The Dark Heart of Uukrul

Last updated
The Dark Heart of Uukrul
Uukrul DOS box front cover.jpg
IBM PC cover art
Developer(s) Digital Studios Limited
Publisher(s) Broderbund, Moon Books Publishing
Designer(s) Ian Boswell, Martin Buis
Platform(s) Apple II, DOS
ReleaseApple II
MS-DOS
Genre(s) Role-playing
Mode(s) Single-player

The Dark Heart of Uukrul is a first-person perspective, turn-based fantasy computer role-playing game written by Ian Boswell and Martin Buis of Digital Studios Limited, and published by Broderbund, and later re-published by Moon Books Publishing. The game was released in 1989 on the Apple II and in 1990 on the IBM PC; in 2020 it was made available on GOG.com. [1] [2] [3]

Contents

The game comprises a classic party of four heroes (fighter, paladin, cleric, and mage) trying to defeat the evil magician Uukrul and re-conquer the city of Eriosthé, going through many puzzles and riddles. It has a classic top-view, turn-based combat system and a pseudo-3D first-person perspective for exploration. The party can also throw magic spells or pray to whimsical gods, and despite its primitive graphics, there are many enemy variations. However, it's noted that the strong points of the game include the puzzles, secrets, level design, and riddles around them, beyond the hack-and-slash and vast mazes. [4] [5]

Plot

Four adventurers are sent to the abandoned remnants of the once-great underground city of Eriosthé. Their mission, as stated by the Western Council, is to defeat the evil Uukrul, a dark magician of incredible power, who ages ago overthrew the Ancients of the city, and claimed all of its passages and caverns as his dominion. Now Eriosthé is plagued by monsters and the minions of Uukrul. Fearing Uukrul will attack the western lands, 18 months back the Council sent a party led by one Mara, but without news a new party must be assembled.

However, there's a way to achieve this seemingly impossible task. To reach the greatest possible powers, Uukrul detached his soul from his body, and stored his heart of dark stone somewhere within the furthest reaches of the maze-like passages of Eriosthé. Access to the heart is in turn opened by several other hearts, which must be found behind battles with fierce enemies, hidden at secret places, or guarded by inscrutable riddles.

Gameplay

The four adventurers are each of a different class: a fighter, a magician, a priest and a paladin. Each one has unique characteristics. The fighter and paladin are capable of wearing and using the heaviest gear and weapons, and dealing the highest physical damage. The paladin can also lay hands over a foe to do damage, or over a friend or the whole party to heal. The magician uses wits to deliver spells from five disciplines for different effects: damaging, healing, discovering secret doors, translating unknown texts, etc. Finally, the priest send prayers to four different gods, and each prayer should have a certain effect, some similar to the magician's spells, and others unique to the priest. But the gods are whimsical or can be angered, so often prayers aren't answered, and sometimes the god smites back the priest for disturbing their godly rest.

At the game's start, certain characteristics of each party member are decided through a series of questions which can, for example, create an agile warrior capable of dodging enemy's attacks at the cost of lesser damage dealt, or a bulky warrior not so able to evade or parry attacks but dealing much more damage in each successful hit.

The exploration system is in first-person perspective, with a simple 3D effect. One important feature of the game is its auto-map: when viewing the map, squares already explored are marked as such. Therefore, there is no need to use a paper and pencil to draw the map, although in certain areas there's a fog preventing viewing the map at all. The city itself is divided in zones, and to move from one zone to the next, the party must pass through sanctuaries. The sanctuaries are the only place where the game can be saved, and has also a cache to save items, the party can rest and recover health points, etc. The first time the party enters any given sanctuary, all wounds and illnesses are cured. Visiting a sanctuary when a character has enough experience points also makes that character advance a level up to the maximum level of 15.

Entering the sanctuary requires using one of four soul amulets which came printed with the game. These copy-protection printouts are used to decode the secret word to open the door to the sanctuary. Many runes and scriptures found in the walls of the city are also written with the same glyphs. Entering a sanctuary only requires the secret word the first time, afterwards it can be entered freely. Sanctuaries also have teleports to other sanctuaries and special places.

The zone past the sanctuary Urlasar has most of the remaining inhabited Eriosthé, such as shops, the temple, the mausoleum, the guild, the shrines and somewhat deeper the circle of magicians. One thing to take care of is that the party needs supplies to keep exploring. If food depletes, the party will start to lose health points and even die eventually. At the shrines and the circle of magicians, the priest and magician can acquire new rings if their level is high enough, in the case of the priest to have more chances to pray successfully, and in the case of the magician to access higher level spells. In case a party member dies, the body can be brought to the temple and resurrection can be attempted. In case it fails, a new member for the party can be found and chosen between several candidates at the guild.

During the exploration, packs of monsters can attack randomly, mostly in open areas. Certain places trigger the attack of specific foes too, and the deeper in Eriosthé the party goes, the harder the monsters are. The battles themselves are turn based, first with a movement phase and then with an attack phase. Everything is done on an overhead view, where small square icons represent the party members and the foes. Besides moving and attacking, the priest can pray, the magician can launch spells, and other actions like retreat can be triggered.

Exploring the caverns and mazes requires more than just good gear. There are clues about where to find hidden doors, the key to advancing the story, but some doors are impenetrable to magic or prayers, and riddles and puzzles must be solved to open them - mechanically or through a secret word.

Production

The game was created by Ian Boswell and Martin Buis while they were studying as a pet project over the course of several years. Once Broderbund agreed to publish the game, they needed another year to complete it, all on a very limited budget.

The game was noted for its primitive graphics even for 1989 [ according to whom? ]. In DOS it supported CGA, EGA and VGA graphics.

The game has neither music nor sound in both Apple II and DOS platforms.

Reception

The Dark Heart of Uukrul was unsuccessful, selling fewer than 5,000 copies despite good reviews. According to Boswell, Broderbund—not known for computer RPGs—did not market or advertise the game, launched at the end of the Apple II's life. [5]

Computer Gaming World 's Scorpia in 1993 called Uukrul "a standard dungeon-delving expedition with some interesting points, not least of which is the best auto-mapping in any game to date". She approved of the balanced combat and unusual ending, but warned that the puzzles made the game "not for those seeking only hack-and-slash entertainment". [6] Crooked Bee from RPG Codex praised Uukrul for the different challenges the player faces while progressing through the game, and for "some of the best dungeon, puzzle and character development design in the history of the genre". She also liked the balance between elements, and its clever design. [5]

Legacy

The Dark Heart of Uukrul was legally unavailable for sale for many years until a fan named Scott "Kill0byt3" Greig was able to get in touch with the original developers and re-release it on GOG.com in 2020. Unfortunately, Greig died in March of that year due to an undisclosed cause. GOG.com dedicated the re-release to his name. [7]

Related Research Articles

<i>Quest for Glory</i> Video game series

Quest for Glory is a series of hybrid adventure/role-playing video games, which were designed by Corey and Lori Ann Cole. The series was created in the Sierra Creative Interpreter, a toolset developed at Sierra specifically to assist with adventure game development. The series combines humor, puzzle elements, themes and characters borrowed from various legends, puns, and memorable characters, creating a 5-part series in the Sierra stable.

<i>Pool of Radiance</i> 1988 video game

Pool of Radiance is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1988. It was the first adaptation of TSR's Advanced Dungeons & Dragons (AD&D) fantasy role-playing game for home computers, becoming the first episode in a four-part series of D&D computer adventure games. The other games in the "Gold Box" series used the game engine pioneered in Pool of Radiance, as did later D&D titles such as the Neverwinter Nights online game. Pool of Radiance takes place in the Forgotten Realms fantasy setting, with the action centered in and around the port city of Phlan.

<i>Quest for Glory II: Trial by Fire</i> 1990 video game

Quest for Glory II: Trial by Fire is the second video game in Sierra On-Line's Quest for Glory series, and the sequel to Hero's Quest: So You Want to Be a Hero.

<i>The Bards Tale</i> (1985 video game) 1985 video game

The Bard's Tale is a fantasy role-playing video game designed and programmed by Michael Cranford for the Apple II. It was produced by Interplay Productions in 1985 and distributed by Electronic Arts. The game was ported to the Commodore 64, Apple IIGS, ZX Spectrum, Amstrad CPC, Amiga, Atari ST, DOS, Macintosh, and NES. It spawned The Bard's Tale series of games and books. The earliest editions of the game used a series title of Tales of the Unknown, but this title was dropped for later ports of The Bard's Tale and subsequent games in the series.

<i>Curse of the Azure Bonds</i> 1989 video game

Curse of the Azure Bonds is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1989. It is the second in a four-part series of Forgotten Realms Advanced Dungeons & Dragons Gold Box adventure computer games, continuing the events after the first part, Pool of Radiance.

<i>Betrayal at Krondor</i> 1993 video game

Betrayal at Krondor is an MS-DOS-based role-playing video game developed by Dynamix and released by Sierra On-Line in the summer of 1993. Betrayal at Krondor takes place largely in Midkemia, the fantasy world developed by Raymond E. Feist in his Riftwar novels. The game is designed to resemble a book, separated into chapters and narrated in the third-person with a quick-save bookmark feature.

<i>Might and Magic Book One: The Secret of the Inner Sanctum</i> 1986 video game

Might and Magic Book One: The Secret of the Inner Sanctum is an early role-playing video game, first in the popular and influential Might and Magic franchise. It was released in 1986 as New World Computing's debut, ported to numerous platforms and re-released continuously through the early 1990s.

<i>Ultima VIII: Pagan</i> 1994 video game

Ultima VIII: Pagan is a role-playing video game, released as the eighth part of the Ultima series. Released in 1994, it is a DOS-only title and is also the first game in the series to be rated M in North America. It was not as well-received as its predecessors, Ultima VII and Ultima VII Part Two: Serpent Isle

<i>The Bards Tale II: The Destiny Knight</i> 1986 video game

The Bard's Tale II: The Destiny Knight is a fantasy role-playing video game created by Interplay Productions in 1986. It is the first sequel to The Bard's Tale, and the last game of the series that was designed and programmed by Michael Cranford.

<i>Drakkhen</i> 1989 video game

Drakkhen is an early-3D role-playing video game, initially developed and published by Infogrames for the Amiga and Atari ST, and subsequently ported to several other platforms, including MS-DOS and Super Nintendo Entertainment System. It was a very early game in the North American SNES library, and as such, received almost universal coverage in previews of the then-upcoming SNES in gaming magazines of 1990 and early 1991.

<i>Wizards Crown</i> 1986 video game

Wizard's Crown is a 1986 top-down role-playing video game published by Strategic Simulations. It was released for the Atari 8-bit, Atari ST, IBM PC compatibles, Apple II, and Commodore 64. A sequel, The Eternal Dagger, was released in 1987.

<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>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>Wizardry V: Heart of the Maelstrom</i> 1988 video game

Wizardry V: Heart of the Maelstrom is the fifth scenario in the Wizardry series of role-playing video games. It was published in 1988 by Sir-Tech for the Commodore 64, Apple II, and IBM PC compatibles. A port for the Super Famicom and FM Towns was later developed and published by ASCII Entertainment in Japan. Wizardry V was released in the US for the Super NES by Capcom in 1993, and subsequently re-released for the Satellaview subsystem under the name BS Wizardry 5.

<i>Wizardry IV: The Return of Werdna</i> 1987 video game

Wizardry IV: The Return of Werdna is the fourth scenario in the Wizardry series of role-playing video games. It was published in 1987 by Sir-Tech Software, Inc. It was later ported on home consoles, such as the PC Engine CD and the PlayStation, through the Wizardry: New Age of Llylgamyn compilation.

<i>Deathlord</i> 1987 video game

Deathlord is a role-playing video game created by Al Escudero and David Wong. It was published by Electronic Arts for the Apple II and Commodore 64 in 1987. Deathlord is set in a fantasy world resembling Japan. The game has a world of 16 continents, 128 unique monsters, and 20 dungeons, yet fits on two double-density 5¼" floppy disks.

<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>Al-Qadim: The Genies Curse</i> 1994 video game

Al-Qadim: The Genie's Curse is an action role-playing game for the personal computer set in the Al-Qadim campaign setting of Advanced Dungeons and Dragons. The game was developed by Cyberlore Studios and published in 1994 by Strategic Simulations (SSI). The game combines role-playing game and adventure with a simplified interface; the player's character is a young corsair trying to clear his family's name, rescue his betrothed and determine who has been freeing genies from their masters.

<i>Secret of the Solstice</i> 2007 video game

Secret of the Solstice is a free-to-play MMORPG developed and published by DNC Entertainment in Korea and hosted by Outspark in the international English market. It is the second MMO published by Outspark.

<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.

References

  1. "GOG has revived The Dark Heart of Uukrul from 1989". GamingOnLinux. 12 November 2020. Retrieved 2020-11-17.
  2. "The Dark Heart of Uukrul re-released on GOG". dungeoncrawlers.org. Retrieved 2020-11-17.
  3. "The Dark Heart of Uukrul". GOG.com. Retrieved 2020-11-17.
  4. Santius (24 December 2011). "Dark Heart Of Uukrul Revisited". CPRG Revisited. Retrieved 24 April 2017.
  5. 1 2 3 Crooked Bee. "Interview: Ian Boswell and Martin Buis". RPG Codex. Retrieved 24 April 2017.
  6. Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World. No. 67. pp. 34–50. Retrieved 25 March 2016.
  7. Dawe, Liam (12 November 2020). "GOG has revived The Dark Heart of Uukrul from 1989". GamingOnLinux. Retrieved 5 February 2021.