INTRODUCTION
Calling all potential dragon-
If slaying Orcs, talking to wizened old women and finding strange objects in return for even stranger objects is your bag, then don your best RPG trousers and follow me to a faraway land.
STORYLINE
Unlike most of these sword and sorcery adventures, this doesn't have a long background tale to go with it. So far, all you know is that your spirit has been cast down from some unspecified location for no particular reason and as yet your mission is unknown. How's that for motivation?
Oh well, story or not, it all results in much the same thing: Wandering around in some 'time past' scenario, killing club-
First of all you find yourself in a forest and it soon becomes apparent that monsters must be slayed, characters talked to and strange objects collected in order to keep them happy. Then it's off to face the real bad guys and to find out how your soul has got in this terrible mess.
FLASHBACK
Dragonstone has more than a passing resemblence to Darkmere. This is Core Design's previous RPG, a 3D isometric adventure which employs a similar graphical style. However, Darkmere is far more detailed, less dated in appearance and has a great deal more to it than Dragonstone.
Gremlin's Legacy of Sorasil is another title in this genre but again it seems to offer a good deal more both in terms of graphics and playability. It also had atmosphere - something Dragonstone lacks.
There just doesn't seem to be a lot of depth to Dragonstone compared to other games of a similar nature. Gameplay needs to be a lot more varied to hold lasting appeal.
Compared to some of the other traditional adventure titles we've seen recently this looks very quaint and the puzzles are just too few and far between.
Never laugh at live dragons
J.R.R. Tolkien, The Hobbit
SOUND
In the main, the sound is quite reasonable. A moody, dark tune works well as an introduction to the game and sets up an eerie theme. Background atmospheric sounds such as the peaceful forest are created by the use of bird song, or the howling wind and rippling water used in the Temple of Water.
However, the main character sounds rather unconvincing to say the least. He/she yelps and wails pathetically at every opportunity, all in a rather feeble, 70-a-day sounding grumble. This becomes irritating and you end up turning the volume down which is a shame because you then lose some of the good atmospheric effects.
Sword swipes, monster-yelps and pitiful dying noises didn't do a great deal to help matters either. Yes, there was a good background atmosphere present but I've heard a lot more stronger and convincing attempts.
37%GRAPHICS
Viewed from a 3D, top-down perspective, Dragonstone does look rather dated. Some of the scenes are quite pretty but you get the feeling that you've seen the settings before - many times before - in fact, ten years before!
Also, the game view means it is far from practical in some places. Say, for instance, you're walking along close to a hedgerow and an enemy attacks. You are then cornered and you can't see the baddy to strike him back! It's not entirely bad though. Some of the graphics portray the scenes well, the forest for example, or the dwellings of the mysterious characters. Small touches like roaring fires or even the flickering of torches work nicely in evoking a rich atmosphere.
However, some of the other scenes are just far too clich éd. For instance, the burning pits of lava scene, shown as a bubbling red pool with splodges. Convincing? Hardly!
And as for the monsters - they're quite laughable. The white mud-
OPINION50%
Traditional RPG adventures aren't everyone's cup-of-tea, but a good one can sell in abundance, bringing in an audience that would normally be disinterested in the genre. Dragonstone, however, just doesn't have the elusive qualities to make it stand out.
Graphically, it's pleasant enough, as is the sound, but unfortunately the game lacks any real depth because the gameplay mainly revolves around enemy-
Every corner you turn you seem to be battling continually with monster after monster and without any warning they seem to corner you from all angles until, inevitably, you die. More puzzles and less of the hit-and-
In its favour though, the game does have a Password System - although the words are just so ridiculously long they defy belief - and it does have a user-
I suspect this game would be more suited to those new to adventures. It doesn't have the usual thick accompanying manual (a mere three pages, in fact), there are no taxing magic spells to work out and the puzzles are fairly logical. If you take the game at face value you can derive some fun from it. It was quite addictive for a while but memories of all the tedious monsters put me off returning for another go - the reappearing enemies would drive even those with saintly patience up the wall.
Those that class themselves as die-hard adventure fans might want to give this a try, especially if it's a slightly old-
However, I don't see that this will attract much more than a casual glance from a generation of gamesplayers that have come to expect high-tech graphics ad up-to-the-