Software:Blood & Magic
| Blood & Magic | |
|---|---|
Cover art based on the painting "Deadlock" by Larry Elmore.[1] | |
| Developer(s) | Tachyon Studios |
| Publisher(s) | Interplay Productions |
| Producer(s) | William Church |
| Designer(s) | Vasken N. Sayre |
| Programmer(s) |
|
| Artist(s) |
|
| Writer(s) | Vasken N. Sayre |
| Composer(s) | Ron Saltmarsh |
| Platform(s) | MS-DOS |
| Release | November 26, 1996 |
| Genre(s) | Real-time strategy |
| Mode(s) | Single-player, multiplayer |
Blood & Magic is a real-time strategy video game released by Interplay Productions in 1996 which uses the Dungeons & Dragons license.[2]
Blood & Magic is a real-time strategy game that takes place in a previously unknown area of the Forgotten Realms, and was the first computer game from Interplay based on the Advanced Dungeons & Dragons roleplaying system by TSR.[3]
Gameplay
Blood & Magic is a real-time strategy game, where the player characters are wizards that are able to create monsters with the use of blood magic.[4] The game is set in the Forgotten Realms campaign setting in an area called the Utter East.[5]
Warfare is enhanced by the ancient magical Blood Forges that can create huge armies, as well as create Basal Golems whose mystical energy can power the forge, or they can be used to explore and fight or be transformed into a more powerful unit. The game includes five campaigns consisting of three missions each, or players have the option to run through a random campaign on 15 maps.[3]
The basic units of the game are the basal golems, which are created at the Bloodforge.[6] They provide mana for the production of new units and can be turned into buildings or monsters.[6] When four are placed on a foundation, they may transform into a mystical site dedicated to the kind of magic the player's choosing. Placing a basal golem adjacent to a friendly mystical site will allow them to change into a different creature, based on the type of mystical site.[6] The player automatically is only able to use the weakest transformation, and can unlock more by researching. Researching costs experience, which is gained by creating or transforming basal golems, creating or destroying structures, casting spells and slaying enemies.
While this approach is original compared to the usual Dune II-like system where the player had to harvest or mine resources, it brings its own set of problems. Basal golems are limited to the maximum unit capacity per map, which is 100, and depending on how the player balances their golems with the fighting units, one can reach almost limitless mana production (although a player cannot have more than 300 mana at one time). Because the stationary golems are much easier to protect than moving harvesting units, unhindered exponential growth can easily occur. Also, not having to protect supply routes means less opportunities for strategic thinking, as does the lack of any defensive structures (with the exception of passive walls).
The most egregious deviation from normal RTS gameplay is the extreme micromanagement required for the collection of the game's resources.[2] The golems charge mana individually, and collecting the mana requires a continuous cycle of selecting individual golems and clicking a "transfer" button[6] (or, alternatively, the right mouse button). Golems will eventually transfer mana on their own if they reach their maximum capacity and are left unattended for a long period of time, but this severely impacts their efficiency.
The game's pacing is similar to that of vintage RTS games like Dune II and Warcraft: Orcs & Humans. By comparison, the gameplay is very slow compared to Warcraft II which came out the year prior.
The AI is on similar level as in most other RTS games from the 1990s. It can assemble and send small strike forces quite well, can cast spells, find and use magic items, making it a dangerous opponent in the early game. However, it does not coordinate its defences very well, making the endgame an easy cleanup exercise once the player has managed to gain a foothold. The AI does not abuse the possibilities of exponential growth.
Plot
The single player game consists of five regular campaigns of increasing difficulty,[6] followed by a world conquest (a long campaign during which the player conquers all 15 maps and then challenges the gods themselves). In all regular campaigns the player can choose one of two sides of conflict. To unlock the next campaign, the player has to finish the current campaign at least once. The storylines of all campaigns are typical fantasy tales (without any explicit AD&D references), although each campaign has its own take on the genre. The stories are told between battles by a narrator voice (often in verse) and illustrated by gradually uncovered pictures.
A brief summary of the campaigns:
Howl of Vengeance
The story begins with a barbarian leader Rathgar the Raider conquering the kingdom of Doegan. With his last breath, the realm's rightful king curses the barbarian. The king's daughter flees and seeks the help of a young necromancer, Aelric the Avenger. Playing as either the usurper defending his new kingdom or as the avenger, the player seeks to either lift or fulfill the king's curse.
Matchmaker Mayhem
When Roxana, princess of the kingdom of Edenvale, had come of age, she proclaimed a challenge: Any man that wants to take her hand in marriage must first defeat her. The player can choose whether to help Roxana flee from the hordes of suitors or take the lead of Bryan the Bold's armies and win the princess' heart.
Tartyron Unbound
A classic struggle between law and chaos, with similarities to many stories of fallen angels and balance. Tartyron, the Lord of Chaos, broke free from his underground prison and wants to spread chaos in the surface world. His opponents are the two lords and a lady from the Circle of Order who have exiled Tartyron once and hope to do so again.
Nuts and Bolts
A campaign with strong elements of comedy. Two brothers, Garrulos the Occasionally Good and Wormskull the Artificier have found a pearl of great magical powers. The pearl is also cursed and causes strife between the brothers. Wormskull wants to use the pearl's magic to create inventions, while Garrulos seeks to stop his brother's insane plans and win the king's favors.
The final scenario of the 'Nuts and Bolts' campaign is an encounter with a special unit called the Juggernaut, which has several features that make it far more powerful than a normal unit. The Juggernaut has high health and defense values, and is immune to harmful effects from magic and items. It also has multiple attacks, including a high-damage melee hit, a flame projectile, and the ability to freely move into spaces occupied by other ground units—with the exception of Stone Golem units—in order to crush them for an instant kill. The Juggernaut is physically large, taking up a 2x2 area of terrain, rather than the usual 1x1 used by all other units.
Harvest of Horrors
The villagers living in the shadow the forbidden plateau fear the harvest time, as it is then that creatures hungering for human stew descend from the plateau, hunting the villagers. This year the tradition might end, however, as the mage Heradan the Hermit stands up to oppose the dark hordes of the Kingdom of Nix (led by Redfang the Reaper). This campaign introduces new units on Nix's side (Goblin, Harpy and Enchanter) as well as magical cauldron that boils creatures back to mana. The new units are of above-average quality and present a great threat for Heradan. Arguably, the creatures' side of this campaign is much easier to play.
Critical reception
Andy Butcher reviewed Blood & Magic for Arcane magazine, rating it a 6 out of 10 overall.[3] He commented that "Blood & Magic is a fairly easy game to pick up, and plays like a simplified version of Warcraft 2 or Command & Conquer. Everything works in a logical fashion, and there's enough variety in the available units and the individual battles to keep you playing for some time".[3] Butcher concluded his review by saying: "However, it doesn't really offer anything new. If you've played any other real-time strategy games, you'll have seen much of this before, and to be honest, it simply isn't as involving or as much fun as Warcraft 2. In addition, its links to AD&D are tenuous at best - most of the units featured appear in AD&D, but their strengths and weaknesses are different, as is the combat system. Blood & Magic does what it does in an effective and playable manner, but it simply doesn't offer enough to be a great game. There's nothing really wrong with it, but there's nothing that makes it stand out, either".[3]
The Herald-News gave a mostly positive review of Blood & Magic, saying the variety of units and terrain were two of the game's strong points.[6] It also called the game "habit-forming".[6] Weaknesses noted in the review included the enemy AI and the large number of clicks required for resource management via the basal golems.[6] The Buffalo News gave the game a C rating, calling the storyline "deep".[5]
According to GameSpy, "it didn't take long before gamers started to realize that – even as the RTS genre was exploding – there was nothing here that should drag them away from Warcraft II or Red Alert".[7]
Reviews
- Magia i Miecz (issue 38 - Feb 1997) (Polish)[8]
Source code
A demo version of Blood and Magic was included in The Forgotten Realms Archives in 1997. This demo version included all of the C++ source code and asset files.[9]
References
- ↑ "Deadlock". http://www.larryelmore.com/store/DEAD/deadlock.
- ↑ 2.0 2.1 "Blood & Magic for PC Review - PC Blood & Magic Review". http://www.gamespot.com/pc/strategy/bloodandmagic/review.html?sid=2538186.
- ↑ 3.0 3.1 3.2 3.3 3.4 Butcher, Andy (January 1997). "Games Reviews". Arcane (Future Publishing) (15): 69.
- ↑ Tresca, Michael J. (2010), The Evolution of Fantasy Role-Playing Games, McFarland, p. 144, ISBN 978-0786458950, https://books.google.com/books?id=8H8bzqj6S4sC&pg=PA144
- ↑ 5.0 5.1 "Floating Islands and Aggressive Aliens". The Buffalo News. July 22, 1997. http://www.highbeam.com/doc/1P2-22940407.html.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 "Taking D&D to the Next Level". The Herald-News. April 12, 1997. http://www.highbeam.com/doc/1N1-0EB0958251BB85AA.html.
- ↑ Rausch, Allen (2004-08-18). "A History of D&D Video Games – Part IV". Game Spy. http://pc.gamespy.com/articles/540/540115p2.html.
- ↑ "Magia I Miecz 1997 02". February 1997. https://archive.org/details/MagiaIMiecz199702/page/n13/mode/2up.
- ↑ bam mirror on GitHub.com
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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