Causality Chain is a series at PC Gamer that explores the connections between history, culture, and video games. The concept of area-of-effect spells in video games began to develop in the 1980s, with the Wizardry series introducing spells that could target multiple enemies. Ultima 3 featured a noxum spell that allowed for multiple fireballs aimed at different foes, and by 1985, Ultima 4 included a tremor spell affecting all adversaries on screen. Wizard's Crown, released in 1986, showcased a fireball affecting surrounding enemies, and Ultima 5 added cone-shaped spells in 1988. That same year, SSI acquired the license to create official D&D games, leading to the release of Pool of Radiance, which introduced a true area-of-effect fireball spell that could harm party members.
RuneScape: Dragonwilds introduces players to the new continent of Ashenfall, where they face the Dragon Queen Kuldra amidst a significant dragon threat. The game features a new biome called the Scorned Wilderness and a raid-style dungeon, requiring 40 to 60 hours of gameplay to complete its story content. It includes a sophisticated crafting system that allows for extensive customization of the game world. The combat system has been modernized, incorporating various weapon types and a nuanced parrying system, while the magic system offers unique runes that alter spell effects. Players experience skill progression through the use of tools or weapons, but the early game lacks healing potions, making it challenging. The game encourages exploration with a robust crafting system and in-game mounts, as well as the ability to create travel routes using loadstone teleporter panels. It also features dungeons with platforming elements and diverse enemy encounters. RuneScape: Dragonwilds supports full crossplay for consoles and has a roadmap for future updates.