point involves a chase or a brawl or some other time-limited activity that’s somehow still going on after I’ve had a good night’s rest.

Note that even with the ability to rest and even save the game mid-dungeon, getting out is still an urgent concern. There are a lot of things you can only do in town, such as identifying items, leveling up, and curing some of the nastier status effects, such as being turned to stone. (Mere death I can cure on my own by now.)

CotAB: Guidance

Not all of the content in Curse of the Azure Bonds is related to the main quest. Pretty much every town on the map has a dungeon of some sort attached to it, as if the presence of ancient ruins or natural cave systems is some kind of prerequisite for settlement. These little dungeons are like a regularized form of optional side-quest. And it’s kind of strange how that feels.

I am of course comparing it in my mind to Pool of Radiance. PoR was composed mainly of optional quests, but there wasn’t a great distinction drawn between side-quests and the main quest line — if indeed you can even claim that there was a main quest line beyond the general effort to gain enough experience levels to stand a chance of beating the end boss. The whole thing was an undifferentiated soup of missions, and the assignment of those missions was more like suggestions than orders; you could generally collect the reward for doing obviously beneficial things for the colonists, even if they hadn’t been requested yet.

In contrast, CotAB, with its five separate sub-quests, makes it clear when you’re making progress in the plot. Which means that I’m acutely aware that I’m not making progress when I explore a cave just because it’s there. It has to make the distinction clear, because it doesn’t provide a lot of external guidance about where to go or what to do. The closest thing it has to the PoR‘s council clerk is a mysterious cloaked figure who you meet by a historically-important standing stone. He’s probably Elminster. I have only a vague notion of who Elminster is, but he’s mentioned a few times in the docs, so he must show up in some capacity, and this is the closest thing a Gandalf-like adviser I’ve seen so far. But he doesn’t advise very much; he basically just tells you “Seek your next adversary in the northwest” or whatever.

Without Probably-Elminster’s vague advice, there would be no obvious reason to pursue one major sub-quest over another. It seems likely that he puts you through things in optimal order — that is, from lowest-level to highest, matching your characters’ advancement — but I’m not entirely sure that’s the case. For one thing, he’s kind of out-of-the-way. Nothing guides you to him from your starting location, and if I had chosen to go around the north edge of the world map first instead of the south, I wouldn’t have met him until after I had been through the second or third of his advised route, and you’d think the designers would have planned for that. Also, the first place he told me to go seemed a lot harder than the second. But perhaps that’s just because I hadn’t yet got a lot of extra experience points from optional side-quests.

CotAB: Travel

One major change from Pool of Radiance I should mention: the wilderness. Where PoR had an Ultima-style third-person grid outside the cities and dungeons, Curse of the Azure Bonds has a network of set paths, navigated using the same sort of menus that are presented at other major decision points in the game. At each node, you typically have a choice of two or three other places to go to, as well as options to make camp and (where relevant) enter the city or dungeon you’re currently at.

You lose a lot of freedom this way, but possibly just enough — as I said in a previous post, PoR‘s total lack of restrictions on travel made exploration of the wilderness uninteresting. CotAB doesn’t even have exploration of the wilderness in the same sense. It does use the word “wilderness”, but in a different way: when you choose a destination, the travel menu often gives you a choice of moving through the wilderness or following the trail (or, sometimes, going by boat). Your choice here can trigger different special events, but usually seems to just affect how much cover from trees and the like there is in any random encounter along the way. Regardless, there’s no hunting around the map for unknown points of interest; you have to already know where you’re going before you can even try to go there.

It has to be said that the CotAB approach is a lot more like how the world outside of dungeons and other planned set-pieces is handled in live D&D. There, as Starmaker said, the usual philosophy is that “nothing important happens in the wilderness”: you tell the DM where you want to go, and the DM rolls for random encounters, and that’s it.

CotAB: Story compared to Pool of Radiance

At some point when I was googling for more information about Curse of the Azure Bonds, I saw a review that praised it for having a stronger story than Pool of Radiance. I’m not sure I agree. The two games have different stories, certainly. PoR‘s is like the RPG equivalent of a police procedural. The player characters are just doing a job. That job brings them in contact with a larger story, but the story is not fundamentally about them. The PC’s are no one in particular, just a group of wandering adventurers attracted by the opportunities in the city of Phlan, like many others.

In CotAB, on the other hand, it’s all about the PCs. You are the Chosen Ones! Characters in the game actually use that term, although it’s somewhat inverted from its usual meaning, because it’s the bad guys who did the choosing. And, well, fair enough: your party is at least level 5 now, and that makes them good choices. I recall reading an analysis of the third-edition D&D rules that came to the surprising conclusion that the most skilled people in the real world — the Albert Einsteins and Michael Jordans and whatnot — are the equivalent of fifth-level D&D characters. Beyond that point, we’re in the realm of pure larger-than-life fantasy. At any rate, while the player characters in PoR were special by the end (being chosen to storm the castle and all), they had to earn that position through hard work within the framework of the story. Your special position in CotAB, on the other hand, is unearned. But that’s okay, because it’s also involuntary. (It’s funny how that works.)

The story in PoR is largely backstory; you generally only show at the end of each plot thread, because you’re the one doing the ending. (This adds to the police-procedural-like tone: much of the story is communicated through discoveries about what happened before.) In CotAB, the story is happening to you, as you play it. This doesn’t mean the story is more interactive, though. Quite the contrary. The premise of the Bonds provides the author with not just an excuse to wrest control of the characters away from the player, but an obligation to do so. And this gets into the most peculiar thing about CotAB‘s story: the premise involves villains with schemes, but you can’t actually do anything to stop them. All you can do when a scheme is executed is to read some noninteractive text describing how the scheme went down: the villain took control of your actions, but it all somehow went wrong anyway, due to circumstances beyond your control. And sure, you get to kill them after the fact, but that’s it.

I’ll say this for the CotAB approach, though: because you’re the center of the plot, the villains aren’t necessarily sitting in their lairs oblivious to your approach, as in PoR. They have reason to seek you out, and occasionally do so when you’re not expecting it.

CotAB: Information

Unlike with Pool of Radiance, I started off Curse of the Azure Bonds with full access to the documentation. This still leaves me with less information than a set of D&D books would provide. For example, there’s an area-effect spell called “Ice Storm”. What area does it affect? The manual here doesn’t say. I think it’s roughly equivalent to the Fireball spell (which, indoors, extends three tiles in all directions around the point you cast at), but it’s hard to tell exactly, because you only get to see its effects on the monsters that don’t resist it, and the monsters I’m dealing with at this point have pretty good magic resistance.

Or consider the Drow arms and armor. I know from experience in third-edition D&D that Drow equipment melts when exposed to sunlight, and sure enough, that turns out to be the case here. But if I defeat some Drow on the way into a cave, and I know I’m going to be spending a while exploring it, should I bother taking their stuff? Or is the gear I already have better? I knew I could tell how good a character’s armor is by looking at the character’s “AC” rating, but it took me a while to realize that the “THAC0” rating similarly includes the bonus on the weapon.

This is because I’m not used to the concept of THAC0. I played first-edition D&D as a kid, and more recently played 3rd and 4th edition as an adult, but THAC0 is a second-edition concept. My first encounter with it was in Planescape: Torment, which (bafflingly, to my eyes) treated it as one of the basic D&D concepts that you’d naturally be already familiar with. I’ve heard that it had been replaced by the concept of Base Attack Bonus, but that’s apparently not quite right, because BAB doesn’t include situational modifiers like what kind of sword you’re wielding. I had been letting my eyes glide over that spot in the character info, assuming that it was beyond my ability to affect, much like the character stats. Perhaps I would have noticed my error earlier if I were playing a single character instead of six. I almost certainly would have if the game displayed figures that had changed recently in a different color, like a lot of more-recent CRPGs do.

The fact that THAC0 is in this game at all also reveals something that I’ve been mistaken about all along: I’ve been saying that these games are based on first-edition rules. They’re not. I’ve tried to find some resource online that is to the first-edition rules what d20srd.og is to third-edition, but to no avail. (Which makes sense, because the 1e rules weren’t released under a public license like the 3e rules were.) But now I know that even if I had found such a resource, it would have been wrong.

And really, even a set of 2e core rulebooks wouldn’t have information specific to the Forgotten Realms campaign setting, and even a set of Forgotten Realms sourcebooks wouldn’t be completely accurate as a description of the rules in the computer adaptations. GameFAQs has a nice little writeup of the 2e rules for players of the computer games, but it’s not content-specific enough answer the kinds of question I have. So I suppose I’ll have to continue figuring things out by trial and error. Which is how Gygax wanted players to do things anyway; early editions treat the Dungeon Master’s Guide as secret knowledge that should never fall into a the players’ hands. (A futile sentiment, since every D&D group I’ve ever been in trades off DM duty to different players from time to time.)

CotAB: Spell Memorization

I said before that it’s rare for CRPGs to implement anything like D&D-style spell memorization unless they’re explicitly using the D&D license. (The only other games I can think of offhand that use it are the ones in Infocom’s Enchanter series, and those are adventures, not RPGs.) In early titles like Wizardry, the shift away may have been primarily a way of saving memory. But once mana systems and the like were established as viable, they were obviously more appealing to players. Being forced to choose a subset of the spells available to you means losing the full freedom and flexibility that those options represent.

But limitations are at the heart of what makes a game. Perhaps there’s something that we lose by abandoning the memorization system? Sometimes, I think there is: a level of preparation. If you know in advance what sort of enemies you’re going to be fighting, you can tailor your spell roster to them. I did this a fair amount in Pool of Radiance: going to the graveyard to fight undead, for example, I knew full well that Sleep would be useless.

My experience with playing D&D live is that there’s almost never an opportunity for this sort of advance preparation. Most scenarios seem to involve either walking into a mostly unknown situation or responding to an emergency that doesn’t allow you the rest period needed to prepare new spells. The engine used in Pool of Radiance and Curse of the Azure Bonds sidesteps around both of those contingencies. In grand CRPG tradition, emergencies are illusions: if you can find a safe place to rest, you can rest there indefinitely and pick up the emergency where you left off. And nothing comes unexpected when you’ve gone back to a previous save.

And yet, my spell choice is seldom driven by circumstance. Usually I pick the same spells that have proven useful over and over: Fireball, Magic Missile, Cure Light Wounds, Hold Person, etc. Sleep stopped being useful somewhere in PoR. Now that I can cast Cure Serious Wounds, I’ve toyed with swapping out an instance of Cure Light Wounds in favor of a utility spell like Detect Magic, but when you come down to it, you never have enough healing power. And I’m told in the comments to the last post that it only gets worse at high levels!

I’m pretty sure this is the fault of the D&D spell list, rather than of the basic mechanic. I can imagine alternate lists making spell selection into a vital part of the game. Indeed, other games do this routinely, just not with spells: consider Pokémon. Or, closer to what a game like this one would do, consider what some games (Blood Omen, for example) do with variously-enchanted weapons and armor. Of course in order to make that into a prep-time activity, the game would have to prevent you from changing weapons and armor mid-fight, and the engine used here doesn’t do that. (Yes, you can change out of plate armor between sword-thrusts; the only thing preventing players from noticing this is that you usually don’t have any motivation to do so. Everyone should be wearing their best equipment all the time.)

CotAB: Premise

Curse of the Azure Bonds is a sequel to two things, a game and a novel. The game is of course Pool of Radiance, and I’ve just gotten far enough into it to see how the plots are linked (the end boss has apparently returned). The novel is Azure Bonds, a Forgotten Realms novel by Kate Novak and Jeff Grubb. I had no idea about this until after I started playing, but just looking at the book’s description on Wikipedia, I see that certain minor characters in the game were drawn from the novel. I suspect that the story would be a little easier to follow if I were already familiar with them.

Not that it’s exactly been hard to follow. The premise is a simple one — it’s essentially a fantasy version of The Manchurian Candidate. Before the game starts, the player characters are captured by bad guys, who afflict them with mind-control tattoos: five blue glyphs running down the arm, each representing a different master who can take control of your actions. Before you can leave the starting city, you’re compelled to attempt regicide.

It’s the sort of premise that has the potential for interesting gameplay, and I suppose that’s why they chose that particular novel. I’m not sure if it actually translates into game mechanics here, though. I’m imagining situations where your ability to give commands to your characters is constrained, like in Tower of Heaven, and the engine probably doesn’t support that; the one time I’ve been compelled so far, it happened in a noninteractive text passage. Still, the five bonds give the game an obvious structure: five symbols, five enemies. I’ve already defeated an entire guild of assassins, resulting in the erasure of one symbol, although I’m not sure how that works, or why they didn’t just compel my characters to march right out of the guild’s hideout or stab themselves in the throat or something. I suppose the whammy must have limitations of some sort.

As the game’s intro sequence asserts a couple of times, what’s at stake here is “control of your destiny”. And this raises a point of unity of form and content, although I’m not sure whether this was intended or not. Up to the point where you get rid of the first symbol, the game is quite linear, and seems particularly so in contrast to Pool of Radiance. Afterwards, exiled from the realm where you start (because they can’t blame you for being mind-controlled, but at the same time it’s too dangerous to have you around while it can happen again), you get your first real choice: where to go next. So, as a result of getting rid of the bonds, you gain control of your destiny. We’ll see if this continues.

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