Realms of Arkania: Blade of Destiny
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Realms of Arkania Blade of Destiny |
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Developer(s) | Attic Entertainment Software |
Publisher(s) | Sir-Tech/U.S. Gold |
Designer(s) | Fantasy Productions |
Release date(s) | 1993 |
Genre(s) | Role playing game |
Mode(s) | Single player |
Rating(s) | ESRB: Teen (T) USK: 12+ |
Platform(s) | Amiga, Atari ST, PC (MS-DOS) |
Media | Floppy discs or CD |
System requirements | Amiga: 500, 500+, 600, 1000, 1200, 2000, 3000 or 4000, 1.5 MB RAM, Kickstart: 1.2, 1.3, 2.0 or 3.0 PC: Intel 80286 CPU, 640 KB RAM, 9 MB HD space, VGA video card, DOS 4.0 |
Input | Keyboard, Mouse |
Realms of Arkania: Blade of Destiny is a computer role playing game developed by Attic Entertainment Software. It was the first game based on the German pen & paper RPG system Das Schwarze Auge by Fantasy Productions. The original German version of the game (German title: Das Schwarze Auge: Die Schicksalsklinge) was released in 1992. Due to its success it was translated to English and released by Sir-Tech in 1993.
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[edit] Gameplay
Realms of Arkania: Blade of Destiny is a classical 3d party computer role-playing game that has six characters moving through 3d towns and dungeons. Travels between those 3d levels were simulated by showing a path on a regional 2d map. The game generally uses the same pseudo-3d-engine as Attic's 1991 game Spirit of Adventure, utilizing an increased resolution for the 3d part of the screen. The game also borrowed ideas from Eye of the Beholder (the inventory user interface) and Might and Magic III: Isles of Terra (the main screen user interface layout). The game did not feature NPC/monster sprites in the 3d view (a shortcoming that can be found in the entire Northlandtrilogy) that were already introduced by the first 3d computer role-playing game - Dungeon Master - in 1987. Instead of visualizing fights in the 3d view, the game switched to the isometric perspective for a unique turn-based strategical combat simulation.
[edit] Story
An orc chief has united all tribes of the orcs and plans to attack the lands of the humans. The player is hired by the leader of the Thorwalians to find the Grimring (the Blade of Destiny) and prevent an orc invasion on Thorwal.
[edit] Development Team
- Hans-Jürgen Brändle - Director, Programming
- Guido Henkel - Project Leader, Programming
- Michael Johann - Story, Documentation
- Thomas Römer - Story, Documentation
- Michael Henrich - Artwork
- Peter Heutling - Artwork
- Klaus Hoffmeister - Artwork
- Carsten Holtmann - Artwork
- Robert Jaquet - Artwork
- Sascha Jungnickel - Artwork
- Bernd Karwath - Artwork
- Orlando Petermann - Artwork
- Vadim Pietrzynski - Artwork
- Markus Henrich - Artwork
- Jochen Hamma - Battle Sceneries, Executive Producer
- Hartwig Nieder-Gassel - Intro
- Ulrich Walther - Programming (Intro)
- Rudolf Stember - Music
- A.U.D.I.O.S. - Music
- Werner Fuchs - Documentation, Executive Producer
- Ralf Hlawatsch - Documentation, Playtesting
- Frank Werschke - Documentation
- Michael Bau - Manual Illustrations
- Jens Haupt - Manual Illustrations
- Ina Kramer - Manual Illustrations
- Josef Ochmann - Manual Illustrations
- Ugurcan Yüce - Cover Design
- Andrea Mattes - Playtesting
- Ulrich Mattes - Playtesting
- Michelle Melchers - Playtesting
- Michael Monka - Playtesting
- Hiep Tran-Trung - Playtesting
- Michael Wolter - Playtesting
- Christian A. Weber - Programming Amiga 500/600 (OCS/ECS) port
- WSP Software - Atari ST port
[edit] Sequels
Blade of Destiny was the first game in the so called Northlandtrilogy, it was followed by Realms of Arkania: Star Trail, and Realms of Arkania: Shadows over Riva. As a feature players could save the game after beating it, this allowed the players to import their characters into any of the sequels.