Bard's Tale I and II for the IIGS used custom colour palettes and I think the artwork in those games are the some of the finest examples of 4-bit graphics ever. While Todd Camasta's artwork was very well drawn, it could have benefited from custom colour palettes for each monster. Being a fan of Bard's Tale, I was interested in Dragon Wars upon hearing about it.but it didn't quite live up to my expectations.ĭragon Wars was meant to have some neat additions to Bard's Tale and it does (namely the depth added to the combat system) but what detracted most about Dragon Wars for me was the bold use of using the same colour palette throughout the entire game, which can be attributed to the fact that monsters showed up in the foreground of your 3D perspective of the environment, as opposed to Bard's Tale where monsters were given their own individual background without overlaying them onto the 3D perspective. Dragon Wars followed the tradition of Bard's Tale it's an RPG whereby you command a band of adventurers to traverse 3D mazes and slay monsters left, right and centre. Interplay co-founder and IIGS veteran 'Burger' Becky Heineman (formerly Bill Heinemen) programmed the IIGS version. Dragon Wars was the second last IIGS game to come out of Interplay Productions, the last being Out of This World.
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