Shadowlands (video Game)
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''Shadowlands'' is a 1992 video game developed by
Domark Eidos Interactive Limited (formerly Domark Limited) was a British video game publisher based in Wimbledon, London. Among its franchises were '' Championship Manager'', ''Deus Ex'', ''Hitman'', ''Thief'' and ''Tomb Raider''. Domark was founded b ...
for
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,
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, and
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.


Plot

''Shadowlands'' is a fantasy role-playing game in which the player controls four characters either as a party or as individuals.


Gameplay

The player controls a party of four adventurers, each of which may be controlled individually; this is sometimes required for puzzlesolving. Characters in ''Shadowlands'' are governed by four statistics: Combat, Magik, Strength, and Health. Characters are aligned to one of four roles: Magician, Warrior, Orc, and Priest. Characters must eat and drink, or they may die. An important aspect in ''Shadowlands'' is light: in dark areas torches are needed for characters to see, and they burn out over time. Small creatures, such as rats, follow the player and drain characters' health gradually each turn, and they cannot be killed. Scorpions act similarly, but do not follow the player and instead must be avoided.


Development

The Amiga version of ''Shadowlands'' began development in November 1990, and was released in March 1992. British gaming magazine ''
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'' interviewed Dean Lester, the designer for ''Shadowlands' '' Amiga version, for information regarding its development in a pre-release interview. ''Shadowlands'' was conceived due to the popularity of RPGs at the time, with Lester particularly citing '' Dungeon Master's'' success, stating that "We'd all played and enjoyed ''Dungeon Master'' and we were looking forward to a really long project as well. We'd only had about six months on a lot of our previous work, particularly, the
coin-op A currency detector or currency validator is a device that determines whether notes or coins are genuine or counterfeit. These devices are used in a wide range of automated machines, such as retail kiosks, supermarket self checkout machines, ar ...
conversions, and we felt that a 12-month project would really show what we could achieve." Due to ''Dungeon Master's'' impact on the 16-bit gaming scene, Lester notes RPGs as an 'increasingly important element of the gaming market in the future', further stating that "Expectations are getting higher as standards improve, and the best way to fulfil those expectations is with a complex mouse-driven strategy game, not just another
shoot'em up Shoot 'em ups (also known as shmups or STGs) are a Video game genre, subgenre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain typ ...
." ''Shadowlands'' is designed with an 'arcade-style'
isometric viewpoint The term ''isometric'' comes from the Greek for "having equal measurement". isometric may mean: * Cubic crystal system, also called isometric crystal system * Isometre, a rhythmic technique in music. * "Isometric (Intro)", a song by Madeon from ...
and its controls & UI are 'simplified' due to Lester's design philosophy that "if a game system is relatively familiar to games players, it has more chance of success". ''Shadowlands'' utilizes burst scrolling, stating in regards to this design decision that "A burst scrolling isometric game is rare: flick-screen RPGs tend to be room-based and lose integrity; and it would be unplayable if the screen scrolled every time a character moved." Further expressing ''Dungeon Master'' as an inspiration, Lester states that "There are lots of things we liked about ''Dungeon Master'' but we wanted to do it differently. So we divided the game into components, such as the view, lighting, fighting and control system, and we tried to combine some of the breakthroughs they made with our own input." Lester notes his belief that ''Shadowlands' '' difficulty comes not from its scope, but "the combination of puzzles, monsters, traps and loads of objects to find and use. We reckon that if players want to discover everything they'll have to spend an average of six to seven hours on every level ... There'll be several different ways to complete each stage, allowing you to progress in a random fashion - if the structure was too linear it would ruin the fun." Poisoned food was considered as an addition to ''Shadowlands'' during development, however Lester notes his hesitance in doing so, expressing that "there's nothing more annoying than searching for something for ages, and then eating it only to find it kills you. We've tried as far as possible to take out all the frustration." Lester further notes how ''Shadowlands'' responds to different playstyles, stating that it "senses how good you are: if you're particularly adept at some puzzles you might find there are a couple of extra monsters." Determining when walls should appear and disappear was a complication in ''Shadowlands' '' development, and Lester expresses in regards to this that "The problem with scrolling an isometric game is that you want to leave in the background walls so that you can feature switches and objects, but you want to leave out the foreground walls so you can see your characters. Flick-screen games solve this by just putting in an archway and omitting the wall - but in ''Shadowlands'', once one of the characters walks round the other side of a wall it should reappear. The compromise we reached makes the foreground walls disappear when your character is near, and indicates them with a red line." Light is an important gameplay aspect in ''Shadowlands'', and Lester states that "Light is more than a graphical effect, it also allows you to use objects like photo receptors to activate switches or open doors. Some monsters, too, are attracted to light, so that you can create decoys - others are repelled by it." Lester also notes the use of lighting as a
fog of war The fog of war is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary Intent (Military), inten ...
, stating that "The beauty of the limited vision system we're using is that you often just get vague glimpses of objects lying around, particularly when your light source is fading". ''Shadowlands' '' graphics were created by Mark Anthony, and were drawn traditionally on paper, and then
digitized Digitization is the process of converting information into a digital (i.e. computer-readable) format.Collins Dictionary. (n.d.). Definition of 'digitize'. Retrieved December 15, 2021, from https://www.collinsdictionary.com/dictionary/english ...
into 16-colour graphics. ''Shadowlands' '' graphics were one of the final aspects of the game to be designed; according to ''The One'', "graphics are one of the last pieces of the jigsaw: all of the code has been finished and much of the design is complete", and upon the graphics' completion, the game was sent to ''Shadowlands' '' publisher
Domark Eidos Interactive Limited (formerly Domark Limited) was a British video game publisher based in Wimbledon, London. Among its franchises were '' Championship Manager'', ''Deus Ex'', ''Hitman'', ''Thief'' and ''Tomb Raider''. Domark was founded b ...
for
playtest A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, ...
ing. According to ''The One'', Mark Anthony's "passion for Japanese-style graphics" influenced the
anime is a Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, , in Japan and in Ja ...
artstyle used in ''Shadowlands' '' character portrait generator. ''Shadowlands' '' playable characters have 128 frames of animation. To save on memory, each of the four characters use the same animation, albeit with changed colours. On Amiga 512Ks, levels load in separately, while 1Mb Amigas use the extra memory as a
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disc, and have reduced loading times.


Reception

''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American Video game journalism, computer game magazine that was published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 199 ...
'' gave the game a positive review, stating that "''Shadowlands'' .... doesn't exactly break new ground, but it does have an ''approach'' that is unique and features that set it apart from the rest". The magazine liked the flexible approach to questing with one party or multiple parties, and the use of light and shadow to affect gameplay. The game was reviewed in 1993 in ''
Dragon A dragon is a Magic (supernatural), magical legendary creature that appears in the folklore of multiple cultures worldwide. Beliefs about dragons vary considerably through regions, but European dragon, dragons in Western cultures since the Hi ...
'' #192 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars. ''
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'' gave the Amiga version of ''Shadowlands'' an overall score of 93%, calling it "one of the best dungeon-delving role-playing games to come along since '' Eye of the Beholder''." ''The One'' praises ''Shadowlands' '' design and gameplay, stating that "It's obvious right from the start that an awful lot of thought has gone into the game's design, from the easy-to-use controls to the use of light as more than just a graphical effect ... The real beauty of ''Shadowlands'' is that combat takes a back seat to the environment, but still manages to feature strongly enough to add excitement to the proceedings." ''The One'' praises ''Shadowlands' '' uniqueness, expressing that "The very fact that each of the four characters can be controlled independently of each other sets it apart from the likes of ''
Cadaver A cadaver, often known as a corpse, is a Death, dead human body. Cadavers are used by medical students, physicians and other scientists to study anatomy, identify disease sites, determine causes of death, and provide tissue (biology), tissue to ...
'', '' Dungeon Master'', ''et al'', and allows you to come up with all manner of strategies in fights and solutions to puzzles." ''The One'' particularly praises ''Shadowlands' '' unique approach to items, stating that "Every object, no matter how small or insignificant, can be utilized effectively ... Apples are more than just food, you can drain them of their 'psychic energies', use them to set off hidden pressure plates or even throw them at monsters." ''The One'' however criticises the presence of 'small monsters' such as rats and
scorpion Scorpions are predatory arachnids of the Order (biology), order Scorpiones. They have eight legs and are easily recognized by a pair of Chela (organ), grasping pincers and a narrow, segmented tail, often carried in a characteristic forward cur ...
s, which follow around the player characters and slowly drain their health, a feature they call 'questionable', and expresses that they find the need to eat and drink to " etractfrom the fun of the game" but notes the latter as a matter of personal opinion. ''The One'' calls ''Shadowlands'' "a glorious fantasy romp, mixing exactly the right amount of action with thought and wrapping it all up with a completely absorbing atmosphere."


Reviews

*''
Atari ST User ''Atari ST User'' is a discontinued British computer magazine aimed at users of the Atari ST range. It started as a pull-out section in ''Atari User'' magazine. From April 1987 onwards it became a magazine in its own right (as explained on page 5) ...
'' - May, 1992 *''
ACE (Advanced Computer Entertainment) ''ACE'' (''Advanced Computer Entertainment'') is a discontinued multi-format computer and video game magazine, first published in the United Kingdom by Future Publishing and later acquired by EMAP. History ACE launched in October 1987, roughly ...
'' - Mar, 1992 *''
ASM (Aktueller Software Markt) ''Aktueller Software Markt'' (literally ''Current Software Market''), commonly known by its acronym, ''ASM'', was a German multi-platform Video game journalism, video game magazine that was published by Tronic-Verlag from 1986 until 1995. It was ...
'' - May, 1992 *''
ST Format ''ST Format'' was a computer magazine in the UK covering the Atari ST during the late 1980s and early 1990s. Like other members of the Future plc Format stable - PC Format and Amiga Format, for instance, it combined software and hardware revie ...
'' – Atari ST - Dec, 1993


References


External links


Shadowlands
at
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*{{moby game, id=/shadowlands, name=Shadowlands 1992 video games Amiga games Atari ST games Domark games DOS games Fantasy video games Role-playing video games Single-player video games Teque London games Video games developed in the United Kingdom Video games scored by Matt Furniss