INTRODUCTION
If you like RPGs in the classic vein, then Ambermoon could well be the title you've been itching for. Those of you who have buckled their swash before will no dobt remember Amberstar. Following rave reviews and considerable critical acclaim, the German programmers decided to write a sequel. Now, some two years on, Ambermoon's programmers claim it's a bigger, better, more attractive proposition altogether.
STORYLINE
Twenty years after successfully retrieving the Amberstar - which was no easy task as its 13 segments had been spread far and wide - the young adventurer who retrieved it finally settled down.
Marriage followed and soon after a child was born. This process was repeated, with the granddaughter moving to the largest town in Lyramion, Twinlake.
But, disaster was to follow. Marmion, the god of chaos, threatened to break fee. His magic was still strong and for many weeks the earth spewed fire and shook violently as tremor after tremor erupted throughout the land.
Through great personal danger, the hero of Amberstar finds his daughter and is able to save her from certain death. The same cannot be said for Lyramion. Its splendour is reduced to a group of fust darkened islands, whose towns have been flattened.
The adventure commences some years after this event, as civilization is gradually returning to a state of normality. Our hero of yesteryear has reached the ripe old age of 80 and is bedridden.
On the brink of death, he asks for his grandson, and sends him on a mission to discover why Lyramion is under a fresh threat.
ADDITIONAL INFO
Ambermoon has a strong magical element within it and features characters that would win any stereotypical wizard fashion show. But, clichés aside, what were the genuine articles like? Well, for one, white was the proper colour of a robe as opposed to the black robes of fairy tales.
Cornelius Agrippa, the German scholar and writer of the celebrated book Occult Philosophy for 16th century mages, said that the wizard should dress in a gown of the finest linen, covering his body from head to toe.
It was to be bound only by a linen girdle and remain free of buttons and buckles which may interfere with supernatural energy.
The next task was to forge a sword and dagger. This was conducted when the moon was rising in Jupiter's sphere. Then the mage would burn the incense of Amergris, saffron, aloe wood, cedar and lapis lazuli, with peacocks' feathers.
Only then would the mage begin the construction of his wand. A complicated process, the mage would cut a solitary stem from a bush that had never fruited.
Then, on the first night of a new moon, an hour before dawn, the magician would dip his knife in blood. With a single stroke of his dagger, he would peel the bark back in the first rays of the reborn sun.
While most of these practises have fallen by the wayside, with practitioners now only frowned upon and looked at as cranks by modern society, many of the icons that remain in modern religion find their roots in paganism and magic.
The church has probably had a greater effect on arcane arts than any other body. They persecuted, slandered them as satanists, and murdered followers because of the church's fear and ignorance of esoteric knowledge.
SOUND
Nothing original really. The tunes that accompany you through your day to day adventuring are text book RPG rustic ditties. Okay for half an hour, but any longer leaves you having hallucinatory visions of Roger Moore as Ivanhoe.
That aside, during combat there's a nice little tune that would feel very much at home accompanying a heraldic jousting tournament. It also features some very effective sword samples that add a good measure of atmosphere.
GRAPHICS
Ambermoon features some of the most visually pleasing graphics to come from this type of title. In essence, the game features two entirely separate graphical styles.
The first is the traditional RPG 3D first-
I use the word "virtually" because, while you can direct your party into textured walls, you can't look up or down. The 3D style that's been employed is very effective. The towns and buildings look extremely realistic, even having depth of field. The same can be said of the characters that you interact with on your journeys around the land of Lyramion.
Some of the locations are used to link one 3D area to another. In many cases a building such as "ye olde shoppe" might have a cellar which would have a 3D section below it.
When you indulge in combat, the graphic style alters once more. While displayed in 3D, the fighting features animations. For example, when you cast a spell the screen animates it and displays the outcome.
While traditional in style, Ambermoon's graphics are of a high quality, and attention and thought have been put into their implementation.
77%OPINION81%
To say that Ambermoon is large, is an understatement. The programming team reckon that with constant play you might well complete the game in three months - that's at best, and would probably only apply to adventurers who took up the challenge of Amberstar.
Ambermoon has just about every fact you could wish for from a role-
The combat is both accurate and easy to use, while providing the user with a very realistic simulation. Played in attack rounds, your team can move into formations (so protecting the weaker team members), advance as a unit and fight, all from one icon box.
In many ways Ambermoon is one of the best adventure games to emerge on the Amiga. Its greatest asset is its realism. The programmers have managed to allow characters to tire from staying awake overnight, make attacks more likely and prevalent at night, and have even managed to reduce vision.
Really, there's so much to Ambermoon that you could go on forever discussing its virtues. The bottom line is that it's a very competent title. Its plot unfolds in a manner that keeps the player continually involved with your character, hopefully maturing as you progress.
The only little niggle I found with combat was that at first it's a little boring. Trying to defeat three bandits with the cutlery from a neighbours house was about as effective as trying to stab them to death with a damp fishfinger.
It must be said that once you progress from Captain Birdsye's limp thing on to a short sword or axe, then combat becomes much more rewarding.
If you don't possess a hard drive, Ambermoon will probably drive you insane through disk swapping. That aside, Ambermoon is a classy romp in times of old, and a must for lovers of hacking and slaying.