Lords of Midnight : The Citadel
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Lords of Midnight: The Citadel | |
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Developer(s) | Mike Singleton |
Publisher(s) | Domark |
Release date(s) | 1995 |
Genre(s) | Strategy |
Mode(s) | Single player, multi player |
Platform(s) | PC |
Media | CD |
System requirements | DOS |
Input | Keyboard |
Lords of Midnight: The Citadel is the second and final sequel to the classic ZX Spectrum,Commodore 64 and Amstrad CPC game The Lords of Midnight by Mike Singleton.
The sequel departs quite radically from it's predecessors, abandoning the previous installments' turn-based movement and opting for real-time 3D movement.
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[edit] Background
The story of the game is a direct continuation of Doomdark's Revenge. Morkin's father, Luxor the Moonprince, who by now is an old man, sets off on a quest to find the fabled Eye of Moon. During his quest he is captured by Boroth Wolfheart and imprisoned in a Citadel. The main quest is to aid Morkin in finding and freeing his captured father.
[edit] Gameplay
The canvas of Lord of Midnight: The Citadel is fairly big for a 1995 game. Many of the games novel ideas are focused on the characters' movements in the Bloodmarsh. The character switching from the previous games is still present, although character movement is different. Game characters can be given autonomous tasks and these are then executed independently by the game engine, without further need of player input.
[edit] Criticism
The game received harsh criticism upon release. The graphics engine was seen as outdated by the standards of the day, the interface was deemed cumbersome and extremely hard to master and the atmosphere of the game was completely missing. The game was generally seen as very poor, both in design and execution.
Fans of the original games were very disappointed, and saw the only redeeming factor to be the PC ports of the original games released as a bonus feature on the game CD.