Showing posts with label Origin. Show all posts
Showing posts with label Origin. Show all posts

Monday, August 15, 2022

Caverns of Callisto (1983)

Name:Caverns of Callisto
Number:140
Year:1983
Publisher:Origin
Developer:Chuck "Chuckles the Jester" Bueche
Genre:Side-Scroller
Difficulty:4/5
Time:50 minutes
Won:Not possible

Despite the fact that you probably haven't heard of Caverns of Callisto or its author, both are surprisingly important given their modern irrelevance. Origin, as you probably know, was Richard Garriot's company, the fellow who created Ultima. Originally the series was published by other companies, but difficulty getting money owed to him resulted in the creation of Origin. One of those people was Chuck Bueche, who did some coding work on all three Ultimas at this time, in addition to doing quite a few ports. This isn't his first solo game, but it is the first non-Ultima game Origin published.
The story is not complex, the player is on the moon Callisto and mutants have stolen his ion drive and panels. What kind? I dunno, which makes me suspect that if I'm that non-specific about the problem, I don't have a chance of repairing it. Ion drives aren't even that fast, which is why scientists are planning on using it for travel in locations where that slow speed is less important than consistent speed. Don't know if Callisto has a low enough gravity for that to be effective. Anyway, the player explores the caves to find those parts.

I wonder if the line-based walls are a sign that Origin didn't care too much about this conversion
After I start it up, two reasons why this game is obscure today pop to mind. The first, and one you probably figured out already, is that this was only released on Apple II and the Atari computer range, two computers of which people on average, don't really have nostalgia for. The second, is that this wasn't a very good game even in 1983.
A blue pad, which is one of two positive powerups
Caverns plays like your semi-typical "realistic" side-scroller of the era. That is, your guy flies around, and you shoot wherever you're pointing, and its not automatic whenever you move backwards that you turn around. Two things make this a bad implementation of that. This is one of those games where gravity effects you, which isn't necessarily bad, but here the controls feel very loose. You can sit on the ground, but your fuel drains even there. Turning around is a bit of a struggle, as you have to tap the fire button to initiate a turn, and if you aren't pressing left or right, you've turned up or down. If you're in that position, moving left or right turns you in that direction, but usually if you want to turn, there's something in that direction, so you're already tapping the opposite direction to get away from it. It also renders shooting off a short burst of shots tricky.
I can't say I ever had the gun overheat on me
The weapon you get is a little bit interesting. Hold it down and it'll shoot a burst of shots, then stop. I actually stays level with your guy, so you can do some clever moves if you try. Unlimited ammo, but it overheats. Its very hard to aim, in addition to the aforementioned issues, flying back aims up, while flying forward aims down. Just forget aiming up, because you need to be moving straight up to shoot in that direction. Which means rapidly approaching something that's going to kill you. Down's not as bad but it still feels difficult to aim. As a shooter, its fairly obvious early on that its severely lacking.
Enemies are about what you'd expect. Any given screen you can expect to see floating teeth, which fly and chase after you, something that jumps while chasing after you, spinning blades that go across the ground and don't seem to chase you.  While you can kill them, because of the awkward shooting controls, another method is more ideal. The game does not track enemies that go off screen. Even the demo for the game does this rather than shooting at them. This, combined with its level design, make it slightly more interesting than you'd expect.
I know I keep alluding to it, but I don't fine this an appealing-looking game, at all
There are a small number of stationary enemies, which are more troublesome than the moving ones. You have the more common variety, which is a red pad that shoots out a lot of red dots. Then there's a laser turret, which is more of a puzzle, which guards the ion drive. Unlike moving enemies, stationary ones are always there, and can't be killed. So if you get hit and fall in an awkward spot, you could lose all your lives. There's a blue pad, similar to the red pad, that gives you a shield if you land on it. This is the only way to take multiple hits, and you can recharge this shield. However, getting hit by either stationary enemy ignores your shield, so you might not be in such a good place.
The laser turret goes goes through a series of positions, so timing here is important
The really interesting thing about Caverns is that it has consistent level design. You'd figure a game about traveling through a vast cavern would be at this time randomly generated, since that's how most games worked then. It does feel like me saying at least they tried before handing down a particpation award, but there are still a lot of games where they don't even get that much. Its not a great cave, but you can systematically work through an ideal method of getting past all the worst hazards to get the panels and ion drive.
Now, the problem with this game is that you have to find 9 items, your ion drive and 8 panels, across a generic cave. Exploring a generic, ugly wasn't really an interesting prospect back when it was Gateworld for DOS and I didn't really have anything better to do. Now that its Caves of Callisto and I have thousands of other titles to play it seems a bit of a joke. Still, I soldier on with save states. Surprisingly, I don't need to abuse them that much, just the laser turret and a few other unfortunate encounters. Fuel, as you can see down there, is also a concern, but I only ran out once, and your next life gives you a full recharge anyway.

But I can't "win", as much as it counts for in this game, where winning just starts the loop anew. I eventually find the last panel but I can't actually reach wherever the end is. Oh, well. What this title reminded me of is Action 52, specifically the weird selection of enemies from that game. Which isn't "what would be thematically fitting" but rather "what can I draw at this resolution". Answer, teeth and caves.

Weapons:
Your laser gun's mildly clever uses are unfortunately drowned out by how difficult it is to use. 1/10

Enemies:
Pretty generic. 1/10

Non-Enemies:
None.

Levels:
I feel like I should be generous. Hey, something I can at the very least make a map and a route for! If it was 1983. 2/10

Player Agency:
Its a bit loose here. Controls feel surprisingly floaty, and my ascent and falling speed were exactly the same. 3/10

Interactivity:
None.

Atmosphere:
None.

Graphics:
The difference between everything is clear, but there's nothing else positive about it. 1/10

Story:
None.

Sound/Music:
Your jetpack makes a noise every time you move. Considering that's all you do in this game, flying around with one, I tuned it all out soon enough. 0/10

That's 8.

Well, if this is a indication of what I can look forward to in 1983, I can say my fears have been realized. I hope that at least some of this is going to be interesting. Surely something will match Sinistar's 20...

Tuesday, April 19, 2022

Ultima Underworld

Name:Ultima Underworld
Number:107
Year:1992
Publisher:Origin
Developer:Blue Sky Software (Looking Glass Studios)
Genre:RPG
Difficulty:2/5
Time:14 hours 45 minutes

What can I say about Ultima Underworld that hasn't already been said? One of the greatest RPGs of all time. A technological marvel and important milestone in gaming history?
Meh.
The reception of the game, which is practically unavoidable, is that the game is flawless save for technical issues owing to the age of the game. A small price to pay for the first...3D Ultima. There's a lot of you had to be there said of the game, which I guess is true, but speaks of a game that has aged more heavily than people frequently give it credit for. And after playing it, I'm not sure that the game would have been flawless even back in the day. First, let's talk about how it aged.

The control scheme of the game has more in common with the games that came out beforehand, even games released one year later are much smoother. We've a quasi-standard control scheme, SZXC moves, W moves forward faster, A & D turn. Its mostly okay, but moving backwards always feels weird. Oddly slow. It works, barely, but its enough to be very noticeable. One nice feature here is that you can only walk off a ledge if you walk forward. Something that does work for both you and the enemies in-game. The real issue is looking up and down, which uses 1 & 3, with 2 to center. Its such an awful selection of keys to use in this case.
Underworld uses a somewhat adventure-style interface, meaning that you have the standard adventure actions of look, use, talk and take, along with options and attack. Which is interesting in theory, but awful in practice. The function keys select these actions, which is the ideal way to use them, but they had a habit of activating twice with each keystroke for me. The menus also worked awkwardly in of themselves, I nearly saved over an old save when I meant to load multiple times.
Also, the whole package is very awkward to use compared to games that came out afterwards. The adventure-style interface is more of a hindrance than a help. Picking up items is a troublesome experience. To say nothing of just how interacting with the environment is a bit tricky. NPCs, like in most RPGs, are fond of walking away when you're trying to talk to them. However, here is a feature I've never seen since, you can just walk into them to get them out of your way. More RPGs needed to take this feature of all things.
One of the first of many platforming sections
We are also regaled with jumping, which uses the J key, and depends on a skill. Jumping is awful. Really, really awful. Part of this is down to the collision physics, which will shoot you back if you hit a wall, and believe me, you have a very unusual collision box that guarantees this. The other part is that the developers designed the platforming parts in the most annoying way possible with this in mind. You will absolutely fall victim to the collision. Its just a question of whether or not you're going to hit the ceiling or the walls.
The slaying of vermin, a common sight in Ultima Underworld
Combat is easier, but suffers from numerous flaws. Underworld has three attacks depending on the mouse location or button you press and you hold down the attack button and then release. At first fun, but it doesn't have much tactical depth, most enemies should be dealt with one particular attack. All attacks have to be held down for at least a second, there's no jabbing. Despite being a RPG, spells and missile weapons are only useful as a self-imposed challenge rather than an actual tactic choice. Further, becoming skilled in a weapon other than a sword is intentionally crippling yourself, but that is more a timeless issue.
Its really hard to get the distortion across in a screenshot, unfortunately
A big issue in this game is the 3d engine itself, which has a constant visual issue at the sides of your view. Walls look weird as you walk past them. Eventually one will get used to it, but its very noticeable and very distracting at first. While you should be using the look action at most walls anyway, most secret doors are supposed to be visible without that, meaning anything other than a thorough search is in danger of missing something important. There are also numerous other visual glitches.
One of many friendly NPCs with a quest for me to solve
However, the worst issue of all is a two-edged one. There are too many quests for a game without a journal. Let us talk about me personally, someone who is generally willing to give a good game a chance. I have in the past made maps for multiple games. I have in the past made notes for the puzzles in a game. I have not, and I do not think I ever will, made a journal for a game. This is ultimately too much effort for what is supposed to be fun; I don't make notes for novels unless I have an important reason, I mostly just make notes for actual information books. This game requires those notes, because by the end of it I had no clue how to find one important plot item despite nearly being done. Its too much like actual work.

Those are all the features that aged poorly, however, I do not think the flaws of this game lie exclusively in the game's age showing. There are some aspects of the game that were always bad.
The first shrine I found...on the second level
For a RPG, the RPG aspect of the game is incredibly weak. While level advancements happen normally, in order to raise a skill you need to find a shrine and find the mantra for the skill. Which is just busywork. I'm not opposed to the idea of a specific location or person being used to train up your skills, its just that Underworld's approach is unnecessarily complicated. The system for this is vague, but that's the least of its problems.
Some of the skills themselves are of questionable use, to some being outright useless. I briefly touched upon it with weapon skills, but there are a lot of utility skills without much point in using. Swimming is a skill, but all the skill governs is how long you can swim without losing health. There's lockpicking and something to do with traps, but every door has another way of opening, even if brute-forcing it, and I don't remember any traps a skill would help with. Bartering skills, but bartering I'll get to in a moment.
Further, there's a level-gating approach in-place. That is, if you aren't at a certain level, enemies are basically invulnerable. Its only in place to prevent players from just steamrolling over everything right away, because most enemies, once you get to that level, aren't much of a problem. I have never seen this used well in a game and here its no different.
While the game supposedly offers a wide variety of classes, because some skills are useless and the game heavily biases you towards melee combat with a sword, there's a clear tier system. Being a primarily spellcasting class cripples you in three ways, there is a minimum range, and while you are faster than enemies, you don't always get enough range to use spells; Mana is limited, and while it does regenerate, that takes time; Finally, there is a level where you are drained of all mana. Ranged weapons are ineffective and utility skills don't help with combat, and there is a ton of combat. And these lead to the magic system feeling heavily underused.
A shot from the intro, where the player is forced into finding the baron's daughter, something that doesn't really affect the game until 7 floors down
In story, there's not really any reason for me to believe him, at least until his dead brother, who has appeared in visions at the start of the game, tells me the whole thing is real. At which point I am to take the eight items of virtue inside the Abyss and cast them into the lava pit the demon is on-top of. Unfortunately, the game failed to spawn one of them, resulting in all life on the planet dying. When I say I'm supposed to take those, I'm also supposed to figure out I'm supposed to use those and the lava in order to win. I also had no reason to find all eight items of virtue until this point. The main story of this game seems embarassing for such a highly acclaimed RPG.
Further, this whole thing leads to a massive pacing issue in the last part of the game where you're finishing up whatever sidequests you left hanging in the hopes it reveals where some important item is, in addition to the final level just being a general slog.
This is the first goblin you see, you cannot be friends with him
This is one inside the settlements, as hinted by banners, he is always friendly unless you stab him, like most NPCs in RPGs

Something that sort of is a complaint more about what people say about the game, but there's a certain infamous magazine review where someone dissing Doom in favor of this complains that you can't become friends with the monsters. I want to point out it isn't true here either. While some of the friendly NPCs are indeed more standard monster races, you can't just talk to a random goblin and become his friend. There's no diplomacy or anything, enemies are always enemies. Its basically your standard RPG except some NPCs are ogres.

I used this system so seldom that I used a screenshot from repairing a plot item instead of actual bartering!
There is a bartering system, but there's no real reason to get very good at this system. With skills or actually thinking about things. There are enough spare items hanging around that any item you really need from someone is easy enough to trade for. One of the early characters makes a big deal about items and survival, but that's simply not true. Further, you have a limited carrying capacity governed by your starting strength stat and carrying around all those trade goods, or even gold, takes up quite a bit of it. So quickly the ideal way to barter is to ignore all the gold and just carry about some gems in case such a thing is necessary...except that people actually want gold in exchange for some services. Some of which are absolutely vital to solving the game.

Now, with all that said, one might ask what is good about this game? Or if you are one who greatly enjoys this game like many do, a moment to cool your jets before going into a rage of some kind.

Origin, the publisher and at the time of development the company that Blue Sky was effectively a division of, used to have the label "We create worlds". It was only the motto of Origin, but a strong undercurrent of this went on throughout the '90s. While it is annoying that they spent so much time on the backstory and not the main story, it does create a pretty nice atmosphere to the game. There's a distinct feeling when the game begins that you are being thrust into a strange world. That you are just one player among many with their own goals and objectives. It doesn't quite live up to that opening feeling, of course, but it keeps the illusion going for longer than most games.
For instance, on the 3rd floor there is a NPC who is mad and deeply afraid of the dark. So he is someone who trades for light sources and food. Being that at this point you probably have plenty of food and a magic spell that creates light, well, he isn't really worth trading too. One floor down another NPC mentions that the crazy NPC went into their camp and stole everything he could, including a candle that never stops working and is one of the plot items you're looking for. There's the distinct feeling that most NPCs are actually important to the game itself since so many turn out to be vital later.
A screenshot I took of the map fairly early on
The dungeon design itself is wonderful for the first 6 levels. While the motivation for exploring is a hollow one, I don't feel cheated here. Exploration feels rewarding here, you even get XP for it. There are enough nooks and crannies filled with treasure or plot coupons that it all feels worth it. Even scouring the walls for secret doors. I can't say that much about most actual FPS games.
And while I do criticize those last two levels, its because of decisions that affect part of the level. Level 7 has three mazes in it and a good chunk of the level just moves awkwardly; Level 8 comes after killing the villain you came to the dungeon to defeat, when you're at the final character level. It shoves you against an absolute swarm of enemies, which at this point just feels like busywork. If the game situated the game's main villain here as opposed to the level above it, this section would be more tolerable.
This is possibly the first enemy in the game, and you have to attack him first
While the controls have aged poorly, even in comparison to other games of its control scheme, there's no denying they set it up in such a way that even a rank amateur should be able to get used to them. Even discounting that the manual contains a tutorial designed to introduce people who didn't even use mouses to the game, the game is just designed in such a way that allows players to easily get used to the game. Not just an area free of monsters, but an area with all sorts of items the player has to pick up to get used to the game, and interact with in all ways the game is going to use over the course of the game. I feel like a big flaw all of the games that use this control scheme in 3D afterward do is have enemies start near enough the player that he has no chance of getting used to the game before dying. Something that is incredibly frustrating.
To add to this, the game is also easy compared to those titles. This is not necessarily a bad thing in this case, because the game isn't really built for something hard. This makes it a perfect title for those getting into pre-mouse look RPGs and some FPSes. Assuming, of course, one is even capable of playing a game without mouselook without turning into a blubbering wreck. Hey, I still have trouble keeping planes up in the sky.
Fishing in a dungeon
There are a lot of little things the game does really well in a way that hasn't been replicated much. Being able to push NPCs out of the way as I mentioned. The in-game map, while an inventory item, is one of the smoother ones I've seen, and works incredibly well for 1992. There's a fishing mechanic, where you can get fish via a fishing rod you find on the 4th floor. Unlike many other games, where this would result in a poorly thought out fishing mini-game, this just gives you the fish or it doesn't.

Ultimately, Ultima Underworld is unique. (except for its sequel) For all my comparisons to various games over the course of my playthrough, it isn't any of those. They're only like this game in one aspect or via obvious technological heritage. None of them ever fully got the appeal of the original game. I don't think its ever possible to get that appeal ever again. Even today nobody's gotten a real successor to it, despite many chances to do so. I think that of itself makes it worth playing.

Weapons:
Like usual with RPGs, the different weapons weren't very different from each other, although there was a noticeable power difference between end-game weapons and skills and starting weapons and skills. Ranged weapons and magic are more or less in utility roles and are not effective for actual combat. 1/10

Enemies:
A limited variety of your standard fantasy enemies. Very few are unusual or require special tactics. A big problem here is the readability of characters, you have to use the look command to see if an NPC is hostile or just wait until they decide to attack you. 3/10

Non-Enemies:
While a great source of information, they don't contribute anything to combat, and indeed get in one's way. At least the developers realized this and allowed you to move them out of the way by running into them. 2/10

Levels:
The first 6 are incredible, a true masterpiece of level design. Then we get level 7, which is constant mazes, and then level 8, which just feels tacked on. 8/10

Player Agency:
While I am more open to the combo of the keyboard doing all the movement and the cursor doing every action, this tested even me. There was a distinct habit of the game to have button presses and mouse clicks happen twice, often enough that I suspect it was the game's fault rather than my keyboard and mouse. The adventure-style interface also hindered rather than helped the gameplay. 4/10

Interactivity:
Despite the adventure game interface there isn't a lot to do. A small selection of scenery items are actually interactable, though anything can be destroyed with a fireball. Otherwise, items work like they usually do in RPGs, though you can throw items in lava and water to destroy them, something useful if you're playing the original version, but nothing terribly exciting. There are puzzles, but the only difficulty is in determining that you are actually in front of a puzzle, since most are straight-forward or something you need to find a solution for elsewhere. 3/10

Atmosphere:
The game does a good job of making you feel like you're trapped in a desolate dungeon, moreso than it actually succeeds in making you trapped in a desolate dungeon. The short draw distance, the somber music and the way all the NPCs speak of the past in nostalgic ways all contribute to this. I particularly liked one NPC, longing over her lost love, stares wistfully out at a river of lava, because that is the best she can do. 9/10

Graphics:
I know I've said its hard to do dungeon graphics in a way that doesn't look boring, but something doesn't sit right with me about this game. Its not just that the engine basically forces a fisheye lens on you, the whole thing looks lifeless. Character sprites look flat and just about everything feels like it was someone's first attempt at making VGA graphics. 3/10

Story:
For a game that has such a rich and complicated backstory, very little effort was put into the actual story. 3/10

Sound/Music:
Everything is done via sound card, including sounds. While I used a Roland MT-32, which had the better music, sounds were...not great, since they were just musical notes. That said, despite being very obviously limited, music was very nice. The much vaunted dynamic music simply amounted to the music changing depending on if I was walking around, had a weapon out or was in combat. 5/10

That's 41, but minus one point for having so many game-breaking bugs, so 40.

The obvious comparisons are to Dungeon Master and Shadowcaster. And I would say, of the three, Ultima Underworld is my personal least favorite. On a regular 5/5 scale I would give Dungeon Master a 5, even if it would be lacking on any genre-encompassing scale. It is just absolutely amazing as a dungeon crawler. Shadowcaster is a game I grew up with, but in several ways it works better. It controls better, combat is more interesting, and while it has worse level design, the atmosphere is still top-notch.

I do recommend Ultima Underworld, however, be aware of its flaws. Many people say this is one of the greatest games of all time. I don't think it quite lives up to that. It occupies an awkward middle ground between better action RPGs and better "role-playing" RPGs. As of now it is in the top 10 of all the games I've played on this blog, but that's something that will very easily change, since I'm still firmly stuck in the 88-93 period.

This is one game that could stand a remake. Unlike with other games that had significant issues but mostly solid gameplay, the part of this that is great is the dungeon itself. A transplant into a completely different engine with some changes to gameplay, akin to the early attempts with Blood or some attempts with various Elder Scrolls titles, would do wonders for the game.

Sunday, April 5, 2020

Game 25: Shadowcaster

Name:Shadowcaster
Number:25
Year:1993
Publisher:Origin
Developer:Raven Software
Genre:FPS/RPG
Difficulty:3/5
Time:25 Hours

Going in on this, I had nothing to complain about. Going out, I still really don't. Shadowcaster is less of a real FPS and more of a weird true 3D Dungeon Master clone, and all the good and bad that entails. Don't like switching between screens to see if your health is back up? I wouldn't suggest it. You don't mind? Play it.

In Shadowcaster, you play as Kirt, the last free member of the People, a race of shapeshifting humans. You go across various worlds, seeking to undo the evil the Veste has done in the name of Melkor, a dark god. As opposed to the People's various good gods. The real gem of the story is what Veste did, which is described in the Cluebook that came with the original version of the game. Its worth a quick read even if you don't play the actual game.
Kirt has several forms he can change into, some of which become quickly useless. As a human, Kirt knows martial arts and can jump. This is, as can be expected, the most important form. In every other form Kirt drains his mana (called power, but eh, lame name) until he changes back. The human form is unique in that it also gains mana whenever the player levels up, and that they get experience from the other forms. In theory, you could play through most of the game in this form, which isn't a bad idea up to a certain point.
There's the Maorin, a muscle-bound four-armed catman. They sink like stones, or so the manual says. Wasn't exactly running around the water with them. They get special vision and can also jump, neither of which were really useful after the opening levels. To be honest, I only used this guy this time because I wanted to see if there was any point. Realistically, you don't need him and he doesn't offer that much more damage than Kirt. His special eyesight can only be activated some of the time, and, I'll be honest, isn't really needed. It only reveals a few traps, of which consist of the first level, and the second-to-last CD level. The first time I went through the game, I didn't even know I could use that and avoid damage.
There's the Caun, which is a brownie elf, which serves as your regeneration form, and a few times there are items out of range you need them to grab. They can also jump, which is needed a few times. Fight with him? Ha! He has a bunch of other stuff that either isn't needed, or, like his light ability, run out before its useful.
There's the Opsis, a floating two-tentacled beholder. He has various magic attacks, which are immensely useful against a few enemies some of the time. Fire, ice, a death attack I didn't bother using. Probably useless. A shout which did effectively nothing. And a map increasing thing. He's also slow. Each character, surprisingly, has different speed, and most of them are okay, but this freaking thing goes like a Nissan Fairlady someone's transporting sixteen tons of gold in. Which makes it a problem for the two sections you only have him to fly in.
There's the Kapha, which is a fishman. He swims, that's it. Yeah, he has an electric attack and a shout attack. Neither of those are very useful. The electric attack seemingly is, but it has a very poor rate of fire and seems weak. A check of the booklet reveals the shout would have been useful...underwater.
There's the Ssair, which is a dragon man, with no legs. Shoots fire, but it eats up mana. He has a tail too, you don't want to use the tail, because his bonus for using a weapon effectively makes all weapons better than the tail. Also, his claws do more damage than the tail. Fast, but not really stronger than Opsis for some reason.
Finally, there's the Grost, a stoneman, a giant tank. He doesn't come out until near the end, but he gets 50% of the running time at that point. Magic damage? Gone. Physical damage? Usually tolerable? Damage with a weapon? Double, basically. He even has an anti-air+crowd control attack in an earthquake. And a paralysis attack.

Because of the weird way this came about, this game is very...interesting in its design. The things you will be doing the most is melee fighting, not shooting. Shooting makes use of limited resources, either items or magic spells. You're not going to have the later until a third of the way through, effectively. There is a shuriken, but its better to use that in melee, oddly, because of your ability to throw it and punch someone. This effectively makes it the first melee FPS, at least until I find something more.
So, this is ultimately a game about tearing people apart with a sword and using magic on those that can't be torn apart. Its good at that, for the most part. I have some issues, though. I played this at the hardest difficulty, because I knew what I was doing, for the most part. There were two types of enemies, the kind I could easily kill, the kind that nearly killed me. For a good chunk of the time, this would fall into the ranged enemy category, but a few melee enemy types got the better of me. Which leads into what a good chunk of the game's running time is about. Waiting. You passively regenerate health and mana. This was about a 1 every 10 seconds. By the end of the game, I had 175 mana, and that was my top for around the last half or so. For about ten hours of gameplay, it was alternated between killing something, then running away and healing. Rinse, repeat. It happened in the beginning too, but that was more manageable.

I can't say there are any other real flaws that don't come down to personal opinion. I like the level design, but I've played it three times willingly, what does that mean? I like the art direction, especially of the enemies. It shares some things with Heretic, but feels different from it. This feels more...distant...alone, despite actually have other people.
I have two suggestions for anyone who ever wants to play this. Play the floppy version and don't play on the hardest difficulty. Honestly, the later one isn't as bad if you play the floppy either. Seriously, the CD version only adds some 3D cutscenes, voiceover and some pretty annoying levels. Are you someone who has to have that pre-rendered '90s 3D goodness? Some cheesy narration? Is it worth it spending two hours waiting for your mana to recharge?

Weapons:
There was a great deal of variety, however, most weapons fell into two categories. 1) Melee weapons or 2)Wands with a limited charge. For the most part, there was some arcane mumbo-jumbo regarding damage that I didn't quite get until later. Which is a problem stemming from it being a Dungeon Master-style FPS, really. 2/10

Enemies:
Most of the enemies fall into the melee side of things, and generally don't deviate from being easy to fight. The ones that aren't easy are a pain to fight. It's at the level of a typical RPG where the enemies don't have much character. Even the bosses aren't really that impressive. Some thought was put into it, however. 3/10

Non-Enemies:
There's a guy and some odd things running around that aren't eager to kill you. Nothing really impressive though. 1/10

Levels:
Shadowcaster stradles the line from being a good Wolfenstein clone to being memorably good. With the obvious exception of the bonus levels, there wasn't really a time where I considered it outright bad, just annoying. 6/10

Player Agency:
I don't quite feel satisfied, but I don't really have anything to complain about. You move slightly as if you are on ice, but not in a really troublesome way. The slower forms are not really a problem, because you rarely need to just use those forms to move around. 6/10

Interactivity:
This is mostly limited to puzzles that rarely deviate from the incredibly obvious. I think even if this wasn't the third time I went through this, I would know what to do. There are a few little touchs, but mostly what you expect for the era. 2/10

Atmosphere:
Shadowcaster hits a unique kind of feeling that just no other game really hits. You really feel like you're traveling through the dark, desocated husks of what was once a good, thriving civilization. 9/10

Graphics:
Outside of a few fog issues, the game has a very good art direction for the time. There are all these dark tones and colors, but they're not needlessly dark, you can tell what everything is and most importantly, it looks good. 7/10

Story:
The story, as presented in the game, is a fairly straight-forward, but slightly morose hero's journey. No, the gold here is in the cluebook, describing in great detail how Veste and Melkor turned Kirt's people to ruin. But given that it isn't in the actual game... 4/10

Sound/Music:
The sounds are okay. They don't always activate in key situations, which is really a problem. Now, the music is made by one Marc Schaefgen, who did some additional music for a few other Origin games before this. So this was his big break. Before I reveal the big bit about this, I want to point out that I couldn't get the music to work in-game, so I used the internet to listen to the soundtrack, and I also listened to Cradle of Filth - The Manticore and Other Stories toward the end, and a few others, let's be honest.
It...exists. Its not good, its not bad. There's not really any distinct themes or overall tone beyond generic fantasy music. 2/10

That is 42. I'm not going to remove any points for regenerating health and mana, I figure that's sort of accounted for. You really play through it not because its hardcore shooting action, but because its a fun experience. This puts it at the 4th highest game, below Alone in the Dark and above Bram Stoker's Dracula. Undoubtedly, both of those things will change in the future.
Oddly, I have to add something the creator said, for once. Brian Raffel, in a quote once upon a time on the Raven website, said that he loved the concept, but hated the story and name. I wonder how he hated the story, was it the lack of it in the game proper, or the story in general? It also might have been Black Crypt 2. Black Crypt being an Amiga RPG, a Dungeon Master-clone.
Origin and Raven will be a future mainstay of this blog. Origin having released a few unimportant space sims, among other things and Raven having done a few shooters over the years. I guess the only thing they ever did that wasn't a shooter would be the Marvel games they did.
As for me? I think this is going to be the last time I play this. Not because it isn't a good game, but because it has a LOT of issues I don't want to deal with again. If I do, well, there's a PC-98 version, and you know, I always did want to learn how to translate a game...