Quest For Clues – Book Of Orbs & Manual Of Swords

I figured I’d get the last two Quest for Clues books out of the way. I was planning on doing a post for every Origin book but I’ve regretted not putting all the Quest For Clues books in one post ever since I moved onto the second volume. I really don’t have a lot to say about them and I said it all in the first post so I’ll keep this short.

The books undergo a name change this time and were both published in 1992 by Origin. First off we get the Book of Orbs. This contains 20 solutions to various games as shown on the back cover below.

Second is the Manual Of Swords containing another 20 solutions. The books are a smaller format than the first four and also thinner. There were as many solutions in any of the other books as both these two put together but I don’t know if the price went down to reflect this. The solutions take the same format as ever, with simple maps and brief walkthroughs submitted by QuestBusters guild members.

Just as the Manual of Swords provides solutions and guidance for adventurers seeking to overcome challenges, learning how to sharpen a katana, whether a full-sized blade or a finely crafted Katana, is an essential skill for sword enthusiasts. Much like the brief walkthroughs and maps provided by QuestBusters guild members, understanding the dos and don’ts of Japanese sword sharpening allows us to maintain the katana’s sharpness and integrity. Exploring the art of katana sharpening unveils a delicate balance between technique, patience, and precision, ensuring that the blade retains its keen edge. you can visit the website Mini Katana to learn more. The insightful tips and advice shared in the guide illuminate the proper methods and tools required to achieve optimal sharpness while preserving the katana’s historical significance and beauty. With this knowledge in hand, we can embark on our own journey of honing our katana, appreciating the artistry involved and connecting with the timeless traditions that have shaped the world of Japanese swords.

I was starting to get walkthroughs and tips from magazines around the time this was published but this whole series still potentially represented value for money as magazines would often spread solutions over several issues.  The Quest For Clues series was certainly great when I needed help playing through all of Origin’s games but it’s surprising that they included solutions for games like the Ultima’s since you would think it would hurt sales of the official clue books.

As collectibles these don’t have a lot going for them, whereas most of the official cluebooks are full of all sorts of bits and pieces of background information making them more worthwhile. Unless you are trying to buy up everything Origin then there isn’t much reason to own them. Speaking of which, I’ve managed to get hold of System Shock – ICE Breaker which is the only clue book I was missing. I’d quite like to get the Cybermage comic books if I ever see them but those and Caverns Of Callisto are about the only Origin bits and pieces that I’m still looking for. I wouldn’t say no to a copy of Akalabeth either but judging by a recent Ebay auction I’ve about as much chance of getting my hands on one of Richard Garriott’s spare copies as buying one online.

Wing Commander Novel

This is the eighth Wing Commander novel. It was written by Peter Telep and published by Harper in 1999. This is a new author from the previous novels and based on the movie rather than the game. I can’t say too many bad things about the movie so this wasn’t a book I was especially looking forward to. My main hope going into this was that it couldn’t be any worse than the film. It’s quite a short book which can be read in not all that much longer than it takes to watch the film and there are 8 pages of colour photos from the movie in the middle of the book.

I won’t describe the plot here since I’ve been through it all before and the book sticks extremely closely to the movie. There is a little more detail with an occasional glimpse of things from the Kilrathi point of view. In the movie, they are fairly anonymous but here we get to hear a few discussions on battle tactics and the like. Their character is very close to that in the earlier novels with the same honour systems although they have dropped the annoying habit of describing everything in terms of the number 8. I.e. eight eights of fighters etc. This was getting old after 7 novels and it was hokey in the first place.

Another change from the movie is that Blair has a personal computer implanted into his wrist, complete with a holographic representation of the Wizard Merlin who pops up at times offering advice. This character is obviously there for comic relief and could have been the Jar Jar Binks of the movie had he been included. Thankfully, his use is sparing in the book so he just seems out of place rather than irritating.

Finally, there is a subplot with Pilgrim traitors within Confed and indeed Captain Sansky himself turns out to be working with the Kilrathi. He is exposed through Blair’s actions and commits suicide before anyone can get to him leaving Gerard to take over. The book even suggests that a war with the Pilgrims is about to break out again in its epilogue. I’ll presumably find out more about that in Pilgrim Stars when I get around to reading it.

As for the writing style, Telep proves to have some skill given what he has to work with. We are still stuck with the same storyline complete with the mystical Pilgrim element but it comes across far better with the extra exposition. Some of the scenes from the film actually work better in this form, such as Blair jumping through the gravity well which is more about what is going on in his mind than anything you would be able to see on screen. There is also some evidence of the detail that was in the Confederation Handbook I looked at a few months back being used for background detail giving it more of a sci-fi vibe. 

Compared to the other Wing Commander novels, the characters in this were far more rounded and realistic and it was less childish as a result. Without the awful casting choices to cope with I actually had some interest in what happened to the main protagonists and I’m shocked to say that this book was actually quite good. My low expectations probably helped here but maybe there actually was a half decent film in the script if some different decisions had been made. It still doesn’t feel like Wing Commander but if you ever get the urge to watch the movie, I’d strongly recommend reading the book instead.

Speaking of which, there are actually two versions of the book. There is the one I’ve read and the “Junior Novelisation” which I’ve also got. Apart from it being a different shape and size, I’m unsure of the difference but I’ll have a quick look at it at some point. I’m assuming it’s a child friendly version of the book I’ve just read but there was nothing much in this that I’d consider particularly adult.

Starlancer Review – PC Zone

I notice that I got another mention on wcnews.com last week. I don’t know how long it will last but it’s certainly increased site traffic. Since I don’t appear to be able to post on the forums having only registered recently, I’ll say thanks here instead.

Having just finished the game, I thought I’d post the PC Zone review of Starlancer from July 2000. They appeared to like the game a little more than I do, especially the multiplayer mode which I haven’t tried out myself.

StarlancerReviewPCZPage1 StarlancerReviewPCZPage2

Starlancer (Again) – Part 3

It took me about another hour, but I managed to get the last mission out of the way. Once I knew what  I was doing I could more or less guarantee to protect enough of the transports. At this point, the station tries to escape through a warp gate and the Alliance hero Klaus Steiner sacrifices himself by flying into the armour protecting the warp generator. This leaves me to shoot the thing before the station goes into warp. I didn’t manage this on the first attempt as you need to be lined up from the front and not knowing this I didn’t have enough time to get there.

Another attempt later and I manage to blow up the warp gate generator. At this point I need to attempt to protect Steiner’s ejection pod from some elite fighters that jump in, including the Coalitions leading ace Ivan Petrov. From an FAQ I’d read, I gather that I needed to concentrate on Petrov since he would go after Steiner. I did this and managed to take him out only for Steiner to die anyway a few seconds later. This doesn’t fail the mission but it isn’t the best possible ending. After this many attempts it’s good enough for me so I keep going. All the remaining fighters withdraw and we torpedo the station.

 

 

 

The end cutscene is fairly short and takes the form of a congratulations from our squadron leader in the debriefing room and another news broadcast summarising what happened before showing our ship returning home. They left the option for sequels open as we haven’t actually ended the war at this point, but I never heard anything about a direct sequel. There was of course Freelancer which I’ll be playing at some point and I’m expecting a bit more from that game.

Starlancer (Again) – Part 2

I was hoping to get this game finished yesterday. I got as far as the final mission but after trying it about 5 times, it was starting to grate and I’d had enough. On the whole though, the game picked up a little in the second half. My wingmen actually started getting a few kills and there has been something resembling a storyline.

13 missions into the game, our carrier is attacked and destroyed while we are away on a mission and there is a cutscene where the captain stays behind on his own to ram the opposition ship taking them down with him. We get moved to join in with the Ronin squadron. This means a whole new set of animations for walking around a different ship which freshens things up a little. There is also a new launch procedure where we shoot out of a tube, rather than the being shoved out the bottom of the ship.

The plot such as it is starts to move along with various squadrons on both sides being destroyed, one of my wingmen defecting, our sides leading pilot being captured only for us to later rescue him and various Coalition aces coming along for me to fight. The status of our squadron in this time goes from rookies to hero status. As our status improves and promotions come through I get more options of ships to fly. These have some character of their own but they are basically improvements of what came earlier. They come in light, medium and heavy varieties but they are all fighters and don’t feel massively different from each other. It may be better to have extra speed in some missions but you always want one of the newer craft and I’ve never had to go back and change my choice of ship at any time.

The final 2 ships in the game are the most interesting to fly with one being a light fighter with cloaking ability adding new gameplay options. The other is a medium fighter which has a nova cannon. This cannon is basically a rail gun. You hold down fire while it builds up charge and then release to fire the stored energy in one burst. I don’t think it’s intended for use on fighters but it’s seriously effective used like this. It’s beam is instantaneous so I don’t have to aim ahead of a target and it takes out any fighter in one shot. This unbalances the game but it’s still fun and I only get to use it in the last few missions.

The missions start to get a little lengthier in the second half of the game. This is both a plus and a negative depending on how many times I have to replay the mission to complete it. There is a mission where we fly captured enemy bombers to sneak up to the enemy flagship and torpedo it. I then have to return to my base ship, swap into a fighter and go out and intercept torpedoes before blowing up the attacking ships. There is a long slow flight at the start of this mission where I have to stay in formation while we get in position to fire the torpedoes. First time through this is fairly tense and atmospheric. By the third run, when I’ve been unable to protect my home ship from the 20 or so torpedoes that are already incoming by the time I relaunch, it’s getting tedious. I ended up sticking my headphones on and listening to a podcast while I was playing through it yet again. Starlancer is not entertaining at times like this. I remember having similar issues playing X-Wing Alliance where I was forced to sit through the same cutscenes over and over. That game did at least have a stronger plot than this but it does seem like the in-mission exposition is a detriment to these games unless you make the missions easy enough to complete within a couple of attempts.

This is made worse but the fact that the mission designs frequently rely on you knowing what is coming up before you can complete it successfully. There are some very strict time limits involved where if you haven’t saved your missiles for that part of the mission or aren’t in the right region when the event is triggered you have no chance of completing the mission. It’s fairly poor design in all honesty and replaying the missions holds little appeal. I could level this criticism at other space sims but Starlancer is more guilty than most.

The final mission in the game is proving to be particularly annoying. It involves an attack on the Coalitions main base. This base is armed with an ion cannon which kills any ship that gets near it in one shot. This means I have to fly the only ship with a cloak, so that I can hide whenever I’m targeted. I have to clear the huge structure of turrets one at a time which is easy but after this, I need to protect a load of transports while they drop explosive charges onto it. Protecting these guys appears to be a matter of dumb luck. I managed it on my first attempt only to get too close when the base exploded later on. Since then I’ve not managed to protect enough of them and most of the squad always gets wiped out in a matter of seconds. I’ve got a good idea which ships I need to target now but this sort of required knowledge is very artificial and having to clear the turrets off this station over and over again has gotten old. Each attempt is taking 20 minutes with the critical part being over 15 minutes in. This is far too long if you ask me and hearing the same conversations over and over at the start of the mission rubs it in. If I knew of a cheat I could use, I would have resorted to it by now.

I expect I’ll manage this mission after a few more attempts tonight anyway. If not, this might be the first game on this blog that I don’t finish. Playing this I can kind of see why we don’t get space sims any more as I’m not sure they had anywhere else to go. There are a lot of elements in this game that I’ve already seen elsewhere and it would be hard to do anything massively original. I still don’t think this is a particularly great example of the genre, despite having a myriad of earlier games to learn from. It’s competent but I’m sure that back in 2000 its main selling point was its graphics which aren’t going to impress anyone these days. I’ve still had a decent time playing this but I hope I can get this final mission done without any more failed attempts.