![]() The prose he crafted, vivid and effective within its domain, really is virtually indistinguishable from that of its inspiration, whose own involvement was limited to an early in-person meeting and regular phone conversations thereafter. He immersed himself in Feist’s works to the point of that he was almost able to become the novelist. So, Hallford wrote Betrayal at Krondor with Feist’s fans constantly in mind. Hallford points to one disillusioning book in particular, which constantly referred to phasers as “ray guns.” It inculcated in him a sense that any writer who works in a beloved universe owes it to the fans of said universe - even if he’s not really one of them - to be as true to it as is humanly possible. BETRAYAL AT KRONDOR RIFT GATE SERIESI read them as well, and can remember that some of them were surprisingly good as novels, at least according to my adolescent sensibilities, while also managing to capture the spirit of the series I saw on television. He points back to an experience from his youth: when, as a dedicated Star Trek fan, he started to read the paperback novels based on the television series which Pocket Books published in the 1980s. Thus, even though he wasn’t quite of Feist’s hardcore fandom, he had enormous empathy for them. He calls himself a “born fanboy” by nature. Hallford may have come to Midkemia late, but his dogged determination to capture the world exactly as it existed in the novels would come to a large degree to define the project. Somewhat to everyone’s surprise, Feist was willing to entrust this young, unproven writer with creating something really new in his world. During the crash course on Midkemia which he’d given himself in the few weeks before starting at Dynamix - like Cutter, he’d come to Feist fandom cold - Hallford had identified a twenty-year “hole” in the chronology where he and Cutter could set a new story: just after A Darkness at Sethanon, the concluding volume in the original Riftwar Cycle that had started the ball rolling. It would be better, he thought, to set a brand new story there, one that would let Feist’s many fans meet up with old friends in familiar locales, but that wouldn’t force them to step by rote through a plot they already knew. Here are a few sample paragraphs: The biggest appeal of the Midkemia novels, Hallford believed, was indeed the world itself, with its detailed culture and geography and its cast of dozens of well-established characters. And if you're curious about how a game like this could possibly work without becoming an incoherent mess, you should check out the latest post on The Digital Antiquarian blog that features a detailed retrospective review of Betrayal at Krondor, and briefly mentions its two sequels. It is also a game based on a series of novels that are in turn based on a D&D-inspired tabletop RPG. ![]() All other trademarks and trade names are the properties of their respective owners.Developed by Dynamix and published by Sierra On-Line back in 1993, Betrayal at Krondor is an ambitious CRPG designed to resemble an interactive fantasy book. Activision is a registered trademark of Activision Publishing, Inc. Extremely well-designed character development system.Feist's world of Midkemia with surprising plot twists ![]() Your quest leads you from the dizzying heights of Krondor's Palace, through the twisting tunnels of the sewers beneath the city, and into the haunted depths of a temple dedicated to an evil as ancient as the gods themselves. Your efforts to recover the Tear inadvertently draw you and your group into a violent, three-sided battle over the relic. A band of ruthless pirates - in the employ of Sidi, a shadowy, half-mad sorcerer - attempt to seize the Tear from the Ishapian treasure ship but in the process, they sink the ship accidentally, sending the Tear to the bottom of the Bitter Sea. The story revolves around the disappearance of the Ishapian Church's most sacred relic, the Tear of the Gods. ![]()
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