![]() ![]() She was more upset about the ease of the puzzles-she called out the same one that I did, involving the Vowelless Knights. ![]() She covered the economic problem, though didn't seem quite as bothered about it. Once again, my review aligns reasonably well with Scorpia's September 1993 coverage in Computer Gaming World. Trying to figure out that story, filling in the gaps left by the materials, was a fun part of playing each game. Looking through my notes in on Secret of the Inner Sanctum and Gates to a New World, I see all kinds of messages and interleaves, prisoners you can torment or free, some kind of puzzle involving black and white checkerboard floor patterns, word games and riddles, a giant sudoku puzzle, a city where males take damage at every intersection but you can change sexes in the basement, an arbor in which you get rewarded for climbing every tree, and dozens of other encounters and side-quests-this in an era that otherwise showed no awareness of the concept of "side quests." Perhaps more important, each area offered a bit of lore, hinting at a large, complex story beneath the surface, one that occasionally (usually at the end) introduced elements of science fiction. ![]() This generosity is key to the first two games, immediately distinguishing and elevating the series from Wizardry and The Bard's Tale (which I find hopelessly boring in contrast). ![]()
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