Posted 09 March 2008 - 04:52 PM
I first played this scenario when it was originally released, I vowed to never do so again.
But I didn't want to cut corners when I went back to replay all the BOA scenarios, and felt obligated to finish PG. I took about 2 minutes to read through the sparse dialog in the opening down, then moved on to the 10 level dungeon crawl. The dungeons were as bad as I remembered, the only way I even managed to finish them was by turning on debug mode. Debug solved the problem of hideously boring and uninspired dungeons, but not the poor dialog and plot. Not only is the plot nonsensical, it's not even consistant; the designer routinely contradicts himself. Trebor claims he has managed to only seize the first four floors of the dungeon, yet you arrive to find said floors infested with random monsters. He also says in the opening dialog that I will become Trebor's personal body guard if I suceed, instead I get a sack of coins and Trebor's scorn.
I could go on and on about how this scenario suffers from "the big room syndrome" (in this case big room is subsituted with many unexplained little rooms full of monsters), instead I'll give you a quick idea of how pointless the dungeon is. Its justification for existing is that the villain needed a place to hide. The amulet creates an entire 10 story dungeon beneath the city, just by him thinking of it.......
Its hard to believe it possible to go downhill from CV, its quite a feat when you consider the poorness of CV. But PG is definitely much worse. There is only one redeeming feature in Proving Grounds. Which was pressing shift + k and dispatching all those pointless monsters with a keystroke, sadly this wasn't even a part of the scenario, I had to add the debug call myself.
The closing line of this scenario sums it up quite well, "You hope you never have to return to the land of Llylgamyn." I couldn't agree more. -2.00-