Showing posts with label Quest - 3D. Show all posts
Showing posts with label Quest - 3D. Show all posts

Sunday, November 30, 2025

Knightmare






Best laid plans...

For those living on another planet for the last few decades, Knightmare is an RPG similar to one we all know and love. Developed by Commodore legend Antony Crowther, it utilises his excellent Captive engine, but with a user interface that looks much better. I admit, I've been eager to give this game a proper go for ages. I was hoping it would be a good one, as I wanted to attack its dungeon and come back with news of another crawler to recommend. Unfortunately, things didn’t quite turn out as expected, but more on that later.

Before we begin, pessimists might judge this game as nothing more than a Dungeon Master wannabe. They could be right, but the box has a line boasting, "It makes Dungeons and Dragons seem like newts splashing around in a muddy puddle". Needless to say, I booted it up feeling cautiously wary but with great anticipation. After all, who doesn't enjoy romping through dark, creepy dungeons, killing the unearthly beasts?

This 1991 computer game is based on the 80s TV show, and being of a certain age, you might assume I was a fan. Well, no. I don't remember much, as I thought it was cheesy. I recall a medieval environment with kids pretending to be in a cryptic dungeon - all thanks to bluescreen computer-generated graphics.

I have no idea how closely the game follows the show, but I know its opening intro is cool...


This is the Knightmare castle? Awesome pixel art!! Wanna step inside with me?



Arghhh!! Lord Fear turns up to ruin everyone's day. Miserable sod isn't he!




What's the story?

As a party of four adventurers, we have the noble task of seeking out magical objects held within these dungeons: The Shield of Justice, the Sword of Freedom, the Cup of Life, and the Crown of Glory. By the sounds of it, the adventure will be huge and spread over four "episodes". Once all are found, we hope to destroy the evil sorcerer, Lord Fear. It sounds melodramatic, but show me the dungeon entrance. I want in!

The manual pulls no punches and instructs the player that 'fear will be with you constantly". There are other cheery lines like "death is always around the next corner". It's grim and aims to prepare you for the difficult challenges ahead. Of course, it's not all bad. Treguard is the dungeon master who tries to provide helpful tips and advice. Well, I said, "Tries". Nonetheless, heed his words, but don't expect too much.

Dare you to enter the Knightmare and battle the minions of Lord Fear? Of course, you do...



First things first, create your own team or head out with a default crew of dungeoneers?



Choosing your own is best, but make sure you name 'em better than I did!




Controls & User Interface

Beginning with the basics, the controls instantly feel familiar to fans of Dungeon Master and the ilk. Exploration is done through a grid layout with 90-degree turns. Directional buttons are used for walking, sidestepping, and turning (there are buttons for up/down, but I've yet to find a use). The user interface is clean, uncomplicated, and concise, with our party's stats illustrated with bars for health, stamina, and magic.

The layout (and execution) of our actions is expected, whilst also fresh, using a design that performs perfectly. With the mouse, a left click interacts with the user interface and the world (picking up and throwing objects). Any character can also assign an action (like kicking and punching) to his/her default. This is superb, especially when holding a weapon, and a spellcaster's abilities expand greatly when using a wand.

This excellent design continues for other aspects, like the inventory with its many available slots. Encumbrance is conveniently detailed, so don't ignore it whilst lugging everything you find. There are also slots used to equip clothing and weaponry. That alien-looking dude in the middle indicates hunger and should make perfect sense regarding food. I found the user interface a breeze, which is odd for a nitpicker like me!

Yep, I'm often slow to grasp a game's user interface, but Knightmare's is far beyond excellent...



The inventory screen is beautifully designed and so easy to use.



YES, click this thumbnail for a larger image!! Go on, you know you want to :)




Welcome to the dungeons of Dunshelm

So, who will you venture into the wild with for companionship and support? Well, you can decide whether to stick with the default or assemble your own band of merry men/goblins/elves/etc. I have a couple of Clubber Langs at the front with others helping with range, magic, healing, etc. The starting area is void of anything interesting, with no items or puzzles. Isn't that bizarre, but wait, I see a cart. Let's jump inside that...

Once you've arrived at the woodlands, exploring is mind-boggling. The area is a confusing jungle labyrinth. A Goblin soon appears, but is easy to kill, and he disappears into the void after a few kicks. Soon, you will stumble upon a 'ghostly thing', which is super easy to defeat and made me wonder what the point was. Look out for rabbits, these nip at your heels the moment you turn away - give them a kick and watch them scarper. Actually, it's worth chasing these blighters because their death rewards with a rabbit pie. YUM!!

Compared to a typical dungeon environment, the woodlands are incredibly bewildering, so it's advisable to make a map as you explore. North of your starting location is a walled area and the place where the 'ghostly thing' would often appear. Hint - look around for anything obscure that could be usable. Getting around the woodland is tough, but a map now proves its worth because I struggled to see the wood for the trees!

To the west is a prison, and inside it are several Giants. They are like goblins, only bigger and much stronger. This is where my progress hit a brick wall because this seemed to be the only way through the woodlands. They constantly killed me, no matter what tactics I used (I was losing the will to live). So, I eventually concluded that this was something to return to later. There must be another exit, somewhere...

I continued on and, by sheer chance, I found talking trees. One wanted her baby back, another asked, "Have you seen my cup?", and another wanted a weapon. By this point, I had collected quite an inventory of junk, and I had a thought about the first tree's request. What did it need? I'm sure you can guess. Well, she rewards our kindness with entrance to The Shield of Justice. FINALLY, I'M GETTING SOMEWHERE!!

You don't want to know how many hours were spent to get this far! Let's see some screenshots...




You thought a rabbit was timid? Not these buggers!! Kick 'em to death lol



You won't be able to beat these Giants so early in the game!




The Shield Of Justice

After (finally) escaping the woodlands, I arrived in what can only be described as Dungeon Master World (ha!). A nearby plaque announced that this was indeed "Quest One, the Shield of Justice". Instantly, I was relieved to be playing something that I originally desired from Knightmare, a dungeon and not a forest!

Yes, this relief of standing in a dungeon after many wasted hours in those damn woods is intense. As you begin, the first thing you will notice is the visuals. This is one enchanting place illuminated by a colourful design that makes Dungeon Master look decidedly bland. So, as I carefully tread and begin discovering interesting pathways, bizarre objects, and doors just waiting to be opened. This is great, I thought to myself.

I begin mapping and exploring the corridors, and I stumble upon an obvious trap involving a switch that launches a fireball to light you up like Blackpool Tower. However, I can also see something in the next room through the wall's bars. These problems are easily overcome, and a few corridors later, I find myself using pressure plates in the floor to access a hidden area. This episode is becoming increasingly exciting!!

Sadly, my elation doesn't endure because something's not quite right. The deeper I get, the more frequently I fight the bad guys. Unfortunately, it's more of a struggle than a challenge because I found few weapons, and my health was suffering. Not only this, but all combat is extremely tough, and soon to the point where you cannot win any battle without running away to hide and gather yourself behind a closed door.

Thankfully, there is a ridiculous cheat I discovered by sheer chance - use the doors. There is no standing your ground like a man here. No, it's better to draw out an enemy and lead them towards an open door. Stand there, and when a monster gets close enough, shut the door on it. This action will eventually crush it to death, which is similar to Dungeon Master, Space Crusade, and others. However, I was using this method all the time rather than my weapons/spells because it was simply too difficult. It didn’t help that so few items were accumulated within this dungeon, aside from fatigue. Unfair, unbalanced, and disheartening.

I'll be honest, I was starting to wonder by this point why I had bought the game. Yes, bought. What a sucker I am. Anyhow, it wasn't long before I discovered the game's next oddity - sharks! That's right, there are flooded areas with sharks swimming about. Getting safe passage is a pain because this aspect of the game's engine doesn't work well. Try as I might, I've completely lost interest in defeating Lord Fear.

From what little I remember, I cannot imagine this game comes close to following the TV show. In fact, it's an abomination!! I’m at my wits’ end and completely lost interest. I suppose I’d eventually find an object to unlock the next quest, but I won’t be returning to the nightmare of Knightmare anytime soon.

So, umm, shall we carry on? Well, I suppose so with a couple of screenshots...




This is the first object you come across. Wanna risk touching it?



Unlike this guy, most enemies are tough. So use the doors to crush them!




The CryptO'pinion?

Of all the Atari ST games I have played, this one took the longest to get into, perhaps even more than Armada (and that's saying something!). But it was all for nothing. Sure, the graphics are great, and the thought that went into the user interface is impressive. But all that effort is for nothing as the game is utter tripe!!

I spent ages trying to leap off the moving cart before being rewarded with a woodland nightmare. Then, the joy of finally entering a dungeon was short-lived due to the ridiculous, unbalanced gameplay. Constantly needing to crush enemies with gates takes the... Michael!! However, I did enjoy the tasty rabbit pies.

Knightmare has clawed its way into my Hall of Shame, and I'm rating it an unforgivable 35% because it's the Atari ST's worst RPG (I've played). Straight to the eBay pile with this. Just play Dungeon Master.

Fools may download PP's hard drive version or the floppies via Atari FTP Archive

Saturday, June 14, 2025

Bio Hazard






Imperial Transporter Equadus

Bio Hazard is a 3D first-person adventure developed in STOS by Les Greenhalgh. If you’ve ever played Dungeon Master (I can’t believe I just said that), you will know exactly what to expect in terms of its basic gameplay. The documentation claims this is Dungeon Master in Space, and while the style and visuals support that, I’d say this is a completely different experience, being more of an action/adventure shooter.

We're in space, aboard a ship with a radiation leak on its fourth deck. It gets worse: the xenomorph containment vessels have ruptured, and an infestation is imminent - of course it is. Don't worry, a security team was sent to assess the damage. Actually, no - do worry - because all contact with them has been lost!

Meanwhile, the ship's computer is preparing to wake the remaining operatives from hypersleep and has initiated the self-destruct sequence to stop the xenomorphs from falling into enemy hands. Our job is to place plutonium fuel rods into their designated slots. Once that's done, we’ll have two minutes to escape before the entire ship undergoes a thermonuclear implosion. The escape shuttlecraft is located on the first level.

Enough of my jibber jabber, let's see some screenshots...



Based on the Dungeon Master engine, we explore a camp ship with a weird colour scheme.



Look everywhere for items that may help. Hey, what's that camouflaged on the ground?





Let's explore!

First things first, you won’t get far without fully understanding the user interface. It will be confusing at first, but once you get used to it, it’s actually quite good - just a bit clunky. The main window gives you a first-person perspective, while below it, you’ll find details of what you’re carrying along with your vital stats. Over on the right, there’s a cluster of icons that, frankly, could have been better - less is more & all that.

Now, before you charge off to an untimely death (courtesy of a xenomorph that looks suspiciously like a metallic Facehugger), take a moment to get familiar with this interface. Below, I’ve included a screenshot of the main screen and also the inventory, with helpful numbered markings for this guide...

  • 1) Use the icons to navigate, but I preferred using the keyboard.
  • 2) The two icons in the middle of the arrows are to aim, and the other operates the doors.
  • 3) Pickup... Drop items... Load weapon/Battery... Recruit a person to your team.
  • 4) Up ladders/teleporters... Same, but down... Inventory... Use syringes/disks.
  • 5) These weirdo guys are the team members you've chosen.
  • 6) This is where you can view a level map (it doesn't last long!)
  • 7) Left and right hands to carry and use items - like laser guns and more.
  • 8) Stats - until later in the game, only worry about "S" for Stamina.

The opening area is free from aliens, so take time to explore and get comfortable with this interface. You will find a disk on the floor with a message welcoming you to the game and instructing you to gather your team. Don’t forget to check the wall dispensers for extra goodies - ammo, a battery, and a syringe. Finally, you’ll notice two doorways. One is locked(!), but the other is open and ready for you to step through. Dare you?

You don't need to be brave and open that door - not with more screenshots to view...


They sure made these spacecraft with trippy colours using two main colour types.
Check out the numbered markings and use the key above. It's easier than it looks!



You can store everything in the inventory, from a spanner to a grenade.
However, there’s a catch: you can’t transfer items directly between team members.
Instead, you must drop the item on the floor and get another character to pick it up...





Let's kill aliens!

I’m guessing you’ve taken that next step and opened that door? From here on out, things get dangerous - especially since you’re unarmed! Thankfully, after a few steps, you will see several wall dispensers. Surely, one of them has a weapon we can use? You will also notice some with faces - these people you can add to your team. Strangely, there’s no real info about them, so I suppose we’re judging purely on looks?

Make sure you grab the map and, more importantly, find that weapon - which, as it turns out, is an axe. Not exactly sci-fi, but it gets the job done because there are no electronics or moving parts. A reliable weapon that is effective at close range. Later, you’ll come across a laser gun, though it’s not quite as dependable as you shall discover. Hey, did you happen to spot a repair terminal back there? That might come in handy!

The first level is big and nicely "divided" into sections using closed doorways, each crawling with aliens just waiting to be smashed with that axe (remember to close these doors!). As you push forward, you'll start getting access to other weapons, like a laser gun, mines, and grenades. Be careful with anything explosive - if you’re too close when it goes off, the character leading your team is going to take some heavy damage!

Each level has "hidden" areas you can access by what looks like a rubber swimming ring. It’s actually a teleporter that whisks you away to a separate section packed with rooms to explore and wall terminals to loot. Eventually, you’ll reach a point where the enemies are getting bigger and nastier. Your axe will do the job, but whatever you do, don’t stand still and soak up unnecessary damage - keep moving and stay sharp!

This game is probably starting to sound very familiar. A rip-off? But I'd say, Bio Hazard is very much a game of action and exploration - walk, search, find, use, and take down anything that gets in your way. I really like how the game eases you in with a simple map packed with useful items. This helps you get your bearings while also letting you experiment - reloading weapons, using syringes, reading disks, and so on.

The learning curve extends to the enemies as well. Before long, you’ll start coming across eggs. They may look harmless at first, but don’t be fooled - think of the Alien films! Once they (somehow) sense your presence, they crack open. And that’s when something jumps out - something that looks suspiciously like a spider. Or maybe an Alien Facehugger. Either way, it's time to put that new axe to good use!

At this point, you’ll probably start paying attention to the stats at the bottom of the screen. For now, it's only worth keeping your eyes on the first as the others won't really come into play until later.

  • "S" for Stamina is essentially your health. This can be replenished with items you find.
  • "R" for Radiation - though I never actually saw this increase.
  • "I" for Impregnation - I have no idea if that applies to you or the ship!
  • "C" for Countdown kicks in when you’re racing to escape at the end.
  • "L" for the level of radiation during the final moments.

Dungeon Master in space? I’m more like Jason Voorhees in space! Let's have more screenshots...



The first real enemy on level one is a big mother with teeth!



Kill her, and a few Facehuggers, then you will see the exit to the next stage.





Aesthetics

The colour scheme in this game is... interesting. The early levels are drenched in beige and purple, which doesn’t exactly scream "stylish". However, it’s not a massive issue, and not commercial, so I'll not moan. Regardless, this beige theme actually works well for the user interface - it’s clean and precise.

This front-end feels overwhelming at first - so I jotted down notes about the function of each icon, ensuring my old brain wouldn’t get confused. But after half an hour, it becomes second nature. There are a lot of icons, maybe too many, but you get used to them. The real pain comes with swapping weapons and items between characters - it’s a bit fiddly. But overall, the display works well, even if the colour choices are peculiar!

The audio is absolutely spot on with a wide range of effects for nearly every action - doors sliding open, the dispensers, and that gratifying clonk when you smack an alien with your axe. You’ll love hearing your own cries in action! The only letdown is the lack of footstep sounds, though I guess that’s not surprising.

I think I've yapped on enough! Let's see some screenshots before the gripping conclusion...



Something big is coming, and I can fight or close that doorway and run.



I was being beaten senseless. So... Game over, man. Game over!





The CryptO'pinion

To recap, the interface is (initially) awkward and cluttered with icons for actions that don’t need them - like separate buttons for picking up and dropping items instead of a simple click-&-drag. Recruiting teammates makes sense, but the system is clunky - item exchanges are cumbersome, and equipping them becomes a chore that’s easy to overlook. Worst of all, the map. It's super handy until its power drains way too fast!

That said, despite these gripes, for a homebrew adventure, this game absolutely rocks. Navigating through the ship is quick and easy, with no lag. The maps are cleverly crafted, hitting that sweet spot - engaging and progressively tougher, yet never impossible. And, unlike similar games, Bio Hazard is generous with its items, such as ammo and health, which makes it possible to progress deeper into the unknown.

It’s funny, but I wasn't expecting much when I first saw the graphics. I thought it would lack the charm of the commercial games and be nothing more than an “also-ran.” How wrong I was. Bio Hazard is a blast! It's well-designed, fun, and worth checking out if you fancy a break from a traditional crawler.

Think of it as more of a Lite Dungeon Master that earns a respectable 75% rating from yours truly.
  • The only download worth getting is the registered game from Atarimania!!
  • However, there is a demo version with a simpler user interface/etc, which may tempt other players to take a stab at this rewarding game? I hope so. This can be found at Atari Legend that has a few Menu Disks. AtariUpToDate has the demo on a Floppyshop disk.

Friday, January 21, 2022

Galdregon's Domain (part two)




I have returned from the land of Mezron

Finally, here we are with the second part of Galdregon's Domain, and if you missed the first - with the hand-drawn maps - then clickety-click to read all about it (the maps are superb!!). Anyhow, what an unexpected ride this has been over the Christmas holidays. But did it live up to my expectations for a deep RPG heavy in exploration, probing conversations, and lots of monster-mutilation? Well, umm, yes and no...

The good points are a sense of adventure throughout its beautifully crafted world of intrigue and strife. Independence to explore is paramount, and that aspect goes hand in hand with the lack of a linear path. This freedom enhances your experience, and I loved it. This is a varied and rich adventure, including interesting characters - many of whom are only too happy to chat rather than actually help.

Sadly, this impressive RPG came with more than a few disappointments overall. As in, it's not an RPG at heart. There are elements, like gathering better armour, weapons, and helpful items, but there are no attributes, experience, or levelling systems at all. Forget the lore or learning from interaction entirely. Also, fights aren't exactly sensational, more like mere mouse-clicking affairs much of the time.

Let's ignore Pandora's trickery and battle on because the king needs our help, remember...


What the king doesn't tell you is that his kingdom is a terrifying place full of psychos & monsters!



The Quest

The land is in turmoil, the evil wizard Azazael has been resurrected, and now searches relentlessly for the five gems of Zator. If possessed, he will gain ultimate power over the entire kingdom without mercy. We don't want that! You have been chosen to battle against the minions of evil to recover all five gems and thus, save the lands of Mezron from utter darkness. Can you get them before Azazael does

There's much to do, and it's gonna be tough from the very beginning! Can you destroy the evil Medusa whose merest gaze turns flesh to stone instantly? Can you outwit the high priestess of Set who holds sway over a temple full of horrors and corruption? Dare you to venture into the dark catacombs of Castle Seenar and cross swords with the dead within. Oooh, this is all sounding rather troublesome indeed!

Fear, not brave warrior, your fate awaits... (oh great...)


The kingdom is teeming with people, but this is one of the few times you're alone in the dark!



You're thrown in at the deep end without any gradual progression. Beat these guys if you can!



This Viking warrior is someone you should seek out straight away. I call him Tom.



Play The Game

Galdregon's Domain is instantly playable, and that's a strength I genuinely love for a game like this. This is thanks to a concise user interface detailing health and providing easy ways to interact and do battle effectively. It's a cinch to master thus, you are able to start travelling about the lands without much hassle at all. Mainly because the map design is great without being unnecessarily complex or confusing.

We begin with little more than a loincloth, a health potion, and a sword - surprisingly shortsighted but an effective start nonetheless, well, maybe. The only way to find new gear will be to win battles and search their rotting corpses for useful items. That's a lot harder than you might imagine, as this game is rather tight when it comes to (quality) loot distribution. Well, that's an understatement, as it's very tight actually.

In most rooms, there are characters, but few initially offer useful information. Talk to whomever you come across and listen to their quaint but silly chat. Most are a bore, especially within the castle, so it can be a chore until later, but even then, it's hardly significant. Which is odd. As an initial priority, it's worthwhile to find the castle's exit as soon as possible to begin probing the outside world for other places, items, and people.

Enjoy reading! Let's check out the next run of screenshots...



I tried talking to the wolf. I just had to... And then I killed it. Yep, that's what I'm all about.


But talking can be fruitful, and this nice chap had a stash of goodies he wanted to share!


One of the spells is a shield amongst the many others. Grab them all!!



Character

You play the same character each time, and it always starts with the king who summoned you for the quest of saving his kingdom. There is no character configuration or any chance to alter skills or other attributes. This isn't what I expected, but the simplicity of starting barebones means you can begin without delay.

His castle is larger than you think, and most rooms are inhabited. Talk to them to see what pearls of wisdom they possess, but you might be disappointed with earlier characters offering little beyond a greeting or compliment. Also, the deeper you venture, your safety within the King's castle isn't guaranteed.

Once you exit his castle, the world is your oyster with great distances to explore in all directions. It's here that several distinct types of stages are accessible from the outset. Each can be attempted in any order and provides a different spin on the adventuring format and challenges. Within any part are dozens of people, creatures, and monsters just waiting to be found and encountered. Talk if you can, and make notes of their snippets of information because you may just need it later on, and they are often very vague indeed.

I think it's a good idea to see some of the folk you're likely to encounter...


These friendly four greet you at a tower entrance but won't allow you to leave!



Although strong and armed to the teeth, I got my ass handed to me by this fella!



Not everyone is out to kill you. Look, I found Robin Hood and his merry men!



Interaction

The people are plentiful, but a chinwag isn't exactly an astounding experience. Conversations are limited by the 'talk' command, which lacks options and produces a short one-liner. Most of the talk is pointless, but some characters will subtly point you in the direction of the gems, people/clans or provide tips.

Sadly, their response is in the form of a scroller. This text zips across the screen in a similar fashion to Damocles, but it feels rather unwarranted here. It's quite hard to read on my monitor compared to an older CRT... I guess that's more my fault than the game?

At times, I didn't understand the context of a conversation at all. For example, entering the temple, I was greeted by a soldier who said "hello..." in a friendly manner. He didn't appear aggressive, but after a couple more Talk button clicks, he asked if I was going the right way - and then suddenly began attacking without warning. I killed him, but none of that made any sense whatsoever! A polite aggressor indeed.

It's often a good idea to stop for a yap with whoever pops onto the screen. Sometimes it's handy when information is freely given; however, most of the time it's rather fruitless. Yes, most of the time. I think 'talk' should have been improved or replaced with more detailed location descriptions to read through.

Let's view some more screenshots, this time from gripping conversations...

I met this goblin after only a few minutes, and he told me where a gem is. Dare I go?



This sounds like an invite I should refuse. Are they doggers? Yeah, I reckon they are!!



These guys were waiting for me outside a tavern and had absolutely nothing worthwhile to say!



Let's fight!

Battles are frequent in the lands of Mezron, but that doesn't mean they're riveting and without any tactical element, because the whole affair is little more than choosing a weapon and clicking the mouse until your enemy drops. Sure, I can use any number of weapons, but it's all rather predictable without structure.

This is partly due to no detail being provided for your current weapon or the ghoul you are engaged in battle. So I had no perspective or helpful details - because I knew nothing of my weaponry or how strong the enemy was. Also, most weapons break after a few uses, and that leaves you fumbling through a sluggish user interface to source a replacement. All during a real-time battle, and thus losing precious health!

I support the need to stand your ground but that doesn't mean you should fight every battle like a complete idiot. Consider hightailing it to safety using the 'run' command to quickly scurry off to a quieter place. If at the expense of possibly losing your bearings. Use with caution.

I'm not daft and, for these screenshots, I am fighting three midgets like a cowardly custard... 



Typical, and I thought I could sneak into the castle without being seen...



The three dwarfs were easy kills for me and my magical sword!


So now let's ransack their tiny corpses for valuables before scarpering off.



Inventory & Map

No 'RPG' is worth its salt without a magical backpack to carry loot, spare weapons, and other useful items along the way. Can you imagine how that would look in real life? Talk about encumbrance lol. Anyhow, Galdregon's Domain has a nice inventory screen, which is basic but uses a concise design with ample slots to fill comfortably. It's also the screen used to protect our naked body with items of clothing equipped.

Within the inventory screen are two tabs for backpack and location. The first is what you possess, whilst the other represents what's in your current location at that time. That's a good design and allows us to rummage through a corpse in the hope of finding lots of goodies. However, this is where I felt the Inventory showed its limitations - sure, basic functions are available to eat food, for example, but there is no ability to select a weapon, potion, or scroll directly. This is done in-game instead.

Finally, pressing the right mouse button (for the second time) will display an overhead map of the entire kingdom for reference. This is actually superb and helps navigate between each stage without getting lost when out in the sticks. You should use this as much as possible. Sadly, the game does not feature any auto-mapping within these individual stages - so grab that pen and paper (ala part one) once again!

Surely you're getting sick and tired of all this reading? Thought so. Screenshots are here...


Use your legs because not every place is shown on your map...



The map also doesn't display this walkway through the northeastern forest.



And the map also doesn't show fellow travellers walking about the land - so always explore!



The mission?

The game is based solely on the objective of finding the five gems. This means that there is nothing more to do other than fighting your way through the hordes during a walkabout to the places that have them. There are side-quests, but these aren't a necessity nor worthwhile. They're just there if you fancy extra leg work.

However, the quest for each gem is a crusade. All have you battling many, many different baddies before you eventually reach a 'boss'. To be honest, I would stay clear of doing this - for as long as possible! Instead, look for clothing, weapons, potions, etc/etc. Take your time, be careful, and turn over every stone.

Look, just forget boss battles unless you're tooled up, and that only comes after massive exploration.


Hey, look, I've found a secret opening into the woodlands. Yes, so dense an opening is needed!



Let's be serious and play properly. I wonder if these two gentlemen have anything to offer?



Sometimes I enjoyed running around killing things, but he's already dead!



Tips to get you started

  • You aren't as tough as you think, start slow and don't be too cocky!
  • Exploration and communication are always key factors so don't be too quick to rush off.
  • Certain smaller buildings will help get you started with a sword, scrolls and potions.
  • Don't get lost - use the map when roaming outside in the wild.
  • Not everywhere is shown on the game's map...
  • Why not seek refuge and friends in the Enchanted Woods?

Here are a few more

  • Whenever a dungeon nasty appears, and you don't wanna fight, quickly walk on!
  • Similary, why talk to a stranger when you can kill him and plunder his corpse?
  • However, think twice before attacking a gang and watch that stamina.
  • Forget about looking for gems until you're tooled up with weapons, items and clothing.

Ultimately...

  • * * * Save-your-game-regularly!!



This kind soul will freely hand over something rather special that helps get you out of trouble.


Eat this, man thing? How rude! Who's he calling, "man thing"?



I want that gem, but this boss dude wouldn't hand it over. And he killed me very, very easily.



Graphics & Sounds

Like Dungeon Master, Galdregon's Domain employs a similar pseudo-3D first-person perspective, and each move is performed using 90° turns. Worried about getting lost in a dungeon that looks the same at every turn? Fear not, because it's stunning with fantastic attention to detail for each location. I also adore how each character has been drawn with such careful precision. Some of the best artwork I've seen outside of Xenomorph.

There is no in-game music to spoil the atmosphere of this 'RPG', as I would have switched it off if there were. Instead, we have lots of sampled sound effects ranging from the chinks of your sword to excessive grunts and frightening howls emitting from distant places. I longed for footsteps; otherwise, the audio is spot-on.

In other words, Galdregon's Domain looks and sounds superb, which means more screenshots...


The hill with an eye! I wonder where it leads? (Wait, are you armed to the teeth?)



You have to admire the gorgeous details of most monsters, especially when they're killing you!



However, sometimes there are too many to fight at once. Or displayed properly (I count 5)



The CryptO'pinion?

It's hard to know where to begin... Initially, I was fooled into thinking this was an RPG or Dungeon Master wannabe. It's not. It might look the part, but it's nothing at all like I had hoped. It's an adventure game - there is no progression or experience to be gained because this is deceivingly masquerading as an RPG.

The main hallmarks of Galdregon's Domain are an excellent adventure, deep in exploration, with many places and people. Sadly, it's let down by a severe lack of items and combat that feels random and segregated. Don't get me started about the horror of replacing a broken weapon during the heat of battle. Ultimately, it's awkward and feels unbalanced with too many enemies and too few pickups to keep you replenished.

I sense I have moaned a lot about Galdregon's Domain? Well, much of it bugged me, and much didn't make any sense. It's not Dungeon Master, but as an action/adventure, I liked exploring an open world with lovely graphics and superb sound effects. This is an excellent place to lose yourself, and I enjoyed it a bunch.


You'll see this screen a lot. Fear not, brave adventurer - simply reload a saved game.
Hang on, you are using that save game option regularly, right?