• The Bard’s Tale II: The Destiny Knight

    The Bard’s Tale II: The Destiny Knight

    Released: Dec 31, 1986
    Version played: The Bard’s Tale Trilogy (2018)

    I do not have much to say about The Bard’s Tale II.

    The Destiny Knight is not a bad game, but it is a much worse game than its predecessor, despite key steps forward in basically every area. There are more dungeons, there are more towns, more puzzles and more story. By which I mean there’s like three lines of story. But one of them is a plot twist! That ain’t nothing in 1986.

    And it’s a game that feels like it never ends. Not just because it is much longer, but because every battle is harder and more involved. There’s no push and pull, no difficulty spikes and cliffs, the tightening of the balance between your party and the enemies has somewhat unintuitively made the game much worse.

    How much slack should you give your players is a question that can never be resolved, for every player is different. Some want to grind and overpower the whole game, some want to be challenged in every fight. I tend to prefer a mix of both, with a leaning towards easier individual fights when the challenge is dungeon exploration and resource management, and tough mechanical puzzles of skill and knowledge in boss fights. I am a simply raised by Final Fantasy, I am who I am. The Destiny Knight instead greatly expands the enemies options while not really giving you many more tools to deal with them. There is a final Archmage class, and it’s helpful, but its tools are nowhere near enough to walk over the mobs here, spread out as they are among 90’ sized battlefields. This means every fight you have to be at the top of your game, and these dungeons go on forever. If Dragon Quest is no mechanics and all pacing, the language of the genre repurposed to punctuate and heighten moments along a simple hero’s journey then The Destiny Knight is the exact opposite, a gruelling monotomous slog.

    The dungeon design is actually greatly improved, with the increased number of dungeons meaning each can be designed around its own mechanical gimmick. There are some really fucking terrible dungeons in here, but they are identifiably terrible, in a Zeldaesque way. No one likes the one where you can’t use magic. But at the same time, there’s a dungeon where you can’t use magic.

    Each dungeon culminates in a Trial, which is one of those 80s sequel ideas that people call experimental when trying to be nice. These are part riddle-solving, part exploration, part combat and sometimes part plain old luck. The riddles are so much more obtuse than in the first game that in this modern age you will simply be looking these up 80% of the time, but even that can’t help much when a Trial requires you to complete a series of steps seven times in a row with no feedback that it’s working til the entire process is complete. I like to think of myself as open hearted when it comes to playing old games, and I think I certainly am, but sometimes you have to summon your inner Angry Video Game Nerd. What, indeed, were they thinking?

  • Might and Magic Book I: The Secret of the Inner Sanctum

    Might and Magic Book I: The Secret of the Inner Sanctum

    I did not finish this one, though not for lack of trying. The wonderful PC Engine version, with a full soundtrack and beautiful spritework finally got a fan translation recently so I made it my version of choice, but the further I got into the game the more and more it just would not stop crashing. And it broke my heart, because this game is really damn good.

    It does not make a particularly strong first impression. The choice to make the entire world, essentially, one contiguous dungeon initially felt offputting to me. Ultima may have shallow dungeon crawling and kind of crappy combat but the one thing it had, the thing that Dragon Quest knew to steal almost 1 for 1, is the abstracted overworld. Dungeon Crawling isn’t so much an activity done inside a dungeon so much as it is a gameplay style that evokes a certain tone and mood. Wizardry’s first person perspective, the inability to see what is mere steps away, create an ever present anxiety and tension that is not present in that game when you’re going shopping. In Might and Magic, you have to individually map out every single town and even inside their walls aren’t safe from random encounters. There’s towns, dungeons and castles – all connected by a massive overworld, and every moment takes place from the perspective of the desperate first person crawl.

    It leads to a game that is slow and deliberate – some might say tedious – but I started to be won over after I gained my first few levels and visited the tavern to listen to the local rumours.

    The Bard’s Tale had puzzles, but its hints were cryptic riddles, that feel like they encourage a more collective style puzzle solving that persists through the genre to this day. Might of Magic is far more direct; the game is the antithesis of Dragon Quest in every way and yet the one thing it shares is the clarity of communication when it comes to what to do next. You are rewarded very directly for talking to everyone, exploring the towns to their fullest. The overworld is littered with signs pointing you on your way. If you pay attention, Fast Travel isn’t just convenient and easy but neccessary for avoiding the dangerous monsters that lurk in the wilds. Once you get used to its rhythms, Might and Magic is ultimately not a Dungeon Crawler in the literal sense – when everything is a dungeon, nothing is – you aren’t descending through a linear progression you’re crisscrossing your way through a vast and open world with your smarts and inginuity as much as you are with your sword.

    Not to say your sword isn’t important. Combat has far more in battle complexity than anything I’ve played so far, and while the game allows for tons of freedom in party composition (even dynamic multi-party playthroughs are supported, as you can rest different characters in different inns all over the game world), it is clearly intended and balanced for six characters of the six classes avaliable. Battles are tough from the start and you are immediately out-numbered and out-classed by the foes the game send your way. There is no easing you in. Yet you gain power relatively quickly, and with a couple of levels and a few good equipement slots you can hold your own and make progress through encounters that seem completely unwinnable at first blush. It’s certainly time consuming but incredibly satisfying, which is really a summation of the entire game.

    Which brings us back to the start and the tragic reality of these old western RPGs. Ultima is owned by EA, and Might and Magic owned by Ubisoft. These companies are absolutely never going to give a fuck enough to port them to modern storefronts beyond letting GOG host DOS roms, let alone to preserve all the various versions from the wild west years before PC development simply meant Windows. I couldn’t have known when I started, but the fanpatch I used was ultimately too unstable and eventually was crashing every ten minutes. The translation was pretty poor throughout and there were definitely occasional moments of garbled characters and unclear text. These games are important, I’m going back and playing them because I believe that in my heart, and it is wild to me how little respect for the history of these things there is. The Bard’s Tale trilogy is a great exception, but it only exists because of a kickstarter. The situation is a little better with JRPGs but only with the flagship franchises of companies that still exist. I tried to get Xanadu working as it is unquestionably a pivotal moment in the development of pre-Dragon Quest RPGs and simply could not do it.

    We’re not exactly talking rarities here. These are some of the most successful games of one of the most popular genres in the the medium’s short history. It’s a crying shame. I imagine we will continue to run into these roadblocks all the way through the 2000s as I make this journey. But shout out to all the unpaid volunteers who develop emulators, fanpatches, romhacks and the like and actually keep this history alive. You the real heroes here.

    One final note: if your twist is that your fantasy story is secretly sci fi I will be ultimately sad that I had to play the game with kings and thees and thous when I could have been on a fuckin spaceship the whole time. No need to play coy with me.

  • Dragon Quest

    Dragon Quest

    Released: May 27, 1986
    Version played: Switch Port (2019)

    It’s still a masterpiece.

    That’s the thing you have to understand about Dragon Quest. Yes it’s simple, not even reaching the level of what might commonly be referred to as “game mechanics.” Every battle is a pure numbers game with the only strategy being that you should probably heal when your health gets low. Yes, it’s also grindy, even in its modern ports. To defeat the Dragonlord you will have to fight the monsters standing right next to the Dragonlord a whole bunch, while he patiently waits for you to get strong enough to kill him.

    None of that matters.

    Actually it’s even more than that, the simplicity isn’t a blemish to be tolerated by the burgeoning start of a new genre, it is in fact the central pillar of Dragon Quest’s genius. To reduce Wizardry and Ultima to their barest essentials until nothing remains, a series of keys and locks spread across a vast open world, Dragon Quest reinvents the RPG as a true adventure game. The rate at which new clues are introduced to the player, and solutions made clear is so precisely calibrated as to make the game almost impossible to put down. Oh let me just get that one shield. Actually now I’ve got that I can see what’s in this shrine. Wait, he needs a harp? I think they mentioned one was buried with Galen in Galenholm. Why on earth does the Princess tell me my distance from the Castle how could that possibly be useful – oh shit it’s decoding the path to the Mark of Erdrick! And before you know it it’s been five hours and the Dragonlord is dead.

    Not content with inventing the adventure game once, Yuji Horii decided to do it twice. If Portopia is a playable detective movie then Dragon Quest is a fantasy epic, as you gather legendary relics alongside proof of your noble bloodline and rid the world of evil once more. It is this second person nature which defines Dragon Quest, the genre starts not with a “silent protagonist” or even a “self insert,” but truly just “you,” the only party member, the hero, star of choose-your-own-adventure books and childhood fantasies.

    “You” is crucially not anyone, “you” is Male and Young. I wouldn’t call these defining characteristics so much as boundaries that Dragon Quest places on its imagined audience. The youth of the protagonist is more malleable and as such more interesting, Dragon Quest is famously an all ages franchise to the point where today we can be honest and say it is for old ass men. The game is made with a knowing and warm nostalgia, its goofiness twinned with a hint of melancholy that comes from looking back on the simplicity of childhood, a hint that others like Shigesato Itoi (Mother) and Kaz Ayabe (Boku No Natsuyasumi) would drag to the forefront of their works. But “your” gender in Dragon Quest is etched in stone; if Dragon Quest has a narrative it is that of a boy becoming a man through their own strength and ancestry. “You” are better, and certainly special, blessed by holy lineage, but you must also prove yourself worthy of such a status through hard fought masculine strength, courage and resilience. You leave home and brave the wilderness to become strong, and with that strength slay dragons, for which you are rewarded with the undying love of the princess.

    This isn’t a biting criticism, I don’t think Dragon Quest would be better if it deconstructed the foundational myths of its genre and their interfacing with gender as a method by which heroism and bravery itself is made masculine. It’s a fucking game where you press A and every monster dies. I bring this up to highlight the earnestness with which Dragon Quest reproduces its genre. This is not a game where the church is evil; this is not a game where you kill god. It is a straightforward restoration fantasy, its towns filled with comedic and charming characters but be they hapless, wise or terse they are all generally good people who help you if they can. Similarly, the lineup of incredible creature designs are merely beasts, either creatures of the wild or minions of the Dragonlord. They don’t have culture or personhood, they exist entirely as cute and contextless designs to fight. There are kings and nobility but no aristocracy, the signifiers of wealth but no class. All that is sanded off for pure fantasy, a world that is unreal but instantly familiar in its strict adherance to genre conventions.

    Over the decades we are about to see a lot of games that attempt to introduce some of these complications and critiques into the body of their work, but at the same time still embrace the core fantasy and almost rip themselves in two at the sheer dissonance of the attempt. Dragon Quest has no such insecurity. It loves fantasy stories, you love fantasy stories, let’s slay the Dragon and marry a princess.

  • The Bard’s Tale

    The Bard’s Tale

    Released: Dec 31, 1985
    Version played: The Bard’s Tale Trilogy (2018)

    I fell into The Bard’s Tale like a black hole. Twenty hours on the first game alone. When I closed my eyes I could see the grids of Skara Brae. When I sat in silence I could hear the spell sound effect clipping over itself as it activated 96 times in a row. I made a party. It wasn’t right. I subbed in some new guys and benched some old. I class changed my Mages through the perfect sequence of the four magical classes, and for my foresight was rewarded with three death dealing Wizards on the back row. We mapped the town, we solved the riddles (I had to google less than I thought, honestly!), and we freed Skara Brae from its icy confinement; yet honestly I feel like I’ve barely scratched the surface.

    The Bards Tale takes Wizardry and expands it to bursting like it was a balloon. It’s a very modern feeling successor. By which I mean the processes of streamlining rough edges while expanding scope and featureset was as much a part of video games in the 80s as it is today. We didn’t just forget about the Purity of Design overnight and decide to make Assassin’s Creed 23; this is how we got there. This is the path we were always on. Wizardry is, as I said when I played it, a perfect game. Not in that it’s the greatest game ever made but that it is elemental in its design. Nothing could be removed, nothing taken away. It was born whole.

    So here comes The Bards Tale to cram, as I understand it, pretty much the entire rest of D&D in here. The class list is significantly larger, and the variance between each even greater. There are more status effects, more spells, more synergies, more enemies and more dungeon. You’re not descending down into the depths, you’re exploring the cellars and catacombs and castles and keeps of Skara Brae, and as such for how similar it is (the core really is identical) it could not feel more different. This is a game where you are free to adventure, explore, experiment with builds and party composition, find the most efficent grinding spots and just generally break it over your knee. The cost and risk of resurrection has been significantly reduced. Death is a timesink, but not a catastrophe. It is a minor offset. And hey you’ll get some more levels getting that money back.

    This is not a mistake. The game is not “unbalanced,” it is invitingly uneven. It has weaknesses, and it wants you to exploit them; discovering them is half of the fun. It is not a game of min-maxing so much as it is a game that delights in the discovery of what the boundaries of min and max truly are. Frustrated with my damage output, I take my useless goddamn rogue out of my party and replace him with a brand new level 1 conjourer. She starts out useless but I’m fairly sure if I keep her alive long enough she’ll catch up… before you know it I can cast three group destroying spells in a single turn. It’s fucking over for those 99 skeletons.

    The same applies in reverse. This is the joy of the RPG, what makes it such a compelling framework from the earliest days of the medium til it will one day burns with the rest of us, an RPG is a system that provides a framework for expression and discovery within a certain possibility space. Alright, I destroyed the game with three mages; how would all melee classes do? Can you beat Dark Souls level at 1 when every enemy is Manus? Click now to watch my hardcore nuzlocke stream of Radical Red; whenever a pokemon faints I get kicked in the balls. If it speaks to a flaw in our nature that what we largely do with these systems as participants of art is find the path of least resistance then it speaks to the opposite that the challenge run persists, that the drive is there forty years ago in The Bard’s Tale as it is today in Elden Ring.

    I certainly won’t be doing anything like that but The Bard’s Tale was like having water thrown on my face, being reminded of what RPGs actually are. As I journey further through this forest of RPGs I will let go of the quest for perfection. Sometimes you need to roll a weird party, worst that can happen is they can’t clear. That’s okay.

    The most exciting moment of the whole game was when I unlocked the spell “Phase Door,” and suddenly my entire relationship with the dungeons, with the grid at the heart of the game binding everything together, suddenly and irrevocably changed. I could remove the wall. I could make my own shortcuts. In a single moment, previously impassable obstacles became trivialities and I understood the scope of possibility that The Bard’s Tale was dealing with. A rugpull moment like that can only work once or twice before the entire structure of the game falls out beneath itself, and The Bard’s Tale shows restraint in just how far you can break it, but it’s not afraid to introduce mechanics that completely rewrite fundemental rules of the world; and make experimenting with them its core mode of play. The joy of Dungeons and Dragons now avaliable on your computer.

  • Ultima IV: Quest of the Avatar

    Ultima IV: Quest of the Avatar

    Released: Sep 16, 1985
    Version played: DOS (1987)

    I’m going to keep it real with you, I did not finish Ultima IV. I didn’t finish Ultimas I through III either, though I sampled them a little just for context. It didn’t seem worth writing about any up til now though, and I stuck with this one for much, much longer, because the seeds of something beautiful begin to sprout here.

    Ultima is like the total opposite of Wizardry in that Wizardry is perfect in an almost elemental sense. There’s nothing that needed to be added or removed. Wizardry is Wizardry and you can go on Steam right now and buy a ten, fifty a hundred games that are still pretty much just Wizardry. Nothing is like Ultima.

    Richard Garriot’s ambition with these games so far outstrips the capability of the hardware at the time that the sheer fact that these even shipped is an absolute miracle. Ultima IV has a fully developed world full of named NPCs, a (less intense but still present) hunger and survival system, an entirely naturally occuring form of fast travel that requires understanding of the phases of the moon to decode, full party control in grid based combat, a vast bespoke open world replete with towns, shrines and dungeons, different forms of terrain that affect your navigation – and so on, and so forth, you get the idea. And I didn’t even mention the morality system that is the game’s entire raison d’être.

    It’s utterly overwhelming. This game released the same year as Super Mario and Gradius. No wonder that to a certain type of kid this game was utterly life changing, it must have seemed like the absolute coolest work of art, utterly blowing open the possibilities of a scene that truly hadn’t exited the bleeps and bloops era yet in the cultural consciousness.

    And yet, as I pushed further and further into Ultima IV the true heart of its brilliance was none of that. Ultimately its systemic complexity was a massive timesink attached to the real star of the show, the dialogue system and quest design. Talking to NPCs, figuring out keywords, understanding how information from one NPC could give new context in another conversation, the way all these different – and ultimately extremely simple – prompts interlocked to provide a true and genuine sense of discovery was constantly enthralling. The actual bulk of the video game of Ultima IV, the exploration and combat, is this strange mix of far too simple and far too complex that it simultaneously overwhelms and bores me, but when take a route you heard about in town and find the pass to reach a new destination, and ask the innkeeper about the rumour you heard three towns over – the guy said ask around town – and the game responds back to your intuition with the next piece of the puzzle; it’s genuinely electric.

    But it’s also extremely funny to walk away from the most ambitious and complex game of 1985 going yeah this would have been better as a pure text adventure.

    One note before moving on: the story here is pretty good finally. I did not like the stories of Ultima I-III, if they can be called such things. But the juxtaposition of self serious fantasy with juvenille reference humour just isn’t my bag at all. I get why the games start like that, they are the passion projects of a literal teenage nerd making goofy games for other teenage nerds, and it certainly is more than a little silly to five years in suddenly say that Lord British, a stupid joke username you go by, is testing you to philosophically ponder the path to true virtue and enlightenment, but the more consistently sincere tone is one that befits the adventure better.

    Interestingly enough this is not a contradiction that has ever gone away. They are spending perhaps billions of dollars to make the new Grand Theft Auto, the most realistic simulated recreation of American Urbanism that money can buy, crafted by a global army of artists working tirelessly for the better part of a decade and also the beer is still going to be called Pißwasser. Perhaps the only conclusion to draw from all this is despite the rapidly changing conditions of the medium’s production there is one constant that remains tragically true; games are usually made by gamers.

  • Wizardry: Proving Grounds of the Mad Overlord

    Wizardry: Proving Grounds of the Mad Overlord

    Released: Sep 01, 1981
    Version played: Digital Eclipse Remake (2024)

    On the very first floor of the very first Wizardry game, in a corridor shrouded in mystical darkness, there is a small room that is impossible to see from the outside. In that room is a grumpy Wizard, and he does not want to be interrupted. He demands you begone, and instantly teleports you back to town. In mechanical terms, this is a simple shortcut that lets you warp out near the elevator rather than journey the now unthreatening first floor. It could have been a simple warp point, the game has tons of them after all. But instead it’s a man. You can’t talk to him and find out what he’s doing down here. He always sends you away.

    Wizardry is basically perfect. The RPG emerges in digital form essentially fully formed, they are still making games that are just fucking Wizardry. But even beyond that, the amount of games and genres that share the core loop of tense exploration leading to difficult combat with the release of returning safely to town to upgrade and do it all over again are so numerous that it is not inaccurate to claim that Wizardry is video games. The sense of atmosphere as you take every step is overbearing and purely mechnical; it’s no wonder this game was such a sensation with wireframe graphics and no music whatsoever. And yet it is the Wizard in the cupboard that is the standout moment. It’s never dwelled on, never explained, but it is the seed that will flourish into something unimaginable at the time. Wizardry’s gameplay loop may be the bones of the genre, but that strange man is the heart; anything could be down here.

    This is Shin Megami Tensei, this is Dungeon Meshi, this is Earthbound, this is Pokemon and this is Dark Souls. This is Planescape Torment, this is Binding of Isaac and this is Morrowind. This is why people play Dungeons and Dragons in real life, this is the worth of a good Dungeon Master, a moment of pure authorship that takes the experience beyond the mechanical. After this moment, you never know what could be on the next tile, and you’re never sure where the boundaries are.

    Unfortunately, Wizardry reserves these moments for its early floors. The first half of the game is somewhat of a test from Trebor, as you explore every crevice to find keys and statues that ultimately unlock the keys to the elevator that takes you down to Werdna’s lair. It is immensely satisfying to put the pieces together, to map out the dungeon physically and understand how information in one place grants you access to somewhere new on an entirely different floor. Wizardry is also Resident Evil, by the way, it really is every video game.

    After recieving the Blue Ribbon and delving down towards the endgame there is disappointingly little to discover. There are no more key items, and if you already know where to go then the spot where you unlock the Blue Ribbon is around 20 or so tiles from the final Boss Rush. The only thing to discover are dead ends, the only thing to do is fight, and the only rewards come from random drops. It is a disappointingly weak second half from a game that starts out so incredibly strong and satisfying, but I can forgive it since they were inventing RPGs after all and also the second half being full of reused content and nowhere near as intricate as the first half is a time honored tradition that the genre continues til this very day.

    But those first few hours are genuinely a miracle, and this is a game I think everyone should play at least once. To see how complete it already is, how little has changed in over 40 years, and how totally engrossing it can be when you give yourself over to the dungeon.

  • Introduction

    Introduction

    I love RPGs.

    At this point, such a statement is basically meaningless. After all, when everything is an RPG, nothing is an RPG. We are coming up on fifty years since Wizardry began diffusing into almost every genre of video game, which over time started slowly evolving back into Wizardry again like crabs with character sheets. The numbers, long included, must be removed; long excluded, must return. Thus has it ever been.

    And yet it remains true. We can be formalist pedants all day about RPG mechanics being everywhere, but when I say I love RPGS, I don’t think anyone would get me confused with someone who loves to prestiege in Call of Duty (do they even still do that?). No. I love talking to every NPC in a town. I love crawling through dungeons and building out parties. I love getting a sword that has +20 damage. I do not love getting a sword that has +0.5% poison resist on Thursdays. I love RPGs.

    However, there is one problem: there are too many of them.

    A few months ago I built out a Backlog of RPGs I’d like to get to one day, and the sheer length of it struck me with mortal terror. I am thirty-one years old! On some level I have to make peace with the fact that just isn’t happening. Yet at the same time, I do want to clear it. And when faced with a giant list of video games that I want to play, I did what I always do and started playing them in release order. I immediately downloaded that new Digital Eclipse version of Wizardry 1. Which is excellent. They should port all 5 of the original campaigns to that engine now the bulk of the work is done.

    That was about three months ago now. As I played these games, I turned over in my mind exactly what I wanted this project to be. I wanted some kind of product to show for my work, something to be proud of. But at the same time, I didn’t want the desire for A Project to overtake my primary goal, which is to play a bunch of RPGs. The games are at the heart of this.

    I thought about doing more youtube videos, or twitch streams, two platforms I have briefly experimented with but never truly kept up. They might be the more popular platforms of the day but, as mentioned earlier, I am thirty-one years old at time of writing. I needed to abandon the modern ways and retvrn to tradition. I needed to start a blog.

    So that’s what this is. Welcome to ATB: All Time Bangers.

    Here’s the plan: this is the backlog. You will notice it has over a thousand games on it. First of all I just want to reassure you/disappoint you: I wil not be playing over a thousand RPGs. I would love to, but I just don’t think that’s going to be realistic time-wise. That is, if our society somehow avoids collapse before 2045, an RPG a week for near enough twenty years. No: the backlog is just a guide. I will skip games, I will drop series, I don’t want to force myself to play anything I don’t want to. Again, the project exists to give structure to enjoying some RPGs, not the other way around.

    This is also not an encyclopedic history, or comprehensive critical analysis. I’m not going to be writing 40,000 word retrospectives that are 70% development history and plot summary.

    What this is then, is a Diary. I’ll journey through the backlog, from past to present, and leave on this site some short reflections on my experience. I’m aiming for around 500 words, but there’s no hard and fast rule. There’s nothing I love more than coming up with a project that I re-orient my entire life around then abandoning it six weeks later, so I’ve deliberately made this one as casual and low stakes as possible, while also holding off on announcing it til I have enough games already finished to have some publishing runway.

    The backlog as it currently stands definitely favours JRPGs, as if you know me you know that’s where my interests tend to lie. But there’s plenty of CRPGs there too, as seeing the divergent evolutions of the genre across the 90s and 2000s fascinates me. I want to play Baldur’s Gate alongside Suikoden II. Those are the kind of fun comparisons you get to make when you do a ridiculous release order project such as this.

    I don’t want to say anything more definitively, this is intentionally loose and casual, and I hope people enjoy reading an extremely 00s-core blog. I ripped out like all the features from wordpress and yelled at it til it gave me the simplest homepage possible. Just the posts in order, thank you. There’s an RSS feed at the bottom of the page if you’re still living that life, and to everyone else I’ll be posting out articles as they release on Bluesky.

    Thank you to everyone for joining me on this journey, and I hope we can enjoy some RPGs together…