The Immortal | |
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Developer(s) | Sandcastle |
Publisher(s) | Electronic Arts |
Designer(s) | Will Harvey |
Platform(s) | Apple IIGS, Amiga, Atari ST, MS DOS, NES, Mega Drive/Genesis |
Release date(s) | 1990-1991 |
Genre(s) | Role-playing video game |
Mode(s) | single player |
The Immortal is an isometric adventure game originally created for the Apple IIGS, which was ported to the Amiga, Atari ST, MS DOS based PCs, NES, and Mega Drive/Genesis. The main plot revolves around a wizard attempting to find his mentor in a large and dangerous labyrinth.
The game is known for its high degree of graphic violence (much reduced in the NES version) along with its punishing difficulty.
The music was made by Rob Hubbard and Michael Bartlow.
Contents |
Will Harvey had started development on an Apple II game to be called "Campaign", intending it to be an online multiplayer RPG. As the story developed, it became a single player game only.
The game begins with the player in control of an unnamed wizard. In the first room, the player is given the option of viewing the image of the character's mentor, another wizard named Mordamir. He is calling for help from deep below in the labyrinth, though he is attempting to communicate to another man named Dunric.
The two main types of creatures present in the dungeon are the goblins and the trolls, who are at war with one another. This is a minor plot element in the game. Depending on the player's actions in the earlier stages of the game, it is also possible for the main character to form an alliance with one of these races.[1]
The majority of the story is revealed through dream sequences triggered when the main character rests on straw beds placed throughout the labyrinth. It is eventually revealed that Mordamir is battling against a dragon at the Fountain of Youth. The plot of the game undergoes a twist when the main character finds Dunric having been trapped by Mordamir. In the end, the main character is forced to make a decision on whom to aid, the Dragon or Mordamir.
The game takes place on a 7 or 8 level labyrinth, depending of the version of the game. The player also collects items, solves puzzles and uses magic spells in the form of books and scrolls.
Combat in the game is offered in the form of a variety of non-player characters wandering or protecting a specific portion of the map. Upon coming into contact with these characters, the game play shifts from the standard isometric view to a zoomed in two dimensional real-time battle mode. The real-time battle engine is limited to dodging opponent's attacks and performing sword swings and stabs. While fireball spells can be used to dispatch enemies on the isometric field they can not be used once the game has entered combat mode.
In addition to walking, the main character, in certain levels, is capable of flying a magic carpet and paddling through water while sitting on a floating barrel.
The game was reviewed in 1992 in Dragon #178 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars.[2]