Name:Black Crypt
Number:259
Year:1992
Publisher:Electronic Arts
Developer:Raven Software
Genre:RPG
Difficulty:4/5
Time:9 hours 50 minutes
Won:No (115W/86L)
After finally getting around to Black Crypt after years of meaning to get around to it, I must admit, I have mixed feelings on it. Not just because the game crashed and I couldn't continue it, but because as a game this comes off as a bit of an oddball. There are a lot of things this game is trying to do, but some of these felt like they really counteracted one another.
This also applies to the game's development process itself, since given the 1992 release date, you'd expect that this for some reason just appealed to whoever was greenlighting games at EA back then. An Amiga dungeon crawler? In the US, that was on its way out then, even if the message wouldn't be fully received until this year. No, this was started in 1986 and the publishing deal was made sometime between the two points. This was just an unfortunate victim of bad timing and a strange unwillingness to not make a DOS port. Which made it the only game they made until X-Men: Legends to not be on DOS or Windows.
Despite considerable room for improvement, this genre is ultimately just "is this still as fun as DM, despite being worse". The answer here is complicated, while that's true, whether this is playable really depends on your skill with Amiga emulation and having an idea of how to install a game to a hard drive rather than just using save states and hoping it doesn't kill itself. I didn't quit willingly, the game just stopped registering disk changes after the third area transition. If you can avoid that, it's worthwhile.There's no control over party selection, you just choose the name and which portrait they get from a selection of people who look like they just got out of fantasyland jail. What matters is you get a fighter, a cleric, a "magic user"/magician and a druid, and attribute selection. This feels very Dungeons and Dragons derived at times, with classes which seem taken from the game, armor class and attributes mostly taken from the base six. Stats go up to twenty and you have no real knowledge of what they do beyond assumptions you get from previous games.
The fighter is more or less a straight copy of the class from DnD. At first the most useful character since he can actually fight, until your spellcasters can actually cast spells, at which point he acts as a meatshield while your druid brings down the forces of the four planes. (Ice, bees and chaos) He is useful when you need to fight in melee, of course, like when you've just cast fifteen attack spells at someone and they're still moving. Melee is just a lot less effective than the always hitting spells, since he'll be trailing far behind in damage and ability to hit.
The cleric is an oddity. In four character crawlers like this, it's tradition to have two melee fighters and two spell-casters in the back. The melee guys soak up the damage, the spell-casters do whatever, then use their bows. The cleric is also a straight copy of the DnD class, good defense, good variety of offensive and defensive spells, and a class aversion to hitting things with bladed weapons. Violence with a mace is okay though. For a while, this guy functions weirdly. He does less damage than the fighter, which should technically be augmented with spells, but outside of healing, he only has one effective attack spell for a while, which makes him the least useful character in the party until he gets his third spellbook.
The magic user, or wizard as I called them, is well...like a wizard in DnD. Not fully like, since the magic system here doesn't work like DnD and this has a strange selection of spells, but it's the same archetype. At first, somewhat useless. You can have him use throwing weapons or a bow, but ranged attacks from the people who will use a ranged attack are useless. He doesn't get an attack spell until the third level, and until then all he gets are a map spell and a defense spell. But when you get that second spellbook the wizard becomes the sort of universal problem solver, getting stat boosting abilities along with being able to remove glyphs and magic barriers.
The druid is the strangest class. It fits the usual druid DnD class, but the spells you would think to be lower level are sprinkled throughout later spellbooks, and what you get at the start are odd utility spells and the only starting attack spell. He also doesn't get another spellbook for a while, leaving him as the worst character you have, since it takes a while for that starting spell to get useful. It takes a while for him to get more attack spells, but boy howdy, does he start hitting hard when he does.
The icon below the shield is the class icon, in case you forget. This is actually a clue for later, because you can pick up smaller icons and give them to any character and get a small stat boost. I didn't notice a difference, but I'm not complaining. The three bars on the right are health, sleep (because magic just happens) and food/drink. So many meters the game had to combine one. Clicking on that will give you the hard numbers of your stats along with any status effects you have.But there's one thing you can't pick up from context, it's that you have multiple sets of clothing. Yes, rather than doing so in an elegant system where everything is on-screen at once, you instead get a confusing inventory system where it takes in-game hours before you realize you can equip belts and rings! And also shirts. Which implies that if you take them off, that you could fight demons and goblins dressed up like the Celtic warriors of legend. (And probably die too.)
I clown on it, but it isn't that bad. Just click on the torso icon in the upper right. It's what seems the logical course of action the second you pick up something. It's just unnecessarily large and complicated, but it isn't that complicated. I get the feeling it's there to account for the whole bow and arrow/dagger ranged attacks, you put those in a quiver or bag and they automatically pop out. It's just less elegant than it could be. I really only dislike the combination food/drink meter, because that one just feels needlessly obtuse. People know if they're thirsty or hungry. These aren't really that tricky to fill, since usually every section has a water fountain early on and you get enough food that by the time you get a food summoning spell you won't end up in trouble.Combat is very typical of the sub-genre. Click on a spell to cast it, click on whatever items you have equipped to use them, and sooner or later someone will be dead. Trade blows or engage in the usual combat waltz. Where it differs, I feel is that spells reign supreme while physical attacks feel weak. As I've mentioned, spells always hit and most spells scale with levels, while physical attack damage is more esoteric. Throwing weapons might as well not exist since they never seem to actually hit.While I did have fun with it, the added depth of having multiple attack spells at the ready trivialized most of the combat I got through. The problem is that the game really encourages this route, because in the second section you fight against enemies which steal the items out of your hands. Right next to enemies which can poison you, when you have a limited supply of cure poison items. There is no way to deal enough damage to one of the item thieves without spamming a few spells. After this, you get enough spellbooks that you'll never run out of attack spells.The most definitive characteristic of the game in my mind is that sometimes scrolls will tell you information that is outright false. For instance, in the opening section, you have to fight a giant, two-headed ogre to go further down. One scroll tells you that to beat it, you need to get the Ogreblade. Another tells you that said sword drains the lifeforce of the holder. The game includes the option to figure out if a scroll is real or fake with a spell, but I felt it added so much to the game I never used it.
It's a very clever idea that makes the dungeon not just a series of stuff that makes everything better and tells you the truth. Too many games will just constantly tell the truth to the player about whatever it is they're about that adding in something that lies to you is a breath of fresh air. I wish the game did more with this. Have some of the plaques tell you lies, have items be traps of some sort. Why is a random piece of meat I found next to a corpse still edible? Why are all these potions of cure disease what they say instead of something like bestow diarrhea? This is a dungeon, act like it instead of making the whole thing one endless prize parade.
Now, I'm not saying this is something universally good, but outside of a few cases like this it doesn't come up. To the point that, in an odd way, a game that does this has it worse than a game that did in back in the day. If a game doesn't actively draw attention to the fact that it lied, then it's far more reasonable to assume that something wrong is happening on the game's end. Rather than necessarily saying we're all dumb sheep who trust what games tell us too much, game developers are just too stupid to pull it off. Which in turn, makes players look like dumb sheep for trusting what the game is telling them. It's a no-win situation.Black Crypt is very mixed on difficulty. At first we get a situation where the game is building up to an encounter with a deadly monster who can only be killed with a certain weapon...which may kill you as well. Then a section where the only reasonable recourse was to spam spells at a monster so it wouldn't poison you or steal a weapon. Then for the rest of my experience it was more or less a smooth experience.
There's not really a lot this has over Dungeon Master. Most of the puzzles are odd. I liked having to consult the manual to find out what the answer to a question was, but the rest were not that memorable. The worst was one had seemingly no logical answer beyond brute force, and was designed in such a way that you couldn't quite figure it out through that either. Even map design wasn't much of a challenge, the game gives you a map spell which means you don't need to make one, you instead get one as you go along. Since by the time the usage runs out, you can cast another, there's no reason not to use it.
It's a shame because the game has a very nice mood to it starting out. Raven had a really good run in these early days making these dark, dying worlds and then just...not doing much of anything with them. All the mood disappears for what is basically Dungeon Master with nicer-looking graphics and a different spell system. Right down to the only ambient sounds being the footsteps of your enemies. This isn't necessarily bad, but knowing future games, it does paint Raven Software as only being capable of making nice, simpler imitations of other games. There are of course, gaps in my knowledge of their games, some of those non-FPS titles from the '90s, for instance, but it does feel like Raven is always following, never leading, in what they do.
Weapons:
A selection of weapons you can only figure out the damage of by trial and error, ranged weapons which never hit, attack spells which function more or less function the same except for damage, and various magical items which feel to valuable to ever use. 3
Enemies:
An interesting selection, where puzzle enemies still require standard combat, and a ton of enemies have one annoying thing about them which makes fighting them feel incredibly risky. 4
Non-Enemies:
None.
Levels:
For what I got through, I always felt like I was going for some goal or another in the short-term in addition to my long-term goal. Most moment to moment stuff was just fluff, but in a fun way. 5
Player Agency:
No complaints for the most part, it's a Dungeon Master-clone and doesn't screw it up. The scroll system is mildly annoying, because it's difficult to use in combat, but that's also true of the inventory screen in general. That's why you don't do that stuff in combat. 6
Interactivity:
Nothing special, puzzles, the usual buttons and switches. 3
Atmosphere:
Starts off dark and moody, especially with the constant darkness, but soon enough just starts feeling more or less like your typical fantasy RPG. 5
Graphics:
Very nice-looking, even if it's once again the same wall texture for...thirty hours. At least this game shifts it up occasionally by...turning the walls blue or red. Enemies look properly sinister, but there isn't that much animation. 5
Story:
The backstory is referenced all the time during the game, but we're not getting much more depth that using various bits of it for puzzles. 1
Sound/Music:
There's one really nice intro tune which sets the mood, then just combat and ambient monster sound effects. They're nice, but since there's no sound when you've killed all the monsters, it can get quite silent for long stretches at a time. 3
That's 35, about what I expected. Good but below Dungeon Master.
You can sum this one up with one sentence. Do you know how to install Amiga games and like Dungeon Master? Though I feel like if you said yes, you've probably already played this one.
Most of the reviews are overwhelmingly positive, doing nothing but praising the game. So, I looked at whatever was actually critical. There was one, which...said mostly the same things I did before calling it incredibly difficult. Eh, I kind of get where they're coming from, since in one section you basically have no recourse but to savescum or be quick on the spell draw, but once you get past that it's quite smooth sailing.
The next Raven Software title will either be CyClones or Heretic, since I think both are '94. There's not going to be any particular order or anything. Just the whims I get whenever I finally reach that year.
Next week, I've unfortunately got a bit of stuff to do in the real world this week, restricting the time I have on this. Chances are I'll be doing a 1984 or 85 game which won't take too much of my time to cover.



























































