Game: Heroes of the Lance
Year: 1988
Genre: Action-Adventure
Setting: Dragonlance
Developer: SSI
Publisher: SSI
Pool of Radiance was a gem that completely redefined how computers could present a roleplaying experience and effectively gave anyone with a personal computer the ability to play Dungeons and Dragons without having to rely on inconveniences like graph paper, funny shaped dice, or friends. But one of the few flaws it had was that it didn’t tell an especially compelling story. Sure, the reclamation of New Phlan through systematic genocide was compelling enough, but the free form nature of the game and the limitations of fitting that much of a game onto the PCs of the time didn’t leave much room for nuance. So it’s understandable that while people were waiting for Curse of the Azure Bonds (the direct Pool of Radiance sequel) that SSI might release a game based on one of the best-selling Dungeons and Dragons novels of all time. Heroes of the Lance is based on Dragons of Autumn Twilight, the first Dragonlance book and the product that arguably solidified TSR’s eighties boom and made the arcane and possibly secretly satanic world of D&D palatable for a wider audience of people that enjoy pleasantly brisk fantasy novels but aren’t necessarily interested in weird pointy dice and lots of tables. It’s been well over a decade since I have actually read a Dragonlance novel, but Autumn Twilight is pretty much the essence of a D&D game put in literary form – a bunch of characters with last names that evoke their dominant personality trait meet at a tavern and are driven by a literal Plot Device to go an ancient ruin and change the world in a suitably epic manner (in this case, bring back the gods of the world). Of course, this is just the start of their adventures together, and how all of these people know one another is explored in roughly a hundred or so other novels of wildly varying quality, of which I read half or so between the ages of 12 and 15.
It’s nothing that will change the literary canon, but the novel is pleasant enough and, since it was based on an actual D&D campaign, naturally lends itself to the episodic format of an action game. Despite this, Heroes of the Lance usually pops up on X Worst Games EVER lists whenever a website needs to get its ad views up. Unfortunately, that’s a reputation that isn’t entirely deserved. While Heroes of the Lance isn’t a good game (far from it!) it is a wildly misunderstood one. For one thing, the version most people are familiar with is the NES release by Pony Canyon in 1991, three years after the PC release. Three years was positively an aeon for technology back then, and a straight port of a mediocre PC action game from 1988 naturally didn’t have any favors in the post Mario Bros. 3 landscape.
Heroes of the Lance is also a relic from an era where PC action games had very little interest in keeping up with their console and arcade counterparts in. Games were usually developed across several different computers at once, and the standard was to assume the home consumer was working with a joystick that had barely changed from the standard of the Atari 2600. But this is also the era where the delightfully inane rivalry between console and computer game crowds really came unto its own. To the personal computing crowd, console games where simplistic, garish affairs where you were rewarded by pressing B with murder in an agreeably Pavlovian fashion, while the personal computer was where one went for a more cerebral and evocative experience (that usually meant hitting the joystick button and being rewarded by murder). Heroes of the Lance comes from this era, and so while the NES crowd saw an incredibly ugly platformer with controls that almost openly defied the player, they were missing out on the fact that it was in fact a very complex game (that happened to be a platformer with incredibly ugly graphics and controls that almost openly defied the player).
For one thing, it is a game that expects you to have read the manual, if not the book it more-or-less faithfully adapts. If you are just going into Heroes blind, you are going to be left wondering why the frizzy-haired lady is punched to death by an angry naked little person within five seconds of pressing start. However, armed with the power of literacy, you’ll learn that:
a) Her name is Goldmoon, and the goal is to keep her alive at all costs (she is required to beat the game, and is also the only person that can raise dead party members or cast the only healing spell actually worth a damn)
b) The angry naked little person is a “gully dwarf”, a race of covetous and filthy miscegenated dwarves that seem to embody any number of uncomfortable stereotypes from the early 20th century, and
c) Unless you immediately move Goldmoon to the back of the first row, where she can actually cast the only healing spell worth a damn but only take a fraction of damage from the angry naked little people, you are probably going to make the game unwinnable.
While Heroes is a side-scrolling action game, the simulates full party combat by having the entire front row take damage in the middle of a fight, but also requiring any spell casters to be in the front to cast spells. Mercifully, Raistlin (the first of hundreds of characters to twist the melancholy hero trope of Conan the Barbarian into whiny, self-absorbed “anti-heroes”) and his arcane magic are basically useless, so he and everyone who isn’t just your three strongest fighters and Goldmoon can be mercifully shunted to the back row, where they can be safely forgotten while you blunder about the maze of Xak Tsaroth.
And blunder you will, because the controls of Heroes are a daring experiment in making the player’s actions feel like they have heft and gravity. Every move you make is slow and deliberate, and as a hold-over from the dark joystick days, most actions require you to hold the NES d-pad at a very unpleasant diagonal angle to do things like “jump” or “stab the angry little person currently punching your crotch to death”. To people used to the smooth, devil may care physics of Mario and Sonic, this must have felt like a platforming adventure starring a cement mixer and it’s seven cement mixer friends. But again, that is looking at the game from the perspective of a console owner in 1991. To a PC owner in 1988, the sparse graphics were standard fare for the time, and the deliberate pace really let the atmosphere sink in as you deliberately mapped your way through Xak Tsaroth. Does that make it a good game by those standards? Reviews from the time seem to think it was decent enough, which I can see. There are nearly twenty different types of enemies, from the previously mentioned gully dwarves to newborn dragons (these little bits of infanticide are actually the hardest segments of the game, as the game is not screwing around when it comes to simulating having a seven foot tall creature vomit acid on you) and the maze is reasonably large, requiring some mapping or memorization to get through. The fact that you have to hold up or down at what may or may not be a doorway for nearly a second before you go through makes a lot more sense on a platform where you had to hold up and left to make a running jump over one of Xak Tsaroth’s many bottomless pits. And even in 1991, the last fight against the rightfully peeved mother of all those infants you just stabbed to death is fairly impressive, even if the only real way to beat that fight is to select Goldmoon (hope she is alive!) and have her cast her only non-healing spell worth your time before tossing her staff through the dragon’s heart. Only then can you recover the Discs That Revive all the Gods, or however the book played out. Provided you aren’t crushed by falling masonry on your slow jaunt over.
Truly, a game from a different era.
Also, a few house-keeping notes:
The first episode of PSGCast is currently in the editing bay. For being the first podcast experience for almost everyone involved, it’s almost listenable. I also completely failed to adhere to my own rule of keeping it under a half hour, so expect something a lot closer to feature length in the near future.
The gentleman behind the excellent indie adventure games site Gnome’s Lair was nice enough to randomly pick me to win a copy of A.I. War, a macro-level strategy game that is excellent and anxiety inducing all at once. That was nice of him, and it also reminded me that I need to update my blogroll.
I played the NES version to completion, but since I couldn’t take screen shots, I just used screencaps from this gentleman’s playthrough of the much more attractive Atari ST version.
Next on the docket is a quick look at Hillsfar, a game that technically comes after Curse of the Azure Bonds, but is really meant to be played before. I still plan on flitting between the SSI and non-SSI games as we go, but I have a big plan for Tower of Doom that has yet to fizzle out, so we’ll see how that goes.