I miss old SSI games and all the beauty and wonder they brought me as a child. Perhaps it’s more of the feeling of playing old MS-DOS games and that no worries feeling of playing games all summer long when your parents are out working; no cares in the world but that of the evil dragons and goblins of an RPG world. Secret of the Silver Blades arrived in May of 1990, developed and published by Strategic Simulations Inc (SSI), a company we covered in our gaming history back in TD Gaming Podcast Episode 9.
Secret of the Silver Blades is actually the third in a four-part game series which was eventually packaged in the Gold Box editing of the SSI games. It was a continuation of the game Curse of the Azure Bonds and the first in the series: Pool of Radiance. The cool part of the series was the leveling system where each would let you level to a certain limit just like most modules in D&D games, this game let you get to level seven which means a Mage could use the cool Delayed Blast Fireball spell which was one of my favorite magic spells in D&D (yeah, I’m a dork.)
The graphics were a whopping 16-colors, with slight graphical improvements over the other two prior games. This game didn’t have an overworld map like the others, going full first person for the length of the game. Another great enhancement was the ability to use the arrow keys to navigate menu’s without the need for “hot keys” like older SSI titles, given the game is very much menu-based for combat, equipment and inventory management it was very handy to have the use of those nice little arrow keys.
You create your party and start adventuring in a game engine very similar to all the games before it, so introduction to game mechanics was minimal, you could advance your characters further in level and, most importantly, import characters from previous games. The D&D world is really a character-driven game environment and you grow fond of your characters and understand the best ways to battle with them, importing is key and still, today, is a big part in well done RPG expansions (Guild Wars is a great example). Unfortunately, many games fall short of character import and it kind of blows away some of the magic of an RPG.
One of the frustrating issues with Secret of the Silver blade is the limitation on levels for the Cleric, because they can’t level up past 7 they can’t get the good ressurection spell, only allowed to use Raise Dead which lowers your characters constitution by 1 (much like the traditional D&D rules). However, given its a video game and not a paper-dice based game, the raise dead penalty is annoying, so it was easier to save often and re-load when you died to try again and avoid the penalty. I do recall their being some scrolls or something to get back your constitution penalty… but it’s been awhile I might be making that up.
Anyway, a well done series, classic RPG and helped build a foundation for games like Morrow Wind and Oblivion in my opinion.
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Derrick, that’s Shogun: Total War (it was the first Total War game in its series so the graphics aren’t that good compared to the recent Total War games). I liked that game too.
If you liked Nobunaga’s Ambition you might like Genghis Khan 2, also made by KOEI (http://www.abandonia.com/en/games/505/Genghis+Khan+II+-+Clan+of+the+Gray+Wolf.html)
What’s your take in Valve’s concept of episodic releases? They explained that with that kind of structure they can easily take advantage of new technologies as they come up, and not have to hold back using new technologies until the next reiteration of their game.
The problems with long release cycles, taking it to the extreme, with Duke Nukem Forever (I think) the reason why it was so delayed was by the time they reached mid-development, their game, the graphics, the engine look so obsolete, so they bought a new engine, and by the time they reached back to mid-development, the then new engine they bought gets outdated, and the cycle repeats.
Something like this happened with Blizzard with their Warcraft Adventures (it was never released).
I think episodic structures work well for some games (Sam and Max), and long development cycles for others. So long as I get a game I can enjoy I don’t really care that much
Here’s what *I* think about it, underdog: They take way too friggin’ long. They keep changing the engine, when all you need to do is create levels.
Look at Telltale Games – now they do episodic content right.
@jonahfalcon: yeah I know, the wait is killing me for episode 3.
but from a developer’s viewpoint, improving the engine continually will do good in the long run since it’ll not only help with that game their making at the moment, but they can use it for their future games as well.
keeping the engine up-to-date with new technologies is always good. I’ve worked with commercial engines that, while popular, they start showing their age in that we couldn’t incorporate features we had in mind because of its limitations that could have been fixed with newer libraries