Heart of Darkness

Moby ID: 262

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Critic Reviews add missing review

Average score: 78% (based on 42 ratings)

Player Reviews

Average score: 3.9 out of 5 (based on 90 ratings with 8 reviews)

A great game cast from a mold long long lost.

The Good
Okay, okay the opening story isn't that belevable, but one thing you better believe is that this game is great. A classic in my book and surely my favorate game of 1998. On the surface, Heart of Darkness may appear as a simple platform game, but don't be fooled because it is much much more. This game has character and is fun to play -- from the silly shadows creeping around to the flame-throwing skeletons burning you to your bones. Once you start, you won't put it down until you are finished, and once you are finished you will curse that people have to sleep because you will want to play it again.

The different levels, each with their own strengths and required skills to complete will make sure you don't get bored from repetitive uninteresting gameplay. The balance between action and puzzle solving is nearly perfect. In addition to the changing gameplay, the atmosphere changes from level to level in a fluid way that complements the story (and games as a whole) rather nicely.

Andy, the boy you control, has many movements, all of which get used throughout the game. Even though this is a platform game, he is often required to do things in places you just don't expect in a genre like this. Additionally, small in-game movies are well-placed to help give the illusion that Heart of Darkness isn't a dated platform game. All of these things have convinced me that there is much more life left in this genre. I just hope other developers follow suit.

The Bad
The main complaint I have with this game has nothing to do with gameplay, graphics or any of the other important characters of the game. My beef is that there appears to be NO way to skip past a cutscene the first time it is played. Some of the cutscenes are quite long and I'm sick of seeing them. Every time I start Heart of Darkness from a clean install, I have to sit through the cuttscenes over and over again. To add salt to an open wound, the end credits are almost 10 minutes -- let me skip them so I can start the game again! I've pounded on the keyboard, kicked the machine and cursed something horrible. If anyone knows the magic touch please let me know and I'll eat my words.

Apart from that tirade, I only have two minor gripes:

First off, the graphics or pretty low resolution and the palette rarely uses over 200 colors. Considering that this game came out in 1998 and still runs on a 486/66 I'm not going to gripe too much. But the fact that this game does run so well on low end hardware pisses me off because I could have been playing this games for the last six years with no problem -- geeze.

Secondly, the final sequence in the game is brutally hard. I think I'm pretty good at these types of games and I was pounding my head quite a bit. Every time I finish the last scene, I get the feeling that I won it by chance, not skill.

The Bottom Line
If you are an oldskool gamer and you haven't got this game run... don't walk to you nearest dealer. Get your fix while you still can becaue this is the good stuff.

Windows · by Brian Hirt (10402) · 1999

Watch it for the moon in the time of noon!

The Good
Just when all the hopes went away, and we started thinking how platform level-based genre was extinct, we're blasted from the past with another touch of classic. This game can easily be compared to good old rule called Another World, in both story and graphic quality for its time, as well as animation and music quality. Once I started this game, I was like a glued to my computer side of me. It showed me the history, and unraveled longly forgotten part of meback when I enjoyed a perfection under the a name of Blackthorne.

You're playing a waggish li'l boy whose only fear lies in the bottom of the darkness. The scene opens as you're sleeping on the class, and your terror-like creature of a teacher is trying to punish you by closing you in a small closet, but, as the ring went off, you wriggle down below, and run out as fast as the wind carries you. There you find your faithful friend and a dog, start wearing your baseball hat, and you run yelling 'freedom!'. Just as you found a nice spot on the grass to spend your rest-of-a-day vacations, sun eclipse approaches, and with a nice eye-darksun effect, your dog disappears, and you end up only with his hat.

No matter the fears you confront as a young man, your dog is more then a reason to surpass those fears, and free him the darkness. You enter your tree-hut cabin, take your gun and stuff like that, and fly sky to find your dog captured. As you come to some canyons right from the clouds above, you strike some black creature and stuck in some nearest cleft. Thus your adventures begin.

As much as it took the game maybe too long in development for such a shortness of playing, it holds really breathtaking stunning effects and graphics, and the animations are worthy playing. Just if you know how funny they can be... hehe, I'll leave that to you for discovering. Controls and playing skills are more or less all taken from Out of This World and Prince of Persia game types, so it'll be easy to adjust and settle as in home if you've played any kinda platform game of similar style.

Music is clearly enough for you to realize some heavy orchestar compositions are involved, as with that kinda music, it's no such wondering that there is a soundtrack for this game available. Since you'll meet many friend and foes during the game, not all will be clear to understand, but they sure holds the ability for fun and are adjusted to that world's settings, so everything actually comes to the right place. Wether the sound is distance, or is there yelling or begging involved, wether your laser is on, or some mountain creeks, wether you fly or swim, talk or fight, the sound and background and story music are perfectly combined to work as one.

As I noticed here, there were some major efforts in making many different, and highly detailed places, and yet having only one or two of each specific different place. I believe I also noticed that in Another World as well. The thing is, developers usually once they do the level frame, and all the wall and ground and background images, pump that to volume of like at least twenty levels all of the same type and look, but only difference lies in the level net and scheme output. On 'Another World' aka 'Out of This World', and this game, 'Heart of Darkness', levels are really detailed, and the traps and enemies are almost unique on each levels, with different puzzles to cross to, and even though they coud've make ten levels with each graphic elements, they still didn't misuse their quality, and that's the main reason why both games, AW and HoD are actually rather short to play, but unique in every aspect from player's viewpoint.

The Bad
Well, the fact that game is actually short wouldn't be a minus, as that's the way it is. Just imagine if you'll have to spend a year of playing on any game, where would that lead? I'll tell ya. That would lead to the point that you coul play about 80 games in your lifetime... hehe, and we don't wanna live like that, now want we!? :)

Also, both of the games, this one, and Another World have concentraited their main strength on the last level. Why? We all come to the end easily, thinking how the game's short, and then stuck on the last level. It's not impossible, you'll manage to end it once you play it couple of extra times, but think it this way. If they directed the final strength of the level through the whole game, we would automatically play each level longer, getting the feelings as the game's a bit longer then we thought so.

Here's great example of game using that think on us. Whoever played, and finished Eye of the Beholder, he or she will know that the game was hard enough on the every level, and finally, when getting to the end, that Xanathar creature was as easy to kill as every other creature, and you even got plenty of space to do the fight. That way, the game gets longevity a bit extended, and nobody has to try more then once the final fight, and end animation, if there is any :)

The Bottom Line
As good as Out of This World, as fatal as Blackthorne, an adventuristic as Indiana Jones and the Fate of Atlantis, funny as Secret of the Monkey Island, and addictive like none of the mentioned. This game will w/o a doubt give you hard time on some places, but reward you decently, and give you some of the best elements you can find in game - easy controls, fine story, nice music, great adventuristic spirit of action, and well done animations. Can you trully ask for more knowing the game crawled from the dust of our 2d memories we were always happy to dealt with :) Except that, this whole mumbo-jumbo about 2d is actually oriented a bit more to 3d then I've spoken during this review, so there's another reason why you should try this game out.

Windows · by MAT (241259) · 2012

A challenging, atmospheric platformer that's not as well-known as it should be.

The Good
Fantastic animations and presentation for its time. * Imaginative world and level design * Clever, challenging puzzles * Orchestral soundtrack

The Bad
Sluggish controls * Frustrating combat sections * Weak ending

The Bottom Line
Heart of Darkness might be better known for its lengthy, troubled development than for the game itself. Designed by Eric Chahi along with his team at Amazing Studio, it was a spiritual successor to his pioneering cinematic platformer from 1991, Another World. Originally meant to be released in 1995 on the 3DO, it was delayed so much that it ended up being released on the Playstation in 1998. By the time Heart of darkness released, it couldn’t help but feel dated next to games like Ocarina of Time, Half-Life, and Metal Gear Solid. Despite that, and somewhat middling reviews, it has become a cult classic for many who played it.

The two games are remarkably similar in terms of gameplay and plot. You control a protagonist who finds himself in an alien world with strange technology and magic, and must solve puzzles and fight numerous enemies to survive. While Out of This World had a 70’s sci-fi vibe, Heart of Darkness is more in the mold of a Spielberg 1980’s fantasy adventure.

Heart of Darkness follows the adventures of Andy, a typical suburban kid who doesn’t get along well with his teacher and has a fear of the dark. One day after school, a solar eclipse occurs and Andy’s dog, Whiskey, gets sucked up into a black hole. After racing home, he packs his things, grabs his gun and helmet, and hops into the spaceship he invented to head to the Darkland where Whiskey was taken. Along the way, he’ll have to face many enemies, but also make friends. That plot’s a lot to swallow even for a video game, and you kind of have to just roll with it as it plays out.

The plot may be paper-thin, but I actually really like its presentation. For one, the voice acting is actually quite good, and I don’t think there was a single character that sounded flat or out of place. The orchestral score by Academy Award nominee Bruce Broughton, one of the first orchestral scores in a video game, really heightens the cinematic fantasy feeling of the game during the cutscenes. Only a cop-out of an ending keeps me from absolutely loving the way this game tells its story. While I don’t necessarily hate where the story goes and what it suggests, I will say that it seems to cut itself short just as things are getting really interesting, and the way it transitions from climax to denouement will be incredibly jarring for most players.

Fans of Another World will feel right at home once they finally get to control Andy. This is a platformer with step-based movement, meaning that actions are delayed after you push the button in order to accommodate complex player animations. Andy can sprint, jump. Unusually for a cinematic platformer, Andy can also double-jump. This is very useful for dodging some projectiles and getting over gaps.

While Andy has invented an lightning gun, its not something that you’ll be using for most of the game. Instead, Andy’s primary means of attack is magic, which he acquires by touching a glowing rock at the bottom of the lake. You can either fire single shots or charge up for a more damaging shot, which is really only useful on certain enemies. The charging shot can also be used to manipulate certain objects in the environment, such as making plants grow from seeds, or destroying obstacles in your path.

The game’s puzzles are very well-designed, often forcing you to come up with clever solutions to get past obstacles. You’ll frequently need to manipulate the environment and the creatures inside of it to find ways around them, or take advantage of Andy’s size and agility. Admittedly, though, there were a few times when the game just flat-out gave me the answer because I was dying on a particular screen so much, but its understandable since the game wants to keep up its pace. Still, I wish that the hints were something that could be optionally turned off.

Where the game falters a bit is when you have to actually start fighting the darkness. Much of the game’s combat encounters can be completed by standing in one place and simply firing away until all enemies are dead. You’ll occasionally need to jump and duck to dodge projectiles, but most of the time its about making sure that any enemies on all sides of Andy are killed. Enemies seem to take an inconsistently long time to kill, and there’s no cancel button for firing animations, meaning that quickly dodging something can be a challenge unless you see it coming from fairly far away. It doesn’t help that the frame rate is only about 15 frames-per-second to accommodate the game’s animation. All of these flaws are exemplified by the game’s combat-heavy final chapter which features numerous such encounters, including a unique enemy type that respawns two more of itself after you kill it. It was quite a slog throwing myself against this wall over and over again, and at times it felt more like luck rather than skill when surviving some of these combat sections, even after I got reasonably good at it.

Another issue is the game’s lack of scrolling. This is a flaw that many cinematic platformers unfortunately have, and Heart of Darkness does absolutely nothing to solve it. Screens can sometimes take some time to actually load. As a result, some of the more fast-paced sections of the game have to be replayed over and over again until you beat them, because you cant see a deadly monster or gap coming up after the screen flipped.

The graphics were a major selling point for Heart of Darkness. While the pre-rendered graphics and environments may look similar to games such as the Donkey Kong Country series at first glance, the lighting, textures, and animations are far more detailed than in the SNES platformers. It’s honestly amazing how fluid and realistic the animations for Andy look, and it still impresses even to this day.

What really stands out is the art design. The tone of this game is truly eerie and otherworldly. These environments are simultaneously beautiful and frightening to behold, and there’s quite a bit of variety. You’ll traverse canyons, swamps, caves, and volcanoes to track Whiskey down. Similarly, creature design is fantastic, with some genuinely creepy and foreboding enemies to face and friends to meed.

One of the things that contributes to the game’s atmosphere is also arguably Heart of Darkness’ most notorious feature. You see, despite having a family-friendly rating from the ESRB, this game has some of the most shocking deaths you are ever likely to see in a game rated as such. There may be no blood or guts, but that doesn’t make the deaths any less disturbing. The first time you see a flying creature pick Andy up and snap his spine in twain, complete with a loud crack, it’s hard not to wince and question how this could have possibly slipped past the ratings board. You’ll also see Andy get incinerated, crushed, and eaten alive by numerous creatures, leaving behind nothing but his shoes. Even some of the villains characters have painful-looking deaths. These deaths make the “darkness” of the game something that feels like an actual nightmare, giving the game the feel of a dark fairytale.

While the gameplay flaws are frustrating, I have to say that I really enjoyed Heart of Darkness while it lasted, which admittedly wasn’t long. There simply aren’t enough games like this that get made today, and Heart of Darkness is overall an excellent, if dated example of its genre. One of the most underrated games of the 32-bit era, this dark, atmospheric title very much deserves a re-release or even a remake on modern platforms. Despite its initial kiddie appearance, this is a game with some real bite and challenge, and will appeal to older gamers arguably more than children.

PlayStation · by krisko6 (814) · 2018

One of the most underrated, best Adventure/Side Scrolling games of all time. Period.

The Good
(Note: I am talking about the PS version when I played it, but the PC version is still identical to its PS counterpart, so what I say about it is true to both versions of the game. So please forgive the console sounding overtone.) One day, I was looking for a good Playstation game to rent, like any other Friday. Unfortunately for me, Final Fantasy VII was out, the one game I had bought a PS to play. Then I spotted a copy of Heart of Darkness. Whats this I thought, another cheap animated Disney-type kid's game? A closer examination revealed that this was that game more delayed than Daikatana, in development for four years. Without wanting to go home open handed, I picked up this game and never knew about the awesome ten hours that would follow. HoD is very much like underrated and unknown SNES and PC classic, 'Out of this World'. It's a 2D, side scrolling adventure through a land of shadows about a kid named Andy and his dog that stumble into a fatasy world that could make a better movie than Jedi Knight or the console game Metal Gear Solid. It's THAT good. Cinemas are of course 3D CG, and some of the best acting and overall time Amazing Studios took to make this game. Cinemas are so good, and fit perfectly into the story; you won't know what the heck is going on without these cinemas; you'll WANT to know what happens next in the seamless Gameplay to Cinema transfer. Of course gameplay is the meat of any game and HoD has got it in spades. It's 2D side-scrolling, one-way-to-get-passed-obstacle gameplay with puzzle elements that are excellently put in the game at the right time. Some people will call it very hard (which it is sometimes, but you keep playing to advance the storyline) and demanding in making you do exactly what the designers want you to do may sway some players from it, which is unfortunate, because the game is so good, its one of the finest games ever. I would say more about it but it would ruin it. So good, Steven Speilberg wanted to make a movie based on it. Anyway, if you like Out of this World, or like good games, buy this, even though its too short, you WILL want to play it again, because the characters and storyline are very memorable. For the sake of all things good, buy it! It even revives and pays tribute to the long dead side scroller genre, and does the genre justice. Possibly the last great side scroller.

The Bad
Hmmmmm.......too short, although I'll go backto it again, I smell a sequel. Also, sometimes you will hate the do-what-the-developers-wanted-you-to-do gameplay, but aren't other greats like Half-Life the same way?

The Bottom Line
2D/3D side scrolling goodness with an EXCELLENT storyline and cinemas.

Windows · by Dragoon (106) · 2000

Grade-A platformer.

The Good
Heart of Darkness is an excellent game, disregarding 3D accelerated graphics, complicated interfaces and all that mumbo-jumbo, Heart goes back to the basics and delivers a gaming experience based only on the ingenious and inventive machinations of these 2D gods that used to be Delphine soft. It truly is one of those cases when it's "so old, it's new"

The story is inconsequential (which is unfortunate, see "the bad") but the gameplay is nothing but genius. It combines excellent level design with simple yet interesting puzzles, and some of the most beautiful 2D artwork ever to grace a platform game. The game uses the time-honored super-fluid animation Delphine was known for in their previous games, and also includes breath-taking animated backgrounds which makes the game stand firmly as an example of how great, detailed art can enhance a game experience. The music too is top notch, with an impressive arrangement of orchestral music that is so good it rivals some of the best orchestral music found on feature films.

Heart of Darkness is truly a game too good to be true. One wouldn't think that someone would actually do a game like this in this day and age. But it's simple yet inventive gameplay, it's attention to detail, and it's great production values make it a timeless jewel.

The Bad
Well, essentially the resolution is too small. The game uses only 80% of the screen and the graphics sometimes produce a startling amount of "pixelitis" which is a real shame considering how beautiful the art in this game is. Aside from that you have the fact that the game is too short, which isn't necessarily bad, but since it's so damn linear it makes the game take a real value hit. You can't really expect to pay more than 20 bucks for the kind of value you get here. Also the final confrontation seems downright cheap, it's "shoot everything and get to the last screen!"...

But those are mostly small gripes. The only real problem I have with the game is that sometimes it seems like a waste. Don't get me wrong, I love the game, but I don't exactly enjoy the fact that it is so kiddie-oriented. I mean, remember Out of this World? If you look at both games they are essentially the same: character trapped in strange world, trying to get back (or simply survive) and who gets involved in native problems. Gameplay is the same. So what makes "World" better than "Heart"? The underlying maturity that was present in it. "World" had a clear message in it, and created an emotional storyline, with great characters and somewhat deep connotations without a single line of dialogue (well unless you count your alien buddy's grumbling). I can't help but think that if "Heart" had dared to be mature it would have been elevated to the category of all time classic like it's predecessor, now it is simply an excellent inspired platformer.

All that wouldn't imply a change in the game itself, the game can convey a somber and serious tone sometimes, which make it contrast a lot with the cutesy cutscenes. In fact, I often thought when playing it that those who made the game and those who made the cutscenes must have been thinking of different games altogether. In the game itself you have a more dark and moody conception of the gameworld, and you have some downright mature details like some exceptionally gory death animations (ps. If anyone wants to know how to convey gore and death without the blood just check this game and enjoy Andy's many deaths). But whenever you go back to the cutscenes, it's back to cutey-land, and if you told me that they told a nice storyline then yeah, I guess I could accept it, but the story here is nothing to remember.

...Ahh tsk, tsk. Well I guess you just can't have it all, huh?

The Bottom Line
Regardless of all my grumping this is a great-great-great-great game. Just don't dream about what it could have been and you'll be fine... or if you have no problems with the kiddie factor then dive right in!

Windows · by Zovni (10502) · 2001

Out of This World at the Heart of Darkness...

The Good
Phew! Almost 6 years in the making and at last it's RELEASED! You can't get yourself asking, "why it took so long?" I don't have the answer, neither believe it's so important: If you like the game, there is no problem!

In general, I liked the game. Especially being able to find yourself again in a world similar to Another World and Flashback after all those years is a great enjoyment --just like playing the Curse of Monkey Island! So as expected Heart of Darkness improves the known quality to a incredibly lifelike experience.

The opening intro of the game is a perfect example for this thought. This stunning animated cutscene is just like watching a movie, like watching an earlier work of Steven Spielberg. It's not difficult to understand the interest of him in making a computer generated movie with the story of Heart of Darkness. Maybe, it'll be a second Toy Story affair, eh? Who knows? Amazing Studios (the developer of the game) is currently working on setting up a new company to handle CG movies.

The Bad
Although I like the gameplay, it's definitely frustrating to play. You didn't manage to cross the section you were in? The game immediately sends you back to the action and waits you perform your required skill. Unfortunately there is no alternative way to find in Heart of Darkness!!

For a 1998 game the low-resolution graphics could also be a problem. But you can't blame the developers for this because it's in the making for a long long time. So you had better amuse yourself with the 3D dimension they had filmed for the end sequence :)

The Bottom Line
One state-of-the-ART! 'Nuff said...:)

Windows · by Accatone (5173) · 2000

If at first you don't succeed: try, try again

The Good
Heart of Darkness is a platform game similar in style to Another World. Andy is a teenage who likes to study for someone else and gets in all kinds of trouble. One day while attending class, he gets in so much trouble for bringing his dog Whiskey to school, that he is doomed to spend time in the closet, which he somehow escapes. Later, both Andy and Whiskey study on a lush, green meadow when things start to happen: a) the moon covers the sun, b) Whiskey is taken away, and c) Andy gets transported to a strange dimension where every living creature is his enemy. As Andy, you must find your beloved dog and escape this dimension.

HOD is created by the same people who did AW. The same enemies that you face – shadows, flying beasts, and monsters – are similar to what gamers faced in AW. The controls are the same: jump, run, and shoot, and most enemies can use a secondary attack to take your out. The only difference here is that Andy can use his special attack to deal with the most difficult obstacles. Andy's special attack can also be used on enemies to knock them out in one shot. The only problem with this is that special attacks have to be recharged before they can be used, and that takes about five seconds, during which time you could be killed before you have the chance to use it on something. Andy can also somersault in the air and perform long jumps.

The game consists of eight short levels, and most of them take a bit of patience to get through. More often than not, you are more likely to get killed by an enemy or some object because you may either get your timing way out of line or do things that you are not supposed to. You have unlimited lives, meaning that you can try each scene again and again until you get it right. In each level, there are a series of restart points which can save you a lot of time if you do have trouble with such scenes. It is interesting to watch how you die. Most enemies gobble you up in some way or throw fireballs at you. The enemies have excellent AI. Once they see you and follow you, you can't retreat to the previous scene because they usually follow you off-screen.

Throughout HOD, there are a number of cut-scenes which made me think that I am actually watching a 3D children's movie. The graphics in the cut-scenes are right there with the movies, and the script is well thought-out, and it was exciting for me to know that at least one creature is Andy's friend, the Amigos that you meet in Level Two, and in almost every cut-scene, you can be sure that something always bad happens.

I was impressed with the metaphor that the game uses. When selecting the options, you are not treated with the usual boring choices, but with a first-person view of the gadgets in Andy's workshop. You cycle between options (New Game, Continue Game, Options, etc.) by using the left or right arrow keys, and except New Game, selecting one will cause a monitor to show something that is relevant to what you are doing. My personal favorite of these would be Options, where a clean, green GUI shows up on the monitor above the selection.

The environments in which you travel to are detailed than those from AW. You will try to fight off enemies as you travel though a canyon, swamp, jungle, caves, lava areas, and more. You can even swim underwater. The enemies are drawn nicely while looking nasty at the same time. There are puzzles in each of these environments. The puzzles range from growing a seed in the right place to take you up to a higher platform, to figuring out a way to get a certain object in the one place, which may be a difficult task.

The music is performed by the Sinfonia of London and conducted and composed by Bruce Broughton. Most of the music can be heard in the cut-scenes. I rarely noticed it while I was playing the game. The sounds coming from each enemy in the game is interesting to listen to, especially the shadows and the winged beasts. As long as there aren't any enemies in the scene you're in, you can hear the sounds of other creatures in the next scene, so you always know what to expect in that scene.

The Bad
The screen has a black border around it. Why this is the case, I don't know. Maybe the software that the game was programmed in didn't allow for full-screen graphics.

The game is a bit difficult, especially when you get to the last chapter of the game. You are faced with too many enemies at once while you have to repeatedly jump or duck just to avoid their attacks. It is so easy to mistime your jumps or perform the wrong action when you get into situations like these. In the last level, you have to press either [Alt] key twice to somersault, to avoid attacks, but sometimes the double key-press just did not register, and I had to suffer dealing with the same enemies that I just killed.

The Bottom Line
Heart of Darkness is a great platform game, similar to Another World, expect that you have more moves. The game consists of eight levels, which require a bit of timing and practice before you can complete its scenes. The moves you master will be put to the test in the final level as you battle with so many enemies at once. The music and sound effects are excellent, and the environments are beautiful. The cut-scenes within the game are what you expect from a children's movie.

If you are looking for a decent platform game, one that really bites, it's hard not to miss HOD. Before that, Another World was all the rage. If Delphine Software had made this game like they did to AW, and not just a few people from that company, then it would be totally different.

Windows · by Katakis | ă‚«ă‚żă‚­ă‚ą (43086) · 2006

Is one of the best games we ever played!

The Good
Everything! You have pure action. The grafic is high, full of details and surprises!!! The best is, everytime they "kill" you (believe me, there are lots of;) If you fall to your death or get eaten (which is always a particularly gory event, especially in contrast to the saccharine trappings of the story), you end up at the beginning of your current puzzle area, which is never too far back. Keep getting killed and a tip will appear to help move you along, though knowing what to do doesn't always make the going easy. We have a lot of PS/PC-Games in our collection, but believe me, nothing comperes to "Heart of darkness"!

The Bad
We played more than a week, never the less it was too short, because is so damn good!!!



The Bottom Line
The game is something for advanced players!

Hidden away in the Heart of Darkness lies a terrifying world. A world ruled by the Master of Darkness whose cruel and absolute power leads an army of emaciated devils. The fiendish force scours the land in search of Andy a young boy on a quest to rescue his dog Whisky. Trapped in a terrifying nightmare only you can take Andy through hundreds of epic encounters to overcome a whole host of wonderfully weird characters and emerge triumphant from the Heart of Darkness.

PlayStation · by Dani Mittler-Coe (2) · 2003

Contributors to this Entry

Critic reviews added by vedder, nyccrg, lights out party, Riemann80, Patrick Bregger, Plok, Scaryfun, Xoleras, Emmanuel de Chezelles, Jeanne, chirinea, Bozzly, Apogee IV, COBRA-COBRETTI, Havoc Crow, jaXen, Klaster_1, mikewwm8, Wizo, Parf, Cantillon, Alaka, Robert DeMeijer.