Saturday, March 28, 2020

Two Highlights From DETROIT: BECOME HUMAN

Right now, I am playing DETROIT: BECOME HUMAN, a new title by Quantic Dream studio. As its predecessors – Indigo Prophecy, Heavy Rain, and Beyond: Two Souls – the game uses cinematographic language with its mechanics based on decision trees. During most part of the narrative, you must take significant decisions that will affect the course of the game and result in different ends for the story. The trailer below shows the gaming dynamics and main plot:



Besides the immersive narrative and beautiful graphics, I want to comment on two great features of this game.

1) The ending phase screens show the complete decision tree of each chapter. This is a very cool feature from DETROIT, you can observe in details what type of consequence your acts generated inside the gaming narrative. This visual aid helps players understand how each character works in the ambient. Below, there's an example of this feature.



2) The opening screen always has an interesting content. Every time you start to play DETROIT, there's one opening screen with a very sympathetic female android named Chloe giving you a technological trivia. I was playing it in June 7th and she told me that that day was Alan Turing's (the British mathematical genius) date of death. Then, last Saturday morning she told me "this is a perfect way to start a good weekend". The android also takes interesting surveys, asking players about the interface between human and machine. It is just a "content snack", but it helps to contextualize the gaming experience in a more immersive way. Below, I'm sharing some of these moments:



Another great acquisition for my collection.

#GoGamers

IBM PCjr. Upgrades Part 2

When I first received my IBM PCjr. back in 2013, I was able to discuss most of the readily-available upgrades for the system that existed at that time.  https://nerdlypleasures.blogspot.com/2014/03/ibm-pcjr-upgrades.html  Now, almost six years later, we have some new upgrades available.  Let's see what modern conveniences can do for a 35-year old computer system


Read more »

Playing Some Guild Ball

Once our local Scrum (month long Steamroller) has finished, I kind of got sucked into Guild Ball again.  This is a fairly odd development, partially because I haven't played the game in roughly 7 months.  Back in July of last year I had to stop all miniature gaming to help my wife through the end of the pregnancy and then birth of my youngest daughter, but before that happened I was a bit upset at the way Guild Ball was played because of how imbalanced things were.

Of course when I stopped gaming, Steamforged released an Errata in July that largely fixed a lot of the problems, and while I was raring to get back into Trolls as soon as I could start gaming again, a few things pulled me into playing Guild Ball and I've really been loving the game all over again.  I figure I'll go through what that was, as well as some of the things I really like about the game in general.

Pulling Me Back In

During the same month of our Warmachine Scrum, a Guild Ball Scrum was also being run, with some playing in both games.  This was handled as promotional event that would allow players who played to get a Lucky model. Since my first team was Brewers and my friend Brian has no intention of playing Masons or Brewers, he was kind enough to give me the model.

Lucky is my first PVC model and Steamforged is making all new teams come in very cheap $50 boxes with 6 PVC models that require no assembly, plus some extra terrain.  They also recently changed the Official Play Document to say that you can now use unpainted PVC models in their tournaments. While I'm pretty good at modeling, it's not really my favorite thing to do, so this kind of setup seems great to me, it's also a great value for starting a new guild.

Another old friend of mine, Kevin plays mini games off and on, but he's not a modeler or painter, so this PVC setup is perfect for him.  After talking about it and him watching us play at the local shop  Kevin ended up buying the Kick Off set which has to be one of the best values in miniature gaming at the moment.

Since he was free to come over on Friday's when my wife would get a girls night out, I could strap my youngest to my chest, have my oldest help roll dice, and get some extra games in each week!  I effectively became Kevin's unofficial Pundit, teaching him the game.


Since I already played Brewers and they're considered a lower tier team, myself and others recommended Kevin start with the Kick Off Masons, which is actually quite a strong team. 

Since then I've basically spent the last three weeks playing only Guild Ball with my gaming night out and then again on Friday's while my wife has her girls night out.  I've gotten double the games in for nearly a month now!

I'm actually good friends with Paul who runs the My Life With Dice YouTube Channel and you can see me play my first game of Pin Vice ever, and my first engineers game in 6+ Months:




Please note, I'm extremely rusty here - many mistakes were made.

Since then, I've been playing some Brewers, Engineers, and I've purchased the last few models to flesh out my Union - getting something akin to Guild A.D.D.

Hobby

One of the nicest thing about Guild Ball is the fact that it's a small model count game that has as much intensity as larger miniature games.  Small model counts plus the fact that you're really only ever painting a model once (ie. no units with duplicate models), it's so easy to get a fully painted force.  This has triggered a kind of OCD for me to immediately paint my Guild Ball models within a few days of purchase.

I'm not a good painter by a long shot, but I truly enjoy playing with fully painted forces, and that's hardly ever the case when I play Warmachine (or when I played 40k or Fantasy).  As such, I really like how achievable it is to play fully painted in Guild Ball.

The game is also nice that you are encouraged to build an optional goal post for your teams that can let you flex your hobby muscles if you wanted. I was excited to finally use my old Bugman's model from Warhammer Fantasy, mostly because it enabled me to put a beautiful Dwarf model I love on the table and actually have it be fun (Dwarfs were miserable to play with and against back in Fantasy). He makes a great Brewers goal post.



My Guilds

The game is also sort of dangerous since it's really not expensive to get into a guild at all, and that was back when everything was metal and starters only came with 3 models.  I started with Brewers with a few Union models added slowly over time, then got a very different team in Engineers to play a more goal scoring game, and then it was "only two more models" (Captain and Mascot) to make a fledgling Union team.

Coming back into the game in the last month, I elected to buy the last few models I wanted to flesh out my Union with Grace and Benediction and getting a captain I'm very excited to play in Blackheart.  Since Brewers are more of a Take-Out team, and Engineers a more Goal-Scoring Football team, the prospect of playing an all 2" Melee team lead by Blackheart that can adapt to whichever game plan I want, but easily do 2 Goals - 2 Take Outs to win is very appealing to me.



Brewers

Engineers

Union
As it is, every model I own besides Lucky is metal, and after assembling the new Grace and Benediction models, I really am looking forward to when I can just buy PVC models from here on out.

Gaming Nirvana

Out of all the options I have to play with in Guild Ball at the moment, I'm spoiled for choice and I'm liking the way things are going. Apparently the game still has some balance issues with Thresher and Farmers, and Corsair Fishermen are still a bugbear in the meta - but supposedly an errata is coming soon.  I've not played against either of those things yet though, and I'm not good enough to expect to win against competitive players so I just look forward to playing and learning in the near term.

Plus with my Hooch Hauler finally arriving, and with two local players getting the new God Tear early access/beta set, I've got a LOT of really interesting gaming time coming up in the weeks and months ahead.

I hope to put up some more content for each of the games I'm playing shortly.

Monday, March 23, 2020

Ep 36: Wiley But Not A Coyote Is LIVE (Finally)!

Ep 36: Wiley But Not A Coyote is LIVE (finally)!

https://soundcloud.com/user-989538417/ep-36-wylie-but-not-a-coyote

Jaye Wiley and I talk about the Fistful of Lead game series and his current Kickstarter.

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Wiley Games - https://wiley-games.myshopify.com/

Galactic Heroes Kickstarter! Pledge now! https://www.kickstarter.com/projects/592450292/galactic-hereos

Jaye Wiley's Blog
http://Baronvonj.blogspot.com

Oshiro Model Terrain - http://www.oshiromodelterrain.co.uk/

Chris Clucky's Blog
http://Cluckamok.blogspot.com

John Jenkins Design 54mm figures
http://www.johnjenkinsdesigns.com/

Recruits Convention
http://recruitsconvention.com/

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Friday, March 20, 2020

Some Big Boys

Hello friends!

Here are the images of the larger monster-type miniatures I mentioned previously. I finally got around to loading the photos up on the computer and now sharing them with you all. All of these figures are Reaper Bones. The giants came with the Kickstarter; the worms I bought at MillenniumCon in November 2017.

Female Stone Giant

Rear view, Female Stone Giant

Male Stone Giant


Closeup of ivory plaque and boulder

Rear of Male Stone Giant

Classic Purple Worm

Rear of Purple Worm

Same worm, painted for Frostgrave as an Ice Worm

Rear of Ice Worm

Hill Giant
I am particularly happy with his skin tones.

Heck, I even painted in his eyes.

Thursday, March 19, 2020

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A Note On "Standard" Player Powers

In a few recent TMG games I've worked on (Harvest, Pioneer Days, and Old West Empresario) I thought a lot about how to do player powers in the game.

In Harvest, the "standard" side of each player board (recommended for first time players) is Wil Plantsomdil, who starts with a basic spread of resources, and gets a big VP bonus at game end. The intent was to allow a new player to play in a game with experienced players, not have to wrestle with a player power while also learning the game, and still get a competitive score. In that game, I wouldn't blame "experienced games" for skipping Wil Plantsomdil and going straight for the "real" player powers. However, I thought we could do better...

In Pioneer Days and Old West Empresario, the Standard Pioneer / Standard Empresario abilities are not just a dumbed down power meant for newbie players. Rather we took one of the more well-rounded or straightforward of the powers we were developing, one which we thought would make for a good first experience, and made that the "standard" power.

The rules for both of those games say to deal 2 characters to each player and let them choose between one unique ability, the other, or the standard ability on the back side. While we recommend that first time players choose the standard ability, we worked hard to balance them all so that the standard power is on par with the unique ones, giving each player 3 solid options.

I fear that players will assume that "standard" implies "boring," automatically skip the "standard" ability as if it didn't exist, and therefore miss out on one of the fun player powers.

Hopefully we can break them of this habit. I played a game of Old West Empresario the other day and intentionally chose the Standard Empresario ability, and I did better than I've done in a long time!

TL;DR: In Pioneer DaysOld West Empresario, and any future TMG title I work on, don't look at the standard player power as "lesser" -- it's designed to be on par with the rest of the player powers!

Sid Meier's Civilization V: Complete Edition Free Download

Sid Meier's Civilization V - is a 4X video game in the Civilization series developed by Firaxis Games. The video game was released on Microsoft Windows in September 2010, on OS X on November 23, 2010. Free download.


Featuring: Become Ruler of the World by establishing and leading a civilization from the dawn of man into the space age: Wage war, conduct diplomacy, discover new technologies, go head-to-head with some of history's greatest leaders and build the most powerful empire the world has ever known. The inviting presentation: Jump right in and play at your own pace with an intuitive interface that eases new players into the game. Veterans will appreciate the depth, detail and control that are highlights of the series. Download this game.
1. FEATURES OF THE GAME

In this cool video game, jump right in and play at your own pace with an intuitive Interface that eases new players.
Ultra realistic graphics showcase beautiful lush Landscapes for you to explore, battle over and claim as your own.
Compete with players all over the world or locally in LAN matches you can mod the game in unprecedented ways.
More compatibility: Civilization V operates on many different systems, from the high end Desktop to many laptops.
New features: New hex-based Gameplay grid opens up exciting new combat and build strategies plus many more.

Game is updated to latest version

Included Content

▪ Sid Meier's Civilization V - Gods and Kings DLC
▪ Sid Meier's Civilization V - Explorer's Map Pack
▪ Sid Meier's Civilization V - Brave New World DLC
▪ Sid Meier's Civilization V - Babylon (Nebuchadnezzar II) DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Mediterranean DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Asia DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Americas DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Mesopotamia DLC
▪ Sid Meier's Civilization V - Spain and Inca Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Polynesia Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Denmark - Vikings Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Korea Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Wonders of the Ancient World Scenario Pack
▪ Sid Meier's Civilization V - Scrambled Continents Map Pack
▪ Sid Meier's Civilization V - Scrambled Nations Map Pack
▪ Sid Meier's Civilization V - Conquest of the New World Deluxe Scenario

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

SID MEIER'S CIVILIZATION V: COMPLETE [v1.0.3.279 + MULTi10 + ALL DLCs] - LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.








5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows Vista, Windows 8, Windows 8.1, Windows 10
Processor: Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz or better
Memory: at least 2GB System RAM
Hard Disk Space: 8GB free HDD Space
Video Card: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better graphics
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, Japanese, Korean, & Chinese.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Monday, March 16, 2020

Sunday, March 15, 2020

Ishar: Legend Of The Fortress: Won! (With Summary And Rating)

Our hero does . . . something . . . in celebration of his victory.
          
Ishar: Legend of the Fortress
France
Silmarils (developer and publisher)
Released in 1992 for DOS, Amiga, and Atari ST
Date Started: 22 February 2020
Date Finished: 10 March 2020
Total Hours: 21
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
 
Summary:
First of a trilogy for which Crystals of Arborea (1990) served as a prologue, Ishar offers a classic kill-the-evil warlord adventure with tile-based, first-person gameplay similar to Dungeon Master or Eye of the Beholder. It has excellent graphics and sound but limited RPG mechanics, including combat and spell tactics, character development, inventory, and puzzle-solving. A couple of original features include a party morale system by which party members can override the player's choice to recruit or dismiss a character and a saving system that requires the party to pay gold, but neither really plays much of a role in the end.

****

I could have gotten three more entries out of Ishar, as this final entry covers more than 15 hours. But I played it over a week-long period in which I was moving from one house to another, and something about the process made it easier to just keep playing than to stop and write. I apologize if I elide anything important in my summary below, but the good news is that a lot of Ishar's gameplay is repetitive. The constant need to replenish your supplies and find a tavern for food and sleep means that you backtrack frequently to the towns of the west while overall gameplay drives you east.
               
Approaching the titular fortress.
        
When I blogged last time, I had explored about half the game, having just crossed the bridge into the land of Silmartil. Lands further along include Kandomir, Urshurak, Vargaeon, Baldaron, Zendoria, Gil-Aras, Uldonyar, Elwingil, Halindor, Fhulgrod, and finally Valathar. That sounds like a lot of territories, but each one generally only has a couple of (respawning) monsters and a couple of encounters. The entire game world consists of four outdoor villages, two indoor cities, two dungeons, and a smattering of huts and other wilderness encounters. It spreads across the entire game what Might and Magic would have on a single 16 x 16 map.

The culmination of the game was far to the east, in the large dungeon (or, I suppose, fortress) actually called Ishar. But to survive its perils, I had to solve several sub-quests in the main game area.

When I last blogged, my party consisted of Aramir the warrior (the starting character), the monk "Unknown," Nasheer the spy, Kiriela the priestess, and Golnal the warrior. Golnal and Unknown were pretty ineffective, and redundant, so I soon replaced Golnal with a paladin named Karorn, and eventually I dumped Unknown for a wizard named Zeloran. To get around party members overriding my dismissals, I simply put the unwanted characters at the front of the party with no armor, and I let them get killed by the next enemy.
         
This is infuriating. I don't know why some NPCs do it and some don't.
        
Nasheer eventually took off while we were sleeping, so I replaced her with a third warrior named Manatar. I liked that balance, but soon afterwards I had to get rid of Manatar to accommodate a quest NPC--a spoiled princess named Deloria who had been kidnapped from her village in Baldaron. I found her in a building in Elwingil, the furthest city to the east.
           
Manatar had good stats, but he wasn't with us for long.
         
Returning her to her father rewarded the party with a vital key to Ishar, but getting her out of the party was a bit of a chore. Karorn decided he was in love with her and refused to let her go. I tried killing Karorn, but his infatuation simply transferred to Aramir, and I didn't want to kill him.
              
Oh, boy. Here we go.
          
The solution to that problem involved a potion. Potions become important in the game during the second half, and it took me a while to figure out how they work. First, you have to find an empty vial, of which there is only one in the entire game, in the dungeon in Rhudgast.
         
The manual gives you the formulas but not the effects.
        
I had previously noted that various shops sell reagents like rat's brains and salamander oil. The manual tells what proportions of these reagents you need to make various potions, but it gives them nonsense names like "Trillix" and "Bymph." What you have to do is find an alchemist named Jon the Unique in Kandomir, who gives you a scroll that translates the nonsense names into actual potion effects. (I think these might be randomized for each game as a copy protection exercise, but I'm not sure.) The manual has recipes for 15 potions, but the scroll only translates eight of them: "Physical Regeneration," "Psychic Regeneration," "Invulnerability," "Cure Blindness," "Apnea," "Disrupt Charme," "Pig Detransformation," and "Brain Wash."
         
A scroll in the game tells you which words correspond to which effects.
         
"Disrupt Charme" turned out to be the potion I wanted, but it required a unique ingredient, "turtle slobber." Fortunately, I'd managed to obtain a vial by first finding a turtle near the sea in Silmatil and then giving it to an alchemist in Zendoria. I fed the potion to Karorn, and he got over his objection to losing Deloria.
             
Where did Jarel get the key to Ishar?
           
By this time, I was so enamored with my wizard, Zeloran, that I decided to fill the empty NPC slot with another one. I found one named Khalin in Elwingil. I spent a fortune getting them both equipped with the "Lightning" spell, which damages all visible enemies on the screen and makes wizards more valuable than warriors except that psychic energy runs out faster than physical energy.
             
Blasting dwarf-bandits with "Lightning."
          
A lot of the game's magic system is wasted. It costs so much to purchase spells that even by the end of the game, each of my spellcasting characters only had three or four. There's no point wasting money on "Healing 3" when three castings of "Healing 1" do the same thing. I never explored a lot of useful-sounding spells like "Dissolve" (turns the party into a gas cloud that can blow through enemies) or "Inversion" (changes NPC alignments). Some of them seem useless--I never encountered any poison for "Cure Poison" or any invisible enemies for "Invisibility Detection" (except for one that you can't detect that way). "Radar," "Invisible Party," and "Invulnerability" aren't even described in the manual, just listed. "Regeneration," "Resurrection," and "Repulse" (sends all your enemies to hell!) could have been useful but I just never had the money. I basically had my wizards cast "Lightning" (and "Mental Shield" when it was clear it was needed) and my priest and paladin cast "Healing I," and that was it.
           
I never learned most of these spells.
          
Money is tight throughout the game. You need it for sleeping and eating--one meal and one night's rest costs over $2,000 in the eastern cities--saving ($1000 each), reagents (enough for a single potion might cost $7,000), spells, weapons and armor, and the occasional training. The shop in Elwingil sold high-level weapons and armor, and by the end of the game I was able to get my two warriors into magic armor and wielding the best swords, but no one else. I spent most of my spare gold on potion reagents because potions of "Physical Regeneration" and "Psychic Regeneration" are worth every penny if you're far from a tavern.

Meanwhile, the places that train characters in strength, agility, and intelligence (I never found one that trained constitution) seem to be there to compensate for very weak characters, not to provide regular character development to already-strong ones. Every time you try to train, there's a chance that it will go very well (increasing the attribute by 2 points), just okay (+1), or poorly (+0). I don't think I ever saw an attribute increase when it was already past 10. Thus, for most characters the only form of development is by leveling, which improves maximum health. Several of my characters hit level caps (Level 10) near the end of the game, but not everyone did.

I grinded quite a bit for my gold and still arrived at Ishar mostly broke. (Ishar itself has tens of thousands of gold pieces, but you'd have to slog them back to civilization while very near the endgame.) I decided the best way to grind was to repeatedly enter and exit the two indoor cities in Elwingil and Urshurak. Each one spawns about half a dozen orcs that leave 500 or 1000 gold pieces each. Repeatedly entering and exiting the city was a good way to build both wealth and experience.
         
By killing a large knight in Osghirod, I got a special helmet that allows you to see invisible enemies. This let me kill the invisible lizardman Brozl, who roams the huge area called Fimnuirh, and to loot from him five fire protection rings.

I spent a lot of time tracking down five rune tablets that you need for the final battle, or you can't hit Krogh. One was out in the open, on a pedestal in Lotheria. A second was in a hut in Zendoria called "The Forbidden House," so-named because my characters got cursed and slowly died of a wasting sickness after entering. I had to inoculate them with a potion before entering. Another was in the dungeon in Rhudgast. A fourth was on a pedestal in the outdoor area called Gil-Aras, but the party went blind the moment I entered the province. I had to use the "Cure Blindness" potion to see well enough to explore the small area. The fifth was in Ishar itself.
            
A rune tablet in an area that causes blindness the moment you enter.
         
In a house in Elwingil, one of Jarel's companions from Arborea, Thurm, gave the party five monks' robes that would disguise us as initiates in a certain place in Ishar.
          
Eventually, having explored everything else, I entered a teleporter in Halindor and found myself across the channel in Valathar. The entrance to Ishar is in the northeastern part of this island, but there were a few things to do first, including defeating the wizard who guarded the entrance. In the far southeast past some encounters with much tougher dwarf-bandits than I'd faced before, I found a pig standing in the middle of the forest. Since a wandering alchemist had recently given me some toad eye, a necessary ingredient for "Pig Detransformation," I figured that's what I wanted to use. I mixed the potion and applied it to the pig, and it transformed into an old woman named Morgula who offered to join my party.
             
When there's a potion called "Transform from Pig" and you find a pig, it's not hard to figure out what to do.
                       
I was reluctant to get rid of Khalin, but I figured Morgula must be special in some way since I had to go through so much trouble to get her. Sure enough, although she's weak as hell and her physical energy depletes while you watch, she has a spell called "Anti-Krogh." After I won the game and was doing my usual post-game research, I found that several web sites claim that Morgula is Krogh's mother, but I don't know where they get that, as her name appears nowhere in the backstory or in any of the NPC dialogue.
           
How do you turn down that kind of appeal?
         
It was finally time to take on Ishar. The fortress is quite large, with three separate sections separated by teleporters. There are numerous doors that you have to find keys to open, and one area that serves as the game's only real puzzle: a sequence of six levers, each controlling two doors in a small maze of corridors. You have to find the right sequence of levers to open the right doors, which I did through trial and error. There's a huge area full of poison gas that you have to mix five "Apnea" potions to successfully traverse.
          
A lever puzzle took much of the time in the final dungeon.
          
At one point, I killed a mage and looted from him an object that looks like the Silmarils logo, but I never found anything to do with it.
          
Anybody want to take a guess?
         
The final corridor features multiple encounters in succession. First, a medusa, for whom you need "Mental Shield" active for everyone to avoid petrification.
          
Why does it look like medusa is a statue? She's supposed to turn people into statues?
          
Then there's a huge red dragon. It takes a long time to kill him--and my primary fighter had to drink two "Physical Regeneration" potions during the process--but he doesn't do much damage as long as you have the gold rings from Brozl.
           
Poor dragon looks like he's cramped.
          
After the dragon was a door we had to be wearing our robes to enter . . .
            
This is the first I've heard of Krogh starting some kind of cult.
         
. . . then a corridor full of individual fights with spellcasters.
          
Killing wizards in the final corridor. I thought this was Krogh at first.
         
It all culminated with Krogh himself. He had a powerful magic attack, but it only took three castings of "Anti-Krogh" to kill him. I assumed it would be harder. I guess maybe it is if you don't take Morgula.
          
The evil Krogh. Fortunately, Morgula has a spell called "Anti-Krogh."
           
Alas, there was no real endgame. After Krogh died, the game played some triumphant music while one of my characters--Aramir, I guess--knelt in a circle of rotating pillars and held a crown above his head.
            
One element of the game that I never solved: there's a sword in a stone that was supposedly left there by Jarel when he swore off violence. Despite the message, I couldn't pull it out at any level or with the highest strength statistics.
          
Any ideas?
         
In a GIMLET, the game receives:
         
  • 3 points for the game world. I like the layout, but otherwise it's a generic high-fantasy place with a generic high-fantasy quest. 1992 CRPG addicts are no longer satisfied with vaguely-described evil overlords trying to take over the world just because they're evil.
  • 3 points for character creation and development. There's no creation process, just an assemblage of party members from the NPCs you find across the land. Development is quiet, almost invisible, and besides those of wizards and warriors, the game really doesn't call upon the varied skills of its other classes. 
  • 4 points for NPC interaction. There are a few fixed NPCs who provide hints and items, and then there are the NPCs who can join the party. I'll allow a point for the uniqueness of Ishar's approach to alignment, where party members must vote to admit or expel new members, and apparently you can order one NPC to kill another, perhaps creating ramifications down the line (I never explored this), but none of it amounted to anything.
            
A few unnecessary hints do not constitute much in the way of "RPGs."
          
  • 2 points for encounters and foes. There aren't really any non-combat encounters, and monsters are generic high-fantasy denizens with the standard types of attacks. They're not even named on-screen. I thought the respawn rate was useful.
         
Here was a powerful thing from inside the final dungeon.
         
  • 2 points for magic and combat. Even if I'd bought all the spells, I don't think they really would have afforded much in the way of combat "tactics." There isn't much to do in combat but attack, cast, and keep an eye on the related meters. The party deployment grid is mostly wasted, and you can't even do the "combat waltz" or other strategies common to Dungeon Master-style games.
  • 4 points for equipment. You have a reasonably good selection of weapons and armor, with numbers denoting their relative effectiveness. The potion system isn't bad except that you only have one flask.
         
This shop in Elwingil offers the best weapons and armor.
        
  • 6 points for the economy. It remains relevant to the end, and I like the way that it forces you to make tough choices throughout the game. It just lacks a certain complexity that I would need for a higher score, plus perhaps more of a "money sink" in those attribute trainings.
  • 2 points for a main quest with some sub-quests but no side-quests. There are no alternate endings or player choices.
  • 6 points for graphics, sound, and interface. The graphics and sound are some of the best we've seen, just about perfect for the scale and nature of the game. I particularly appreciated the ambient sounds (including a murmur of voices in the taverns that I came to believe was "I'm riding down to Livermore with some recruits"). The music is suitably epic, though in my case turned off. The interface was only okay; too much mouse, too little keyboard.
  • 6 points for gameplay. It has some minor nonlinearity and minor replayability (with a different party configuration). It's almost perfect in its challenge (including its enforcement of limited saving) and its length.
            
That gives us a final score of 38. That seems about right. I was thinking that it should at least cross into "recommended" territory, but in the end the game is too sophomoric in core RPG mechanics to break into the "truly good" range.
           
          
I expected the Amiga version to do quite well in European reviews (most U.S. publications, including Computer Gaming World, don't seem to have taken note of it), so I was surprised to find mostly low scores even in Amiga magazines. Scores ranged from 48 (Power Play, September 1992) to 89 (CU Amiga, July 1992). The consensus seems to be the same as mine: the graphics are great, but it lacks in RPG mechanics like combat and character development, and it doesn't have much of a plot. A few noted that with a Dungeon Master-style interface, they expected Dungeon Master-style puzzles. A paragraph from the British Amiga Action (July 1992), which gave it an 82, is representative:
           
Noticeably distinguished in the graphics area, Ishar: Legend of the Fortress plays almost as well as it looks . . . Perhaps the downfall of Ishar is its simplicity; you begin to wish for more activity, interaction, and involvement, more problems and less roaming . . . Certainly a valiant effort by Silmarils and, if they can learn from this, a firm foundation for a sequel.
           
Not everyone felt as positively as I did about the pay-to-save mechanism. My fellow blogger, Saintus, abandoned it after one session for that reason. Magazines, if they mentioned it, mentioned it negatively. In contrast, a lot is made in the magazine reviews about the party morale or alignment system in which characters form bonds, defy orders, and "have their own personalities," none of which is reflected in the game in any interesting way. I suppose Ishar did some trailblazing here, but I'll concede that an NPC "has his own personality" when he actually says something. Yes or no votes on other party members aren't quite enough.
                                             
Does this really add that much?
              
Silmarils will have plenty of opportunities to continue to improve on this system. Ishar 2: Messengers of Doom will be along in 1993 and Ishar 3: The Seven Gates of Infinity in 1994. We also might have them for Robinson's Requiem (1994) depending on my decision on the genre. After that, Silmarils changes its focus to action games and ultimately goes out of business in 2003.

Although some commenters have suggested a certain amount of "Frenchiness" to this game, I think it's safe to say that we've long-since exited the era of truly outré French titles like Mandragore (1985) and Tera: La Cité des Crânes (1986). Instead, Silmarils seems to be following early-1990s Germany by producing copies of successful American games, albeit with some of their own twists. I'll miss the bizarre nature of the 1985-1989 French "golden age," but then again there are still a few titles on my clean-up list.

I gave the choice of the next "upcoming" game to Sebastian, who designed my banner, and he opted for Lands of Lore (1993). That'll be along in a few games. Next we'll finally take a look at Planet's Edge.