Gateway to the Savage Frontier

Gateway to the Savage Frontier
Developer(s) Stormfront Studios
Publisher(s) Strategic Simulations, Inc.
Composer(s) Linwood Taylor
Series Gold Box
Engine Gold Box
Platform(s) Commodore 64, Amiga, MS-DOS
Release date(s)
Genre(s) Role-playing game, Tactical RPG
Mode(s) Single player

Gateway to the Savage Frontier (1991) is a Gold Box Dungeons and Dragons computer game developed by Stormfront Studios and published by SSI for the Commodore 64, PC and Amiga personal computers.[1] The title was the #1 selling game in North America in August 1991.

Development

When SSI began work on the Dark Sun game engine in 1989 after the completion of Secret of the Silver Blades, they passed responsibility for continuing the Forgotten Realms Gold Box games to Stormfront. Designers Don Daglow, Mark Buchignani, David Bunnett, Arturo Sinclair and Mark Manyen set the action for the game in an area of the Forgotten Realms that TSR had labeled The Savage Frontier, north of Waterdeep and south of Luskan along the Sword Coast. The area was far to the west of the region that hosted the action for Pool of Radiance and its sequels.

One of the major locations in the Savage Frontier, Neverwinter, spun off a new chapter. Stormfront gained the support of AOL executive Steve Case to create the first-ever graphical MMORPG, and to base it on the Gold Box engine. To leverage the existing game and cross-promote the titles, Daglow based the new MMORPG in Neverwinter and named it Neverwinter Nights.

The game's principal technical enhancement to the aging Gold Box engine was the addition of wilderness play, where the party traveled long distances on the map while following the basic D&D rules for combat with wandering monsters.

The game also featured character-specific side-quests, with two NPCs who can open these optional missions. The side quests in turn open different endings for the game.

Plot Overview

The game revolves around a standard (for Gold Box adventures) party of six adventurers who inadvertently get caught up in a plot by the Zhentarim to conquer the entire Frontier area.

The storyline, in rough terms, follows:

Basically, Zhentil Keep plans to use these magical statues to open a way through an otherwise-unpassable desert for their armies. If successful, the party is hailed as the "Heroes of Ascore," which is carried over into the sequel.

Sequels

The game spawned one sequel, Treasures of the Savage Frontier (1992).

Reception

Gateway to the Savage Frontier was reviewed in 1992 in Dragon #177 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars.[2] Computer Gaming World in 1993 called the game "standard Gold Box fare ... you've played this many times before".[3]

According to GameSpy, "it was a polished revision of what the early games in the Gold Box series were like, and felt very welcome, to those who'd gotten a bit weary of the far-flung conventions of its most recent installments".[4]

See also

References

  1. Barton, Matt (2007-02-23). "Part 2: The Golden Age (1985-1993)". The History of Computer Role-Playing Games. Gamasutra. Retrieved 2009-03-26.
  2. Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (January 1992). "The Role of Computers". Dragon (177): 57–66.
  3. Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
  4. Rausch, Allen; Lopez, Miguel (August 16, 2004). "A History of D&D Video Games - Part II". Game Spy.
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