Games Convention 2002:
Lethal Dreams
Myrthos,
2002-09-03
Lethal Dreams is a Role Playing Strategy game,
or in other words a strategy game with role playing elements.
It allows the player to plunge into the remains of a once
sublime world. In many battles your going to win back artifacts
of the world from other mighty magicians. Once you got a hold
of all these artifacts, it's time for the final battle. There
is a large variation of worlds to travel through, either marshy
or desolate, or technology-caused or fantastic. Once all artifacts
of the Crystal Lotus have been collected, the recreation of
the bygone magnificence from these shatters can begin.
The Characters
Before the game starts you will have to choose from one of
six playing characters. Each of them represents one of the
schools of magic. There are no other character configurations
possible, so right after you selected one, the game begins.
Zerin - Evocator
Zerin chose the path of magic of Awakening, giving power over
force and energy. He is impetuous and hot-tempered as the
fire that is under his control. He is always ready to move
forward, towards uncertainty. He is the type of person that
acts first and thinks afterwards. Nevertheless, he gets out
of most difficult situations by being fearless and sheer luck.
Mirtis - Incarnator
Mitris chose the path of magic of Incarnation, with its dark
and secret depths. Mirtis has a specific gift to distort and
dispel enemy magic like a distorting mirror reflects real
world images. This ability makes him a very dangerous opponent
in a magic fight. Mirtis is always calm and laconic, he splendidly
controls his feelings and emotions.
Cruan - Necromancer
Cruan chose the path of magic of Necromancy, longing to know
laws of life and death. Cruan can control his own life power
as well as life power of other people, moving into bodies
of controlled creatures and spreading death by their hands.
He looks like an absent-minded scientist but he is fatally
dangerous and others consider him cruel and ruthless.
Sirimbel - Doorkeeper
Sirimbel chose the path of Magic of Portals, hoping to become
an astral pilgrim. Sirimbel's superfluous caution annoys people
rather often. They consider him to be a paranoiac and coward.
But his caution is a result of his ability to see shadows
of the future. Shapeless and strange ghosts make him measure
every step on the road of life.
Veriton - Transmuter
Verition, following his artistic nature, studied the path
of magic of Transmutation. He uses all his art of transformation
for creation of mad fantastic images. Due to his ambition
and changeability it's very difficult to deal with him. But
his abilities allow him to control the powers of Chaos rather
well, which could kill any other magician.
Inanna - Enchantress
Inanna, the only woman in this association of magicians, chose
the path of magic of Charms. Inanna gives the impression of
being an idealist but she understands things more deeply and
precisely, than the majority of other magicians. It allows
her to control practically any magic force. Even creatures
created by Inanna's enemies often have to submit to her orders.
Besides their own path, each magician also has access to
the path of images. It could be the greatest assistant to
the one, who wants to see the unseen, to hear the unheard,
to know the unknown.
The Game
After you have made your choice, your character will appear
on a small patch of land, which is shaped differently depending
on your magic school. The area is surrounded by a thick impenetrable
fog and is called a domain in the game. Each magician will start
in a different domain and besides their own domain there are
many others. The concept leads to belief that there will be
a multiplayer mode, but to be frank, I forgot to ask. Anyway
you will start out on one of the six starting domains and your
target is to conquer as many domains as possible and collect
all of the six shards that each magician has and which are required
to recreate the world when you reach the central domain. At
that domain the plot will unfold itself and a final battle waits,
after which the world can be restored again.
You conquer domains by either fighting and defeating the
domain keeper (each domain has at least one) or by negotiating
with the domain keeper to work together. It all depends on
you. Another effect of going the diplomatic route is that
you can exchange spells with the domain keeper.
When there are domains with more than one keeper, you will
see that these keepers are at war with each other also, you
can try to join one of the sides or just wait until one of
them has won and fight it out, or negotiate with the winner.
Each domain will give you a certain amount of mana and each
domain also regenerates mana faster or slower than other domains.
Five of the domains will belong to other magicians, you can
fight with them or negotiate with them to get a hold of their
artefact.
Each of the domains will have it's unique environment and
unique monsters to fight. Monsters respawn after you killed
them. They always do that in the same place. There is however
a spell that allows you to block those areas and thus effectively
disable the respawning of those monsters.
You summon creatures to fight for you and you can control
your creatures to listen to you. But they will only listen
to commands when they are in hearing range. To solve that
problem you can create some messengers that are able to swiftly
travel to the summoned creatures and convey your orders to
them.
The game supports two playing modes: turn based strategy
and real-time tactics. The latter one is what you do when
you fight in a domain with one of the domain keepers. The
turn based strategy mode is being used on the map. You can
then have your domains attack other domains and engage into
combat like that.
Magic
The strength of your spells depends on the casting duration,
when summoning creatures this results not only in stronger
creatures but also in different ones. What is also nice is
that you can combine some spells. As an example I was shown
the summoning of a creature combined with a firestorm spell,
which created a new creature named a fire spirit. There are
many spells that can be combined with summoned creatures in
order to change their abilities. You increase the level of
a spell by using it.
As a magician you can use only spells from your own path
and the path of images. As each path has unique spells, playing
as a different magician should allow you to play the game
slightly different as well.
Some last comments
The game is rendered in 3D and gives you an ISO view of the
world. The graphics are not breathtaking, but they aren't
bad either. On the other hand I don't care that much for graphics.
It's the gameplay that is important. While they were showing
it to me, I found myself comparing it to Etherlords. As far
as graphics go I have to say that Etherlords would win as
far as gameplay goes I don't know of course as I didn't play
the game and only saw it for less than an hour.
The concept should add enough to make it stand out for itself
though. If they succeed then it will be a real great game
to play.
It's replayability should be found in the fact that the domains
are laid-out differently whenever a new game starts, that
it's non-linear and if that's not enough than I assume the
multiplayer version should keep you occupied long enough.
It's even rumoured that it's possible to create your own domains
in multiplayer mode.
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