I briefly considered going back to the first Bloodlines to wash the sour taste of its misbegotten sequel out of my fangs, but so as not to spin my wheels too badly opted instead for the next "best" thing, its stunted and hobbled older brother, the second and possibly buggiest Troika title:
The Temple of Elemental Evil. Not even bothering with its baseline version I installed the
Circle of Eight modpack, then crossed my fingers and... it actually loaded on a first try!
(Don't look at me like that; if you know anything about Troika Games...)
It's called Temple / Elemental / Evil, so let's guess I'll be fighting lots of clerics, elementals and evil. I feel like doing something other than my usual elvish wizard. Problem: these old cRPGs hadn't really grown into roleplaying yet. No matter how many options you see in character creation, pretty much any other function besides hitting shit with a stick might be purely cosmetic. So no point in anything too outlandish like an all-rogue party. I'm getting plenty of evocation, illusion and enchantment spells in C77... but that reminds me how disappointed I've been by 5e throwing out familiars and animal companions. I may as well play up the summoning. And... half-orcs! Yeah... a half-orc summoning-themed party! Conjurer, cleric, druid, even a ranger instead of a rogue. (Then I ran into the Chaotic Neutral introduction's stupid locked chest and had to finesse their stats a smidge.)
But, eventually, I made it to the hamlet of Hommlet, to meet Burne (read "burny") the mage and Smyth the smith. Ugh.
Level 1
I set off to lend my martial, tactical and metaphysical prowess toward all Hommlet's bucolic enterprises...
which, near as I can tell, mostly consists of getting half the town laid. Verily, a worthier use of Charisma and grapple checks there never was, but still, couldn't they have come up with something besides pining milkmaids for low-level intrigue? They also seem to have overextended themselves on some of the decor and fudged the detail work as was the style at the time.
Yes, visit scenic Hommlet with its double set of twins lined up at attention in front of their beds. Come play with us. For ever. And ever.
And ever. Animations, rudimentary as they are, still don't function for minor actions like livestock bending their necks.
On the interface wrangling side, nuisances don't take long to accumulate.
Encumbrance mounts stupidly fast, with 3/5 characters unable to even keep all their gear equipped without hitting that dreaded -3 skill check penalty, and the constant juggling between inventories is made far worse by a lack of auto-sorting.
Casting through the radial menu is nice at first, but you quickly find yourself wishing for a hotbar. At least it has keybinds. (edit: though whether you'll be able to bind a key is up in the air)
Information on spell duration, active modifiers, weapon ranges, path your character will take in combat (quite crucial if you want to avoid AOO) and other topics is either absent or buried in submenus.
The pathfinding algorithm is at least better than Arcanum's but still
takes a second to compute longer distances and leaves some of your party
behind if you click on a small space... as defined by invisible
walkable terrain boundaries.
Obviously my bimbo nun Deianeira does most all the talking. Lucky I cranked up her turning and relevant stat too, as Hommlet imposes a helluva lot more diplomacy checks than I thought it would. But the character selection defaulting to my party leader after every dialogue has already caused a few reloads.
(edit: Later on, it got even worse as dialogues initiated by NPCs default to whichever character is closest at the moment.)
At least one first-level quest (Jay's sheep) already appears to have bugged out even two decades and who knows how many patches later.
And of course at the interface of interface with quest design you've got the old idiocy of pixel-hunting. One quest depends on performing a "miracle" to heal some moron's more moronic brother. "Heal" meaning (as you discover by trial-and-error) not the "heal" skill or a cast of "cure plot-relevant wounds" but the "heal" spell which at level 1 lies far beyond your reach. But worry not, walkthrough-perusing adventurer!
In the multi-room, multi-floor temple where you got the quest, one of the many, many pieces of furniture has one clickable book among many, revealing an entire collection of level-inappropriate scrolls among which you'll find (assuming you luck out and identify the correct one before you need to rest) a Scroll of Heal! Apparently "read forum" is also an indispensable spell. (And sticking this in the middle of a quest chain, preventing you from proceeding, just about triples the misdesign.)
Still, through the various frustrations, I can't deny this is growing on me a little bit. Worldbuilding's zilch compared to Arcanum, but content mix is decent for 2003. Hommlet is reasonably sized, with just enough exploration and noncombat activities to fill your time without either stalling you or powerleveling you to 3 as NWN2 did. Plot hints begin to drop as to your eventual destination without the usual "chosen one" tripe about your grandiose destiny. It doesn't dump +1 and +2 loot in your lap as other RPGs do, making you look forward to masterwork items.
On the stupider side of things, I consider hiring an NPC until reading online that they not only split a share of your party's XP (which has been done in other games) but steal part of your loot. There's one for the 'what the hell were they thinking' category. I'll do without the doing without, thanks.
Itching for a bit of action, I choose to get my last few XPs through combat. Repeat the spiders after noticing the second one doesn't aggro to due game engine limitations(?) Repeat the frogs along the moathouse approach after noticing the direction of their ambush. And since braining a frog is apparently far more informative than sussing out a plot to sabotage castle construction:
Level 2!
With a few extra hit points under my various belts, I try the courtyard bandit fight as well, and on the second attempt (not counting a sneak range failure) barely squeak through with only two bits on my gander.
 |
| Oh quit acting smug, your wolf did most of the work. |
I sense upcoming annoyance, as usual, with enemies spawning out of thin air to fake "difficulty" just by denying the player necessary information. Well, we'll see how long I can go without rage-quitting. After a well-deserved rest back in town, I take another well-deserved rest over at the moathouse after a spider and some rats. Giant rats. And more giant rats. And a giant spider. And a giant snake. And a giant tick. And a giant lizard. Witness the nuanced and elaborate worldbuilding of TSR's glory days!
After failing the bandit leader fight a couple (dozen) times I instead hit the zombie fight a level down. By which I mean Deianeira rebukes them into irrelevance. Ah, the one-step D&D guide to fighting undead: let the cleric handle it. Unfortunately it appears all those 'attack of the 50-ft whatever' fights saddled most of my party with diseases I can't afford to cure. So... resting it is then? Just do nothing and let the dice resist it for you?
Found a modded-in bag of holding. How the hell did anyone suffer through this game without the mods? Anyway, I decide not to bother infiltrating the moathouse. There's probably more XP in combat.
Next up is an ogre, which turns into another series of repeats until he rolls a 1 on an attack so I get enough hits in to drop him in the third round. Again, I feel like the mechanics are almost, almost good. Creatures with long reach getting attacks of opportunity on an approaching character? Excellent, and I made a meal of it back
when playing my Age of Decadence hoplite. Sticking a creature with that ability at such a low level that it just one-shots any party member? Stupid reload timesink.
Rest again. What? It was a big ogre!
After another ten attempts or so, finally kill the brigand boss.
Rest again. What? That was a big brigand!
Aaah, bugbears! Wait, they're not so bad. No, never mind, there's a whole posse of 'em so it still turns into an unholy mother of a save-scumming slog.
Rest again. What? Those were superlatively mediocre bugbears!
Level 3
Check
the walkthrough for the fiftieth time and discover I had some NPCs to set free from a jail cell I couldn't even see. My Chaotic Neutralness doesn't seem to matter much past the tutorial. Neither does my half-orcishness. Roleplaying options are so far almost entirely absent. Do-gooding is not optional; either do the quest or lose XP. Anyway. Puppies! The Gnoll fight is a perfect example of terrible old encounter design. You can pay to bypass them, and could even pass a dialogue check to pay half... to be rewarded with zero XP or loot. No thanks. Pound puppies!

The fight has an obvious solution: hard-hitting melee enemies, choke point, done deal, right? Not if the game is endlessly ambiguous about what counts as walkable or blocked terrain or where AOOs are triggered, which is why it ends up taking me another twenty tries to both block the doorway adequately and 5-ft.-step Nessus back for a potion without letting the puppies loose on my ranger and wizard. At least Enlarge Person is really paying off letting my druid or cleric melee over the barbarian's shoulder, much like reduce person paid off for my WotR Lich-Witch.
Rest again.
On page 37 of our fantasy biodiversity textbook we have a giant... crayfish.
Sure, why the hell not, keep 'em coming, we haven't even gotten to giant nematodes or giant lungfishes yet.
Cheese the damn fight from range, since it's too fat to climb stairs.
Pause for a moment to wonder why there's a duplicate corpse of my druid's pet wolf at a location I'd never visited before, which is somehow my enemy and keeps me stuck in combat until I hit it once.
Then some ghouls, easily dispatched.
Then, at long last, Lareth the Beautiful.
Now, dear readers, you must understand: there are buggy games, and there are poorly designed games. Then there's the truly infuriating breed where you can't even tell whether the weirdness stems from bad coding or bad GMing.
- Lareth infinitely casts infinite range sonic bursts, through infinite walls.
- I can maintain visibility of an area (for ranged attacks) even after the summon I used as a spotter dies.
- Doors sometimes close when reloading saves... and sometimes they don't.
- Half the time enemies act as if I'm invisible if standing in obscuring mist, the other half they rush me.
- A random proportion of enemies will follow you if you back out of sight.
- I can flee combat with a knocked out companion that was technically left behind. But after I rest and try to re-enter, the game crashes to desktop and the saved game turns up corrupted.
- Then the program starts stalling perpetually when enemy AI gets confused around corners.
- Lareth is supposed to trigger a spider ambush at low health, but not if you crit him hard enough to bypass that HP range.
- Cosmetic items (gloves, boots, helms) still add weight toward your encumbrance, making me outright ignore them.
- Lareth's dresser has a placeholder blank square instead of an icon when open.
Bugs? Intended behavior? You decide! Because I'm pretty sure Troika never did. This is all in the first dungeon, mind you. After a solid decade of fan-volunteer bug hunting.
So anyway, the theme of this dungeon was crayfish-cultist-tick-lizard-zombie-slime-bandit-rat-ogre-gnoll-spider-ghoul-frog-drow-bugbear-snake!
Snaaake! Oohhhh, iiiit's a SNAAAAKE! At least I get an infodump from Lareth's diary tying... some... of it together.
Back to Hommlet for some well-earned - AMBUSH!!!
Remember that "upcoming annoyance" I sensed? It came up. On trying to leave after Lareth's demise, you're jumped in the idiotic style
every game
abused back then. As soon as you walk through a loading screen the encounter starts (after making you click-through a few dialogue boxes to further lengthen reloads) and forces you into a fight without any chance at positioning. (Would detecting such ambushes not be a perfect opportunity for the listen skill? Could you not peek an eye out from safe darkness to "spot" the enemies standing in the light outside the cave?)
Between having to fight two rooms full of enemies at once and buggy reloads, Lareth took me dozens of tries. Infuriating, but also mildly rewarding. I could cut line of sight, web a long hallway, cast protective or summon spells sooner or later, etc. In other words try shit. Here? Obscuring Mist cockblocked their archers just fine, but the
lack of tiles turns the melee portion into a hopeless clusterfuck. My formation proves utterly irrelevant as enemies run through any spare pixel between my front liners (apparently only doors impose an occupancy limit) to lock down my casters. Less infuriating, but also less rewarding.
At least I got my -
Level 4
- right? Right?
So after winning my fourth attempt with two characters dead I say "fuck it" and decide to pay the Raise Dead fine in town. Half an hour later after selling loot piece by piece drag-dropping it out of the bag of holding and drag-dropping it into the shop window, I fork over the exorbitant 2000 gold...
...
... only to discover that not only have my rogue and druid not gotten XP for the fight in which they died, but this has completely wiped their accumulated XP, down to 2000, setting them back an entire level or more.
Okay, sorry, no. Screw this.
I've played many an infuriating slog for a good interactive tale. I've suffered plotless, generic hack'n'slash if the mechanics are good. But there's a certain brand of trash not worth the bother, in which everything's broken.
The GM's a showboating twelve-year-old dropping rocks on the player.
Your save files get corrupted.
Every interface interaction's a chore.
You're made to pixel-hunt.
Mechanics look complex on the surface but are overshadowed by rolling dice and cheesing single-pixel collision flaws.
When you try to play it honestly you're actively punished for doing so.
The roleplaying side is irrelevant.
You constantly need to consult a walkthrough for must-have information.
Hell, you can't even poke fun at the damn thing because its setting, characters and dialogue are so unimaginative and shallow.
I've liked some aspects, like the tempered mob/loot/level escalation and your characters' gradual discovery of the main event instead of being thrown straight into heroics, and the true utility of oft-overlooked spells (e.g. Obscuring Mist) but there's only so much pointless punishment I'm willing to endure for so little positive. Temple of Elemental Evil shares every flaw of its Infinity Engine predecessors (clunky inventory, frustratingly ambiguous mobility, range and terrain interactions) and piles on truly insane mechanics that might work in tabletop (ok, if you lose XP on being raised, maybe the GM can toss you a solo side adventure to compensate) but absolutely do not for a computer adaptation, especially one that prides itself on knife-edge encounter stat margins. More perplexingly, Troika's saving graces of interesting content, be it the world-building of Arcanum or the engaging characters of Bloodlines, are vanishingly absent here. If I just want a dungeon crawl against giant whatevers, there are far less aggravating ways to get that.
There's a very slim chance I might pick my campaign back up at some point. At the very least I need a lengthy vacation from such an unrewarding chore. But really, I'm leaning toward "fuck this and the bugged horse it rode in on."