This Month's Review: Land Of Devastation (LOD) 5.00 ^^^^^^^^^^^^^^^^^^^^ Opening Comments: ^^^^^^^^^^^^^^^^^ Well, here's my second submission to DoorWorld, and to date, not one death threat. Not bad, wouldn't you say? :) For those of you still wondering who I am, well, I guess you'll have to get a copy of November's DoorWorld articles and read my first submission. I'm afraid it would be improper to explain myself again and waste those precious bytes on all the machines that receive copies of DoorWorld, and already know who I am. (Funny though, I seem to be wasting bytes right now.. Oh well! ) For those SysOps and users out there though, don't forget to check out the ad for BRE/FE League 116 in DoorWorld's advertising section! Who knows? This league could lead you to fame and fortune! Look at me! :) Anyways.. enough babbling! DoorWorld might fire me if I don't get on with my article! This month, I chose to review LAND OF DEVASTATION (otherwise known as LOD) Version 5.00. Now, as I'm writing this in mid-November, there might be a later version out, for reasons that I'll explain later. LOD is a solid adventure-type game. The plot is simple enough: Big H-Bombs go off on Earth; you've got to save it. Piece of cake, right? Well, your right until you start meeting monsters and finding out you can't afford the necessary equipment, but hey!, that's what life's all about, right? For the record, I used the basic LOD program files, coupled with the music, and my own custom dataset. I'll explain the latter later on.. SysOp's Point Of View: ^^^^^^^^^^^^^^^^^^^^^^ LOD is a fine piece of work; in depth too! The game itself comes in 10 separate files, averaging about 450k each. Of these 10, only 1 is required to run the game, however, you might want to consider getting another one that contains the docs so you how to run it! The game is divided up into the following files, all starting with "LOD" and ending with ".ZIP" (ie. LOD500A.ZIP): A - The game's docs and other text files. B - The main LOD program files. C - Half of LOD's SVGA graphics. D - The other half of LOD's SVGA graphics. E - LOD's customization kit. F - LOD's MOD style music. G - SVGA graphic designer/editor/implementer - draw your own SVGA Graphics for LOD with this baby! L - The "lite" program executibles, for those that don't want to use music, are short on memory, etc. O - The OS/2 program files. P - The Dos Protected Mode executibles. Each of these files adds something to LOD, with only A and B being required to run the program. With this great setup, every SysOp can configure LOD to what he likes best! Even from the above, you can tell that LOD takes pride in its flexibility. Thing is, it doesn't stop there! For each and every SysOp that just *HAS* to muddle with everything, you'll love LOD. With the addition of the "E" archive, anyone and everyone can create their own custom dataset. A dataset is the combined monsters, maps, weapons, devices, etc. that give LOD its distinctive flavour. In fact, Scott Baker (author) has left this feature so open, that literally, you could re-write the whole thing and just have the basic LOD engine running YOUR game! Of course, anyone that uses "your" game still has to register it with Scott, but, we're all good Samaritans here, willing to do a little work for charity, right? :) I, myself, created such a dataset, although, not as in depth as I've talked about. All I did, was add a few new weapons, armour, etc., plus a few new monsters to give LOD a fresh look. I messed with the map too! This just goes to show, again, how flexible LOD is - allowing you to customize how much you want, when you want. Installation is fairly basic too. It mainly consists of Unzipping the archive(s) into their own directory, and editing a text file which is fairly informative in regards to the settings. Most settings are already provided for you, so if you run the "run of the mill" system, then it shouldn't take too long. Then, just hook it up to your BBS, and look and see if there are any parameters you need to include (shouldn't be very many, if any at all). It should work after that, and then it's up to you if you want to create your own dataset, borrow someone else's, or just use the default one. Now, just sit back and enjoy seeing your users battle for their lives! By now you're probably thinking LOD is a perfect game - maybe even created by an angel. Well, that's my positive attitude kicking in again! However, there are a few things I noticed about LOD that need to be worked on. Firstly, UPGRADING!!! If you're not using anything fancy, you'll be able to just write over the old version and reset if necessary. However, the problem arrives with the custom datasets. There is no upgrade program to update a customised dataset, so therefore, you have to either re-write it, or stick with the one you have. If you stick with the one you have, it MAY work, however, you'll be missing out on many new features that the new version has. Re-writing it is a definite hassle too! Depending on how in depth the changes to the dataset were, this may be a minor or major problem. Make sure you've got patience when upgrading - that's the bottom line! LOD 5.00 was a major release. Thus, there are quite a few bugs. I noticed quite a few within the first 5 min. (not all within the game itself - some in the user editor, etc.) Now, seeing as now I'm writing in mid- November, there might be a newer version of LOD out now. (See next paragraph) With all these bugs, it becomes debatable whether it's worth the upgrade. My opinion on the matter is this: LOD 5.00 has improved enough that it offsets the imbalance of the bugs. Many things could use improvement, some superficially, while others more in depth. Stick with 4.21 if your a conservative SysOp who doesn't like to be bothered about bugs or upgrade hassles, but upgrade to 5.00 if you don't mind a few bugs, and enjoy the new things to fiddle and play with. I got wind of a 5.01 release, however I was unable to get it in time as to incorporate it into this article. By the time you read this, it should be fairly wide-spread, so you'll have to check the bug-fix version out yourself. Lets see.. the other stuff now! Well, the reg. cost of LOD is $20. That gives you access to more powerful weapons, and gets rid of nasty pauses in the game. There is a full featured User-Editor in the game, and LOD handles maintenance by itself. That's all for now. I'll have to let you SysOps discover the rest for yourselves, as your users are waiting for my comments in the next section! Player's Point Of View: ^^^^^^^^^^^^^^^^^^^^^^^ Ah yes.. the curious, but patient user. Well, reading things over, some of you might have gotten the impression that LOD is a spruced up LORD or USURPER. *DEAD WRONG!* LOD is of the same genre, however, you actually control yourself. None of this "Search, Attack, Kill, Search, Attack..." stuff. LOD does include searching and killing, however, on top of that, there are quests to preform, objectives to reach, bosses to kill, and much, much more. In LOD you find yourself on a map. The main map is 125x125 grid, so you've got a bit of searching to do! As of 5.00, "sub-maps" were added. These average out to be about 25x25 grids, so they're not TOO difficult. On the map, you will see different terrain types. Learn these fast, as they may just help you out of a sticky situation, or help you find a place you've been searching for for weeks. You start the game off in Sacre Base. Unfortunately, you can't specify colour right from the start, so things will be dull for a moment. Seek out the "TQ" (Troop Quarters). There, press "A", and then "3" to force ANSI graphics on. That will get you colour (makes the game ALOT better!). Now that that petty detail is out of the way, explore the rest of Sacre Base. DON'T go into the wastelands yet though!! If you're a first-time player, visit the Tavern ("TV") and talk to people there for valuable info. Type in anything that shows up in red, and they'll continue blabbing on about whatever. Veteran players should get a grip on their new home base too. Things have changed quite a bit since the release of 5.00! Don't forget to check out the other places too, and finally, stop by the shops to pick up some stuff. I recommend starting out with a short-ranged weapon, and some armour. Most games you start out with $2,000, so spend it wisely, whatever you do! After you've bought your equipment, enter the wastelands and equip your possessions! . Roam around a bit looking for monsters. Stay off the roads ("||") as to increase the chance of meeting up with something. With 5.00, Sacre Base got kind of boxed in, so you'll have to move out little ways. Don't go TOO far though, as you'll meet monsters that'll whip your butt in no time flat. Also, keep oriented! Make sure you know where Sacre Base is at all times! Keeping and eye on the roads is a helpful tool, as they lead you right to it. Kill monsters, pick up their stuff, and level up. My own personal opinion for levelling up is to spend it mostly on agility, and a few points on dexterity and health. Strength is a waste of time, in my opinion. It only slightly increases your damage, and what's the point if you can't hit the monster in the first place, and can't last long against it since you can't dodge and absorb hits? Don't trade your points in for cash either, unless you *ABSOLUTELY* need some! You'll get more for your buck by getting an attribute. Another thing to note - I don't recommend using energy weapons until your into zone 2 (30-59 spaces away from Sacre Base). You'll find plenty of ammo for your weapons there, but they're not very affordable when fighting zone 1 creatures. Forts are the dream homes of the wastelands. The value of having a fort in a game depends greatly on the situation. Long, hard, challenging game? Better get one. Few players? Quick race to the finish? You're better off buying a good weapon or some other goodies. Either way though, fortresses can come in handy. They allow you to store $25 Million of your cold hard cash, not to mention all those goodies you picked up on the wastelands. You can by a transporter for it to quicken trips around the map, and maybe even make a few bucks along the way. Of course, if you've got extra money in the first place, as the saying goes: When in Rome.. Location is another important factor. There's really no point in buying a nice cottage in the middle of the wastelands, only to have some hotshot take it over the next day. Therefore, base your location on the amount of resources you have, and what you're willing to invest in it. If you just want a cozy place to sleep at night, put it waaaaaaaaaaaaay off in the boonies where no one will ever find it. Sure, this will make it harder to get to, but what's more important? Getting there late, or not getting there at all (someone taking it over)?? The more money you have ready to invest, the closer you can put it to the main routes. If you think you're the Bill Gates of LOD, then, by all means, plop it right on a road next to Freedom City or another hot spot. I personally love doing that as, with certain purchases, can control movement all around the area, not to mention tolls and teleportation fees! Of course, by doing this, your "Bill Gates" reputation might suddenly turn into a "Barney" one, in which everyone wants to beat the crap out of you. But hey.. that's life! :) LOD is equipped to handle a remote graphics terminal program called GTERM. GTERM is availible whereever LOD itself can be found. What GTERM does is enables, you, the user, to have all the goodies that the SysOp gets. By using this program, you will receive SVGA graphics, music, and mouse control over the LOD game. I should note also that I've never used this program, as I think they're more trouble then they're worth, so discover GTERM for yourself! The rest of the game I'll let you figure out for yourselves. You wouldn't want me to give it ALL away now, would you? Some things to keep in mind though: Don't just stick to the roads. The roads will get you where you're going, but only to about 20-25% of the locations in the game. Invest in the EEEE and other specialty stores, as well as equipment you take of monsters. They're generally better then the regular city materials. Get a laptop! These things can become indispensable later on, as they do all sorts of things to keep you going. From rationing your food to saving your butt from death, their $5,000 cost is a great deal! (Excludes cost of programs.) Warpers. Warpers are good! Warpers save your buttocks when it gets crispy! Find! Use! LIVE! Anyways, back to using English now.. I haven't dealt with the newly implemented shields as of yet, but my gut instinct tells me that they're worth every penny. You don't really have a need for two weapons anyways.. After all, no one's stupid enough to go into battle with no ammo for their weapon, Right? ... Right??? All I've been talking about here is, of course, based on the original dataset. If you find yourself not playing with the original, chances are parts/all of my speech will not apply. It's up to you to figure out your own strategy. Team up with other players to help you along. Squeeze bits of info out of them, but try not to relinquish your secrets. And of course, don't let the bed bugs bite if you're ever sleep out in the wastelands.. (You may be a tad sore in the morning! ) Scores: ^^^^^^^ (All scores based on 10 - 10 being the best.) DOCUMENTATION: 8 The documentation is generally good, covering most aspects including errors. However, the documentation falls short when explaining in detail how to create different datasets, and there's no mention of how to upgrade the game. INTERFACE: 8 Well laid out and straight forward. Score falls due to lack of opening colour, as well as the odd quirk here and there. FUN FACTOR: 10 Great game, and doesn't rely solely on whether or not you have human competition to deal with. This is the type of game that you could play solo if you wanted too, and it would still be fun. The SVGA graphics and music also add to the enjoyment of the product. UNIQUENESS: 10 As far as I know, this was the first game of it's kind. To my knowledge, it was among the first to incorporate remote graphic terminal programs to enable the user to see better graphics. It is also the only game which supports SVGA graphics and music other then PC Speaker beeps. The ability to have customized games each time around gives uniqueness a strong mark of 10. LONGTERM PLAYABILITY: 8 This game is big enough to keep you coming back for more. There's enough to do, and enough variation in tasks not to turn you off with the feeling of, "Not this again!" With the potential of a different game each time around, this game can keep you entwined for months. OVERALL SCORE: 8.8 Strong show in all aspects. Bugs and quirks hurt the score, but LOD surpasses every other game in flexibility. Would be nice to see more of these in depth, complicated game that require half a brain to play. It's a shame most door authors now are moving toward simplistic, "pound the enter key until the cows come home" games where there's no thought involved. Keep up the good work, Scott! Closing Remarks: ^^^^^^^^^^^^^^^^ Big game; big score. It's nice to see Scott Baker put all that effort into a product, not to mention leaving it wide open for petty writers like myself to tinker with the inner workings of it. This is yet another one of those classic games that has the potential to live forever. Of course, if the motivation and will disappear, LOD will gradually slip below the surface. I doubt this will happen though, and chances are LOD will be one of the first full RIP games, once RIP graphics become standardized. For $20, this game's a steal. $30 would be even a great price! (Don't get any wild ideas though, Scott!). Keep an eye on LOD.. You never know, it might just be worth buying up stocks one day! Stay tuned! Next month, I review: Legend Of The Red Dragon (LORD) Don't miss it! Miscellaneous: ^^^^^^^^^^^^^^ This door was tested by the writer using the following: Maximus V.3.00 (BBS) DORINFO1.DEF (Dropfile) X00 V.1.53a (Fossil) Front Door V.2.12 (Front End) 486DX4/100Mhz 8Megs RAM Qemm V.7.52 (Memory Manager) Windows 95 Comments? Suggestions? Want to compliment the author on an astonishing article, or complain about a piece of crap he wrote? Here's how to contact him: InterNet Address: LBUNBURY@OTTAWA.NET FidoNet Address: 1:163/114 Trans-Canada Net (TCN) Address: 201:935/104 Myles' Games Extraviganza (BBS): (613) 825-9016 And don't forget to join up with BRE League 116! Check out the add for BRE/FE League 116 in DoorWorld's advertising section for an in depth ad! Of course, if you're a SysOp, just write me and I'll sign you up, or FREQ "116" from my BBS for more information! If you're a user, why not bother some local SysOps and convince them to join? All BBSs are welcome, just let me know you want to join! Until next month, this is Myles Bunbury, saying TTYL! þ