I received this immediately upon returning to the king. The most anticlimactic game ending in history. |
Galdregon's Domain
United Kingdom
Pandora (developer and U.K. publisher); Cinemaware (U.S. publisher)
Released 1989 for Commodore 64, DOS, Amiga, and Atari ST
Originally released as Death Bringer
Date Started: 28 June 2012
Date Ended: 29 June 2012
Total Hours: 6
Difficulty: Easy (1.5/5)
Final Rating: 18
Ranking at Time of Posting: 8/72 (11%)
Date Ended: 29 June 2012
Total Hours: 6
Difficulty: Easy (1.5/5)
Final Rating: 18
Ranking at Time of Posting: 8/72 (11%)
Ranking at Game #455: 122/455 (27%)
Galdregon's Domain was too easy not to win. Clearly designed for novices, the game had a simplicity that I found almost almost endearing, although this didn't make up for some awful gameplay and interface elements. The enterprise took almost exactly my six-hour minimum. I appear to be the only person online who has won the game (or at least talked about it). Later, I did manage to find a walkthrough in the form of screenshots from a contemporary magazine called Advanced Computer Entertainment, but I'm pretty sure it's wrong about a crucial bit.
Galdregon's Domain was too easy not to win. Clearly designed for novices, the game had a simplicity that I found almost almost endearing, although this didn't make up for some awful gameplay and interface elements. The enterprise took almost exactly my six-hour minimum. I appear to be the only person online who has won the game (or at least talked about it). Later, I did manage to find a walkthrough in the form of screenshots from a contemporary magazine called Advanced Computer Entertainment, but I'm pretty sure it's wrong about a crucial bit.
Winning the game consisted of finding each of five gems. Each gem was held by a boss-level creature in some dungeon or tower: a lich, a medusa, a demon named Set, an assassin lord, and a rock monster.
A medusa is incorrect. |
Defeating each "boss" required that I first find some item of offense or protection against him. For the lich, this was a cross; a mirror protected me from the medusa; the demon required me to have a sacrificial dagger; a cloak kept me hidden from the assassin lord; and the rock monster only died when I was holding a diamond. In almost all cases, the item needed to defeat the creature was in the same dungeon.
The exception, and the part of the game that took the longest, was the cloak. I had to get that from an elf lord, and to get him to give it to me, I had to bring him the bones of his father, who had been slain by Azazael. This took a while because I overlooked that the elf's ghost, who told me where to find the bones, was in a tower I thought I'd already explored.
A stage in the only reasonably complex quest in the game. |
Anyway, the walkthrough suggests you can just kill the elf lord, and I'm pretty sure that's not true. In fact, if you do kill the elf lord, I think the game becomes un-winnable. So, future players of the game, remember that you got that hint here! But I would really encourage you to move on to something else.
As I mentioned in my first posting, there are no levels or experience in the game, and the only form of character development comes from finding better equipment. Slowly, you find a shield, a helmet, and armor for your torso, arms, and legs (each arm and leg has a different piece). I never found any boots, meaning I remained part-barbarian until the end.
My final character was invulnerable to everything but rats and roundworms. |
There's a secondary form of "development" in the sense that every retrieved gem slightly increases your strength. The game got very easy after I started finding armor, and I made very little use of all the potions and scrolls I was finding. You can't load up on too many of these, however, since you're restricted by both the number of items and total weight. I generally ended up leaving useful items among the corpses.
"Arrghh" was indeed my reaction after too many of these messages. |
There were about 10 total dungeons (towers, castles, fortresses, and forests) to explore in the game, and none of them were large enough to make me feel like I really needed to map them. I just used the "follow the right wall" trick. Not all of them were necessary to finish the game; a few of them just offered opportunities to find more equipment.
There were several major annoyances relating to gameplay and navigation:
- To talk to an NPC, you click "Talk" and then the NPC. To attack a monster, you click "Attack" and then the monster. The selection remains fixed on what you last clicked on. I kept accidentally killing NPCs because I forgot I had last selected "attack." This is how I know that killing the elf lord doesn't produce his cloak. I accidentally killed him and had to reload, but I searched his body first and there was no cloak.
- I carried around a lantern for most of the game and also found a bunch of "light" scrolls. As far as I can tell, none of them did anything.
- When you face forward, the game does not show doors, and usually does not show passages, to your left and right. You have to actually turn and face them.
You can't tell, but there's a door to my left. |
- Weapons continually break, forcing you to find new ones. They're plentiful enough that this isn't a serious problem; thus, it's an annoyance rather than a challenge.
- When you reach the boundaries of the limited game world and try to move onward, the game says, "ouch!" as if you've run into a barrier, even though it looks like there's an empty field before you.
- NPCs talk to you in text that scrolls across the screen from left to right. You can't do anything while this is happening, so if you run into five or six NPCs on one screen, you have to stand there and wait until all the talking stops.
- There is absolutely no feedback in combat. You just keep clicking, or casting spells, until your opponent abruptly turns into bones.
All in all, barely worth my six hours. I don't expect the GIMLET to be high. Before I get into it, you can see some of the gameplay in the video below. I took it shortly after my first posting, a little less than halfway through the game. This video is notable in that I die at the end of it.
The game world is rather silly, mixing a variety of fantasy archetypes, and the game doesn't really pay attention to its own back story. The quest concerns stopping a necromancer named Azazael from retrieving the five Gems of Zator (by finding them yourself first), but Azazael doesn't even bother to make an appearance in the game. On the plus side, the world does remember your actions, to the extent that even corpses remain where they've fallen throughout the game, and items with them (3).
As I said, character creation is nonexistent (everyone starts the same), and development is meager (1). NPC Interaction consists of one-line responses when you click on them. While it isn't strictly necessary to talk to NPCs, you do get a few hints as to objects that you need to find (2).
I get a clue from some elf folk. |
Encounters and foes are standard fantasy monsters, and you don't have any role-playing options when dealing with them. The bit about having to find some special object before each boss is an interesting twist, but not that interesting. Areas do not appear to respawn, but I can't imagine why you'd care if they did (1). Combat consists of simply clicking on enemies; the only alternative is using scrolls like "fireball" and "death," which constitute the only magic in the game (1).
Five clicks and it's over. |
Equipment might be the best part of the game, and that isn't saying much. It was mildly satisfying to find new pieces of armor. There are a variety of weapons you need to test out to find the most damaging (I think it was the halberd), and a variety of potions, food, and scrolls keep your character buffed and ready for combat (2). There is very little economy; monsters occasionally drop one gold piece or some gems (automatically converted to 2-3 gold pieces), which you can use to pay for food, ale, or healing. Potions were common enough that this wasn't really necessary (2).
The barbarian finds another bit of armor. I'm amused at the idea of a foe armed only with one piece of "arm mail." |
The quest was just a variety of standard CRPG missions, without even a final battle to make things interesting. There are no side quests (2).
A ghost gives me one of the more interesting pieces of the main quest. |
As you can see, the graphics are quite nice--really the only plus for this game--but I have to conclude that the DOS version shipped without sound. The interface was simply horrible, with virtually no keyboard support and far too much clicking around. It was too easy to accidentally click on the wrong menu command (2).
The gameplay was reasonably non-linear for such a small world; I think you can defeat the bosses and find the gems in any order. It's too easy and there is no reason in the world to re-play it, although at least the pacing is okay (2).
The final score of 18 is the lowest since Times of Lore almost a year ago, and it earns a place in the "superlatives" in the right status bar. The game just seems half-assed. It's name doesn't even make any sense ("Galdregon" is never referenced in the game or manual), and the dragon promised on the main title screen never appears. It feels like Pandora spent a lot of time on the graphics engine and didn't have time for anything else.
Contemporary reviews of the game seem a bit more positive, praising its graphics and sound (the Amiga version apparently had some) while noting limited gameplay and extremely basic combat. Advanced Computer Entertainment said that "dungeon masters in need of a fix might be disappointed with this offering." The biggest mystery comes from an Amiga magazine called Format, which offers a review so positive I suspect someone was paid by the developers.
Every night for the next decade? Wow. CRPG players must have seriously sucked back then. Of course, not only has the game virtually disappeared from anyone's memory (there was no Galdregon II), but any comparison to Dungeon Master should have gotten this reviewer fired.
This was Pandora's third game. It's previous offerings were Into the Eagle's Nest, a 1986 World War II action game, and Amegas, a 1987 arcade game. I'll meet them again in 1990 with Xenomorph, a sci-fi RPG that from the screenshots might use the same graphics engine as Galdregon's Domain. Xenomorph appears to be the company's last offering before it faded into obscurity.
The game's box. Hey, it seems like I've seen that barbarian somewhere before. |
Ah, yes. |
Contemporary reviews of the game seem a bit more positive, praising its graphics and sound (the Amiga version apparently had some) while noting limited gameplay and extremely basic combat. Advanced Computer Entertainment said that "dungeon masters in need of a fix might be disappointed with this offering." The biggest mystery comes from an Amiga magazine called Format, which offers a review so positive I suspect someone was paid by the developers.
Galdregon's Domain is similar to the now infamous Dungeon Master, but it is set aside from the rest by its great graphics and atmospheric sound. You'll be wandering the territory for ages. And with a Galdregon II promised, you just know what you'll be doing every night for the next decade. It's a great game and well-worth the challenge. You'll be hearing a lot more about Galdregon's Domain from now on.
Every night for the next decade? Wow. CRPG players must have seriously sucked back then. Of course, not only has the game virtually disappeared from anyone's memory (there was no Galdregon II), but any comparison to Dungeon Master should have gotten this reviewer fired.
This was Pandora's third game. It's previous offerings were Into the Eagle's Nest, a 1986 World War II action game, and Amegas, a 1987 arcade game. I'll meet them again in 1990 with Xenomorph, a sci-fi RPG that from the screenshots might use the same graphics engine as Galdregon's Domain. Xenomorph appears to be the company's last offering before it faded into obscurity.
Let's have some more NetHack and then see what I'm going to do about Star Saga: Two.