Darklands (video game)

Last updated
Darklands
Darklandscover.jpg
Developer(s) MPS Labs
Publisher(s) MicroProse
Director(s) Arnold Hendrick
Designer(s)
Programmer(s)
  • Jim Synoski
  • Douglas Whatley
  • Bryan Stout
Artist(s)
  • Michael O'Haire
  • Artino
Composer(s) Jeff Briggs
Platform(s) MS-DOS
Release1992: Floppy disk
1995: CD-ROM
Genre(s) Role-playing
Mode(s) Single-player

Darklands is a historical fantasy role-playing video game developed and published by MicroProse in 1992 for MS-DOS. The game is set in the Holy Roman Empire during the 15th century. While the geographic setting is historically accurate, the game features many supernatural elements.

Contents

Darklands received mixed reviews upon release, with praise for its historical detail and open-ended gameplay but criticism directed at its numerous bugs and repetitive nature. In recent years the game's reception has been more positive. It was later re-released on GOG.com and Steam with support for Linux, MacOS, Windows OS.

Gameplay

Darklands features an early example of open world gameplay in role-playing video games. The player is free to complete quests that will give them a positive reputation, or to pursue a negative reputation by performing evil deeds. The player's reputation may vary across geographic boundaries, allowing the player to be simultaneously hated in one region and exalted in another.

Travel screen during winter. The game features changing seasons. Darklands screenshot.png
Travel screen during winter. The game features changing seasons.

The setting for Darklands is medieval Europe. All of the cities that one's party may visit in the game are real places that existed in the Holy Roman Empire of the 15th century. Most are in modern-day Germany, but some are within the modern borders of other countries in Western and Central Europe, including Denmark, the Netherlands, Luxembourg, France, Switzerland, Austria, the Czech Republic and Poland. The cities are referred to in the game by their Old German names, some of which are now exonyms; the new local names are given in parentheses.

There are no other species available in character creation—all players are human and are differentiated by occupation. Any party member is capable of performing what are known as class-based feats in many other role-playing games, but skillful players usually improve the party member's skills only in the appropriate area. Thus, the equivalent of a cleric in this game would be someone who specializes in religious studies as well as healing skills. That the character specializes in the above, however, does not preclude him or her from learning artifice skills, such as lock picking. Age is a factor, as characters will begin to lose physical prowess as they age. However, the older the player is when the character is generated, the more skills and better equipment he or she starts with.

While the majority of the game uses text-based menus enhanced with hand-painted illustrations describing the player party's available actions, the party's movement between cities and during battle uses a graphical user interface. The real-time combat is dependent not only on the characters' skills, but also the type and quality of weapons used against the enemy and the enemy's armor. For example, using swords against plate armored foes is less effective than using hammers or maces.

Plot

The game is set in a historical fantasy version of medieval Europe in which monsters and magic actually exist. The plot is not linear and there is no set path for the player to follow.[ citation needed ]

However, there is a main quest to follow in order to finish the game, which involves hunting witches and heretics. Darklands ends once the final battle is completed against the demon lord Baphomet, preventing the apocalypse. Baphomet can be found in a castle in an obscure part of the game map which can only be discovered after finding and defeating the evil occupants of various other fortresses around the game, in which the player's party can find information which will point the player to the final location. According to the official clue book for the game, the final battle location, as well as the location of some other quests in the game, is randomized at the start of each new game.

Development

Darklands took almost three years to make and cost three million dollars, which was a very large sum for video game development at the time. [1] According to the manual, "Darklands would have been impossible without the faith and vision of the management of MicroProse Software. We originally underestimated the time, complexity and cost of the project by a large factor. When development costs rose past the stratosphere, there was a great temptation to either give up or just 'publish whatever we've got', regardless of quality." An Amiga version of Darklands was considered but the game was judged as too large to be played from a floppy disk and the potential market of hard disk-equipped Amigas was not large enough. [2]

Release

Darklands was released by MicroProse in 1992, albeit with a number of bugs, ranging from minor to major. These included many instances of what would now be called crash-to-desktop errors. Additionally, the "character colors bug" results in the colors of on-screen characters being replaced with random (often bright) colorings. [3] Most of the bugs in the game were correctable by subsequently released patches. Before ubiquitous Internet connectivity, such patches were typically only available through BBS downloads by modem owners and through informal person-to-person copying, and thus many people were only able to play the originally released version. This gave Darklands a reputation as a buggy game.

At least one third-party commercial character editor was advertised for Darklands. [4] Darklands was supposed to be the first entry in a series of games with related settings, but no follow-up was ever made; [5] sales were not high enough to justify a sequel, and the game engine was not reusable. [6] The game was re-released in 2014 on GOG.com and on Steam as a downloadable title for Linux, MacOS and Windows OS. [7] Tommo purchased the rights to the game in 2013 and digitally published it through its Retroism brand. [8] In 2020, the publisher became Ziggurat Interactive, with support from Nightdive Studios . [9]

Reception

Computer Gaming World offered contrasting opinions of the game. Scorpia liked the historical setting and use of religion but criticized Darklands' repetitive encounters and—more seriously—many bugs and missing features, such as the inability to save within dungeons, which, she reported, was a problem given the game's instability. She concluded that "the game ultimately brings little or no satisfaction when 'finished'". [10] Johnny L. Wilson acknowledged the bugs and repetitive nature but emphasized that "I still like the game", citing the importance of skills and an "open-ended feel and an element of free-will that I haven't previously experienced in a CRPG". [11] In 1993, Scorpia called Darklands a "perfect example of a fine idea ... gone wrong" with a "horrible ending", and "not a recommended game". [12]

Despite the bugs, the game was well received by other critics. It earned 4 out of 5 stars in Dragon , which stated that Darklands "is a great adventure and is certainly one of the best multicharacter FRPGs we've had the delight to play. With well-drawn graphics, multiple quests, good character generation, and flexibility in play, the game's detail is phenomenal." [13] Alfred Giovetti, writing for Compute! , praised Darklands for the "multitude of choices you get, which surpass the complexity and historical accuracy seen in any other contemporary computer game" and that its "attention to detail is exemplary". The review concluded "MicroProse should be congratulated for a truly heroic effort in creating a game for sword, sorcery and history buffs." [14] Darklands was nominated for PC Games ' prize for the best role-playing game of 1992, but lost to Wizardry VII . [15] The game also won the 1992 "PC Special Achievement Award" from Game Players magazine.

Retrospectively, GameSpot featured Darklands on their lists of "The Greatest Games of All Time". [16] Todd Howard cited the game as an influence on Bethesda Softworks' popular fantasy role-playing series The Elder Scrolls . [17] Darklands was a direct inspiration for Obsidian Entertainment's 2022 role-playing game Pentiment . [18]

Related Research Articles

<i>Pools of Darkness</i> 1991 video game

Pools of Darkness is a role-playing video game published by Strategic Simulations in 1991. The cover art and introduction screen shows a female drow. It is the fourth entry in the Pool of Radiance series of Gold Box games, and the story is a continuation of the events after Secret of the Silver Blades. The novel loosely based on the game was released in 1992. Like the previous games in the series, it is set in the Forgotten Realms, a campaign setting from Dungeons & Dragons. Players must stop an invasion from an evil god, eventually traveling to other dimensions to confront his lieutenants.

<i>Might and Magic II: Gates to Another World</i> 1988 video game

Might and Magic II: Gates to Another World is a role-playing video game developed and published by New World Computing in 1988. It is the sequel to Might and Magic Book One: The Secret of the Inner Sanctum.

<i>Worlds of Ultima: The Savage Empire</i> 1990 video game

Worlds of Ultima: The Savage Empire is a role-playing video game, part in the Ultima series, published in 1990. It is considered a Worlds of Ultima game, as its setting differs from that of the main series. It uses the same engine as Ultima VI: The False Prophet and Martian Dreams. On June 18, 2012, Electronic Arts released the game as freeware through GOG.com.

<i>Sword of the Samurai</i> (video game) 1989 video game

Sword of the Samurai is an action and strategy video game developed and published by MicroProse in 1989 for the DOS platform. It features role-playing, strategy, and arcade elements set in feudal Japan. The player begins the game as a little-known vassal samurai; his ultimate goal is to replace Oda Nobunaga as the daimyō responsible for reunifying Sengoku Japan.

<i>J.R.R. Tolkiens The Lord of the Rings, Vol. I</i> (1990 video game) 1990 video game

J.R.R. Tolkien's The Lord of the Rings, Vol. I is a role-playing video game published by Interplay Productions. It is an adaptation of The Fellowship of the Ring by J. R. R. Tolkien, being the first volume in The Lord of the Rings. The game was released in 1990 for DOS, in 1991 for the Amiga and PC-98, and in 1992 for the FM Towns. It was followed by J.R.R. Tolkien's The Lord of the Rings, Vol. II: The Two Towers. It was originally designed for the Commodore 64, but the production team switched to the newer platforms. The game was designed by Troy A. Miles, Scott Bennie, Jennell Jaquays, and Bruce Schlickbernd. For the later versions, the cutscenes are taken from the 1978 Lord of the Rings film directed by Ralph Bakshi.

<i>The Elder Scrolls: Arena</i> 1994 video game

The Elder Scrolls: Arena is an open-world action role-playing video game developed and published by Bethesda Softworks. The first game in the Elder Scrolls series, it was released for MS-DOS on March 25, 1994. The game follows the player trying to uncover a conspiracy against Emperor Uriel Septim VII.

<i>Wizardry VII: Crusaders of the Dark Savant</i> 1992 video game

Wizardry VII: Crusaders of the Dark Savant is the seventh title in the Wizardry series of role-playing video games by Sir-Tech Software, Inc., preceding Wizardry 8 and succeeding Wizardry VI: Bane of the Cosmic Forge. It is also the second entry in the 'Dark Savant' trilogy. The game was published in 1992 by Sir-Tech, originally developed for DOS. In 1996 it was remade into Wizardry Gold, designed to work on Windows and Macintosh, and distributed by Interplay.

<i>Quest for Glory: So You Want to Be a Hero</i> 1989 video game

Quest for Glory: So You Want to Be a Hero is a 1989 adventure game/role-playing game hybrid, designed by Lori Ann Cole and published by Sierra On-Line for MS-DOS. It is the first game in the Quest for Glory series, and has been credited for being a genre-defining game, as it tried to mix graphical adventure gaming with role-playing-like elements such as statistic building that would actually affect the ability to accomplish certain parts of the game. The game has a satirical and silly tone. Ports for the Amiga, Atari ST, and NEC PC-9801 were released in the early 1990s. A VGA remake, titled Quest for Glory I: So You Want to Be a Hero, was released in 1992 for DOS and later in 1994 for Mac OS.

<i>The Legacy: Realm of Terror</i> 1993 video game

The Legacy: Realm of Terror is a horror role-playing video game developed by Magnetic Scrolls and published by MicroProse for the PC DOS in 1992–1993. A special collector's edition was released by RadioShack. A cancelled version of the game for the Amiga was in development in 1993. It was released digitally on December 20, 2019 by Piko Interactive on GOG.com with support for Microsoft Windows, macOS, and Linux pre-packed with DOSBox.

<i>The Dark Queen of Krynn</i> 1992 video game

The Dark Queen of Krynn is the third in a three-part series of Dragonlance Advanced Dungeons & Dragons "Gold Box" role-playing video games. The game was released in 1992.

<i>BloodNet</i> 1993 video game

BloodNet is a cyberpunk-themed role-playing video game video game developed and published by MicroProse for MS-DOS in 1993. An Amiga port was released in 1994 by Catfish and Teeny Weeny Games. An emulated version for Microsoft Windows, Mac OS X and Linux was released in 2014.

<i>Dark Sun: Wake of the Ravager</i> 1994 video game

Dark Sun: Wake of the Ravager is a role-playing video game developed and published by Strategic Simulations in 1994 for the MS-DOS operating system. It is the sequel to Dark Sun: Shattered Lands.

<i>Dragonsphere</i> 1994 video game

Dragonsphere is a point-and-click graphic adventure game developed and published by MicroProse in 1994. It has graphics which were considered high-quality at the time it was published, considered a novelty. It is still a cult classic for many.

<i>Knights of Legend</i> 1989 video game

Knights of Legend, released by Origin Systems in 1989, is a fantasy role-playing video game.

<i>Menzoberranzan</i> (video game) 1994 video game

Menzoberranzan is a 1994 role-playing video game created by Strategic Simulations (SSI) and DreamForge Intertainment. Menzoberranzan uses the same game engine as SSI's previous game, Ravenloft: Strahd's Possession (1994), and is set in the Advanced Dungeons & Dragons Forgotten Realms campaign setting.

<i>MegaTraveller 1: The Zhodani Conspiracy</i> 1990 video game

MegaTraveller 1: The Zhodani Conspiracy is a 1990 space science fiction role-playing video game based on the Traveller series and was produced by Game Designers' Workshop licensee Paragon Software for Amiga, Atari ST, and MS-DOS. The game is set within the Official Traveller Universe and features character creation and other aspects of game mechanics compatible with prior Traveller products. The player controls up to five ex-military adventurers whose objective is to save their civilization, the Imperium, from a conspiracy instigated by the Zhodani, a rival spacefaring race, and aided by the actions of a traitor named Konrad Kiefer. Gameplay features real-time planetary and space exploration, combat, trading, and interaction with various non-player characters in eight solar systems containing twenty-eight visitable planets.

<i>Ravenloft: Stone Prophet</i> 1995 video game

Ravenloft: Stone Prophet is a fantasy role-playing video game developed by DreamForge Intertainment for MS-DOS and published by Strategic Simulations in 1995.

<i>MegaTraveller 2: Quest for the Ancients</i> 1991 video game

MegaTraveller 2: Quest for the Ancients is a 1991 space science fiction role-playing video game produced by Game Designers' Workshop licensee Paragon Software and distributed by MicroProse and Empire Software. It is the sequel to MegaTraveller 1: The Zhodani Conspiracy. Designed by Marc Miller, an original creator of the Traveller series, the game is set within the Official Traveller Universe and features a character creation system and other elements of game mechanics compatible with previous Traveller products. The game's plot centers on finding a way to stop the flow of slime issuing from an ancient ruin on the planet Rhylanor before it inundates the entire world. Gameplay involves controlling a party of up to five adventurers who engage in real-time exploration, trading, interaction with non-player characters, combat and problem solving on the surface of over a hundred planets and in spaceships journeying between these worlds.

<span class="mw-page-title-main">Scorpia (journalist)</span> Pseudonymous journalist

Scorpia is the pseudonym of a video game journalist who was active from the early 1980s through the late 1990s. She wrote for Computer Gaming World, reviewing role-playing video games and adventure games. Scorpia was known for her harsh criticism of video games she disliked. She was fired after CGW was sold to Ziff-Davis in 1999, and subsequently retired from games journalism. Her pseudonym is based on a character she created in a role-playing game.

Arnold J. Hendrick was an American designer and developer of role-playing games (RPGs), board games and video games. He is best-known for the single-player video RPG Darklands.

References

  1. Barton, Matt (16 October 2010). "Matt Chat 78: Arnold Hendrick Interview Pt. 1". YouTube. Archived from the original on 2021-12-12. Retrieved 9 September 2013.
  2. "Darklands Interview with Arnold Hendrick". Thecomputershow.com. 1995-08-01. Retrieved 2014-07-05.
  3. "Darklands Domain - Neon Hair Bug". Darklands.net. 1999-02-23. Retrieved 2014-07-05.
  4. "Darklands Character Editor". Computer Gaming World (advertisement). December 1992. p. 115. Retrieved 5 July 2014.
  5. "GameSpot Presents: Games That Should Be Remade, Volume I - GameSpot". 2005-03-07. Archived from the original on March 7, 2005. Retrieved 2016-05-19.{{cite web}}: CS1 maint: unfit URL (link)
  6. Alexander, Mark (June 1994). "Darklands: The Last Generation". Letters from Paradise. Computer Gaming World. p. 132.
  7. "Darklands on". Gog.com. Retrieved 2016-05-19.
  8. "Purchase Agreement between Atari, Inc. and Rebellion Developments, Stardock & Tommo" (PDF). BMC Group. 2013-07-22. Archived from the original (PDF) on 2016-03-03.
  9. "5 classic games from Ziggurat Interactive join GOG.COM today". GOG Editor. 2020-03-20.
  10. Scorpia (December 1992). "MicroProse's Darklands". Computer Gaming World. p. 52. Retrieved 5 July 2014.
  11. Wilson, Johnny L. (December 1992). "A Dark and Stormy Opinion". Computer Gaming World. p. 54. Retrieved 5 July 2014.
  12. Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
  13. Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (February 1993). "The Role of Computers". Dragon (190): 55–60.
  14. Giovetti, Alfred C. (May 1993). "Darklands". Compute! (152): 102.
  15. Keizer, Gregg; Yee, Bernie; Kawamoto, Wayne; Crotty, Cameron; Olafson, Peter; Brenesal, Barry (January 1993). "Best of PCGames '92". PC Games : 20–22, 24, 26, 28, 30, 32.
  16. "The Greatest Games of All Time". Archived from the original on February 8, 2006. Retrieved March 28, 2006.
  17. Belfiglio, Alexander "Ghostfig101" (July 9, 2009). "15 Years of The Elder Scrolls Series". Planet Elder Scrolls . IGN. Archived from the original on August 8, 2012. Retrieved September 28, 2011. The main inspiration for The Elder Scrolls comes from games like Ultima Underworld, Darklands, and Legends of Valour. And of course, D&D.{{cite web}}: CS1 maint: numeric names: authors list (link)
  18. Valentine, Rebekah (June 12, 2022). "What Is Obsidian's Pentiment?". IGN . Retrieved June 15, 2022.