Dark Designs I: Grelminar's Staff
Description
In this fantasy role-playing game, an army of evil extra-dimensional creatures is building above the Gandolan mountains, threatening the civilized regions to the south. There is no army to defend the lands, but if a few hardy adventurers can find a magical staff in the castle of a long-dead mage named Grelminar, the gate can be closed and the invasion averted.
The player controls a party of four characters, each with some standard-issue attributes: Strength, Dexterity, Constitution, Intelligence, Piety, Body Points and Magic Points. The game also features three of the usual character classes (fighters, mages and priests), and there are different spell lists for each of the spell-casting classes. Players can create their own characters or use the ones provided by the game; either way, progress is automatically saved from time to time (though there is a reset button which allows the player to start over from the beginning).
The game starts out in a town (which is portrayed simply by a text-based menu system) and then proceeds into a multi-level dungeon. While exploring the dungeon, different areas of the screen display different information. There is a first-person, ninety-degree-turning view, an automap and, in some areas, a textual description. These are supplemented by random third-person, turn-based combat encounters which take place in the window that normally shows the 3-D dungeon view. In typical role-playing style, combat yields rewards of gold and experience (and sometimes equipment), and characters gain in abilities as they increase in experience.
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Average score: 3.1 out of 5 (based on 3 ratings with 1 reviews)
A basic but satisfying fantasy role-playing game.
The Good
This game is a dungeon hack of the most basic variety. The player gets to move through a variety of twisting passages, fighting endless hordes of monsters and collecting magic items and gold while growing in experience and learning new spells. While no new ground is broken here, the familiar formula is implemented very successfully. The inclusion of an automap to show where the adventurers have already gone is extremely helpful, serving as a useful and satisfying measure of progress. The pacing is also just about right -- the game is never difficult enough to become frustrating, but there is enough challenge to make the adventure last. It's necessary to return to town and regroup frequently, and there is always a sense of danger and excitement to the exploration of new territory.
The Bad
Players looking for more than mindless but satisfying hacking and slashing should look elsewhere. If the basic core gameplay doesn't sound satisfying, there is little reason to waste time on this -- the story is irrelevant to gameplay, the graphics are dismal (though functional) and the sounds are irritating. The lack of real challenge may also lead to boredom -- apart from finding some key secret doors and figuring out how to defeat an opponent that can only be killed in a particular way, the path to victory is straightforward. Finally, there is relatively little diversity of character classes, spells and equipment; the options are rather limited compared to those found in larger games.
The Bottom Line
If you view this game for what it is, a quickie adventure distributed on a disk magazine, it's a nice piece of work. It has obvious limitations, but it's solidly-designed, mindless fun.
Apple II · by Demian Katz (2314) · 2004
Trivia
Development
This game was done just months before John Carmack formed id Software with John Romero.
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Contributors to this Entry
Game added by Brolin Empey.
Apple II added by Demian Katz.
Additional contributors: Demian Katz, Patrick Bregger.
Game added February 15, 2001. Last modified August 17, 2023.