The Infinity Engine and Beyond: A Look Back at Classic D&D cRPGs

The success of Baldur’s Gate 3 has Hasbro seeing potential gold mines in the video game industry. Unfortunately for them (and us), Larian Studios won’t be working on more Baldur’s Gate games. Not to be deterred, Hasbro is investing $1 billion in new D&D computer RPGs, hoping to catch lightning in a bottle several times over. It’s amusing in its own way, because the company had a pipeline of consistent high-quality video games for a solid decade and let that dry up.

While D&D has seen several periods of success in the video game industry, the one that I experienced directly was the string of releases between Baldur’s Gate, which came out in 1998, and Neverwinter Nights 2, which saw its last official expansion in 2009. Developed mostly by Bioware (and the now-defunct Black Isle Studios), these games expanded the genre in sometimes innovative ways and delivered a consistently fun D&D experience on personal computers.

I’m going to touch on each of the games I’ve played, which covers all the D&D cRPG games released from 1998 through 2009 with the exception of Pool of Radiance: The Ruins of Myth Drannor, The Temple of Elemental Evil, and Icewind Dale 2. The latter two games sit in my GOG account waiting to be played in the future. As to Pool of Radiance…well, based on the reviews I’ve read I might just go back in time and play the SSI “Gold Box” games instead.

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Fiction: The Yellow Dart

Originally published in The Lyndon Review.

The purpose to her moving my computer into the bedroom was twofold. First of all, that meant that she didn’t have to go into the living room, which by then had become the victim of a hostile takeover led by spilled ashtrays, moldy bread, dusty furniture, and several roaches, each of whom I had jokingly named Fred. Secondly, it meant that she could keep an eye on me and make sure that I didn’t spend too much time at the keyboard. She made the move while I was working the night shift at the gas station down the street. By the time that I got home I had been up for seventy-two hours straight and I didn’t care enough to make a complaint. Thus I became shackled to the bedroom, leaving only to work and to make my occasional and vain attempts at putting the house back into a state that remotely resembled clean.

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Fiction: With Feeling

Previously published in Inner Sins and Fiction Magazine.

What do I feel?

“Where the bee sucks, there suck I:
In a cowslip’s bell I lie;
There I couch when owls do cry.”

It’s not a game of pretend. He makes sure of that. I turn to the audience and smile. They’re all silhouettes, their features drowned out by the glare of the stage lights. Even so, somewhere in the back I can see tiny points of red light playing in one man’s eyes.

My smile widens as I feel the emotion swell inside me, filling me up like air in a balloon. I giggle softly for a moment like a little girl with a piece of candy. The more cynical adult in me wants to retch, but she’s tiny now, overshadowed by the sudden glee burning its way through my soul. With a ballerina’s twirl, I turn back to Prospero.

“On the bat’s back do I fly
After summer merrily:
Merrily, merrily shall I live now
Under the blossom that hangs on the bough.”

Another giggle. Another gag from the real me, locked away in a tiny cell somewhere in my mind. Prospero begins his speech, but all eyes are still on me. They watch my every movement, noting the nuances of my body language as though Shakespeare somehow makes more sense when I point my toes. This is what I do, and what I love: I steal scenes. Avery has talent as Prospero, but I’m what everyone is here to see. He just doesn’t feel the play the same way I do. He can’t; no one can, and that’s what makes me so unique.

I smile again as I begin the next line. I couldn’t be happier.

And yet when I take my bow and the crowd stands up to applaud me, I can’t help but tremble a little.

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Comics & Quests: Catspaw

Many a gaming group knows the frustration of not being able to get everyone together on a regular basis. Often, the solution involves splitting the party; some PCs engage in the adventure at hand, while others are missing on other errands. This seems to be a feel that the Advanced Dungeons & Dragons comic was going for. In “The Spirit of Myrrth,” our centaur friend Timoth was notably absent (as was Agrivar). Now, in “Catspaw,” he’s back but the rest of the group, save his buddy Onyx, are out.

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Fiction: The Winner

Originally published in The Lyndon Review

Lil and I had been fighting for about two months. Even if one of us did win an individual battle, it proved to be only a cosmetic victory, patching our relationship for a few hours or maybe even a day at a time before the well-stocked armies of our tempers clashed again. In the realm of the purely physical she outmatched me every time, beating her fists against my torso and sinking her nails into my arms while I stood motionless, unwilling to retaliate. My best bet was to make her cry early on, to hurt her with words so quickly that her temper would overload like an exploding boiler and send her running out of the room wailing. When I managed this feat I could always wait to the count of sixty before following her and apologizing, making for a teary-eyed and blissfully quiet session of makeup sex and a nap before the next battle. When I didn’t manage to avoid the attack I had to wait for her to exhaust herself, which could take some time because throwing a punch required remarkably little energy from her. When she left the house in a rage I would take my defeat out on whatever inanimate object presented itself. Through this post-loss ritual I managed to throw a portable phone through the thinly plastered wall and blind myself by crumbling the metal frames of my glasses into a ball and tossing them into the pile of uncollected debris next to the brooms.

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Doctor Who: An Unearthly Pilot

In November 1963, the world got its first taste of Doctor Who. The first serial, often known by the name of its first episode “An Unearthly Child,” brought a pair of schoolteachers to a junkyard to investigate a strange student of theirs and wound up sending them careening through space and time. It set the formula for many stories to come, served as a key moment in the character arc of the mysterious Doctor, and is generally a must-watch for those who want to get a feel for the classic series.

What makes “An Unearthly Child” so great? Here’s my take on a few of the key elements.

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Fiction: Posthumous

Originally published in Toasted Cheese.

I find myself trapped in a Looney Tunes cartoon. Try to get away from the wascally wabbit and he always pops up right behind you.

I run up the stairs to my apartment, slam the door, and slide the deadbolt into place. On cue, I hear her voice behind me, calm and sweet while I’m red-faced and out of breath.

“Hello, Joe.”

It’s Eddie, actually, but I won’t let that ruin the joke for her. I turn around and put my back to the door. She shakes her head slightly, apparently bored with our game but amused to see the effort I’ve put into it. She has a round face that’s just a breath away from being considered chubby and long brown hair. Her black business suit is contrasted by her pair of white jogging sneakers—apparently she opts for comfort rather than professionalism when it comes to footwear.

Oh yeah… she’s also completely transparent. Ghosts tend to be that way.

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