Story :
These definitely aren't your typical adventure or RPG game worlds.
You'll explore a volcanic
area reminiscent of certain caves in Lands of Lore II, and snowy
wastelands,
inhabited by barbarian women of Xena's ilk. You'll journey to the
Underworld,
only to find that it's a haunted mansion filled with ghostly spirits.
You'll also
take a trip to the Ruloi homeworld, adding an alien subplot to
the proceedings.
Finally, there's a postapocalyptic world to explore--our own Earth,
as a matter of fact
. I'll leave it up to Westwood to reveal the identity of this area.
I'll only say adoring
Westwood fans will definitely get a kick out of it.
RPG or Adventure?
Computer games are becoming more and more difficult to classify
in one simple genre;
there are action/adventures, action/strategy games, strategy/adventures,
and so on. Lands of Lore III is no exception. There are those who
will lump Lore III
in the adventure game category, even though the game is filled
with classic RPG elements--more
than either of the previous Lore games. In some cases, Lore III
exceeds what is
normally expected in an RPG; Copper, for example, has multiple
major
quests in addition to many more subquests.
There are also pop-up statistics and tips for using items during
gameplay, an improved
spell system, an expanded pharmacopoeia, and more weapons and items.
Old hands will recognize such familiar spells as Spark and Summon
Imp,
but there are also new and nasty spells like the incredibly powerful
Trinity,
a blast of energy that can clear a roomful of enemies. New to the
Lands of Lore series,
but not to RPGs, is the addition of guilds and familiars.
In the first Lands of Lore game, adventurers determined their style
of play before
the adventure began by selecting a Fighter, Rogue, or Mage. In
Lands of Lore II,
Luther could be more well-rounded, wielding a weapon and casting
spells.
His experience points also increased as he went along. The third
Lands of Lore
is perhaps the most like a classic RPG, in that after the game
begins players
decide which of four guilds to join. They then develop specific
skills unique to
that guild. Moreover, the adventure and puzzles reflect a player's
chosen profession.
A warrior can count on bashing some heads to complete select quests,
while a thief will have
to resort to a little breaking and entering. Of course, those who
join multiple guilds
will have a more challenging time mastering a particular set of
skills.
The four guilds are what you'd expect from this sort of game. There's
the warriors'
guild, known as the Iron Ring, which is the only place weapons
can be acquired.
The magically-inclined will gravitate toward the wizards' guild,
called the Talamari,
which is the primary source of spells and grimoires, though scrolls
can also be found
scattered throughout the land. More peaceable sorts can head for
the clerics' guild,
or Order of the Finch, which studies the healing arts. And, finally,
there is the thieves
' guild, called the Bacchanal. This shady haunt, located in the
sewers of Gladstone,
teaches the skills of stealing and poisoning.
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