Deathlord

Deathlord is a role-playing video game set in Japan created by Al Escudero and David Wong.[1] It was published by Electronic Arts for the Apple II and Commodore 64 in 1987. Deathlord has a world of 16 continents, 128 unique monsters, and 20 dungeons, yet fits on two double-density 5¼" floppy disks.

Deathlord
Developer(s)Electronic Arts
Publisher(s)Electronic Arts
Platform(s)Commodore 64, Apple II
Release1987
Genre(s)Role-playing
Mode(s)Single player

Story

The world of Lorn is under attack from the Deathlord's forces. The Emperor of Kodan has sent word asking for a party to defeat the Deathlord. The party must search the world to find seven words, six items, venture into Hell, defeat the Deathlord, and return. There is no linear path to the goals, and much of the story lies in subtext as the developer chose to keep dialog options to a minimum within the game.

Gameplay

The game plays as a turn based, top down, tile mapped CRPG. The player would create a party of up to 6 characters to move about the world, searching for secrets and fighting monsters. It used most of the keys on the keyboard, mapping them to specific actions.

There is only one savegame slot, and the game autosaves if the party moves to another location or a party member dies. A party, once killed, needs a new party to resurrect them.

Before a player can begin the game proper, they were asked to go to the utility menu and make a copy of the scenario disk. They could also import characters from other games here if they desired. Once scenario disks were made, the player then created their party of 6 characters from the 8 races and 16 classes available. They weren't limited to just 6 characters, however, and could keep a roster of other characters to switch out in the future, but any time they did, the party would be returned to the starting point of the game.

Physical contents

Deathlord came in an album style box and included two double sided disks, The first containing a side for booting the game, and a side containing utilities while the other disk was the scenario disk containing the unaltered version of the game world. The box also included a paper manual and quick reference card. The utility disk would let players import characters from The Bard's Tale, Wizardry and Ultima III, as well as rename characters.

Development

Originally, the game was intended to have a Norse/Teutonic theme, But marketing department at Electronic Arts gave Al Escudero 5 weeks to change the assets (art, story, spell names, equipment names, location names, etc.).[2]

Game credits

  • Software Design and Programming: Al Escudero and David Wong
  • Dungeon Design: Dirk Bester and Al Escudero
  • Producer: Shelly Safir
  • Assistant Producer: Roland Kippenhan, Mike Kawahara
  • Testing Assistance: Sheila Rowen
  • Technical Support: Steve Shaw
  • Software Title and Final Screens: Mike Kosaka
  • Documentation: Zina Yee
  • Art Director: Nancy Fong
  • Package Design and Lettering: Lance Anderson/Triad
  • Package Illustration: David McMacken
  • Package Copy: Steve Emerson
  • Screen Photography: Frank Wing

Reception

Computer Gaming World's Scorpia in 1988 described Deathlord as "A mediocre effort at best" and "a compendium of standard CRPG features glossed over with a tinge of pseudo-Orientalism by pasting Japanese names on as much as they could". Criticisms included poor documentation, poor class balance, and meaningless character alignment. The game hid the townspeople with important pieces of information, making mapping necessary, and frequently the player had to search many squares in an area for an important item. She described a dungeon as "one of the most idiotic dungeons ever", with a two-level maze of locked and fake doors, with a diagonal passage full of teleports and fake walls above. Without a lack of mapping aids, this was very difficult, especially in sixteen-level dungeons that did not contribute to the story.[3] In 1993, Scorpia called the game "poorly designed and implemented mishmash with a quasi-Ultima look", "extremely pointless", and "definitely one to avoid".[4]

Compute! discussed the game's high difficulty and poor quality of the manual. The magazine stated that Deathlord was not the most impressive game, but was a good one.[5]

Home of the Underdogs's Sarinee Achavanuntakul calls Deathlord "One of the best, largest, and most underrated RPGs ever made" and goes on to say it, "offers a unique gameworld inspired by Japanese myths, plenty of traditional exploration-based fun, and the largest map ever made for an Apple II and Commodore 64 game."[6]

Richard Garriott of Origin Systems believed that Deathlord unduly resembled Origin's Ultima games. He ended Origin's affiliation with EA after the company published it, and later Ultima games included a pirate character named Pirt Snikwah.[7]

References

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