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Lands of Lore: Guardians of Destiny

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Lands of Lore: Guardians of Destiny
Company typeVideo game
IndustryVideo games
Founded1997
ProductsAction role-playing game

Lands of Lore: Guardians of Destiny is an action role-playing game released in 1997, serving as the second entry in the Lands of Lore franchise and a direct sequel to Lands of Lore: The Throne of Chaos. This installment departed notably from the original’s turn-based Dungeons & Dragons mechanics, adopting a more dynamic, action-focused gameplay style. The series continued with the release of Lands of Lore III in 1999.

Gameplay

In line with other games from the era such as Realms of the Haunting, Guardians of Destiny presents a first-person adventure experience that balances puzzle-solving with intermittent combat encounters. Players engage with various characters and objects, manage their inventory, and utilize items within the environment. Certain challenges require casting spells, engaging in melee combat, or manipulating both items and defeated foes.

The main character, Luther, is afflicted by a curse causing him to randomly transform among three distinct forms: human, lizard, and beast. As the game progresses, spells become available that enable controlled switching between human and lizard forms; however, the beast form remains unpredictable and unable to cast magic. Each transformation grants unique traits: the lizard is small and agile but susceptible to water hazards; the beast possesses great strength, immunity to poison, and can navigate deep water and wide chasms; while the human form is balanced with the ability to wield weapons and armor.

Combat mechanics mirror those found in The Throne of Chaos, focusing on a single-character party system. Enemies generally remain passive unless provoked. Luther can execute melee strikes, shoot arrows from a bow, and cast spells across four tiers, unlocking a fifth tier late in the game upon acquiring specific items. Both magic and health regenerate gradually over time.

Plot

The narrative centers on Luther, son of Scotia, who is imprisoned by Gladstone’s forces under suspicion of allegiance to the Dark Army. Cursed to involuntarily shift into monstrous or lizard-like forms, Luther escapes captivity with guidance from the enigmatic Draracle. Initially pursued by Dawn and Baccata—figures from the previous installment—they eventually become allies. Luther’s journey involves evading capture while striving to lift his curse.

Players control Luther as he involuntarily cycles through forms that provide strategic advantages—beast form for increased power or lizard form for magical prowess—and access hidden areas. Eventually, players acquire spells that allow deliberate transformation between human and lizard states.

The game world encompasses varied locations including Draracle’s Caves and Museum, Huline Jungle and its Temple, Savage Jungle, Dracoid Cemetery and Ruins, Claw Mountains, Ruloi Citadel, as well as the City of the Ancients.

Choices made during gameplay influence alignment toward good or evil paths, culminating in seven distinct endings. These range from Luther’s defeat leading to devastation across the land to victorious outcomes where he either allies with Dawn or ascends as a destructive deity. Additional conclusions involve failure to escape Belial’s Armory or deaths caused by either Draracle or Dawn depending on player decisions, with variations in death scenes corresponding to Luther’s current form.

Development

After witnessing the commercial success of role-playing titles like The Elder Scrolls II: Daggerfall, Westwood Studios positioned Lands of Lore 2 as a premier release scheduled for late 1997.

Critical reviews

The game was met with generally favorable critiques. Keith Sullivan from PC Gamer US regarded it as a "very good game," though he pointed out that its engine lagged behind more modern titles such as Jedi Knight: Dark Forces II and Quake. Cindy Yans of Computer Games Strategy Plus commended its compelling narrative and immersive world but expressed dissatisfaction with the full-motion video segments, control scheme, and graphics technology.

A reviewer from Next Generation described the title as a commendable sequel that successfully combines role-playing and adventure elements, calling it "an entertaining romp" despite certain idiosyncrasies. David Wildgoose of PC PowerPlay considered it "perhaps the most complete game" he had encountered, lauding its blend of genres and elevating Westwood’s development standards.

Jamie Cunningham at PC Zone referred to it as "another Westwood masterpiece," while acknowledging some gameplay shortcomings. Andy Backer from Computer Game Entertainment characterized the experience as simultaneously "flawed," "frustrating," and "brilliant." Andy Butcher of PC Gamer UK recognized its capacity to provide many hours of enjoyment, despite inconsistent features and lackluster visuals.

On the other hand, Scorpia of Computer Gaming World harshly criticized the game, labeling it a "horror" and arguing that it failed to function effectively as an RPG, adventure, or action game, instead becoming a problematic amalgamation of all three genres.

Sales

In October 1997, the title secured the 11th spot in U.S. PC game sales charts, alongside other role-playing hits like Ultima Online and Fallout. However, by November, it had fallen out of PC Data's top 20 rankings.

In Germany, the game launched at number two on Media Control’s sales listings in late October, maintaining this position into early November and remaining within the top ten through the year's end. Throughout 1998, it continued to appear in the top 20 until February and was ranked 40th and 45th in May, achieving an uninterrupted 28-week presence within the top 50.

Awards

During the first Interactive Achievement Awards, Guardians of Destiny was nominated as a finalist for the Academy of Interactive Arts & Sciences' "PC Role-Playing Game of the Year," an honor eventually claimed by Dungeon Keeper. It also received a nomination for "Best RPG" at the 1997 CNET Gamecenter Awards, which was awarded to Diablo, and finished as runner-up for Computer Gaming World's 1997 "Strategy Game of the Year," won by Fallout. Additionally, it earned the "RPG" accolade at PC PowerPlay's 1997 Game of the Year Awards.

Reviews

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