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Box art for Deathkeep (Windows)To understand Deathkeep we need to journey back in time to 1987, when Strategic Simulations, Incorporated (SSI), was granted the AD&D license from TSR, Inc. The next seven years were wondrous for the PC Dungeons & Dragons player, as the company released many quality RPGs, beginning with the Gold Box series (of which Secret of the Silver Blades remains my all-time favorite), the Eye of the Beholder series, and the later SVGA games such as Menzoberranzan and the Ravenloft games. I can recall many hours of gaming in the AD&D universe thanks to the talented development teams at SSI. Unfortunately, this review is not about one of those games.

If only I was reviewing this gameThe AD&D license expired in 1994, which meant that no new development of games using the AD&D ruleset could be initiated, but games already under production could finish their development cycle. This is how Deathkeep could stay alive and be released on April 30, 1996, a full two years after the license had expired. So between the extra time given to the game and the need to make it the crowning achievement – the legacy, as it were – of the SSI experience with the AD&D universe, you would expect this game to well-nigh pulse with energy while still in the box. You would certainly not expect what appeared to be a very late April Fool’s Day prank from the lads and lasses at SSI. Speaking of what’s in the box, here are Deathkeep’s contents. Note the special credit card for hints.The game begins with a brief semi-animated (mostly a slideshow that occasionally animates, similar to the early days of graphic adventures) which sets up the quest: Stop a generic AD&D villain from reacquiring his long-lost power by recovering three special Orbs from his ancient lair – his “Deathkeep” – which he raised amidst a Dwarven fortress, and deliver them to an ancient three-armed skeleton creature’s temple hidden within that same fortress. Well, not every game can have an interesting and creative storyline, and the hope of those starting the game was that perhaps the game itself would rise above the “every DM in the world has run this story” plot.

Unfortunately, the opening sequence may have been the highlight of the game.The first real worry that this game might be broken comes immediately after the opening sequence, when you choose your character. Typically in a RPG, a player selects their gender, race, class, abilities, equipment, and so forth, customizing their character and giving it their own unique stamp. In Deathkeep, the game presents a total of THREE characters to choose from: a male Dwarven Fighter, a female Elven Mage, and a male Half-Elf Fighter/Mage. Astonishingly, that’s it. Not even a choice in gender for each character, so if you’re not into cross-dressing but you do like playing Mages, you’re out of luck. At least you could name your character.As for the gameplay itself, the control mechanism was efficient enough: you could opt to use your keyboard or your mouse for a full range of motions.

Combat was handled by facing the creature you wanted to disappear and clicking on your mouse until it was gone. No real problem, aside from the incredibly chunky graphics, that is. Maps and inventory screens displayed in 640×480, but the game ran in 320×200, resulting in walls with very poor textures, and creatures that looked like they would be right at home in today’s Minecraft but with lower resolution. The whole game was just hard on the eyes, and considering the some of the amazing games that were released that same year, SSI really had no excuse. Rear box art for Deathkeep (Windows)So why was Deathkeep such an embarrassment?

The answer lies in the timing of the loss of the AD&D license and what system the game was originally designed to play on: the Panasonic 3DO. Deathkeep was first released for the 3DO in 1995, a full year before the Windows release. The 3DO was a 32-bit video game system whose core processor ran at 12.5 MHz, and whose video output was either 640×480 or 320×240 (on 60 MHz North America systems50 MHz PAL versions ran much better graphics at 768×576 or 384×288). The game was simply ported over to Windows, with less than stellar results. Of course, the game wasn’t all that good on the 3DO, either.Here’s a little humorous tidbit of knowledge found in the game’s documentation for anyone wondering why I don’t have any screenshots of gameplay: Deathkeep does not permit Windows multi-tasking. Attempts at doing so exits the game. Not a single screenshot utility works, not the standard PrtScn/Paint combo, not Gadwin, not MWSnap, not Screen Rip32, nothing.

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Perhaps the developers wanted no visual evidence that might implicate them in this sorry mess of a PC-RPG, perhaps not. Truly this is a bad, bad game. My favorite Deathkeep screenshot. That’s the menu screen. Thanks for nothing, SSI.Deathkeep was promoted as a 1st person 3D game set in the AD&D universe, with “dungeon delving the way you like it – fast, furious and fun!” I was one of the unfortunates who purchased the game upon its release (and still have it in my collection of AD&D PC games), and after revisiting it for this review, I am reminded of what I thought back in 1996: This game is neither fast, nor furious, nor fun. It’s games like this one that helped spawn the world-wide “ Review a Bad Game Day” phenomena which hopefully will help gamers tell other gamers of some of the pitfalls that await them, while simultaneously presenting an opportunity for us to share our pain with sympathetic readers. So my fellow retrogaming enthusiasts, consider this a solemn warning: should you encounter the excrement that is Deathkeep in your travels, run, don’t walk, away from this game before you suffer as I have suffered!A terrible video of Deathkeep for Windows, including intro and some quick gameplay.

A truly awful video for a truly awful game. From time to time I look up from my stack of retro gaming treasures to explore the world of the now, leaving behind my classic gaming consoles and vintage computers, focusing instead on more modern machines, such as the Nintendo Wii, the Xbox 360, or something for my desktop or laptop computers – or even on my Android phone. Many of these excursions of late have been to immerse myself in the world of indie gaming, a place where the corporate beancounters and stock-vested management team do not have any sway over the final product and therefore cannot dilute the gaming experience and dim their creators’ visions. Indie gaming is the place where imagination still trumps profit margin, and where a gamer can find something unique to counter the ennui caused by too many Call of Duty clones and the endless repetition of sequel after sequel.It is in this spirit that I was excited to discover Kytarro Games’ upcoming release, Bundle in a Box – Adventure Bundle, which contains not one, but SEVEN adventure games, all DRM-free, and is being sold under what is described as a “pay-what-you-want” payment model. The games included are The Sea Will Claim Everything, Gemini Rue, Ben There, Dan That! Special Edition, Time Gentlemen, Please!, 1893: A World’s Fair Mystery, The Shivah, and Metal Dead.

Seems like a decent return for a minimal investment to me!However, the most interesting aspect of the Bundle in a Box release is that a part of the proceeds are paid into the, a fund created by Kyttaro Games to help Indie game developers by providing them with a little extra cash. It’s actually a brilliant concept, and one that every indie dev should embrace in the interest of keeping the community healthy. In this case, for every 15,000 units sold, $2,000 will be added into the Indie Dev Grant, and the cumulative total will be handed with no strings attached to a lucky developer.Where do you find this amazing gaming package?

Look no further than the Bundle in a Box website, located. Take a moment to support indie game development and play some great games for the price of a good cup of coffee and a tasty donut – purchase a good and tasty game pack today! Back in the holiday season in 1997, Interplay Productions released Descent to Undermountain, a new Dungeons & Dragons PC game hotly anticipated not only because it was a new AD&D game, but because it promised to be a 3D roleplaying experience using the Descent 3D game engine. Many gamers did not bother to wait for the magazine reviews, as the last true AD&D RPG had been Strategic Simulations, Inc.’s 1995 classic, Ravenloft: Stone Prophet, and the intervening years had seen only fighting and strategy games released based on TSR’s many game worlds. They were to be sorely disappointed. Descent to Undermountain splash pageDescent to Undermountain began well enough with a deep, multi-screen character generation program. The player began the process by choosing one of six character races (human, elf, dwarf, half-elf, halfling, and drow) in either gender.

As this was AD&D 2nd Edition rules, each race had restrictions or benefits, with humans being the only race with unlimited advancement (but unable to gain racial bonuses or multi-classing). Elves and Drow received +1 on their Dexterity score, but suffered -1 on their Constitution score, as well as near-immunity to sleep spells. Half-Elves received partial immunity to sleep spells, no special pluses or minuses to their ability scores, but the most possible class combinations. Dwarfs gained +1 on their Constitution score, some resistance to magic, and -1 to their Charisma score. Finally, halflings gain +1 to their Dexterity score, some resistance to magic, and -1 to their Strength score. Choosing a Drow Elf in Descent to UndermountainThe player next chose which of the four character classes they wanted: Fighter, Priest, Mage, or Thief. Multi-class characters were possible for all races (except humans), but there were also some class limitations: Elves and Drow could choose Fighter/Mage, Fighter/Thief, Mage/Thief or any of the stand-alone classes; Dwarfs could choose Fighter/Priest or Fighter/Thief (or simply a Fighter, Thief, or Priest), but not a Mage; Halflings could be a Fighter, Priest, Thief or a Fighter/Thief (but not a Fighter/Priest); and Half-Elves could be any class, as well as the Fighter/Priest, Fighter/Mage, Fighter/Thief, and Mage/Thief combinations.

Congratulations, you’ve got through the first two Character Generation screens! Generating ability scores in Descent to UndermountainAfter choosing the gender, race and class of their character, the player then worked up his or her ability scores (the standard Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma) on the third screen in the character generation process. The stats were randomly generated (you could discard them and refresh for a new set as many times as you wished), and each individual score could be swapped out with another. For instance, if you chose to play a Mage and your Wisdom score came up 18 and your Intelligence score came up a 10, you could switch them. In addition, each character was given an extra 5 ability points to distribute as desired. Once completed, the player moved on to the fourth and final character generation screen, where they were able to chose the Name, Portrait, and Alignment of their character.

Name, face and alignment in Descent to UndermountainBesides a rich character generation process, Descent to Undermountain also had a decent storyline and pacing. You began the game determining what in AO’s name are you supposed to be doing in Waterdeep. As the game map only showed Khelben’s Tower as a clickable item, it was off to visit the Blackstaff to see if he could enlighten you. It seemed that kobolds were bothering Waterdeep’s merchants, and had been spotted just outside the main entrance to Undermountain.

(Bear in mind that this entrance was guarded by one of the most powerful Lords of Waterdeep, but, hey, it’s an AD&D RPG, so you should suspend all disbelief at the splash screen.) The Lord Mage of Waterdeep even passed you a quick couple of gold pieces to pay your way in and out of Undermountain, and sent you on your way to the Yawning Portal Inn. (Tip for anyone daring to play this game: it”s a good idea to stop at the marketplace just prior to entering the inn.). Khelben Blackstaff in Descent to UndermountainUp to this point players were seeing some decent high-res screens, and some good voice acting.

Khelben’s voice in particular, performed by either (the voice of the Terror Mask in Splatterhouse, among many other things) or (the original voice of Megatron) – the credits are a bit unclear on who did the actual work – was very crisp. (Actually, Khelben sounds more like Jim Cummings.) And with all the prior work done on establishing your character, you’d expect playing the game would be worth the effort. Descent to Undermountain wall torch.Sometimes it’s easier to show a few pictures rather than attempt to describe how bad something is with mere words.

Yes, that’s a torch. It flickered, but the closer you got, the more pixelicious it became.

And it got worse, much worse. Although the box stated Pentium 90 MHz with 32 MB RAM were the minimum system requirements to run Descent to Undermountain, I remember using my Pentium 200 MHz system (that handled some sweet-looking games with aplomb) yet this game ran like a Descent-engine slug. The problem was that Descent to Undermountain was a DOS game masquerading as a Windows game, with all the system resource management problems that entailed. Worse, the 3D objects were being software rendered, not taking advantage of the then-existing technology of 3D graphics cards. It seemed like an old game because it was: Windows 95 had already been on the market for years; the developers had no excuse for foisting a DOS game on their RPG audience.

Blockheads in Descent to UndermountainHidden within this morass of poor graphics was a fairly bland RPG. The story was very similar to a standard AD&D adventure module from the Gary Gygax days: go gather the parts to re-create the Flamesword – an ultimate Drow weapon – to prevent Lolth, the evil Drow Goddess from enacting her master plan to enslave the world of Faerun.

Bs en 12390 8 pdf reader. Along the way, the player battled kobolds, skeletons, zombies, the Shadow Thieves, a mummy, orcs, ogres, a lich, drow fighters and priestesses, a beholder, and finally the avatar of Llolth herself. Unfortunately, a terrible AI made the creatures ignore you or move in a bizarre fashion until you disposed of them, and then, due to programming glitch, they sometimes floated nearby. As for the story, Descent to Undermountain used a fairly linear formula: Khelben assigned you your task, and you went down into Undermountain to complete it.

Upon successful completion of said tasks, new parts of Undermountain would become accessible, although you could return to areas you already explored, too. Look, it's a Flood Control Dam #3 Reference!As you might infer from the overall tone of the previous paragraphs, critics crushed Descent to Undermountain like it was roadkill on the freeway.

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Computer Games Magazine gave the game a whopping 1 out of 5 in its March 1998 review, while Adrenaline Vault thought the game marginally better with a 2.5 out of 5 score in its December 1997 review. Gave the game a hardy 3.7 (out of 10), with an article subtitled, “ How could the company that produced Fallout also be responsible for one of the lousiest games to come down the pike in quite a while?” And that seems to be a good place to end this look back at one of the many Retrogaming Ruins to have graced my gaming systems. Full disclosure: I finished the game twice, just to make certain I wasn’t being too unkind the first time I played it.

The things we do to ourselves in the pursuit of retrogaming! Front cover of World of Aden: ThunderscapeFirst, a little gaming history.

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The AD&D gold box PC game series was a huge hit for SSI back in the day, but eventually technology outpaced the game engine, regardless of how many tweaks they could add to it. This meant a new game engine needed to be developed, which is exactly what SSI did for its next release,. Of course, this kind of effort is expensive, and a company needs to either have a large cash cushion to absorb it, or a high sales payoff in the first game release using the new engine. Unfortunately, SSI had neither, and the company was bought out by Mindscape, Inc., ending an era.The World of Aden: Thunderscape was the newly sold company’s effort to mirror the success of the Ultima series in the RPG market: an in-house game engine and concept that did not require 3rd party licensing. No fees paid to TSR for the right to use the AD&D worlds meant higher profits for the company.

It all sounded so elegantly simple. So why don’t we still adventure in Aden today?The answer lies in the gaming experience. Thunderscape was a world highly influenced by steampunk. Muskets were an option (albeit an expensive one) for adventurers.

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Steam golems, archaic-appearing robots, could appear to threaten the party, and other steam-related technology, such as steam engines, could be found in the game. Most other RPGs were classic medievalesque fare; because of its steampunk leanings, Thunderscape was something different.In some ways, Thunderscape played like a standard SSI-produced RPG, which made the game world even more jarring.