Lynn's Legacy by Josiah Tobin and Cha0s, 2006. Written by Lachie Dazdarian(September, 2006) Introduction I apologize if you already read several reviews of this game. Being a beta tester of Lynn's Legacy, loving the chapter one demo so much and the fact this is convincingly the best FreeBASIC game so far are plenty enough reasons for me to feel obligated to review the game. I think I would compile this review even if I didn't have anyone to show it to, simply for the sake of recording all the conflicting thoughts I have on the game. This review was written while playing Lynn's Legacy version 1.1, downloaded from sourceforge.net. If any of the bugs/features I mentioned were fixed/improved in a later version, I was not aware of them while writing the review. I contemplated a lot about the most fitting review format for Lynn's Legacy. After finishing the game this sort of review, sans categories, seemed the most suitable. I think you'll realize very soon why. The Review The release date of Lynn's Legacy came as a surprise too me, since the final version arrived very soon after the chapter one private demo(3 dungeons). I knew that the demo was only a portion of already completed work, but I got the impression that they still had a lot of work ahead of them. Also, the summer was on the doorstep so the time seemed perfect for improving the full product and fixing possible flaws, as much as it takes. Extensive beta testing of the full game probably should have happen, taking the size of the game into consideration. I recommend this to everyone. If you have completed a huge project, beta test the full version once more. The flaws of Lynn's Legacy illustrate why this is necessary very clearly. I was also surprised to read(more skim-through) a notable amount of negative critics in the FreeBASIC.net forum regarding Lynn's Legacy. I was ready to give those people piece of my mind in this review, still under the positive effect of the beta demo, only to realize later I partially agree with them. I cannot know how much since I didn't take the trouble to save the mentioned forum posts and burn them on a CD(I'm writing this offline). After finishing the beta demo I was quite eager to play the final product. The 3 dungeons demo was such a sweet and enjoyable ride. Perhaps too good. Deep inside I felt it would be very difficult to maintain the quality and fun gameplay from the first third of the game. Still, I hoped the game wouldn't lose much of its initial shine and momentum. We all know how the game starts. Lynn is flying over a sea on a Wyvern Ray, escorting a mysterious package to the mainland. After the package explodes, Lynn appears unconscious inside a forest, on an unknown location, with some of memory lost. There is nothing I can complain on the very intro. Everything works fine until the part when Lynn enters a small town and encounters a group of people gathered around a strange portal. I just didn't like this scene. Lynn's confrontation with the town mayor felt forced and staged, but I guess the designers simply were fixed to start the plot like this. To make Lynn a ball-busting type of character and the mayor a loser. Anyway, the story picks up quite fast and redeems for the awkward start. At least for those people who find the scene preceding the first dimension awkward. Perhaps I should say that Lynn's Legacy plays like any other Zelda-style game, featuring real-time battles but no real RPG experience growth system. It's mainly an action game. I'm still not sure how to construct the review but I think I'll break it into two parts. In the first part I'll be describing my experience of playing the entire game, because I think that's the best way to convey my impressions about it. Second part will have the more common, category-based structure. The first three worlds behind the portals(let's call them dungeons) are small masterpieces. They all work perfectly, providing enough challenging enemies, well thought-out maps and intelligently designed bosses. Each dungeon features wonderfully drawn tiles and enemy sprites and introduces new type of enemies, requiring from you to learn and change your fighting tactic. The ice feature in Geldius(dungeon 2), for example, is a brilliant idea. That was the toughest dungeon to beat. Up to this part I felt everything was going great but kept wondering if the game can actually go any higher in providing excellent gameplay. Is there any room for a better experience or I got the best of the game already? In other words, will the rest of the game live up to its great start? I was sad to discover that the answer is...no. The first sign that not everything is going to be a-ok was the moment when I visited the tailor and was able to buy all the suits but one(which can't be bought at that point anyway). I had over 500 gold coins after dungeon 3. I'm not sure if the designers imagined for the game to develop like this. So for the first 3 dungeons I only had the default suit, while after dungeon 3 I suddenly have 4 extra suits. From this moment in the game I could run faster using the cat suit or heal myself using the regeneration suit. I don't know if other two suits have special properties. Maybe the leather suit makes you swing faster. I wore it all the time though I couldn't make out if that is the case. Also, I almost never used the cat suit so I'm a bit confused with people commenting how it makes playing the game much more enjoyable. Anyway, at that point you feel the game is unbalanced. The moment you buy suits you are momentarily much more "powerful". Maybe the designers predicted that people would spend more money on buying extra health points from the "salesman" and not having enough to buy all the suits right away. Again, I'm mentioning this moment in the game only as a sign to me that the game will decline in quality and not necessarily as a bad thing itself. After finishing the first 3 dungeons another part of the main world becomes accessible - the desert. It's quite large and a nice place to explore. The 4th dungeon/dimension mainly disappointed me in being too easy. Yes, the story backed up the non-aggressive behavior of one part of the enemies in the diaries scattered around the dungeon, left by the previous explorers of it. Still, this doesn't change the fact that the dungeon was way too easy to beat. The dungeon boss is designed satisfactory, but I felt he could have used more attack powers/modes. Definitely easier to kill than the previous 3 bosses, but at least to kill him I had to run around employing, that well known but always fun, hit and run strategy. A note that I was killed only once in this dungeon and pretty much on surprise. The 5th dungeon, called Nerme, is somewhat more difficult but still not enough. I never felt cornered. All I had to do was to be careful. Definitely less difficult than dungeons 2 and 3. So you can guess already that the progression of difficulty after dungeon 3 simply disappears. Also, quite few enemies were recycled from the main world and placed inside Nerme. The map design of Nerme is good, with I note that I started to notice a certain lack of inspiration. You see, the Nerme map design relies too much on the concept of going far to a certain location to get some key, then getting back to a door which now you can open, just to repeat a similar procedure in another part of the dungeon. The Nerme boss fully displays the obvious loss of inspiration, going from its dubious graphical design too unimaginative and unchallenging attack pattern. The easiest boss to kill yet. After the 5th dungeon I was able to explore another part of the main world, which is quite well drawn and designed. In it I found a material necessary for the tailor to create the last, missing suit. Since the tailor's house was way in the other part of the main world I decided to skip returning to the tailor and proceeded to the next dungeon, only to discover later that this was the last chance for me to visit the tailor. After I finished the game I did use an old save game position(I was smart enough to zip the save games every now and then) and acquired the last suit. I did make me swing faster but since I finished the rest of the game without it and without much hassle, the trip back to the tailor is obviously not worth the trouble. The 6th dungeon, called Divius, while featuring new enemies with new attack patters, does not deliver in challenge and difficulty. It is quite large, I'm not sure but maybe the largest of all. It features several tilesets but not nearly well designed as the tilesets in the first 3 dungeons. It disappoints again with few poor enemy designs, notably a small mosquito looking bug which fires a huge circle of fireballs, quite unsuitable feature for such a small creature. Divius boss is also poor, being completely static(it the first phase) and attacking you only when you attack it, which makes it almost non-lethal, having in mind you have a regenerative suit. Its second phase features a moving creature, but it can be killed in 4-5 seconds, if you attack it in the right moment. Again, it's not very lethal since you can freely use the regenerative suit while keeping yourself on a safe distance. I was killed only once by the mosquitos in this dungeon. I remember the designers describing the last two dungeons in QB Express #17 as "somewhat ambitious final section" so I was expecting for the game to finally redeem itself for the fall of quality after dungeon 3. The last part of the game does feature a lot of dialogues and story twists but fails again in the most important element - gameplay. Boring and mostly not very threating enemies, more or less poorly designed. The boss in the 6th dungeon did kill me several times. I even started to fear I didn't buy enough health points to be able to beat it(I had 15 health points at that point). I was dreaded for a while with the thought I will have to play dungeon 6 and 7 again. Still, after few tries I killed it and was left with one health point. The second phase of this boss is terribly designed and very tedious(not challenging) to kill. I should say that after finishing the game, I went into killing few bosses again just to get the story a bit better. While doing this I figured out a better tactic to kill the first phase of the boss in the 7th dungeon/dimension. It's simple. Approach him, face him, stand still and swing. And that's it! This time I had some 6 health points left. That's plain ridiculous. Another reason why the full version of Lynn's Legacy had to be beta tested. The last dungeon is quite short and one could say messy. Again, the story conveniently backs this up. The final battle is, I'm sad I have to use this word, pathetic and in a way symbolizes the entire decline of the game's quality from its great starts to such disappointing finale. I'm not happy I have to render the last portion of the game like this since it's obvious that Josiah and Cha0s invested a lot of effort in that very section. But effort alone doesn't count much. Now I'm ending the most negative part of the review. I just implore Josiah and Cha0s to stick through it. Anyway, if they skipped to the final score then they could have seen I didn't hold this decline of quality too much against them. Actually, I sympathize with them. This thing happens to best. I don't how many of you remember/know about Shadow of the Beast 2, a beautiful adventure/action game from Amiga platform. It features brilliant art and graphical design. A classic. But its last portion is quite poor while the very ending appalling. Horrible, I would say. Most likely done in 15 minutes. And we are talking here about a classic and professional game designers who were paid for their work. That's just one example. So I understand. Nevertheless, I had to diagnose these flaws clearly as I eventually want to give an objective conclusion. I hope Josiah and Cha0s are not too irritated with my observations. Being a game designer I know how this feels. You are aware of the game flaws but somehow hope people won't make too much notice of them and will concentrate only on the good things and the huge effort put in the entire product, which is the case with Lynn's Legacy. Once you realize this didn't happen(and it rarely happens) you are annoyed at best and blame people for not respecting hard work. The graphics are excellent and there is no doubt about it. Some parts of it, namely the animation of characters, are close to being great, in the lack of a better word. I wish I had a thesaurus. :P As the game progresses the very graphics don't really lose in quality, as it is the case with the design of tiles and sprites. Josiah is obviously a talented and skilled artist but is he an equally good graphical designer(at this point) remains a question. Again, I think the size of the game is here the biggest problem. I believe he fell into a trap of sizing the game without thinking if he can fill it with enough varied and thought-out content. I suspect the design team was fixed on having 8 dungeons and didn't want to compromise on that. Perhaps it doesn't seem logical, but I think Lynn's Legacy would feel much more even and complete if one or two dungeons were discarded during production. One more thing on the topic of graphics. Since I'm already talking about graphical design(more or less) I should mention I didn't like the look of the health salesman and his name. I mean, Salesman?!? If you would ask me I would take some townsmen character, put a pointy hat on him and refer to him as to a wizard or a magician. I mean, what's a health salesman? The music is very nice. I was never annoyed with it and few tracks, strangely the less "rich" ones, create a quite powerful atmosphere. The environmental sounds incorporated into some music tracks are a full hit. I guess the only negative comment I can think of is - I wish each dungeon featured its own track. A pathetic comment, I know. The sound effects are truly excellent. I especially liked the Lynn's attack and hurt sound. For some reason I didn't hear her speaking in the game, though I noticed these sounds in the package. If I ever endeavor into making an ambitious project I might ask Josiah and/or Cha0s for tips on creating proper sound effects. Just browsing through the net for sounds similar to those you want is obviously not enough, as everyone who played my games can testify(ugh). The story is very good, but not impressive. I'm sure Josiah and Cha0s didn't aim that high. It's relatively original and well written(developed). I remember reading someone comparing it with Matrix but I highly disagree with that comparison. There is really only one small element connecting these two stories and that's it. I mean, when I think of the zillion brain-dead simplified stories from other QB RPGs these kind of remarks seem tendentious. The strongest feature of the story is its carefully constructed development throughout the game. I did personally felt that the story was slightly stretched and over-told, but these are just trifle remarks. How they say it, I'm grasping for straws. The truth is that not many people tried to construct such a long and developing story in a QBasic game and it will probably take some time before someone attempts a similar thing in FreeBASIC. So, respect! :P The very gameplay is excellent, which I pretty much stated while describing the experience of playing the first 3 dungeons. This is, in part, a result of Cha0s' excellent(and fast) engine. Wonderful code and far beyond my capabilities. I'm discovering a new respect for him. My honest admiration Cha0s. Second is the fact Josiah can draw all the frames of a character in order to enable proper multi-frame swing animations. The lack of this killed certain games by certain someone(cough-cough). Third element that makes the gameplay is the design of enemies which functions perfectly for a while. It's obvious that the gameplay is not equally excellent throughout the game, but that is only the result of poor and under-tested enemy designs in the later dungeons. Nothing I disliked in the very engine and game mechanics. Some people complained on the collision. While there is no reason to be anal about it, the mock-angled view(in the sense that it's not a top-down view) tends to confuse and makes it hard for the player to decide when to swing when an enemy is attacking from down. I could never get to hit that small black monster with a fork(I don't know how you call it in English) in Evernight before it would hit me, if it was attacking me from down. Technically the collision is perfect, but can visually fool the player. Anyway, I didn't mind this much, but since some people complained on the collision I wanted to express my thoughts on it. Oh yes, there are few bugs I noticed. Few came as a shock since they didn't appear in the chapter one demo. These include Lynn not being animated while she pushes a rock and ghost-type of characters(cloak wearing) not being animated when tracking Lynn. Also, when you give an object to a certain character in the game(like the Nerme Idol) it does not disappear from the items switch icons. I tried to ignore these bugs with hopes they will be fixed in a future version. Most reviews include replay value section so I guess I should say something on that. As with most of the games I reviewed, I really don't feel like playing this game over and over. And I'm sure such long games don't need to accomplish that. Since the story is complex you will probably want to beat few bosses once more, just to re-read few parts it. Due the size of the game it's definitely worth being played after few years, for the sake of nostalgia. The game took some 8-9 hours to complete, in two sessions, with a note that I was playing it quite franticly in order to leave myself enough time to write a proper review. I don't value play time as something terribly important, but Lynn's Legacy sure deserves compliments on this. The thing is, the game almost never robs your time by forcing you to repeat certain tasks over and over or perform some unnecessarily long missions(with the exception of few long key hunts). This is the case, for example, with leveling-up in Mattress Warrior and many other QBasic RPGs(I dare to say it's the case with most of them). Lynn's Legacy doesn't do that. Apparently, this game ended up being thrown into the RPG genre which is quite wrong. Lynn's Legacy is a pure action game with some adventure elements, or better yet, exploration elements. Where people see RPG elements in this game escapes me. Perhaps in the fact that Lynn can buy extra health points. But that's all. No other features that characterize Lynn(like stamina, dexterity, defense points, etc.) or any experience points. I doubt people will listen to me and Lynn's Legacy will most likely belong in the RPG category to majority. So to conclude. Excellent game but not great. A huge accomplishment to respect and admire. The best FreeBASIC game yet. It will definitely be a classic in our community. Did it had a chance to become a freeware classic? We can only speculate. Josiah and Cha0s had a great game in their hands, but somehow it slipped them. Lynn's Legacy failed to deliver what it promised. I hope Josiah and Cha0s learned something from the development of Lynn's Legacy. Mainly, not to over-size a game if they don't have a ready content(conceptually worked-out) to fill it in. Accepting the constructive negative critics as valid is one of the steps to grow as a game designer and release an even better project one day. If I would have to summarize all of my thoughts into one sentence I would say - I really liked the game but did not love it. Graphics: 88% Sound: 90% Gameplay: 78% Total score: 85.33 %