Drakkhen
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Drakkhen is a computer role-playing game originally developed by Draconian (Data East) for the PC. Originally created by French developers, it was later re-tooled in order to be released in the United States by MicroProse in 1990.
Drakkhen was again re-tooled by the Japanese, thus becoming a relatively successful port, 'Drakkhen', for the Super Nintendo. This work was done by the entity Kemco-Seika. This version's graphics, sound, and ease of play are arguably improved over the original French and imported-French versions.
Drakkhen was notable for being among the first role-playing games to feature a three-dimensional playing field. However, it did not employ a conventional 3D game engine, instead simulating one using character-scaling algorithms.
Drakkhen features an animated day-night cycle, and the ability to wander freely about the game world, both rare for a game of its era.
Although a player may travel the length and breadth of Drakkhen's continent without limitation shortly after creating a set of four characters (i.e. beginning a new game) -- this can in practice be unwise. Chance encounters with dangerous monsters are regular, whether or not the player is actively moving about. A cautious player may, however, attempt to run away from attacking monsters.
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[edit] Further information
The world of Drakkhen is a large and curiously desolate land. A large rectangular continent is divided horizontally into four smaller rectangles, each controlled by two members of the ruling Drakkhen caste. The southernmost region (an arid, desert-like region) is terminated to the south by a vast ocean. Walking into this, or any other body of water, will result in the speedy drowning of all of your party members.
Much of the game, for a player intent on following the storyline through to its completion, is spent travelling between these eight castles, on various political missions at the behest of the aforementioned royalty. A player can also wander around without having a particular goal or destination, fighting wildlife, monsters, and somewhat bizarre supernatural entities in order to better their equipment and abilities -- or, simply. for the sake of curiosity, adventure, and exploration.
For the most part, these encounters will occur randomly, though looking at certain stellar constellations at night may result in a strange, hostile visitation by a powerful flying entity. Also, bumping into an urn-like marker at certain crossroads would summon a large, black, furious, stationary canine head that would growl menacingly, and shoot powerful red energy bolts from its eyes. These encounters are quickly fatal if the player's party does not run, or is not heavily-armored.
The storyline lacked the complexity and pre-scripted dialogue commonly found in role-playing games of the time, and the plot was somewhat mystical and potentially confusing, a fact sometimes attributed to translation issues.
Drakkhen featured an engaging orchestral score, as well as a very strange palette of character noises, many of which sounded more like belching, chittering or inarticulate rumbling than coherent human speech. Presumably, this was due to the fact that most of the world's inhabitants indeed were not human, but rather an odd assortment of creatures, from lizard-men, to ogrish hunchbacks, to tar-monsters, to the eight dragon lords.
One of the most famous creatures of Drakkhen is the "Shadow Man" a large figure that would pop up with a unique dark tune. The surreal sound, the time of attack (usually at night) accompanied by the grandiose entrance of said monster, continues to be a topic of discussion among fans.[1]. Fighting this monster at almost any point of the game meant certain death, which caused confusion among new players.
Its limitations notwithstanding, Drakkhen attracted a modest cult following thanks to its innovative approach, eerie, otherworldly atmosphere, provoking monster design, unique music, and overall, soothing, hypnotic gameplay.
The small proportion of the gaming population who have played and enjoyed Drakkhen generally consider it a classic of the RPG genre, alongside the likes of Ultima VII, Betrayal at Krondor, Final Fantasy IV, and Baldur's Gate -- although its replay value may be slightly lower than these due to its comparative lack of depth, detail, and storytelling.
This game spawned a sequel, Dragon View, for the Super NES.
[edit] Continental divisions
- Arctic Wasteland: Domain of the Prince and Princess of Air, both who live in large glacier-shaped castles
- Swampland (darker green): Domain of the Prince and Princess of Water, the former living in a large castle, the latter, in what resembles a pagoda. This area has the greatest amount of rivers and lakes.
- Grassland (light green): Domain of the Prince and Princess of Earth, who live in identical-looking fortresses. This is where the adventure begins. In the centre is an area of glowing spots that are hazardous to pass.
- Desert: Domain of the Prince and Princess of Fire, the former living in what resembles an Aztec pyramid, the other, in a large Taj Mahal or mosque like building (that's even incorrectly called a "minaret")
[edit] Trivia
- In the Amiga version, crossing 'borders' would require a wait while the game loads.