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.