Shadowlands

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Developer: Teque SoftwareGraphics:
Publisher: DomarkSound:
Year: 1992Difficulty:
Genre: Role-playing gameLastability:
Number of players: 1Rating: 7/10


Today, we take for granted conventions introduced by Diablo (1996) in the ARPG genre (Action Role Playing Game). If you listen to the interview with Diablo’s lead programmer (David Brevik), he wanted to turn away from established rules (heavy character creation system, spell and item manipulation through menus, manual mapping, food resource management…) without “betraying” the models. Interestingly, the key decision—the shift to real time—was made against the author’s wishes, under persistent pressure from the publisher (Blizzard). Which shows that realising one’s vision without compromise isn’t the only possible path (a little jab there aimed at Darkest Dungeon).

I find it remarkable, in any case, that almost all genre-founding games were preceded by prototypes that remained in the shadows, which tried ideas that didn’t take off, without us always knowing why. Ironically, a few years later, David Brevik would participate in producing the first looter-shooter, two years before Borderlands, and to general indifference!

Shadowlands is, in some ways, one of the forgotten forerunners of Diablo or Baldur’s Gate (1998). Back then, it was seen as yet another spin-off of Dungeon Master, presented in isometric perspective.

You still control four characters (customisable through their portraits and starting statistics) in real time, and explore dungeons filled with monsters and traps. You traditionally manage their equipment and the sharing of provisions, torches, or magic scrolls. The magical energy used for casting spells recharges by “consuming” various objects.

The isometric 3D view allows you to control each of your heroes, individually or in sub-group(s). The system proves intuitive, albeit very slow: click on the leg to move a character, on the hand to pick up an object or attack a target, on the head to read an inscription. Nevertheless, one feels that technically, the formula wasn’t quite perfected. The animation and screen scrolling appear jerky, though less pronounced than in the Atari ST version. The slowness is moderately bothersome during exploration, but more frustrating during combat, when you click on a severely wounded character trying in vain to disengage from the melee, or to use an item, as time doesn’t stop when you open the inventory screen.

An unexpected commonality with Diablo: dynamic lighting effects (Photoscape™). The colour gradients displayed on screen change according to light source intensity. Your torches’ illumination decreases over time and this is visible on screen. Light attracts some monsters or repels others, while total darkness prevents you from distinguishing and interacting with scenery elements. Some puzzles even take advantage of this innovation.

Although it doesn’t play in the same league as Legend (it’s the eternal dilemma between accessibility and gameplay depth), Shadowlands remains an excellent introduction to the genre, especially if you’re not ready to spend hours reading a manual (though reading it remains helpful).

The same year, a science fiction-themed sequel would be released: Shadoworlds.

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Oh my god…

Where to download it?
Abandonware-France (PC)
Planet Emulation
The Old Computer