Dragon View Snes

A Ghoul With a View. Most Of the action in Dragon View takes place in a half-screen, side-scrolling view. The main character sprite also moves in and out of the background to enter doorways or talk to inhabitants. The game switches to a first-person polygon perspective when you walk from town to town.

Drakkhen
Developer(s)Infogrames
Kemco-Seika (SNES)
Publisher(s)Infogrames, Classic Digital (Windows)
SeriesDrakkhen
Platform(s)Amiga, Atari ST, DOS, SNES, PC-98, FM Towns Marty, Sharp X68000, Windows, Linux
Release1989, 1990, 1991
Genre(s)Role-playing game, Adventure game, Real-time tactics
Mode(s)Single-player

Drakkhen is an early-3Dwesternrole-playing video game, initially developed 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. In February 2018, the DOS version of the game was made available on Steam[1] and in June 2018 on GOG.com.[2]

Drakkhen was notable for being among the first role-playing games to feature a three-dimensional playing field and for being an early example of the real time tactics genre. It did not employ a fully 3D game engine, instead implementing a hybrid approach using vectors and bitmapped character-scalingalgorithms. Drakkhen features an animated day-night cycle, and the ability to wander freely about the game world, both rarities for a game of its era. The game spawned a sequel, Dragon View, for the SNES.

Gameplay[edit]

A player may freely travel the entirety of Drakkhen's game world not long after beginning a new game, although this can be unwise in practice. Chance encounters with hostile monsters are regular, but in contrast to other RPGs, the player may be attacked while stationary. All battles against foe are automated by default but allow the player to micromanage their four combatants. The player is given time to focus on the real-time tactics of each enemy encounter, such as activating defense magic, moving around, or switching weapons on the fly. The player's party may also be accosted at night when viewing constellations in the sky, or any time after bumping into a half-buried urn. The player may attempt to flee from attackers or retaliate against foes who, when defeated, grants all party members experience points that go towards leveling up and improving character stats.Each of the characters in the player's party have health points, magic points for spellcasting, power, defense, physique, fortune, intelligence, knowledge, and agility; each stat has a direct effect on how a character plays. Character stats are assigned by the player at the start of the game using a cap-and-trade system. Each party member[a] fills one of the four roles: scout, wizard, fighter, and priest, each with different strengths and abilities.[3] Items can be purchased from traveling merchants who ambush the party, or at the tavern. Items are categorized as armor, weapons, healing items, rings, and misc. (such as torches).[3]

Past castles[b] can be revisited at any time, which themselves act like Temples found in Legend of Zelda games. Castles are self-contained levels with obstacles, loot, enemies, and maze-like architecture; and they each must be visited at least once.

The Shadowman just before engaging the player's party

Drakkhen's gameplay is colored by its early-game brutality and surreal enemy encounters, the former especially in the SNES version. Once special enemy is religated solely to when the player kicks one of the many urns in the ground. Upon doing so, a black, stationary canine head rises from beneath the floor to shoot bolts from its eyes. These encounters are quickly fatal to new players who don't know any better.[4] They offer no experience points, suggesting that kicking an urn is frowned upon. Another difficult enemy is the 'Shadow Man', a tall figure that can unexpectedly lift itself out of the ground, accompanied by an ominous tune. Each enemy has movement and attack differences, some being less subtle than others, such as enemies that zigzag sporadically at a much greater speed than the player's party can keep up with. The game contains over one hundred different enemy variants.[5]

Differences between computer and SNES game[edit]

In general, the SNES version of Drakkhen is drastically different to the point of being more than a typical port.

Predating both Ultima Underworld (1992) and Eye of the Beholder (1991), Drakkhen was among the first action RPGs to utilize a permanent, real-time, text-adventure log window, demonstrating large influence from MUD games. This log functions like a dungeon master, frequently telling the player how much damage an attack did, explaining the outcome of intended actions, acting as the player's five senses, et cetera.[4] This feature was de-emphasized and presented more elegantly for the SNES. The computer versions made heavier use of the adventure game buttons within castles to solve deeper and more plentiful obstacles. The originals were criticized for lacking a compass, which the SNES developers took to heart when they made changes to the new version. The SNES doesn't use a visual compass but instead tells the player which of the 360-degrees he or she faces anytime the game is paused.[4] The computer versions allow for greater nuance when traveling the 3D island, playing to the strength of utilizing a mouse cursor, while the SNES version uses the control-pad. As such, maneuvering around scenery is clunkier.

The short story collection that came with the game, aside from expanding the story of the game itself, also incorporated clues as to what the player needed to do, what enemies would be difficult, and other such context that the player was expected to know before playing.[6] The SNES re-release of Drakkhen didn't come with this supplemental book that was written by Gary Gygax, who had a hand in designing the gameplay and story of the original, as well as many enemies. This exclusion was likely because the game story was entirely rewritten, which nevertheless rendered the SNES version without the context necessary to experience the game the way the developers intended. A prime example is the moat directly in front of the player at the start of the game that contains a notorious shark. Naturally, it is the first thing the player sees, so they likely move forward and attempt to enter the castle unaware that doing so with anything less than perfect timing means the instant death of one of their four characters by the hands of the shark. With one or more party members dead at any point in the game, the player is at a crippling disadvantage and is incentivized to go on a pilgrimage to the nearest Anak holy temple to revive their dead. The SNES version has fewer NPCs that can be approached.

Fleeing any battle in the SNES version is as simple as tapping the L and R bumpers, which makes all battles outside castles entirely optional, as this doesn't give enemies the opportunity to attack. The interface was changed to utilize visual means to more quickly communicate ideas, and the clutter originally covering the left half of the screen was condensed into the bottom. In the original two versions, crossing the borders between continental divisions would require a wait while the game loaded. In the SNES version, crossings are instantaneous; however, if the player attempts to cross between areas before the first few story beats, they are sharply rebuked.

Background[edit]

The original French release

The setting of Drakkhen is a large rectangular island, divided laterally into four smaller regions. Each region has its own terrain and climate and is ruled by two members of the Drakkhen caste, with all of them living in their own castle. The continent is bounded on all sides by a vast ocean; walking into this, or any other body of water, will result in the drowning of all party members.

Much of the game is spent traveling between castles, carrying out various political missions at the behest of the ruling Drakkhen elite. A player may also wander around without having a particular goal or destination, perhaps in the spirit of adventure, or exploration, or to fight wildlife, monsters, and strange supernatural entities, who may yield loot if they are defeated. Serious setbacks can easily occur through the death of one or more party members in combat, and bringing them back to life will often involve difficult and arduous travel in order to reach an Anak, where healing and resurrection are performed pro bono. If all four characters succumb to injury or drowning, the player will be informed of the dire consequences for the game world, before being returned to the title screen.

Date

Storyline[edit]

Inside one of the castles

The story differs depending on which version is being played.

The original versions[edit]

Long ago, the magic of 'the world' faded away with the slaying of the final dragon by a selfish paladin all the while a plague is decimating humanity. Long after, a caravel ship of foreign countrymen shipwrecked on the island where the final dragon died, only to be attacked and sunk by a foe unknown and unseen from their perspective.[6] These foes revealed themselves to be lizard-people, thought to be the evolved survivors of the ancient dragons and the dominant people of the island. Four survivors made it ashore and vowed to stick together. They soon discovered that to take back the island in the name of humanity and to end the curse, they will need to pillage the nine gem tears and use them to summon the dragon god.[6] To their surprise, certain princes and princess of the Drakkhen clan offer their support—even their life—for the party, believing that their kind was never meant for Earth. As such, the four heroes get caught up in an ongoing war between those acting for the survival of their own kind, and those who see themselves as abominations.

An included short story book expands the backstory.

SNES alternate storyline[edit]

The storyline for the SNES game is the result of a broken translation and rewrite of the original, as well as lack of supplemental stories. Drakkhen was developed by a French team, which was then translated into Japanese for the Super Famicom, which was then translated to English and further rewritten with help from the original French developers. To exemplify the telephone effect of all this, the original game contained a French translation of an Emily Dickinsonpoem as quoted by a mysterious wizard, and that French translation of an English poem was then translated further into Japanese for the Super Famicom version, and then translated again back into English from Japanese. The version of the Dickinson poem that survived into the SNES version of the game is almost unrecognizable and difficult to comprehend.

According to the SNES game, a subset of humans known as the Drakkonian people are presently doomed, for the dragon gods of the four elements judged them as unworthy and are soon to put an end to their survival. Each god has a son and daughter dragon prince and princess who rule the island of Drakkhen. Drakkhen, himself, is a 5th dragon god, one who the other four stole eight of the nine, magic, blue artifacts (the Nine Tears) from, to do their cruel bidding upon the Drakkonian people. Four warriors stepped up to the challenge of proving their worth as a people to Drakkhen.[3] Their agreement is that if they can recover his eight Tears, their people will be spared, and the four Gods, their offspring, and their offspring's lizard-people armies will all perish instead. Like in the other version of the story, some sons and daughters of the Gods agree to help the player even if it means they suffer extinction for doing so, demonstrating a deep selflessness.

Continental divisions[edit]

The Drakkhen map (SNES)
Arctic Wasteland
Domain of the Prince and Princess of Air, both of whom live in large glacier-shaped castles.
Swampland (dark green)
Domain of the Prince and Princess of Water, the former living in a large castle and the latter in what resembles a pagoda. This area has the greatest number of rivers and lakes.
Grassland (light green)
Domain of the Prince and Princess of Earth, who live in identical-looking castles. This is where the adventure begins. In the centre is a glowing boundary that is heavily guarded.
Desert
Domain of the Prince and Princess of Fire, the former living in what resembles an Aztec pyramid and the latter in a large Taj Mahal or mosque-like building (incorrectly called a 'minaret').

Music and audio[edit]

The Anak music is arguably derived from the song 12 O'clock by Greek composer Vangelis.

The SNES version of the game censors the screams of the 'Love Monster.' In the original, a shadow shaped like a frantic, giant woman repeatedly shouts 'I love you' in a chorus of demonic voices, but in the SNES version, she instead moans not unlike how other enemies do.[5] This may be related to Nintendo wanting to keep their reputation as a family-friendly operation without any traces of sensuality.

Drakkhen is known for its unusual sound effects; in lieu of speech, monsters and NPCs make noises that resemble belching, chittering, or inarticulate rumbling. Early releases made only limited use of music during gameplay, but the game's soundtrack was expanded for the SNES version.[7]

Development and ports[edit]

Drakkhen was originally released in 1989 by Infogrames two years after being presented at gaming expos. It was translated for North American release in 1990 by Draconian, a label from Data East. By the time review copies of the original were given to the press, Infogrames claimed to have no 'immediate' intention of porting the game.[4] The many subsequent computer ports were unannounced until the DOS port was about to be released in late 1989. In 1991, Drakkhen was ported to the Super Nintendo by Kemco-Seika, who made several revisions to the game, mostly by necessity.[8]

Reception[edit]

Drakkhen was a commercial success, with sales above 350,000 units.[9]

Drakkhen for the SNES attracted a modest cult following and was fairly well received by English game critics when first released in 1989. The game was reviewed in 1990 in Dragon #160 by Hartley, Patricia, and Kirk Lesser in 'The Role of Computers' column. The reviewers gave the game 4½ out of 5 stars.[10] Editor Paul Rand of Computer and Video Game Magazine gave the original versions 83 out of 100, praising the music and graphics, but found the value of the game to be lukewarm. He was also impressed by the imagination of the creatures and the sense of terror some enemies gave off.[4] The German translation of the 1989 versions of the game were met with mixed reception.[citation needed]

Retrospective reception of the SNES version is very mixed, with many YouTubers and bloggers calling it confusing and 'unplayable' by modern standards, while others find it appealing for its experimental nature; open-to-interpretation, unintentionally-cryptic story; and intense absurdities.[5]

Notes[edit]

  1. ^The player decides the gender of each character. The Fighter, when female, becomes an Amazon Warrior.
  2. ^Often inaccurately referred to as 'dungeons' in the game.

References[edit]

  1. ^'Drakkhen on Steam'. store.steampowered.com. Retrieved 2018-05-18.
  2. ^Release: Drakkhen - GOG.com
  3. ^ abcSeika, Kemco (1991). Drakkhen Game Manual. United States: Nintendo.
  4. ^ abcdeRand, Paul (February 1990). 'Review: Drakkhen'. Computer and Video Games. 99: 54–55.
  5. ^ abc'Drakkhen Oddities'. Flying Omelette. Retrieved 18 May 2018.
  6. ^ abcRand, Paul (February 1990). 'Review: Drakkhen'. Computer and Video Games. 99: 54–55.
  7. ^'Drakkhen Info'.
  8. ^'Hardcore Gaming 101: Drakkhen'. Hardcore Gaming 101. Archived from the original on 2010-01-07. Retrieved 2010-02-02.
  9. ^Ichbiah, Daniel (1997). La saga des jeux vidéo. Pocket. p. 176. ISBN2-266-08763-0.
  10. ^Lesser, Hartley, Patricia, and Kirk (August 1990). 'The Role of Computers'. Dragon (160): 47–52.CS1 maint: multiple names: authors list (link)

External links[edit]

  • Drakkhen at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Drakkhen&oldid=919295181'
Publisher: KemcoDeveloper: Infogrames
Reviewer: Dancin' HomerReleased: 1991
Gameplay: 86%Control: 80%
Graphics: 79%Sound/Music: 78%
Story: 68%Overall: 75%

Long ago, Kemco created an SNES game entitled Drakkhen. It was not a success, but it did teach the people of Kemco a valuable lesson. Namely, it taught them never to try anything new until you've perfected it. The game failed due to a very weak plot, a semi-automatic battle system, and an attempt at 3D gameplay that was just terrible. These fine programmers learned from their mistakes, however, and decided to give the game another shot in the form of Drakkhen 2: Dragon View.

The isle of Drakkhen was a land of peace, but it was not always so. There was a time when humans were subject to the might of the dragon lords, who stole the eight Drakkhen tears from the humans. These jewels gave their owner the right to rule the isle, and if it weren't for four brave warriors who captured the precious gems from the reptilian claws of the dragon princes, mankind would have been doomed.

In the town of Rysis, there lives a young man named Alex, and all is well in his life. He shall soon marry his love, Katarina, and he will then be able to live happily ever after, in spite of his prophesied fate. He is the direct ancestor of the hero of the past who claimed the Drakkhen tears for the humans, and he is destined for calamity. It would seem that he has dodged fate, but then, a mysterious wizard kidnaps Katarina as part of some larger, more sinister plot. Fierce demons suddenly roam the land in far greater numbers than before. Begin your quest to save not only the world, but your love.

Many aspects of Drakkhen 2 are similar, if not identical to, those of Drakkhen. Movement takes place in a near 3D overworld as you travel to towns and dungeons. The overworld is almost exactly like that of the original Drakkhen, but the island is no longer shaped like a square and mountain ranges are spread throughout it all in order to impede your progress.

The dungeons have much less exploration to them, and this is due to the way that the battles have been altered. All fighting, towns, and dungeons have something of a fighting game look to them, in which your character can maneuver in order to dodge enemy attacks or let loose one of your own, using a sword, hauza, bow, or any other item that you pick up. This game is much more action-based than the original, and this means far fewer puzzles to solve and items to pick up.

Each enemy uses a unique battle pattern, and although it isn't recommended, you can defeat any foe in the game if you can just learn how not to be hit by it (You will only do one HP of damage to it with each hit, but the experience will be worth it). This also means that much more skill is needed to complete this game than was needed in the original.

Magic is gained by finding mystic items and using them like you would any other item. A life bar represents your HP, and the only way to increase it is to find heart containers. MP is shown by a group of stars, and finding star containers increases this. In dungeons, all enemies will be set in each room, while on the world map, enemies are represented by clouds of smoke that charge at you, and once you touch it, the screen changes to a battle arena.

As for the world map, let me just say that the layout is almost exactly the same. Many secret areas have been added, but these are very easy to find and merely make it harder to find where you want to go, because many areas of the game look exactly alike. Another bad point is that they completely removed the sunrises and sunsets, giving you only a pitch-black sky. Although the concept of time passing in the original wasn't very phenomenal, I thought it added a nice touch to it.

There are many more areas to explore and quests to do, so I suppose there were some improvements to the game. Although I enjoyed many of the things in the original that were removed, I can honestly say that the action in this game almost makes up for it, and the game itself is pretty addictive. Gameplay gets an 86%.

The graphics in the game were better than those of the original, but not much. The overworld still looks like it was made by a drunken preschooler, and although it's still kind of funny to laugh at, the joke gets old after a while. The backgrounds in the dungeons are far less original, but far better quality. There have been better games, but some of these places still look very well made.

The enemies also followed the same tried-and-true pattern, and while we no longer find bizarre freaks of computer-generated nature, we do get some impressive looking trolls and lizards. As for your character's appearance, I have good news, bad news, and worse news. Your character is much larger and detailed than before (Good news), but he doesn't change when you get new equipment any more (Bad news). This is only because they almost completely removed equipment from the game (Worse news). You can find power up items for your gear that changes the color of it, but it's hardly a fair trade.

Finally, I just have to complain about the loss of the sun, one of the best graphical pieces of the original. While this game has its ups and downs, it gets a 79% for Graphics.

I personally loved the music of Drakkhen, and I hoped that its sequel would have the same feeling that the original did. Sadly, the game disappointed me. Admittedly, there was a nice variety, but not one of them was above your average RPG filler. I felt robbed. If Kemco had just included the Night in the Arctic theme, or even the music you hear in the swamp, I would have been relieved, but that was sadly not to be.

As for the sound effects, they were above average, but I still wish that the music had been improved. Happy farm game. No amount of explosions, decent or not, could make up for what was missing, but I suppose I'm just biased after playing the original. Sound/Music gets a 78%, and I still feel that I'm being generous.

The plot of Drakkhen 2 was nothing more than the usual save-the-princess story that we've heard thousands of times, and although the story of the original was not a masterpiece by any stretch of the imagination, I still preferred it to the sequel's plot. It was delivered in an original way, using a narrator's assistance instead of just talking to people, and the game flows like a fairy tale at times, but it's still not very good.

Delivery was the biggest problem in the original, and I think Kemco might just want to give the game another shot. The plot wasn't that great, so if that's what you're looking for in an RPG, I suggest you steer clear of this one. Storyline gets a 68%.

The issue of control is one that's hard to decide upon. In battle, I can't complain at all when it comes to the responsiveness of it, but there was little variety when it came to techniques for you to use. On the world map, I couldn't help but be bothered by the way you get caught on corners and repeatedly bump into trees, but the dungeons were done flawlessly. This game has strengths and weaknesses, so I give it a balanced 80% for Controls.

Many parts of this game were improved upon from the original, but the game itself is far too average to stand out in a crowd. It has few glaring weaknesses, but there is absolutely no reason for me to ever really want to play this game again, and I don't think any of you will either.

There isn't even that big of a difficulty rating to it due to the ease of training (Head to the swamps as soon as you can for the easiest levels you'll ever see, if you can just figure out how the enemy attacks you) and the lack of difficult bosses, and so, Drakkhen 2: Dragon View gets a 75% Overall.

Dancin'
Homer

Alex trains hard so that he may defeat any evil.

The world map is made totally of polygons, just as in the first game.