Drakkhen/Games/Commercial
From: Marc A. Lombardo (aa400@cleveland.Freenet.Edu)
Date: 05/05/91-01:41:33 PM Z
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From: aa400@cleveland.Freenet.Edu (Marc A. Lombardo) Subject: Drakkhen/Games/Commercial Date: Sun May 5 13:41:33 1991 Drakkhen AIM Magazine March 1991 Written by Scott Sorg Drakkhen is a fantasy fole playing game by Infogames. The genre has seen some excellent games (Dungeon Master, Phantasie, Bloodwych), and here's another game destined for greatness. The graphics are slick and fairly smooth. The sun travels across the sky every day, and the sky changes colors from the oranges of sunrise and sunset to the purples of night. The scenario is original and very good, and the interface is easy to work with. BACKGROUND The scenario of the game is that the father, who created all, created the drakkhen in his own image. He also created the great dragons to rule over the drakkhen. It was the great dragons, who in their desire to create, brought forth man upon the earth. Many millennium later, the last great dragon on earth has been killed by a misguided Paladin. This act fulfills a prophecy that signals the end of mankind and the re-emergence of the drakkhen. The death of the great dragon brings the end to magic in the world. All the Kings of the world gather to discuss the ramifications of a world without magic. They discovered, from the crew of a royal flagship, that an island had come into being; home of the drakkhen. The island would soon grow to encompass the entire world. They also learned of the Ninth Tear, a faction of the drakkhen sympathtic to humans. A human priest had stayed behind on the island with members of the Ninth Tear faction. Your King has chosen you and three companions to go to the island of the drakkhen. You must find the priest and solve the mystery of the Ninth Tear. Do this and the world will be saved, fail and die with the knowledge you have allowed the destruction of mankind. INSTRUCTION MANUAL The instruction manual is not the worst one I've seen, but it's definitely not the best. The characteristics (str,dex,etc.) most important for a particular class (fighter, scout, priest, magician) aren't even mentioned. One very important thing was also left out of the manual. The manual doesn't tell you how to cast spells outside of a combat situation. The manual gives you enought information to get started in the game but that's about it. It doesn't include any (none, zip, nada) hints in terms of strategy. The manual doesn't even tell you really where to start. GAME PLAY You can play with preselected characters, you can't save the game this way, bt you can get the feel of the controls and wander around a bit to see what's what. you start the game without your armor and weapons. During the game there are basically two modes of operation, group mode and character mode. Group mode shows first person view (like Dungeon Master). This mode cannot be used indoors. Character mode is a third person view, whereyou can see all of your characters and command them individually. Outdoors you can toggle between group and character modes by hitting return. Encountering a creature will also automatically take you from group to character mode. One of the interesting features of the game is that the movement is not the standard front, back, turn left and turn right. The movement is more like that in a flight simulator. You can rotate left or right 360 degrees, so you can lost your sense of direction easily. You can, however, regain your sense of direction by waiting until sunrise to find East. Around most castles and buildings there are directional arrows pointing each compass direction. Also at each crossroad there is an arrow indicating North. There are also roads from plce to place which (if mapped) allow you to consistently find a particular place (castle, temple, weaponsmith). But woe to you who wander off the road with out having mapped the roads in the general area. Getting to the temple to be healed is something you'll need to be able to do consistently. After some mapping has been done, you can cut across country fairly easily to shorten your travel time (lots of big creepy crawlies at night) which has advantages. Bottom line: if you are going into a new area, map it before you go wandering off into the wilderness 'cause it's a big island, and it doesn't pay not to know what road you've just come across. As you are traveling along in group mode, you may find ourself suddenly changing to character mode. This means that a monster is on its way. If your combat icon is on, your characters will automatically attack. Not all monsters encountered outside are aggressive, there's an old man who appears in various locations to give you directions to a nearby taven, temple or weaponsmith. Character modes is used in all combat situations and inside castles and dungeons. The character mode is very similar to graphic adventure games like King's Quest series but the graphics themselves are much better. There are no real mazes, just directly connected rooms. Mapping is still useful but not as mandatory as outside. Each castle is inhabited by one of the eight drakkhen princes, and each castle has a mystery to be solved. The castle in sight when the game starts is the castle to start with. If you play it right you will receive clues on where to visit next. One last note - don't be too kill happy. You may lost some information. On the other hand, don't be unprepared for trouble or you'll be toast. BOTTOM LINE Except for the oversights in the manual, this is an excellent role playing game. The puzzles so far have been challenging but not quite impossible. Clues ten to be easy to find but hard to decipher. At first it's hard to keep your characters alive, but better weapons and armor are easily found. -- Marc A. Lombardo User Address:aa400@cleveland.freenet.edu ~ ~ ~ /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/--/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\- ~ ~ ~ Atari ST, MIDI, Music ~~ ~ ~~ ~~ ~ ~~
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