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Introduction
The two dimensional graphics have the “look and feel” of some of the early Ultima, Diablo, Dungeon Siege, Quest for Glory (Hero’s Quest) games. Top down perspective graphics with simple two to four frame animation when the characters move presents the setting and action. The background setting is constructed of tiles that are put together like building blocks to form the walls, doors and floor. When a character passes behind a wall, the wall becomes translucent so you can see the character, floor and items behind the wall and still see the wall. The introductory scripting does not take into account different speeds of reading or even the amount of text per page. The pages with long text and short text remain on the screen for the same time period and automatically (without manual control) disappear and are replaced with the new text. If you have not finished reading the longer segments, you are denied the ability to easily go back and re-read the script. Combat
The inventory is an integral part of combat because the inventory can contain red life, called vitality by the game designers, potions or blue mana potions. Inventory items do not stack. The nine inventory hot key slots are hot-keyed with the 1 – 9 number keys. Character progression is through experience. Experience is achieved by killing monsters or enemies in combat only. There are no quests that award experience. Once you reach an experience “milestone” you are awarded five attribute points that can be added one point at a time to the attributes of vitality (life), strength, spirit (mana), wisdom, agility, melee damage, spell damage, and protection (armor).
Rings (2), bracelets (2), crowns (1), and amulets (1) can be worn to enhance your stats with their magical properties in the appropriate inventory slots. The time proven and accepted paper doll equipment system of equipping chest, legs, feet, hands wrist head, etc. is not used in the game. Items of a similar type all have the same graphic. All shields, rings, amulets, bracelets and crowns look the same and are placed in slots that contain a similar graphic to be worn and benefit from their stat enhancements. You can carry nine hot key slot items, 28 regular inventory items, and six worn items for a grand total of 43 items total. You could have carried much more items if the potions or spell scrolls would stack, but they don’t stack. When a plot element gives you an item it appears on a floor tile where you must pick it up by clicking on the floor tile. The item does not go into your inventory automatically. Plot
A more detailed summary has us in Princess Morning’s bedroom being advised by her handmaiden that her father, King Daerid of Leowyn, and mother, Queen Anoa of Leowyn, are overdue for tonight’s festivities. Morning’s fiance Prince Ardus of Litania, a neighboring realm, wants to make his intentions to court the princess public. Steward Halphen, an important Leowyn advisor, is concerned that the king and queen are overdue. A lone rider wearing the royal colors, looks like Lord Oderan, reports that the king and queen were slain with their entire party. Lord Oderan is really an emissary from the evil Ashidians who want “their” land back. “Their” land includes all the land of Leowyn. The Ashidian army appears at the gates of the royal castle of Leowyn, named Castle Iridine, under the command of General Rhajad Rhul.
Steward Halphen dies at the hands of the Ashidians and in his death transports the Princess to safety, and monologues to tell her about the mana well beneath Castile Iridine. Halphen tasks Morning to seek out the well and remove the cursed taint of the well by putting artifacts in the well to heal it, and use the power of the well to defeat the Ashidians. A walkthrough would be a good idea since the game script and NPCs (non-player characters) have very little in the way of direction. The lack of direction combined with the extremely lethal game play leads to a discouragingly steep learning curve at the beginning of the game. Many people claim that there is no need for a walkthrough since the game is so short (10-12 hours of play time), and the game is really an “explore, save, explore, die and reboot” affair. You progress in the game by learning where not to go and die and where to go and get experience. Sadly the die and reboot game design is much less satisfying than other forms of game design. The most popular and satisfying game design is one that leads you through hints or map design to areas of first easy and then later progressively harder game play.
Morning’s Wrath areas can never be cleared of monsters. You find yourself killing the same monsters over and over again from the same spawn points. Most games have a way of turning off the spawn points and clearing an area so that you can move on to another level. Monster or enemy respawn in most other games, if any, is slower and more controlled. Most games control respawn so that the area behind you remains cleared so that you do not have to worry so much about being ambushed from the rear. The respawn in Morning’s Wrath is fast and furious. The redeeming quality of the game is that the game play is somewhat addictive. The more you play, the more you like playing. Over time, the main character, Princess Morning, grows on you, and you find yourself caring about what happens to her. Inventory is opened with the “I” hot key and Spell menu is opened with the “S” hot key. Spells are created with at least one kinetic and one magical rune. You can create spells using as many as 12 runes. Casting a spell consumes mana, represented by a horizontal blue bar in the top right hand corner of the screen. Another unfathomable limitation is that you can only memorize one spell at a time, but you can cast it as many times as you like as long as mana holds out.
A really nice feature that is going by the wayside is that you can save at any point in the game. There are no save points in Morning’s Wrath. Save points are an unnecessary limitation to computer games that has been brought over from the early console game design limitations. Movement is only by left mouse button click on the floor within the limitations of the player character pathing routine. This means that if you click too far away from the main character, she will not move to the clicked point, you must find a point to click on closer to the character. There is no AWSD or cursor key movement support in the game. There is no run mode. The character walks everywhere. You must just relax and enjoy the walk and resist the urge to be in a hurry to get anywhere. Puzzles are interesting. There are word puzzles and color rearrangement puzzles. The puzzles were a lot of fun solving, when you found them. The puzzles are optional due to the multi-path and multi-solution plot. You can solve problems by different methods. Rating
System Requirements:
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