Sunday, November 2, 2025

Elvira - Mistress of the Dark (1990)

Name:Elvira - Mistress of the Dark
Number:248
Year:1990
Publisher:Accolade
Developer:Horrorsoft
Genre:Adventure/RPG/Survival Horror
Difficulty:5/5
Time:4 hours
Won:Yes (111W/79L)

It feels good to have finally beaten this game. A grand weight off my shoulders. It was exactly what I expected it to be...because I knew there wasn't going to be something incredibly impressive at the end, just that there would be a sense of yes, I have won one of the hardest adventure games ever made. Even if I did take advantage of maps and had to look a few things up.

If you don't read the playthrough parts, Elvira - Mistress of the Dark is a licensed adventure/RPG hybrid that just so happens to perfectly encompass most elements that make up a survival horror game. Who is Elvira? Elvira is a horror hostess, which if you haven't had one or haven't watched one, is someone who appears before horror films on local TV. I'm not sure how legitimate ones work, because the one I grew up with was Svengoolie, who was one of the later ones and who himself played things quite jokingly. Basically, they hype up the film before hand, appear before and after the commercial break to make jokes or state trivia.

Elvira, based on what I know, is one of the more comedic ones. Sort of what if a California bimbo hung around all the horrible monsters. The kind of bimbo who looks at a big nasty monster and goes "look at this jackass". This of course, was a winning combination, which is why eventually Elvira went from mocking movies to starring in one of her own. From this, came these games.

Try being the operative word.

This is a sequel to the first film, which is one of those things I've heard but have never quite been certain if it was true or not. The important thing is, Elvira is a witch, she's inherited a castle in some obscure English hamlet, and as she's renovating it, it turns out to be haunted. By the spirit of her dead ancestor and her army of evil guards. She puts an ad out in the paper, and in comes the player to try to help.

In this game, a guard sauntering out to challenge you is always a bad sign.
And likely dies at the hands of a guard in a gory manner I will neglect to show. There are pictures of it out there on other sites, if you want to see a pixel art depiction of a severed head. They don't skimp out, Lucio Fulci would be proud. It's one of those things that either really motivates you to not die or to die, depending on your fondness for gore. This is actually at complete odds with Elvira herself, who despite showing horror films, disliked the more violent end of the scale. I don't know what she considered the edge, but I'm sure seeing the part where a head was cut off is over it.

Few games give you quite as much a sense of "prepare to die", as this one does.
This act of violence sets the game's tone. This is no kiddy horror experience, you will die, you will die a lot, and the game wants you to die. It's mercies are mostly contained to not throwing you directly into a fight at the start of the game and the adventure side of things. In contrast to most adventure games from this era, there are very few situations where you lose because you used an item elsewhere or missed it earlier in the game. At least in the sense traditional adventure games are known for, you can still lose an item by forgetting where you dropped it or never picked it up. You can just always go back for it. This isn't to say they don't exist, it's just that most require very elaborate acts on the player's part.

Instead, you get screwed on combat. Combat is unrelenting and brutal. There are two attacks, corresponding to roughly half the screen. Click on one side to attack on that side. Which attack works seems to be random. When you defend you also get two defenses, also corresponding to half the screen. Successfully defend, you get an attack, the same is true for your enemy. Usually. You get a second after every failed attack to defend against the next, and most enemies don't have a good wind-up. You can figure out how to defend when a blade is halfway to your neck. Good for ambience, bad for survival.

This isn't to say that the system is bad, it just needs more windup. You need to be able to figure out how an enemy is going to attack before his knife is at your jugular. It's less difficult with earlier enemies, but later enemies can get quite fast, and the proper way to guard from attacks coming on the right has less method of leeway than you'd think. It's less halved and more 3/4ths for the left and 1/4th for the right, probably even less. You can always use the buttons on the side, but these feel like they're making the combat less interesting.

A few enemies switch the combat from the back and forth to having to time your attacks. These basically all happen in the crypt area, the head honcho there and the flying skulls all have to have timed attacks. If you don't know how it works...well, the flying skulls you might be able to figure it out, but the boss enemy doesn't even seem like someone you can take in a fight.

The graphic artist for this game clearly had a lot of fun.

You also get a variety of spells to deal with enemies as well as a crossbow. You use these before an encounter starts by clicking on the item and then using it. At least in theory. In practice, the number of attack spells you can get is heavily limited and you need them for certain enemies. The crossbow is also limited to those enemies and three special cases. For all the game hypes up its spells, it's very difficult to get the spells you need, since a lot of the ingredients are hard to find. Not helped by them being a part of the copy protection system and thus no walkthroughs I could find mentioned where they were.

Combat also has other little side bits. As you get wounded, you gradually lose strength and dexterity, which means you hurt them less and they get shots after you hit them instead of waiting until they can defend. Even if you heal yourself, if you've taken enough damage, you can be in a pain state which needs a particular spell with difficult to find ingredients to fix it. There's a reason that savescumming is suggested around this game.
Wakey, wakey, Sleeping Beauty.

The RPG part of this feels like a token aspect put in because it needed to be put in. Strength is your damage, while dexterity, at low levels, prevents you from following up a successful attack. Res is resilience, your defense, get the right spell and you can raise it. There's also a suit of armor, but that means you can barely hold anything else. You have a weight limit and the game doesn't tell you how much you can lift. Life is your health and experience is just the score, apparently. Skill is more esoteric, it depends on the weapon and raises as you attack with it, but I'm not quite sure how it changes combat.

Oddly enough, the adventure half is generally reasonable given the company. Horror Soft tends to have a bad reputation for this sort of thing, but in this game, anything not involving combat is reasonable. Even that tends to be easy to predict after a while. Just move items around and keep an eye on anything you think might be important. The game is not unwinnable in its adventure half, we just tend to forget this because the RPG half wants you dead.

The objective of the game is to collect six keys, so you're going to have to take out that bird, one way or another.
The interface is mostly good. Mostly. Click on an object and what actions you can do light up. The problem comes with your inventory. You don't get a pick-up and drop action, and you need to do both. Instead, you drag objects to the other inventory. Be it yours from the room or the room's to yours. You need to check the room's inventory if you ever left anything there that wasn't originally there. Like, say, putting down spell ingredients in the kitchen.

That said, I did fall prey to the trap that tends to happen in adventure games. How easy it would be to just look up the answer to a nagging question. The only case I felt the game was being truly annoying to pull off was with lighting a cannon. You have magical fire attacks, but as is often the case, you can't light something with magic fire. So you have to find a fire source. Not the hundreds of torches, no, you need to get a piece of coal. Only, the coal is an item you can't just pick up.

Time to reinvent fire.
One of the things I've learned about adventure games is that often developers will go the extra mile in executing their vision instead of doing good enough, even if that isn't something that's going to be readily apparent to a player. On the other hand, you can sometimes notice something might be useful if it seems useless. The player is given a satchel at the start which seemingly has no use. There's an oven in the kitchen that has a piece of coal in it, but if you take it, you get burned.

The answer is to put the satchel in the room, then drag the coal into the satchel. This still isn't enough to light the cannon, because you apparently can't drop the coal onto the cannon that way. Instead, you have to get a pair of tongs from the dungeon. Only, you have to put that into the satchel, then bury the bones of the torturer. If you don't, his ghost comes back to life and kills you. Because apparently he's so much tougher than the other ghosts. At this point, you take both out of your satchel and now you can light the cannon. Of all the times to not be a smoker.

I do feel like the puzzles are less clever than the ones in Personal Nightmare. A lot tend to recall obvious bits of horror trivia or just plain searching places until you find what you want. The ones that don't, well, none of them are on the level of the cannon, but they never really felt clever. Just sort of meh. In a weird sense, this is just about finding out how you can do these things without getting slaughtered by the hordes of roaming guards. And that, in essence, is why this game, despite the difficulty and failings, is fun to play.

Weapons:
For most of the time, you're juggling melee weapons whose only difference is their base damage. Spells and bolts are limited enough that you don't ever seem to use them outside of special situations, making their contribution feel underwhelming. There is a decent selection, at least. 3

Enemies:

For a good chunk of the game, you fight hordes of guards which come in all colors of the rainbow. They vary in strength, but the game uses the same basic guard for most encounters. The only real differing enemies that you can actually find only dwell in one location, one in which you don't want to spend much time in. 3

Non-Enemies:
I don't mind getting insulted for things under my control, but being the constant target of insults when I'm the only one clearing out the castle feels wrong. Though I guess getting yelled at by the hot goth chick is someone's fetish. 1

Levels:

Every area is effectively a circle. Technically it's a square, but you're moving around in a circle, going through rooms one by one. It sounds simple, but in a sense, it works with how confusing the game can get if you don't pay attention. That said, the garden maze is something I would never try to attempt without a map, it's simply insanity. 5

Player Agency:

Attacking isn't as smooth as it could be, but for the most part, everything is easy to get used to and easy to use. 7

Interactivity:
The interaction list could stand a simple pick-up and drop command, but for the most part, I don't have any general complaints about how the adventure half is set up. Specific puzzles vary, of course. 5

Atmosphere:
Elvira is one of the first games to really do horror right. The brightly colored screens serve to hide a horrific and oppressive gameworld. 8

Graphics:

Despite the horror atmosphere, the castles and forests in the game are wonderfully done. Every background is a joy to look at. Human characters, meanwhile, are done well, but in some cases have too little animation. 8

Story:
A token effort, despite the potential for there to be something given the game. We get a background in the manual that could have been anything, and the assumption that we've read it in the game. 1

Sound/Music:

Sound effects are sparse, but effective. Enemies could make a better sound than a high-pitched shriek. The music is properly moody, each area having its own fitting theme. 7

That's 48.

Elvira gets a bad rap for understandable reasons, but this tends to result in people overlooking the game's positives. In a sense, these work too well. A horror game so horrific people fear it. But behind that difficulty is a fun game whenever you defeat those seemingly insurmountable problems. Sometimes a game's true destination is what you get out of it.

I played through the Amiga version, but in the interest of not playing through the game again, I've briefly gone through the rest of the ports.

DOS

From a technical standpoint, this should be better. I'm not entirely sure of the technical details, but VGA is better than the Amiga graphics chip, especially for things based on actual images. Unfortunately, there's not a lot of actual sound, and the soundtrack is less a spooky adventure and more Skyroads. I should really play Skyroads again sometime soon. It's not a bad soundtrack, but it feels less fitting. There's also the option of MT-32 music, which I imagine improves the soundtrack immensely.

Atari ST

It's basically the Amiga version without music and an ad for the movie at the start.

PC-98

Somehow, not just an inferior DOS copy. The combat is a lot slower. Which changes the oppressive atmosphere of the game slightly and makes it a bit easier. The soundtrack is the same as DOS though.

Commodore 64

Basically, a novelty. I tried playing it, but either there's an emulation issue or the game forces you to use a joystick as a mouse cursor. Which is always fun, but here it presents new and exciting challenges! The sad thing is, I couldn't even get combat to work at all. It's cool that they managed to convert nice, shiny Amiga graphics to the C64 though.

Next time, Onesimus, a Christian game using the Jill of the Jungle engine.

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