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|The Temple of Elemental Evil|
|Producer(s)||Thomas R. Decker |
|Designer(s)||Tim Cain |
Thomas R. Decker
|Genre(s)||Role-playing, turn-based tactics|
The Temple of Elemental Evil is a 2003 role-playing video game by Troika Games. It is a remake of the classic Dungeons & Dragons adventure The Temple of Elemental Evil using the 3.5 edition rules. This is the only video game to take place in the Greyhawk campaign setting, and the first video game to implement the 3.5 edition rule set.The game was published by Atari, who then held the interactive rights of the Dungeons & Dragons franchise.
2003 has seen many sequels and prequels in video games and several new titles such as Beyond Good & Evil, Call of Duty, Mario & Luigi Superstar Saga, PlanetSide, Star Wars: Knights of the Old Republic, and True Crime: Streets of LA.
A role-playing video game is a video game genre where the player controls the actions of a character immersed in some well-defined world. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replayability and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences.
Troika Games was a video game developer co-founded by Jason Anderson, Tim Cain and Leonard Boyarsky. The company was focused on role-playing video games between 1998 and 2005, best known for Arcanum: Of Steamworks and Magick Obscura and Vampire: The Masquerade – Bloodlines.
The Temple of Elemental Evil was released in autumn of 2003 and was criticized for stability issues and other bugs.The turn-based tactical combat, however, was generally thought to be implemented well, and is arguably the most faithful representation of the then-current tabletop role-playing game ("3.5e") rules in a video game.
A tabletop role-playing game is a form of role-playing game (RPG) in which the participants describe their characters' actions through speech. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game.
The game focuses on a party of up to five player-controlled characters. These characters can be created by the player or can be one of the pre-made characters that come with the game. All, however, must be within one step of a party alignment. Any player-made characters are created in a 13-step process; there is, however, an option to let the game deal with most aspects of character creation for the player.At any time, the party can have up to three NPC followers, and all player characters can have a familiar and/or animal companion as allowed by class.
In the Dungeons & Dragons (D&D) fantasy role-playing game, alignment is a categorization of the ethical and moral perspective of player characters, non-player characters, and creatures.
A non-player character (NPC), also known as a non-playable character, is any character in a game which is not controlled by a player. In video games, this usually means a character controlled by the computer via algorithmic, predetermined or responsive behavior, but not necessarily true artificial intelligence. In traditional tabletop role-playing games, the term applies to characters controlled by the gamemaster or referee, rather than another player.
A familiar is a fictional creature in the Dungeons & Dragons (D&D) fantasy role-playing game. A familiar is based on the concept of the familiar spirit or familiar animal, and serves spellcasting characters as a magical companion and servant.
All characters have a screen that shows information pertaining to them. Five tabs—inventory, skills, feats, spells, and abilities—allow the player to manage equipment, change spell configurations, and compare character attributes. This screen also appears when the party is bartering with an NPC or looting a body, but clicking out of the inventory tab will eject the player from the interaction. Additionally, small portraits of the characters appear on the bottom of the screen, along with a small red bar showing remaining health and icons depicting any status conditions, such as level drain, blessings, or paralysis.
The characters are controlled via radial menus. After selecting a character, the player right clicks to open a circular menu. From there, hovering over wedges brings out more options, such as specific spells, actions, or inventory items. The main radial menu, which encircles a picture of the character selected, has up to six sections, the number being based on class abilities. Specific actions are color-coded based on the type of action they are.
Characters can use their skills throughout the game by selecting them on the radial menu. If a player wanted to pick another character's pocket, he or she would select a character with the Sleight of Hand skill, left-click on the skill from the radial menu, and left click on the victim. Dialog skills, such as Intimidate and Gather Information, appear as options in dialog with an icon denoting the skill being used. Skills are increased every level at a rate derived from the character's class and Intelligence.
Combat is turn-based, with characters going individually based on their initiative. Each character can make five types of actions: free, no, full-round, move, and standard. Characters can take a move action and a standard action each turn. Full-round actions count as a use of both actions. Free actions take a negligible amount of time to perform, so they count as neither actions. No actions also count for neither actions, but they require special circumstances in order to be performed. Characters can choose special attacks to perform or spells to cast, and they can also choose to attack or cast in specific ways. Defensive casting and fighting, dealing non-lethal damage, tripping an opponent, and coup de graces are examples of particular actions in combat. Characters have a set yet semi-random number of hit points based on their level, class, and Constitution score. Upon being reduced to zero hit points, a character is staggered, and a full round action will cost him or her one hit point. A creature with hit points between −1 and −9 is unconscious, and loses one hit point a round. The character has a 10% chance of stabilizing, which will stop the loss of hit points but will keep the character unconscious. Other characters can stop this loss of life through a successful heal check. If a character or creature reaches −10 hit points, it dies.
In most tabletop role-playing games an initiative system determines in which order player characters and non-player characters take their actions, to avoid confusion on when a character gets to act. These derive from RPGs roots in tabletop wargaming, where similar systems are used. Rules for initiative vary from game to game, but often follow one of a few common methods.
Although most of the main rules from 3.5 edition of Dungeons & Dragons are implemented, there are several exceptions. Some of them, such as applying a bonus to AC from the Dodge feat, are simplified to streamline play. Others, such as not letting prone characters attack, are implemented to reduce the number of required animations. The structure of the engine is also utilized, allowing encumbered characters to move at 3/4 their maximum rate, even if the resulting speed is not a whole number. Certain abilities, including Barbarian Rage, are modified to better flow with the game. A hybridization of some rules also occurred; the spell Doom is modified to reflect the first printing of the Player's Handbook, and weapon sizes are a blend of 3 and 3.5 editions.The game also has two difficulty levels, Normal and Ironman, with the latter intended to more closely mimic the paper-and-pencil game.
In some role-playing games, armor class is a derived statistic that indicates how difficult it is to land a successful blow on a character with an attack. It represents either a character's protective equipment, ability to dodge attacks, or a combination of the two.
The Player's Handbook is a book of rules for the fantasy role-playing game Dungeons & Dragons (D&D). It does not contain the complete set of rules for the game, and only includes rules for use by players of the game. Additional rules, for use by Dungeon Masters (DMs), who referee the game, can be found in the Dungeon Master's Guide. Many optional rules, such as those governing extremely high-level players, and some of the more obscure spells, are found in other sources.
Paper-and-pencil games or paper-and-pen games are games that can be played solely with paper and pencils, usually without erasing. Examples of paper-and-pencil games are Tic-tac-toe, Sprouts, and Dots and Boxes. Other examples include: Hangman, Connect 5, M.A.S.H., Boggle, Battleships, Paper Soccer, Golf, WedgoLogic, and MLine.
Thirteen years before the start of the game, Hommlet was a peaceful town. Due to low taxes and safe roads, the area became prosperous, and the village flourished. This prosperity drew the attention of evil forces, who began slowly trickling into the area. It is not known where these forces came from, but the Dyvers of Nyr Dyv and the inhabitants of the forestlands of the Wild Coast were the chief suspects. As the presence of bandits, kobolds, and goblins increased, a local militia led by Waldgraf of Ostverk was raised to defend Hommlet. This only served to check the evil forces, however.
Kobolds are a fictional species featured in the Dungeons & Dragons roleplaying game. Aggressive, xenophobic, yet industrious small humanoid creatures, kobolds are noted for their skill at building traps and preparing ambushes. In the original Dungeons & Dragons game, kobolds were goblinoids, but they have been depicted as reptilian humanoids in later editions of the game.
In the Dungeons & Dragons fantasy role-playing game, goblins are a common and fairly weak race of evil humanoid monsters. Goblins are non-human monsters that low-level player characters often face in combat.
Six miles from Hommlet, a group of hovels formed a center for the evil activity. The locals ignored this threat since it was in the marshes, and Nulb began growing. A small chapel built to an evil god grew into a stone structure as the evil forces pillaged and robbed the lands around Hommlet. For three years the Temple of Elemental Evil served as a center for the swarms of vile creatures who plagued Hommlet. As the evil grew in power, the land around the Temple suffered from pestilence, famine, and a lack of commerce.
The leaders of the Temple grew too power-hungry, and they were defeated in the Battle of Emridy Meadows after challenging the kingdoms of the north. The evil forces were slaughtered, and their mighty Temple was destroyed and sealed with magic and blessings. In the years that followed, Hommlet became a destination for adventurers, who brought wealth to the city and returned the area to its peaceful origins. Eventually, adventurers stopped coming, and the village went back to life as usual. A year before the start of the game, however, bandits once again began trickling into the region, and the villagers appealed to the Lord the Viscount of Verbobonc for aid. He responded by providing funds for Burne and Rufus, two well-known adventurers from the area, to build a keep just outside Hommlet.
The game begins with an opening vignette that is determined by the alignment of the party. All of these require the player to start in the town of Hommlet. After arriving in town and completing minor quests for the townsfolk, the player is directed to the moathouse, a small, fortified outpost to the east. The moathouse is home to bandits, and the player is asked to clear them out. However, in the dungeons of the moathouse, the player encounters a large force of bugbears led by an ogre named Lubash and a priest of the Temple of Elemental Evil, Lareth the Beautiful.
After defeating Lareth, the player can then go to either the Temple itself, or to Nulb, a town in the swamplands nearby. If the player goes to Nulb, many of the citizens will talk of the Temple. Spies for the Temple are living in the town, and the player can gain passage into the heart of the Temple by pretending to be interested in joining. The Temple is divided into four factions: Earth, Air, Water, and Fire Temples. Each Temple is at war with the other three in a perpetual struggle for supremacy. The player is asked by all four to provide assistance, and can gain access to Hedrak, the leader of the Temple of Elemental Evil, by performing quests for the sub-Temples. Most of the sub-Temples require the player to kill a leader of an opposing Temple to gain access to Hedrak.
Upon meeting Hedrak, the player has two options: kill him, or accept his quest. If the player accepts the quest, which is to kill Scoorp the Hill giant, Hedrak will make the player a part of the Temple of Elemental Evil, thus ending the game. If the player kills Hedrak, the way to four nodes of elemental power will be available. Inside each of these nodes is a gem. These gems can be inserted into the Orb of Golden Death, which is hidden inside the Temple, to form a powerful artifact. Deep inside the Temple, the player must then deal with Zuggtmoy, the Demoness Lady of fungus. The player can, based on choices made, fight Zuggtmoy, fight a weaker version of Zuggtmoy, or avoid a fight altogether. This can lead to one of three endings if the player succeeds: Zuggtmoy is banished for 66 years, Zuggtmoy is destroyed permanently, or Zuggtmoy lives on, but the player is well rewarded.
The Temple of Elemental Evil was intended as re-creation of the classic Dungeons & Dragons module of the same name. The publisher was Atari, who then held the interactive rights to the Dungeons & Dragons franchise.Its developer was Troika Games, who began the project on February 1, 2002 with a development team of 14 people. The game was first announced on January 9, 2003 under the title Greyhawk: The Temple of Elemental Evil. It was developed with an enhanced version of the Arcanum: Of Steamworks and Magick Obscura game engine.
Originally the designers intended to use the Dungeons & Dragons 3.0 edition rule set, but decided in mid-development to use the 3.5 edition rule set instead. In order to complete this adaptation, Atari gave Troika an additional two months of development time, extending their deadline to August 1. However, the game was not completed until August 30. Some of the reasons for this included the need for extensive testing and the creation of unique play experiences for characters of different alignments.The game went gold on September 4, 2003, 19 days before it was originally intended to be shipped.
|The Temple of Elemental Evil|
With sales of 128,000 copies and revenues of $5.2 million by February 2005, The Temple of Elemental Evil was less commercially successful than Arcanum, Troika Games' previous release. GameDaily characterized both games' commercial performances as substandard, and as contributing factors to Troika's closure in 2005. 's critical reception was "mixed or average", according to the review aggregation website Metacritic.The Temple of Elemental Evil
The game was reviewed in 2004 in Dragon #321 by Clifford Horowitz in the "Silicon Sorcery" column. Horowitz comments: "The Temple of Elemental Evil computer game is about as classic Dungeons & Dragons as you can get."
PC Gamer 's Desslock called it "a game by D&D fans and for D&D fans, and it provides all RPG fans with the opportunity to experience one of the genre’s classic adventures." GameSpot's Greg Kasavin echoed those sentiments; it gave the game a 7.9 out of 10, calling the game "one of the most authentic PC Dungeons & Dragons experiences of the past few years." Jamie Madigan of GameSpy gave the game four out of five stars, but he made note of a lack of multiplayer options. Tal Blevins of IGN gave it a 7.5, saying "ToEE isn't perfect, but it's certainly not a stinker." GameZone gave an 8.4 out of 10, saying it "is a game that those who are serious about D&D-based RPGs should have in their library." John Breeden II of The Washington Post complimented the game's graphics, particularly the animated scenery, and also said that "[m]onsters appear suitably gruesome". According to GameSpy, "players who persevered were rewarded with an ultimately fun and satisfying experience – just not the mind-blowing one they had hoped for."
Adam Fleet of Computer Games Magazine wrote, "That this game is still recommendable in its current state is a testament to just how good this game could have been, as well as the barren state of the current RPG landscape in general."
The Academy of Interactive Arts & Sciences nominated The Temple of Elemental Evil as its pick for 2003's best computer role-playing game, but ultimately gave the prize to Star Wars: Knights of the Old Republic . 's special "Raid™ Post-patch Recovery Award" and GameSpy's "Old School RPG Award" for 2003. The latter publication's editors wrote, "No game brought back memories of the old pen-and-paper Dungeons & Dragons days the way Temple of Elemental Evil did."It was also a finalist in RPG Vault's special award categories for audio design and art direction that year. However, the game did receive Computer Games Magazine
Upon its release, The Temple of Elemental Evil created a small stir due to the availability of the option for a male character to enter a same-sex marriage. In the town of Nulb, a pirate named Bertram begins flirting with male characters in the party and offers a lifetime of love and happiness in exchange for his freedom.This relationship was noted as another example of video games "pushing the boundaries" by The Guardian . Game developers and publishers generally did not object to the inclusion of a homosexual story option. Criticism of the relationship came primarily from gamers who felt that gay characters should not be included in video games. Industry observer Matthew D. Barton commented on the irony of so-called "geeky gamers", subject to stereotyping themselves, stereotyping gays in their opposition. Producer Tom Decker defended the move, saying in an interview with RPG Vault: "I particularly felt strongly that since we had several heterosexual marriages available in Hommlet, we should include at least one homosexual encounter in the game and not to make it a stereotyped, over the top situation, but on par with the other relationships available in the game". Bertram was named #6 on GayGamer.net's Top 20 Gayest Video Game Characters.
As the release version of the game had many bugs,Troika released three patches which addressed some of the problems. After the closure of the developer and consequent end of official support, the game community took up the patching efforts with community-made patches and mods, providing many bugfixes, improvements, and new content. More recently, another improvement released in 2015, is a recreated game engine called 'Temple Plus', similar in functionality to OpenMW for Morrowind and built using Python, in allowing for increased flexibility and avoidance of legacy coding limitations and issues.
The game was re-released by gog.com, a digital distributor, on October 13, 2010.Ian Williams of Paste rated the game #6 on his list of "The 10 Greatest Dungeons and Dragons Videogames" in 2015.
Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game. Although not the first campaign world developed for Dungeons & Dragons—Dave Arneson's Blackmoor campaign predated it by over a year — the world of Greyhawk closely identified with the development of the game from 1972 until 2008. The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000–2008.
Pool of Radiance is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1988. It was the first adaptation of TSR's Advanced Dungeons & Dragons (AD&D) fantasy role-playing game for home computers, becoming the first episode in a four-part series of D&D computer adventure games. The other games in the "Gold Box" series used the game engine pioneered in Pool of Radiance, as did later D&D titles such as the Neverwinter Nights online game. Pool of Radiance takes place in the Forgotten Realms fantasy setting, with the action centered in and around the port city of Phlan.
Neverwinter Nights is a third-person role-playing video game developed by BioWare. Interplay Entertainment was originally set to publish the game, but financial difficulties led to it being taken over by Infogrames, who released the game under their Atari range of titles. It was released for Microsoft Windows on June 18, 2002. BioWare later released a Linux client in June 2003, requiring a purchased copy of the game to play. MacSoft released a Mac OS X port in August 2003.
The Temple of Elemental Evil is an adventure module for the fantasy role-playing game Dungeons & Dragons, set in the game's World of Greyhawk campaign setting. The module was published by TSR, Inc. in 1985 for the first edition Advanced Dungeons & Dragons rules. It was written by Gary Gygax and Frank Mentzer, and is an expansion of an earlier Gygax module, The Village of Hommlet. The Temple of Elemental Evil is also the title of a related 2001 Thomas M. Reid novel and an Atari computer game, and the term is used by fans of the setting to refer to the fictional Temple itself.
The Keep on the Borderlands is a Dungeons & Dragons adventure module by Gary Gygax, first printed in December 1979. In it, player characters are based at a keep and investigate a nearby series of caves that are filled with a variety of monsters. It was designed to be used with the Dungeons & Dragons Basic Set, and was included in the 1979–1982 editions of the Basic Set. It was designed for people new to Dungeons & Dragons.
In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, Robilar is a powerful warrior who serves as commander of Rary's forces in the Empire of the Bright Lands. Created as one of the very first half-dozen characters to explore the original Castle Greyhawk dungeons, Robilar eventually became one of the fictional world's most powerful and compelling characters.
Action role-playing video games are a subgenre of role-playing video games. The games emphasize real-time combat where the player has direct control over the characters as opposed to turn or menu-based combat. These games often use action game combat systems similar to hack and slash or shooter games. Action role-playing games may also incorporate action-adventure games, which include a mission system and RPG mechanics, or massively multiplayer online role-playing games (MMORPGs) with real-time combat systems.
In the Dungeons & Dragons fantasy role-playing game, Zuggtmoy or Tsuggtmoy is the Demon Queen of Fungi. Her symbol is a jawless human skull with fungi blooming from within, though some of her false cults use other symbols. For example, her cult in the Temple of Elemental Evil used the symbol of the Elder Elemental Eye.
In the World of Greyhawk campaign setting for the Dungeons & Dragons fantasy roleplaying game, Tharizdun is the god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold.
The Ghost Tower of Inverness is an adventure module for the Dungeons & Dragons fantasy roleplaying game, set in the game's World of Greyhawk campaign setting. The module's title refers to an ancient magical tower located in the southern Abbor-Alz Hills. The "C" in the module code represents the first letter in the word "competition," the name of C1 – C6 module series.
The Forgotten Temple of Tharizdun is an adventure module for the Dungeons & Dragons (D&D) role-playing game, for use in the World of Greyhawk campaign setting. The module was published by TSR, Inc. in 1982 for the first edition Advanced Dungeons & Dragons rules.
Champions of Krynn is role-playing video game, the first in a three-part series of Dragonlance Advanced Dungeons & Dragons "Gold Box" games. The game was released in 1990. The highest graphics setting supported in the MS-DOS version was EGA graphics. It also supported the Adlib sound card and either a mouse or joystick.
Return to the Temple of Elemental Evil is an adventure module written by Monte Cook for the 3rd edition of the Dungeons & Dragons fantasy roleplaying game, set in the game's World of Greyhawk campaign setting. It was originally published by American game company Wizards of the Coast in 2001 as a sequel to the 1985 Advanced Dungeons & Dragons (AD&D) module, The Temple of Elemental Evil.
The Dungeons & Dragons (D&D) fantasy role-playing game has spawned many related products, including magazines, films and video games.
The Lost Caverns of Tsojcanth is an adventure module for the Dungeons & Dragons fantasy role-playing game. It was written by Gary Gygax and published by TSR in 1982 for the first edition Advanced Dungeons & Dragons (AD&D) rules. The 64-page adventure bears the code "S4" and is set in the Greyhawk campaign setting. It is divided into two parts, a 32-page adventure, and a 32-page booklet of monsters and magic items. The plot involves the player characters investigating rumors of lost treasure. After traversing a wilderness and two levels of dungeons, the players face Drelnza, the vampiric daughter of long-deceased archmage Iggwilv.
Greyhawk can refer to:
Greyhawk: The Adventure Begins is a 1998 sourcebook for the World of Greyhawk campaign setting for the Dungeons & Dragons roleplaying game. The 128 page book was written by Roger E. Moore and published by Wizards of the Coast under its then recently acquired TSR imprint.
Dwellers of the Forbidden City is an adventure module, or pre-packaged adventure booklet, ready for use by Dungeon Masters in the Dungeons & Dragons (D&D) fantasy role-playing game. The adventure was first used as a module for tournament play at the 1980 Origins Game Fair, and was later published by TSR in 1981 for use with the first edition Advanced Dungeons & Dragons rules. The module was written by game designer David "Zeb" Cook, who partly ascribes his hiring by TSR to his work on this module. In the adventure, the characters are hired to find an object taken to a lost oriental-style city, which has been taken over by a cult of snake-worshipers, the yuan-ti, and their servants, the mongrelmen and tasloi. The module was ranked as the 13th greatest Dungeons & Dragons adventure of all time by Dungeon magazine for the 30th anniversary of the Dungeons & Dragons game in 2004.
The Temple of Elemental Evil is a 2001 fantasy novel by Thomas M. Reid, set in the world of Greyhawk, and based on the Dungeons & Dragons role-playing game, specifically the adventure T1-4 The Temple of Elemental Evil.
`Greyhawk: The Temple of Elemental Evil' will return players to D&D's roots with the genre-defining adventure that started it all while taking full advantage of the popular 3rd Edition rule set, party-based adventuring and tactical turn-based combat.
A group of dedicated Dungeons & Dragons role-playing fans have managed to accomplish something Atari and Troika failed to do three years ago – fix most of the bugs in The Temple of Elemental Evil.