Going back to Raven Software's debut after years of having covered one of their later games feels like a fitting statement on the game in general. If you've ever played it, it was generally something you did after playing their other games. 1992 was arguably the Amiga's final commercial hurrah, but in America, that feels like it already passed and DOS had already begun its inescapable domination. Why such a strange choice to develop a game on?
Well, when you read about the development of this game and find out that instead of being into action games like you'd expect, they wanted to make Dungeons and Dragons modules and then decided to make a computer RPG like Dungeon Master. As in, Dungeon Master just came out and they changed their plans. From first steps to out the door, it took five years, three before EA agreed to publish it. A far cry from what they would do at any other time.
Reading the manual, it's very clear that this is DnD-derived. Our antagonist is a cleric, Estoroth Paingiver, who was cast out from the country of Astera. Twenty years ago he brought forth an army of foul demons and "other undead creatures", until four men from the Four Guilds of Astera defeated him. Now he's back and you control four champions who shall take him on! Not sure why demons seem to be related to demons, but the idea of a cleric leading demons and undead is very DnD. The Four Guilds, incidentally, are fighters, clerics, magic users and druids. An odd selection, if I do say so. I am probably going to refer to the magic users as wizards, since I've already forgotten it once and magic user is a lame class name.
Now there is some backstory, but I suspect it's just mood. Basically just hyping up Estoroth as a magical protege whose lust for knowledge let him to the dark arts. If I thought this game's story was going to matter, I might care more. But there is some...interesting bits hidden here. It describes four lieutenants, a sea beast, a medusa, a "possessor demon" and a ram demon. (That last one is probably a normal-looking demon) That said, a sea beast? I feel like that sort of creature is an oddly prominent theme in Raven Software games.
That said, there are some semi-consistent ideas spawning throughout the portraits. The undead or otherwise evil-looking dudes, facial expression aside. The token woman character, and then there's the anime-esque dude. Not sure if that one's intentional or just coincidental. I'm more interested in the echoes of future Might and Magic games by the random minotaur and vampire portrait.
As to the characters themselves, we get three magic characters and one attack character. Technically, all get spells, but the only fighter spell is "show coordinates". Assuming that this is going to be like Dungeon Master, fighting in the front, magic in the back, I've made the cleric a second front-line fighter. Since you get twenty five points and no attribute can go over twenty, this isn't as hard as it sounds. The primary stat can easily be maxed out, the question is, what else do you do? I'm guessing that magic runs off DnD rules, wisdom for divine spellcasters, Cleric and Druid, intelligent for arcane, wizard/magic user. Bears out with the starting stats, anyway.After some time figuring out how to save to disk and waiting for said saving for disk, I make it to the game world. No real explanation of anything beyond what was in the manual. No music either, lame. Here's my four guys, they're in the Black Crypt! (Or something) From upper left, fighter, cleric, magician and druid. Decided to go all in on the "maybe they're bad guys, maybe they ain't" theme I got from the portraits.
The interface here is mostly explainable by what you interact with. Very smooth too, to the point that its smoothness is far better than a game at this point should have. As in, this is so smooth that I fear the game may sacrifice something else for it. Neat little animations and scrolling text when you click on an item. Or rather hold one. There's a niche in front of the starting point with a wooden shield and a backpack.Right-clicking on the status box with the AC (Armor Class) on it and you get the inventory. The backpack is a subtle sign that there are inventory items. Basically, items that allow you to carry other items. Something that usually only happens in really simulationist games. Why I get multiple item pouches on a character here I do not know. I do know that it feels odd here. Certainly, it's typical for DM-clones to have food meters, which I can already see is here, but this amount of inventory feels at odds with what seems like a more simple game. Just give everyone the same number of slots. The book icon, which was greyed out on my fighter, shows what spells my guys get. Or rather which ones they can use from the starting spellbooks they have. Since everyone is level 1, that means the most basic of basic spells. Click on a spell to memorize it, which means you can then use it. Two get a simple protection spell, the requisite healing spell for my cleric, a light spell. The two odder choices are "Chaos", an attack spell from the druid, the only one at the start, and the wizardess gets "Wizard Sight", which maps out the dungeon. Finally, taking the clunky mapping process out of a game genre which revolves around mapping!I guess I need to travel around a bit first, but one square ahead isn't...terrible I guess. It's more that you'll have to go into every nook and cranny in order to figure out what is what. More terrible is the loading screen when you press F5 to open or close the map.There's also a read rune spell, which reads this stuff. Glad I did, because a rhyme about my likely death is definitely helpful. You only get one use of a spell per memorization, and some length of time must pass before you can use it again. But if you let enough time pass, you can actually memorize a spell multiple times. Which undoubtedly will be useful when I pick up a spell that isn't just "light attack" or "little bit of healing".Speaking of which, monsters are already roaming on this floor. I'd complain, but eh, it wasn't very troublesome. Left-clicking on a character's portrait causes them to attack. If they're able to. This is very much Dungeon Master rules, guys in the front attack, guys in the back cast spells and shoot arrows. In this case, because I wasn't about to waste a spell on my first enemy, my druid did nothing. My wizardess didn't do much either, but at least the throwing dagger she has was an attack. The damage screen for your characters is a tad overdramatic, since it shows a skeleton. Gave me the wrong impression the first time I noticed it.
The stairs further down are also in plain sight, right next to another set of runes I need to cast a spell to read. This time with a rhyme about needing a magic blade to pierce a twin's skin. Guessing that means that whatever it is my fighter is using won't work. Good to know.
The starting area is a small side section, with an unlocked door and the stairs down. There's another alcove with stuff, including a dagger pouch for my wizardess. The path out without the door is to a small, ring area with little niches and another of these eye enemies. There's another passage leading to another unlocked door. The ring is where I concentrated my effort on first, there's another niche with an eye blocked off by a pillar and a little fire trap preventing a complete ring around. Careful search reveals a switch.
Pulling the switch causes a wall to disappear, possibly more than one. Another eye pops up, but this one isn't the pushover his brothers are. Instead, he just slaughters us. Twice, the first time I thought I just got accidentally shanked, but no, he's properly tough. Guess my efforts are better spent elsewhere.
So, I find a few more items on the ground, a key, no idea, a "life scroll", which might be for resurrecting dead characters, and an old scroll which warns me that the "Ogreblade" is cursed and drains the wielder's lifeforce. If so, I like that one of these style of games is actually warning me of an item's effectiveness.
The path off the side of the circle is where I go next. It has this thing that is so obviously a trap I decide to step on it for giggles...it's a pressure plate. A really, really, stupid-looking pressure plate. This opens a nearby door which has leather armor and a waterskin. Food is a concern, but I think this waterskin is just counting as food. Another normal eye.
As I continue through the south of the floor, I notice two standard dungeon crawler hazards and how the map feature actually acknowledges them. The first are the spinners, the things that spin you around on the spot you're at. Very noticeable, but more importantly, the map actually shows them. The other is that some walls will disappear to allow you to go on a one-way path. It's kind of annoying because what state the wall current is in, existing or not, is what you see on the map. The only way to know if that's a bogus wall is to go through it the right way.I also level up. This doesn't change much in obvious ways, except give me more spells. My cleric gets a poison cloud spell along with reveal truth. That one exposes if a scroll is a fake. My wizardess gets compass...because I needed that with wizard sight. My druid gets dispel magic, which the manual implies is only useful for trap squares. Guess there's not going to be any negative effects I need to cancel, then.
That level up was behind a passage I can't go back, and the only way forward is down. Oh, well, I'll just find a way back. My cleric dies on the landing, and I hear strange noises. Could be the landing, could be something else, I don't know where I am.Ah, I've gotten myself another game over. Good thing I saved before the spinner section.
Going back to the other door, there's another door behind it, which doesn't have the usual chain to open. Taking this as a clue, I use the key I've been dragging around to open it, success. This is a wide open area and I have no idea how many enemies are here. The first eye I spot feels like it almost cost me my team, but I manage to take it out. Unfortunately, I have to go after some of the knives my wizardess threw.As I find it, I spot this strange rainbow barrier. Before I get a chance to examine it, I'm accosted by another eye. I feel through the door I can actually open and cost. Gotta let my guys rest somehow. There is a rest function on the menu, but I wager on just waiting around to be able to healing spells again. Curiously, it's at this point that I realize I have no mana meters. At first I assume it's a water meter, but after I found one later, I realized that it had to be something else. The manual sort of alludes to it, but it's a stamina meter, or rather, rest meter.Speaking of the inventory screen, there are various options, to simulate multiple sets of equipment. Your armor, clothing, then accessories. Just press the torso to the upper right to switch between them. Since I've only seen about four pieces of armor, two of which are shields, this seems to be overcompensating.
When I no longer feel in danger of dying, I go back to the rainbow barrier. The eye has gone in front of the closed door. He's another regular one, which thankfully brings my characters back up to level 2. Now I can dispel that force field. I continue back in, finding a water fountain, which prompts my realization about how the blue meter can't be a water meter either. Lots of items, including a bow, which I give to my druid. The manual implies that some weapons can only be used by some characters, but the druid hasn't hit that problem yet.
The room doesn't take much more effort to clear out, since individual eyes usually aren't troublesome. There's another barrier blocking the way out and a switch nearby. Thinking this might be a puzzle, I pull it and cause another barrier to pop up. Huh, guess I need to wait to get another use of dispel. Or because that forcefield was guarding a scroll of dispel, use that?
That leaves the ring area and the switches that spawn the super eyes. Now that I have a decent attack spell, I try it again. It works, not entirely sure if it's because I overestimated them or because the poison cloud was the edge I needed to handle the fight. Since all this does is expose a few more switches, one of which reveals another door I can't open, the other seems to do nothing, I decide to see if the cluebook included with the manual includes monster statistics. (Shadowcaster's did, in case you forgot.)
Which accidentally reveals that this is more like Shadowcaster than Dungeon Master, nearly thirty levels, and judging by the map of level 1, 25x25 in scope. No signs of monster statistics, but I did find out I missed an area which has the Ogreblade and a spellbook. Well, I can take another look around and see if I just missed that.
Turns out I missed something more, a whole area in the center of the ring. Another eye spawns when I make my way in, as in, it comes up from somewhere behind me. Interesting. There's a helmet here along with a "glyph" scroll, whatever that is. This is pretty much all I can do for the moment, so I'll end it here.
Final observations for this session include, I am mildly annoyed by the movement controls. It's arrows + delete and page down. It's just enough that I don't feel compelled to try to change them but not good enough that I actually like it.
This Session: 1 hour




























































