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The Bard's Tale III: Thief of Fate | |
---|---|
Developer(s) | Interplay Productions Krome Studios (remaster) |
Publisher(s) | Electronic Arts inXile Entertainment (remaster) |
Director(s) | Brian Fargo |
Producer(s) | David Albert |
Designer(s) | Rebecca Heineman Bruce Schlickbernd Michael A. Stackpole Brian Fargo |
Programmer(s) | Rebecca Heineman |
Artist(s) | Nancy L. Fong Todd J. Camasta |
Writer(s) | Michael A. Stackpole |
Composer(s) | Kurt Heiden |
Series | The Bard's Tale |
Platform(s) | Amiga, Apple II, Commodore 64, MS-DOS, PC-98, Windows, Xbox One |
Release | 1988: Apple II, C64 1990: MS-DOS 1991: Amiga 1992: PC-98 2019: Windows, Xbox One |
Genre(s) | Role-playing |
Mode(s) | Single-player |
The Bard's Tale III: Thief of Fate is a computer fantasy role-playing video game created by Interplay Productions in 1988. It is the second sequel to The Bard's Tale . It was designed by Rebecca Heineman, Bruce Schlickbernd, and Michael A. Stackpole. The game was released for the Amiga, Apple II (64k), Commodore 64, and MS-DOS. [1]
The player characters receive a letter from a dying man who informs them that, during a celebration of your defeat of the evil wizard Mangar, his true master—the Mad God Tarjan—arrived and unleashed foul creatures that destroyed the town of Skara Brae. The box cover states it thus:
Skara Brae is in ruins. Roscoe's Energy Emporium stands vacant. The Equipment Shoppe went under so quickly Garth was crushed. Your Bard hasn't stopped whimpering since he realized all the taverns were closed.... Someone—or some thing—has sealed the city's fate with an evil so vast, so unspeakable, that a host of Paladins and an army of Archmages are out-matched. Hard times call for subtlety. Smaller is better. Sneakier is better. What the world needs now is a thief. The Thief of Fate.
The game begins in a refugee camp outside the ruined Skara Brae, which replaces the now-destroyed adventurer's guild from the previous games. Besides the city ruins, the wilderness features a temple for healing, a tavern, and a number of special locations from where the party will embark on missions to other worlds over the course of their quest.
Skara Brae was scaled down considerably. The ruins are 16x16 map tiles instead of the city's 30x30 layout from The Bard's Tale I, though its layout remains recognizable. In the ruins of the Review Board, an old man—the sole survivor—directs the party to first kill one Brilhasti ap Tarj, a servant of the mad god Tarjan, in the "Mad God" dungeon below Skara Brae, a startup quest for the characters to attain power, which can be ignored if powerful characters were carried over from previous games. Next, the old man orders the party to retrieve artifacts from several other worlds and also teaches the group the chronomancer spells to be used at certain points in the wilderness to travel to these parallel dimensions and back:
With Tarjan defeated, it is revealed that the player party took the places of the deities Tarjan killed, becoming a set of new stars in the sky.
This dungeon crawl game has several improvements over its predecessors:
Michael Cranford, the creator of the Bard's Tale series, was not involved in this sequel, as he had decided to leave Interplay to study philosophy and theology. [3]
The Bard's Tale III programmer Heineman has said that the original name of this game was to be Tales of the Unknown - Volume III: The Thief's Tale. Heineman also once sought to continue creating new Bard's Tale games, but was unsuccessful in obtaining the rights from Electronic Arts. [4]
Michael A. Stackpole created the storyline of The Bard's Tale III and made maps for it. He has since become a successful author, having penned many novels in the hugely Star Wars and BattleTech series.
A 1988 review in Computer Gaming World described Bard's Tale III as an improvement over its predecessor, but "still too heavily oriented towards mega-combat." [5] The magazine in 1993 stated that "the series redeemed itself with the third installment, flawed though it was", adding that "the best parts are the quests themselves ... worth playing". [6] One of the chief complaints with the game is, unlike in the first two titles, where spell points (which are expended to use spells) could be recharged instantly for a fee at Roscoe's Energy Emporium, it was believed that there was no such method in this title. [7] In fact, to recharge spell points of a spellcaster, the player should step on any "magic regeneration square" in the dungeons, but the mention of this is easily overlooked in the manual [8] and the in-game effect is accompanied by no sound nor graphics, unless a high-level spell is cast. [9]
The game was reviewed in 1988 in Dragon #138 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 3 out of 5 stars. [10]
According to Shay Addams, The Bard's Tale III is:
A much more enjoyable adventure than Bard's Tale I or II ... Missions involve a wider variety of puzzle types due to a new command that permits you to use objects and artifacts as you would in a text adventure such as Zork . Other improvements include auto-mapping, new character classes, magic spells and dungeon levels (84 of them!) that vary in size and shape. You also get to visit more exotic lands than in the previous installments, for each quest takes place in its own universe: a forest world, a frozen wasteland, and one that's linked via time warps to different times on earth, from ancient Rome to the Nazi's Berlin. The interface is smooth, [and] the first-person graphics [are] sharp and colorful. Characters from the previous games may be imported into this one, as well as characters from Ultima III and IV and the first three Wizardry scenarios. [1]
During the Kickstarter campaign to create a proper fourth installment to the series, inXile partnered with Rebecca Heineman and her company Olde Sküül to remaster the original trilogy for modern personal computers running Mac OS and Microsoft Windows (instead of the emulated versions offered by inXile). [12] After reaching an impasse in development, Olde Sküül and inXile agreed to transfer the project to Krome Studios. [13]
The game was released as part of the remastered The Bard's Tale Trilogy on February 26, 2019. [14] The remastered edition of the original trilogy was released for Xbox One on August 13, 2019. This followed the acquisition of inXile Entertainment by Microsoft. The collection supports Xbox Play Anywhere. [15]
Wizardry is a series of role-playing video games, developed by Sir-Tech, that were highly influential in the evolution of modern role-playing video games. The original Wizardry was a significant influence on early console role-playing games such as Final Fantasy and Dragon Quest. Originally made for the Apple II, the games were later ported to other platforms. The last game in the original series by Sir-Tech was Wizardry 8, released in 2001. There have since been various spin-off titles developed for the Japanese market.
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