We continue to press the assault against Hades – forming something of a perimeter.

Legends of the Force: Part XXVIII – Young Jedi Knights, Jedi Shadow
This month I have an omnibus of the first 3 Young Jedi Knights novellas.

Let’s Play Super Robot Wars V: Part 180 – Gates of Hell I
We throw down with Hades’ troops, while we wait for the lab to evacuate.

Let’s Play Super Robot Wars V: Part 179 – “…Abandon All Hope…”
Hades has come to Earth…

Book Review: Young Jedi Knights – Jedi Shadow
I’m almost done with the Star Wars novels in 1995 with the first three Young Jedi Knights novels, which were collected together as an omnibus under the title Jedi Shadow.

GBP: Pool of Radiance – Part 3 (Kuto’s Well)
Once Sokal Keep has been cleared, now you’ve gotten the attention of the government of New Phlan – as the room behind the counselor opens up, and Junior Counselor Cadorna asks to meet with you. Cadorna is one of the few NPCs in the game with a truly unique character portrait – one that wasn’t created with the portrait system that you would have used to create your party when you started the game.

Cadorna’s family has roots to Phlan long before it fell – and he’s got a job for the PCs – retrieve some treasure the family stashed before they had to flee. However, the Textile House – where the goods were stashed – is in the corner of town between Podol Plaza and Mendor’s Library, so that quest will have to wait until after either of those two quests.
However, in order to get to either of those quest locations, you’ll have to go through the city hex of Kuto’s Well.

This is the first hex we’ve entered thus far that doesn’t actually have a story hex attached to it – but in order to clear the town, we have to clear this area, though the party only gets the normal “Hex Clear” reward for doing that. Still, that’s generally enough motivation for the player to clear this hex.
By taking on this hex, the player is introduced to a few new concepts. For starters, this is the first multi-layer dungeon the player has faced in the game thus far. Every other hex has been a single part of town – so there’s that.

Second is traps. Several squares in the catacombs (until you take out the bandit leader – Norris the Grey) will result on you getting shot at if you pass through them – and you’ll have to pass through at least one of them to reach Norris – who can show up at multiple places (and will appear t whichever of those places you get to first.
I have mixed thoughts on this. On the one hand, I wish that if you were actively searching and had a thief in your party, you could have a chance to completely evade the ambush. Alternatively, if you weren’t evading the ambush by random chance, I would like the idea of placing the ambushes in locations where the party could maneuver around them, with the thief having a chance to spot what squares contained the ambushes. That would provide a way, in the context of this video game, to emulate how in a tabletop session the Thief’s powers of observation can permit them to get the drop on an enemy or to evade an ambush or patrol.

That said, the fight with Norris himself and his men isn’t too hard of an encounter – provided you’ve kitted your spellcasters out with area of effect spells that can take groups of people out of the fight. I took Norris’ minions out with sleep spells and took Norris himself out of the fight by catching him in a Stinking Cloud, at which point we were easily able to dispatch him.

Beating Norris also gets another journal entry – which in turn provides some story content. Specifically, that the forces holding Old Phlan are not a unified front. There is a note from “The Boss” calling for Norris and his troops to assist in holding Sokal Keep, and Norris basically telling “The Boss” to shove it up his ass. Now, he didn’t actually send the message – but the reasoning for his not sending it isn’t clear.
However, clearing out Norris basically clears out this city hex, and allows you to return to town and collect your reward for pacifying it.

Let’s Play Super Robot Wars V: Part 178 – Dr. Hell’s Final Wager IV
We finally overcome Doctor Hell, only for one more surprise to catch our heroes off guard.

Let’s Play Super Robot Wars V: Part 177 – Dr. Hell’s Final Wager III
Now Doctor Hell himself makes his presence known on the field battle, and he shows his true weakness – naming giant robots.

Video Game Review: Shadowrun Returns – Dead Man’s Switch
In preparation for the 2019 release of Cyberpunk 2077, I decided to play through (and stream on my Twitch Channel) the last tabletop cyberpunk RPG to be adapted to video game form – Shadowrun Returns: all three of its campaigns. Here are my thoughts on the first campaign – Dead Man’s Switch. Continue reading

Let’s Play Super Robot Wars V: Part 176 – Dr. Hell’s Final Wager II
The team presses the attack against Brocken and Doctor Hell.

Let’s Play Super Robot Wars V: Part 175 – Dr. Hell’s Final Wager I
The Yamato and Team Super Robot come to the aid of the Photonic Power Research Institute, and an attack from Brocken and Ashura.

GBP: Pool of Radiance – Part 2 (Sokol Keep)
After you’ve cleared the Slums – in terms of quest goals, you have a few new options. On the one hand, you can continue inland to Kuto’s Well. On the other, you can now travel out to Sokol Keep out in the bay around the city. With this comes a bunch of new quest goals as well. One quest goal tasks the party with spying on the auction for a weapon in Podol Plaza, several city hexes inland. The other explicitly tasks the party with going out to Sokol Keep and clearing that – steering the player in that direction for their next quest, so I’ll be covering that hex next.

Sokal Keep is significantly different from the Slums – random encounters are with the spirits of the undead defenders of the keep, and not only do they only appear in a limited area of the map, but they also are completely avoidable with the use of the right password. That password is one of the three found on a piece of paper in the very first room of the keep. That piece of paper also leads to the first things that this portion of the game is teaching you to use as well, and that is the code wheel.
By way of explanation, Pool of Radiance shipped with a rotating code wheel. When playing the game, the majority of your interactions with this would be with the copy protection when you first opened the game to play. However, occasionally, the game would pose situations where you would need to translate certain words in either Elven or Dwarven text in the game’s environment as part of various puzzles. The document here introduces the code wheel in a relatively low-pressure environment. If you decode the text with it, you have a way to avoid random encounters and save your resources. If you don’t, then you’ll have to fight some random encounters that will drain your resources – but won’t outright stop you from progressing in the game.
The next thing this area introduces is poison. By this point in a Wizardry or Might & Magic game, you probably would have been poisoned at least once by a drop from a random encounter whose trap the thief hadn’t successfully disarmed. However, after combat loot doesn’t work that way in Pool of Radiance so any treasure you would have picked up in the Slums would not have been trapped so you wouldn’t have had to contend with poison.
Here, on the other hand, the encounters around the perimeter of the keep all, in some manner or another, have poison (with the exception of the Boss encounter). Consequently, in order to succeed in this area of the dungeon, you’ll need to have a divine spellcaster (whether a cleric or a druid) in the party to cast Slow Poison while you withdraw to town to pay for a healer – this leads me, briefly, to money.
In most modern RPGs, even dungeon crawlers, what you use the money for are expendables (healing and escape items, some offensive items) or upgrades. In Wizardry, money is used for healing and identification. Pool of Radiance, like Might & Magic, uses money the way AD&D 1st edition uses it – to cover expenses for healing and for training. However, unlike Might and Magic, here money has weight. Like, actual, physical weight. This means that when you travel around and find jewelry and gemstones, you don’t actually want to convert those to cash money. Appraise them, absolutely, but they’re more useful to you in their original forms instead of as cash because they weigh less that way. You convert them to cash when the time comes to level up or when you need to have some expensive healing done. So, while The Slums would have taught you the value of money when the time came to level up, Sokal Keep teaches you the value of money when it comes to healing (though, if you were coming to this game from Wizardry and Might & Magic, you’d know this already).
The next lessons the game teaches you come through the boss battle in area 6. This battle puts you against the largest group of enemies you’ve faced thus far in the game, and serves as something of a test of your understanding of the combat system, and some of the spells in the magic system – in particular area of effect spells like Sleep and, since you’ve leveled up a few times at this point, Stinking Cloud and Hold Person.
This fight puts you up against a boatload of goblins, hobgoblins, and a small handful of goblin leaders – no trolls, ogres or anything similar. You’ve handled loads of these in smaller numbers in the Slums, but here they’re coming with enough numbers to overwhelm you if you’re not capable. Consequently, the spell loadout you use coming into this battle is incredibly important.
Similarly – you have three different entrances you can use going into the battle, and which entrances you use are also very important. The two at the bottom, which you can access without having to clear the side rooms, puts you at a position where the gobbos have to go through a bottleneck, making it harder for them to flank you, and putting them in a position where they’re in range of your AOE spells, instead of the northern entrance, where you (and they) have to close, and they’re in a better position to flank you.
After the fight – we get our first Journal Entries of the game – longer areas of text that are kept in the Adventurer’s Journal to save space on the original floppy disks. Here we get our first mention of “The Boss” the leader of the forces in the Old City who is planning to crush New Phlan.
This is expanded on in a dialog with the ghost of the fortress’s last commander – Ferran Martinez. If you talk with him instead of fighting him, he provides a list of names of the three powerful beings behind the fall of the city – setting up the possibility that one of these three is “The Boss”.
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GBP: Pool of Radiance – Part 1 (Arrival and The Slums)
Recently, in addition to the games that I’ve been playing for my usual Let’s Plays, I’ve also been playing the original Pool of Radiance as part of a planned playthrough of the Forgotten Realms Gold Box games. Since I can’t really engage with something without getting analytical, I figured I might as well give my thoughts on it as I go through the games. Further, since the way the games work isn’t entirely conducive for entertaining streaming, I thought I would give my thoughts in blog form. These blog posts will be going based on each section of the game, instead of going by session, as I feel the breakdown will work much better that way.
The game begins in the “Civilized Quarter” of the city – the chunk of the city that has been reclaimed from monsters and which will serve of your base of operations throughout the game.

It also literally opens with a tour. As in your party of adventurers gets a guided tour through the city telling you where everywhere you need to go is – the temples, training halls, shops, and city hall, ending right at the entrance to the Slums. And here’s where some of the really good map design pays off because unless you are acting with a surplus of braggadocio, the very next thing you are going to do is immediately turn around so you can go buy some gear before you go wandering into the city. At which point you will walk into the grid square next to the city hall, and the game will give an automated list of posted proclamations – which in turn will let you know some (though not all) of the quests that you can take on to start the game.
In particular, the posted quests have two main thrusts. The first is a bunch of quests related to the Valhigen Graveyard. These are an array of quests related to investigating the Graveyard… and a couple quests related to finding out the fates of a couple previous groups of adventurers who were sent to the Graveyard. This sends the message to the player that the Valhigen Graveyard is not an area of the game that low-level characters stand a chance of surviving in.
The second is a quest stating that the Council is offering a reward for the clearing of areas of the city. Now, at this point in the game, you don’t have any way to get to the Graveyard – but you do have access to the Slums. This sets a goal for the player and a way to get there that will, in theory, result in them being sufficiently equipped to take on the foes they face in the graveyard.

This leads to the Slums. This is the first area of the city you have access to – you’ll get a couple more options after you clear this area, but for now, you’ve just got the Slums. This area of the game is designed to train the player in a few concepts – combat, exploration, negotiation.
Exploration is pretty self explanatory. In order to clear this area, you have to complete every set encounter, plus a bunch of random encounters, which means you need to wander around and check every room. If you don’t explore, you can’t proceed in the game.
Combat is related to the combat system in the game itself. A lot of RPGs prior to this point had abstracted combat like in Wizardry and the Might & Magic games – the closest combat got to being “tactical” was related to front and back ranks of combat. Ultima 3, which pre-dated this, had more tactical combat, but the actual map of the dungeon was not reflected in the combat areas, and Ultima 4 and 5 generally handled combat the same way.
However, Pool of Radiance has the dungeon map reflected in your combat area, and the Slums introduces that. You are not in a position yet where you have to take advantage of this to succeed in combat. Instead, this area of the game introduces you to this in a low-pressure manner – both in terms of the difficulty of the encounters, and in terms of how far you have to travel in order to get back to town. This gets the player thinking tactically, both in terms of combat and in terms of equipment – in Pool of Radiance, any character who can use a ranged weapon should have a ranged weapon – because having ranged weapons means that you can engage with enemies before they close to melee.
Additionally, the effective “boss” encounter for the Slums involve Trolls, which regenerate, which means you have to change your tactics against them, because they can’t regenerate if there is a player standing on one of the hexes the trolls were on when they died. So, that introduces this concept for future fights.
Finally, there is negotiation. Several rooms in this are of the dungeon have people who you not only can talk to, but preferably should talk to – specifically Ohlo and the Fortune-Teller. Both of these people can be killed by the party, but there are repercussions for doing so. Ohlo will bust out a bunch of monsters if you fight him directly, making for a very difficult fight that can potentially wipe the party. Meanwhile, the Fortune Teller is explicitly a non-combatant, and killing her causes all subsequent encounters, random or otherwise, to become much more difficult. It sets the idea that not everything you meet is a combatant, and that negotiation and discussion can work better than fighting. This will play out in the next area of the game – Sokal Keep.

Let’s Play Super Robot Wars V: Part 174 – Three Front War
We come to another decision point, with Doctor Hell advancing on the Photonic Power Research Institute, G-Hound having taken the Colony Laser, and issues coming to a head in the AD Universe…

Let’s Play Super Robot Wars V: Part 173 – New Strength II
Lotte and Velt deal with their interruption and get to sit down and have a conversation.

Graphic Novel Review: Ghost in the Shell – Global Neural Network
This week I have a review of an anthology comic from Kodansha set in the universe of Shirow Masamune’s Ghost in the Shell.

Let’s Play Super Robot Wars V: Part 172 – New Strength I
Velt asks Lotte out… on a mission together so they can have some alone time. However, they get an unfortunate interruption.

Let’s Play Super Robot Wars V: Part 171 – Three Sisters of Axis
The Garencaries goes on a mission to escort a refugee convoy, only to run into an ambush, with Kamille and the Three Ples having to take on Full Frontal’s lieutenant.

Comic Review: Detective Comics (Rebirth) Vol. 2 – The Victim Syndicate
One of the ongoing criticisms of Batman as a character is he’s a superhero whose stories solely consist of “punching brown/poor people and the mentally ill,” and at no point does he use his money to address the social ills that affect Gotham. It’s a criticism that frustrates me because, all the way back in the ’70s, you had writers like Denny O’Neill addressing this – with Bruce Wayne using his funds to address the underlying issues affecting Gotham, while Batman contents with those who would exploit those issues for their own gain.

Comic Review: Batman – Night of the Monster Men
Batman: Night of the Monster Men is the first post-Rebirth Bat-Line crossover, with all three of the main Bat-Books (Nightwing, Detective Comics, and Batman) crossing over to deal with the larger threat of a series of, for lack of a better term, Kaiju attacking Gotham City at the same time that a major hurricane hits the city, with the Bat-Family having to contain the monsters while investigating their source.

Let’s Play Super Robot Wars V: Part 170 – On Sibling Hierarchy In Cloning
In the second DLC mission, on Axis, Ple and Ple 2 are bonding with their long lost sibling, and trying to figure out who is “older”. Continue reading

Let’s Play Super Robot Wars V: Part 169 – G-Hound’s Critical Battle II
G-Hound finishes off the forces of the Neo-Zeon/Jupiter Empire Alliance as they seize the Colony Laser

Editorial: New Consoles from Sony and Microsoft in 2019(?)
I have some thoughts on the rumors (and outright stated plans) for Sony and Microsoft’s new pieces of hardware in 2019 – and why they should really slow their roll.
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Let’s Play Super Robot Wars V: Part 168 – G-Hound’s Critical Battle I
As G-Hound approaches the Colony Laser, they run into resistance from Neo Zeon and the Jupiter Empire.