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Spellbreaker is an interactive fiction video game written by Dave Lebling and published by Infocom in 1985, the third and final game in the "Enchanter Trilogy." It was released for the Amiga , Amstrad CPC , Apple II , Atari 8-bit computers , Atari ST , Commodore 64 , Classic Mac OS , and MS-DOS .
[1] TV Guide gave Spellbreaker two out of five stars, stating: "even kids may be disappointed by the cheap special effects, with a crude illusion of miniaturization attempted merely by posing "leprechauns" as far away from the camera as possible, with magnified objects in the foreground. On the other hand, ornate costumes and interiors (even a ...
Zzap!64 noted the high (£45.30) British price of the game and necessity to own a disk drive, but called it "a tremendous challenge and full of surprises ... lengthy location descriptions, great atmosphere, and highly addictive qualities".
Shannon Appelcline, in the book Designers & Dragons (2011), highlighted that in 1989 Spelljammer was the first of a host of new campaign settings published by TSR. It was created by Jeff Grubb and "introduced a universe of magical starships traversing the 'crystal spheres' that contained all the earthbound AD&D campaign worlds.
Spellsinger is a series of fantasy novels by American writer Alan Dean Foster.At present the series consists of eight books: Spellsinger (1983) [1]; The Hour of the Gate (1984) ...
Spellbreak was a projectile-based PvP shooter, however, unlike other shooters, it used gauntlets that fired magical spells in place of guns. Additionally, players could levitate and carry one 'Rune', giving access to abilities like flight, teleportation or invisibility.
SpellForce 2: Shadow Wars is played from a third-person perspective, in which players control a custom-made avatar to explore a variety of maps in the game. The game makes use of traditional elements from both real-time strategy and role-playing video games, in which players take on various quests, kill monsters and earn experience to level up and improve skills and unlock the ability to wield ...
Permadeath in multiplayer video games is controversial. [15] Due to player desires and the resulting market forces involved, massively multiplayer online role-playing games (such as World of Warcraft) and other multiplayer-focused RPGs rarely implement it nowadays - despite permadeath being a key component of early virtual worlds such as MUD1.