Sunday, August 3, 2025

The Catacomb Abyss (1992)

It's weird to think that once upon a time, games could have telephone numbers on their title screens.
Name:The Catacomb Abyss
Number:12
Year:1992
Publisher:SoftDisk
Developer:Gamer's Edge
Genre:FPS
Difficulty:3/5
Time:3 hours 00 minutes
Won:Yes (9W/2L at time of original playthrough)

Of the many games that ID Software made that SoftDisk had the rights to, it was a stroke of luck that they had Catacomb 3D. While the 2D Catacomb games are nice, they're not necessarily special in design. Dangerous Dave is clever, but appeals to a specific niche and isn't special technology-wise. But Catacomb 3D had everything it needed to be special, it was just lacking polish. Hovertank 3D, meanwhile, would be too barebones to fully flesh out.

When you capitalize it like that, I start to suspect that your secret knowledge isn't that useful.
Taking place after Catacomb 3D, the story is that the minions of Nemesis, previously known as Grelminar, have built a mausoleum next to Towne Cemetery. Emboldening them, they perform vile acts of violence to the nearby townsfolk. Naturally, they hire you, Petton Everhail, to find out what's going on and stop it.

Abyss comes firmly in the era of Softdisk games where they give you a ton of options for info at the start and an in-game help file, but there's a focus on slowly getting you up to speed in-game. There's no in-game description of your keys, but the basics are the usual. Arrow keys for movement, ctrl fires and alt sidesteps. Additional points are V/TAB for quick turning, which is vital in some situations.

It isn't perfect, but I can't say I've ever felt that this should play a different way. Turning is slow and even with quick turning an enemy is going to get the jump on you if they're behind you, but the game early on encourages cautiousness in approaching a room. The first enemy type you fight, zombies, pop out of the ground and it's easy to get blindsided by him. But it's just one at first and even if you die, you can just restart. Enemies that don't pop out like that don't become alert if you aren't looking at them. Goofy in theory, but encourages clever movement in practice.

Your attacks are not terribly changed from Catacomb 3D. There's no holding the fire button down for a nuke attack, you're just spamming magick missiles now. Enemies have a pain state which makes spamming them effective. Z fires a rapid stream of missiles if you have a zapper orb, X fires in a circular pattern if you have an xterminator orb. Xterminators do more damage than regular missiles for some reason. C causes you to heal yourself if you have a cure potion. You can carry up to 99 of each. In addition to individual pickups, there are chests which drop various amounts.

Some of the later descriptions get spicy.
The cleverest part of Catacomb Abyss, which is for once actually used in comparison to Catacomb 3D, is that the GUI constantly has a bit of text on-top related to where you are on the map. As odd as it sounds, it helps avoid the problem a lot of Wolf-clones have where the entire level is a confusing maze, because you have something distinct to place it. In a sense its cheating, but when the choice is cheating or nothing at all, I'll take it. The level design usually isn't so bad as for that to happen, but it does cinch it.

Most of the time this information comes off as telling you things you could find out by wandering around.
Rounding out the GUI are scrolls, which you read as you come across them and you can reread by pressing a number from 1-8. The requisite keys, which come in four colors and every time you open a door that key disappears. In all situations, you enter one by walking in, either one that blocks off part of the level or one that leads to the next level. Finally a radar, which if you have the gem which reads a particular enemy type, will show that enemy on the radar. Gems come on or before most levels with the enemies of those types.

The game opens with a set of graveyard levels function well as opening levels. Enemies in the first two are zombies, shades and bats, so the kind which suggest slowly checking the areas of a room to ensure you don't get backstabbed or enemies who die upon attacking you. And if you come from a game where you can open doors, the game encourages you to shoot walls by giving them descriptions such as "weakened walls" and different graphics. Along with the occasional enemy pop-up next to an item, so if you're trigger happy you find out that stray shots destroy items real quick.

That said, there are two gems in these three levels, and the game makes it incredibly obvious that they're there. Depending on how you go about it, they might just be easier to find than the keys which lead to the way out. Level 3, outside the mausoleum, also adds skeletons to the list of enemies, which are tougher than zombies, but also just stand around until you activate them.

The graveyard leads to a mausoleum/crypt, where we get our first ranged enemy, a squishy flying wizard. They're not special, your usual slow ranged attacks, but the game decides that this is the time to start putting you in close quarters where you can't easily dodge. Though, this doesn't entirely work against you since the wizards shoot infrequently and deal low damage on this level.

This section illustrates what I think the game does really well in design, wall block usage. A lot of games tend to have random choices, where it seems like they're just randomly breaking up a wall. Here, there's one used primarily for all walls, with others being used as accents or as indications that you can shoot a wall. For most of the game it works well, though once you've cleaned out an area it can feel unusually empty. Here, it helps that we get what is probably the first example of an occult area in a FPS, look at all the pentagrams and sarcifical altars!

Den of Zombies follows the crypt up, which comes off more as a cave. This one has the closest to real doors, wall pieces that when you touch them disappear. There's no new enemies, but skeletons come out of the walls in this level, which, combined with the zombies, makes the level feel like something out of a horror game. I think I was scared of this level as a kid, but in retrospect, that makes sense. How many games have you played where enemies are coming out of the floor and the walls?

Ancient Aqueduct continues with the monsters coming out of the floor, only this time it's less literal since you're standing in water. More like they come in and out of the floor. This is the most boring level, since you're simply waiting for the trolls to come out of the water, then moving through a place with basically no variation in wall texture. Which just illustrates why the rest of the game works so well, a few accents make all the difference.

The Orc Mines brings the game back to enemies which just stand around. Orcs, reusing the orc sprites from 3D, feel like a downgrade from the trolls, since they don't take a million missiles to kill. Them constantly stopping for me to shoot them is a bit distracting. I guess its intended for me to recover my zappers, as if I don't need excuses to use them when I've been hovering near the 99 mark for a while.

Lair of the Trolls is a bit of a breather, despite the trolls being fairly beefy enemies. Probably because it also introduces hourglasses which stop time for 99 "seconds". Which I suspect are tied to clock speed. Your missiles hang in the air during this and there are only so many you can fire at a time. I've never actually been in a position where this felt helpful. It just felt like something I had to wait out.

The Demon's Inferno follows. Bright red walls, nearly all of which look the same, demons, which just absorb a ton of magick missiles and you get what is not the best level. The game does break it up considerably with skeletons popping up in alcoves. You're spamming your attacks while staring at a bright red screen, which is just not good. I think this might have something to do with certain issues in these kinds of games, the developers don't realize you shouldn't be using bright colors like this.

Battleground of the Titans is two large rooms and a hallway. Do you enjoy killing dozens of big meat shields to get to a key? Do you enjoy potentially destroying a key because you were to careless with high powered attacks because you now have 99 of everything? Even when it's crap, I'll give Abyss credit for making different crap each time.

Coven of Mages adds in teleports. The game offers you five locations to go through to, but you only need to go to three. Enemies are the mages again along with giant eyes that shoot electricity. Even the later are too weak at this stage to do much to you. I wish they were just a little bit stronger.

Then we go to another area full of bright walls, but at least this time there are some accents. Still wandering around, shooting demons, because killing enemies which take a thousand hits is fun. Even the skeletons make a reappearance because demons and skeletons make sense together.

Finally, Nemesis himself. Or at least, Nemesis after fighting through a horde of demons. Nemesis is just sort of hanging out, behind one of two nearly identical corridors. You can't quite stunlock him into submission, and his shots take out 25% of your health, but by this point that's not really a problem.

The game ends with a nice, relaxing stroll to the surface, in which you can see statues of all the enemies you killed, along with being given the cheat codes to the game. Which is kind of nice, more games should have done that. Let's get to the rating.

Weapons:
I appreciate the variety, but it basically boils down to, regular attack, autofire attack, highly situational attack and healing. Because of the way enemy alertness works, the situational one is one you have to work to use properly. 2/10

Enemies:
While some enemies are too easy or too tedious, there's enough that there's a decent variety of more interesting ones. Even if the number of enemies on a level is limited and too often every enemy has the same behavior. 3/10

Non-Enemies:
None.

Levels:
Something new is always being thrown at you, albeit, at the cost that what is new might not necessarily be good, just different. 5/10

Player Agency:

Your basic setup, except different weapons are special buttons rather than switching attacks. That said, the fast turn function doesn't come off very well in the heat of combat. 6/10

Interactivity:

Destructible walls and that's it. 1/10

Atmosphere:

At first, we get some decent dark/gothic fantasy elements going on. A mysterious mausoleum being built in honor of a dead lich. Wander through spooky graveyards waiting for monsters to pop out of the floor or the wall. Then we get random mines, aquaducts and then what appears to be hell. It gets a bit goofy. 6/10

Graphics:
Most artwork here is nice, but as time goes on, it feels like the game is running out of visual steam. Enemy designs are nice, but have limited animation and only face one direction. 5/10

Story:
Your basic go kill the bad guy affair. 1/10

Sound/Music:
Detailed PC Speaker, but no music. Everything has a nice sound to it, but far too often it's just silence. 2/10

That's 31, down from 34 last time. Broadly the same as last time, but a few of the more bloated categories got cut down to reasonable levels, with a few other categories picking up more points. The most significant change is that level design no longer gets an eight.

In the past, I've generally considered this one of the best 1992 FPS, despite the issues with the level design. It generally came off as doing something that ID would eventually succeed at with Doom, making a world which is not just randomly placed blocks. I still think that, but now it's tempered by how it's pretty clear that most levels were thought out with random ideas and that more worked than not was down to luck.

Next time, we return to Apogee with Secret Agent.