12.
Dark Sun: Shattered Lands - Strategic Simulations (DOS, 1993)
Ok, so implied earlier I wouldn't return to the Gold Box era of cRPGs. And technically I didn't, as Dark Sun: Shattered Lands falls outside of this era. But still, this is an SSI RPG we're talking about, even if it came at a time when their popularity was waning and they would soon exit, stage left.
Shattered Lands is a forgotten game, and given its history you can find a lot of reasons for this. Its engine and look were outdated when it was released, SSI had just released their failure of a Spelljammer turning a lot of their fans away, and - last but not least - this game was a piece of shit when released, and patches didn't really exist yet.
Shattered Lands also came at the tail-end of SSI's exclusivity deal with TSR, who would soon decide they were better served cutting out exclusive licensing for AD&D and turning to Interplay for new opportunities, to great success. Thing is, I never enjoyed this "meeting of perfections" in SSI and AD&D as many people did, primarily because I hate AD&D. I consider it a shallow, tepid system whose basic lack of functionality is surpassed only be the uninspiredness of its most popular settings.
So while I do like Pool of Radiance or Eye of the Beholder, that lame-ass Forgotten Realms setting gets me every time, and I soon start sweating tears of boredom.
Not so for Shattered Lands, set in the more original Dark Sun campaign setting. Dark Sun is essentially "post-apocalyptic", but it is more about a world in a long decline. The once-blue world Athas was stripped of fertility by the Defiling, and its sun is in decay. This means the entire world is an unlivable desert, metal tools being rare commodities. Primitive societies strive to survive as corrupt absolutist governments run the city-states that dot the landscape, and life is just a struggle for survival. This is the kind of setting where hobbits are deranged forest dwellers that eat anyone that dares trespass into their lands.
Shattered Lands does well with this setting. Right from the start you're simply tossed into an arena as a group of pitfighters, and you will have to make your own way through and escape, or likely die in the pits. The game is filled with scenarios like these, and is unforgiving in facing the player with harsh situations, back-stabbing NPCs and difficult, often ambiguous choices to make.
I love the interface and combat in this game. The interface, mostly mouse-based, feels surprisingly intuitive even today, and a large variety of actions in and out of combat is easy to make. Combat flows naturally and has the right level of difficulty, and overall is a pretty damned solid turn-based combat system. Character creation rocks too, though it is easy to abuse the system and make the game too easy. Still, a game where you can play as a half-giant, mul (half-dwarf) or Thri-kreen (humanoid mantis warrior) can not go wrong.
The overarching plot is...pretty asinine. The evil lord of Draj is bored so he is sending out a huge army to crush the surrounding free cities, or something. It's pretty unclear what's motivating anyone here, and simultaneously the juxtaposition of the "evil Draj" and surrounding free cities is disappointing. But when it comes to individual locations the game often easily makes up for it. The game rarely lets you get by anywhere without picking sides and making choices, and while this varies from basic "princess-in-distress" amongst the ratpeople upwards, it also often excels in "things-are-not-what-they-seem" scenarios, such as Tobrian selling you out, elven slavers eventually turning against Draj (if you take the right diplomatic path) or the complex obstacles you have to surmount to properly resolve the Darkhold conflict with the folk, including a dark entity taking over the minds of giant spiders.
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I would list Dark Sun: Shattered Lands in any cRPG Hall of Fame, but it's not exactly top of the class. Ignoring its horrid state at release, it doesn't do much wrong, but its writing and design are not exactly extraordinary. Still, what counts here is that it hits all the right buttons for me: I love the setting, I adore the morally ambiguous situations and dig the interface & combat. It's not SSI's "greatest" accomplish, but screw that, I love it.