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It was a long road to get here. |
Realms of Darkness
United States
Strategic Simulations, Inc. (developer and publisher)
Released 1987 for Commodore 64 and
Apple II, 1989 for MSX, PC-88, PC-98, Sharp X1, Sharp X68000
Date Started: 12 April 2025
We've gone back in time. This is SSI's own Silver Age, 1984-1987, before the Gold Box, before the Dungeons & Dragons license, when it was primarily a wargames company but occasionally took a chance on an RPG brought to them by an independent developer like Charles Dougherty (Questron), Winston Douglas Wood (Phantasie), and Ali N. Atabek (Rings of Zilfin). In a way that I probably did not appreciate when I was playing some of those games for the first time, someone at SSI had a remarkably good eye for innovative titles that may have been inspired by Ultima and Wizardry but pushed beyond the boundaries set by those games, in ways that sometimes didn't work but were always interesting.
Realms of Darkness fits into this era perfectly. The designers were Gary Scott Smith and Alex Nghiem, who met at an Apple II computer club in Wichita, Kansas. Smith had been noodling with a dungeon game for a couple of years, and he drew Nghiem into the project. Smith handled the programming, Nghiem the graphics. When they had a playable demo, they shopped it to various publishers. SSI, showing its customary taste, snapped it up. A few years later, Smith and Nghiem wrote Tangled Tales (1989), which earned Smith a 10-year stint at Origin Systems.
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This is about all you get for a backstory. |
The game is an adventure-RPG hybrid with several unusual, perhaps unique, elements. Its overland exploration (including shopping) looks like any first-person adventure game of the period. Underground, it becomes pure Wizardry—except that you get textual descriptions of the environment, and you can hit ENTER at any time to bring up a text parser and start typing Infocom-style commands.
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Solving a puzzle with the text parser. |
You control a large party of eight characters drawn from as many classes: fighter, thief, sorcerer, priest, friar (martial-artist), champion (fighter-sorcerer), knight (fighter-priest), and barbarian (fighter-thief). Each has minimums in the game's attributes: intelligence, wisdom, agility, strength, and vitality. During character creation, the game rolls six values from 1-19. You allocate them each to a particular attribute, and then the game tells you what classes you can choose. (This is all quite similar to Wizardry, including the prestige classes.) You then chose race (human, gnome, dwarf, elf) and sex.
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Assigning ability scores during character creation. |
Based on the manual's recommendation to have two priests, I ignored the vanilla fighter class and went with:
- Cadoc, a male human champion
- Kastillia, a female elven knight
- Bilge, a male dwarven barbarian
- Faerish, a female human friar
- Timid, a male gnome thief
- Presstra, a female elven priest
- Palliata, a female elven priest
- Sarogoth, a male human sorcerer
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The final party. |
The manual offers absolutely no backstory for the game world, but it seems to be a standard high-fantasy world drawn from Tolkien and D&D. Gameplay begins in the city of Grail. It becomes clear that the player is going to get a series of quests in a linear order from a guard captain in the city. The manual walks the player through the opening stages, including getting the first quest (recover an ancient king's sword, Zabin, from some local ruins), buying equipment, and the first few minutes of dungeon exploration.
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Finding the first dungeon. |
You move around the overland area with the WASZ cluster—or the JKNM cluster if you want to go northeast, northwest, southeast, or southwest. Since it's never necessary to do the latter, except to save time, it's easier just to keep your hand on WASZ. You cannot turn in the above-ground areas; each square has only one static screen. There are a variety of single-key commands like C)ast a spell, P)urchase, E)quip, and G)et. Anything more significant requires the text parser. Character sheets are brought up by hitting the corresponding number, and 9 gives a summary of everyone.
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Walking around town. |
The small town has:
- A guard captain's office. Here, you get quests by entering parser mode and typing TALK. It probably would have taken me a while to figure that out on my own, so I'm grateful to the manual.
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Getting the first quest. |
- A tavern. Its sole purpose seems to be to sell food.
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And lunch and dinner both cost more than the best weapons or armor in the game. |
- The Hall of Heroes, where you can exit back to the character utilities.
- An inn where you can sleep and restore spell slots. It took me a while to figure out that you don't interact with the innkeeper with P)urchase; you just go to the rooms. It doesn't seem to cost anything.
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The innkeeper seems to want you to sign in, but you can just walk past him through the curtain. |
- A blacksmith where you buy weapons and armor. We bought some starting items, but our starting gold didn't go very far. Everyone got daggers and maybe some padded armor.
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This is a pretty lame selection. |
- A provisioner where you buy torches, ropes and hooks, and so forth.
- A couple of screens that just show the town path.
The exit from the town is south from the provisioner's shop. It takes you into a forested area with, as best as I can tell 26 squares. However, one of the squares has an old man fishing, and if I talk to him, he says, "If you value your lives, don't go beyond the river because Gorth rules the land with an iron hand." I don't know what "beyond the river" means. There are some river screens in the south, but I don't know of any way to go "beyond" them.
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The "game world," unless something else opens up. |
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The old man's warning. |
There's a temple in this area, where you can heal various conditions, including death and the horrible things that can happen if restoring death fails: "Restore Ashes" and "Restore Dust" (again, this goes back to Wizardry). Two other squares in the outdoor area have stairs or ladders down to dungeons.
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Options at the temple. |
The forest is dangerous, and the manual warns you to hie to the first dungeon, northeast of town, rather than poke around too long in the outdoor area. I won about half the battles I attempted while mapping the area.
Combat begins by telling the player the party composition.
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This one might be a problem. |
The player then has options to fight individually, have everyone fight, bribe the monsters with silver, bribe the monsters with food, flee, act friendly (sometimes), surrender, or go into the party inventory or some game utilities.
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Well, this is goddamned terrifying. |
If you fight individually, the character has various options depending on class: fight, turn undead, cast a spell, use an item, and so forth. (As the characters level up, there will be additional options for some classes, like a "flying kick" for the friar and a "sneak attack" for the thief.) You cannot choose specific enemies to target with attacks or spells. Unlike Wizardry, actions execute as you select them for each character, rather than at the end of the overall selection process. Enemies' attacks are threaded with the characters'.
In dungeons, only the first four characters can fight in melee range (and there are no bows or otherwise any considerations of distance), but outdoors, everyone can participate. The "everyone attack" option is particularly useful here, saving you from specifying individual attacks for each character, although you wouldn't want to use it when you have spells to cast.
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These outdoor enemies were too hard. |
Spells use Wizardry's slot-based system; Level 1 characters just start with two slots in the first level, but that includes a mass attack ("Fireball") for the sorcerer and "Healing" for the priests. Still, at Level 1, those rear characters don't have a lot to do.
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Sarogoth has two Level 1 spell slots and four spells to choose from. |
After battle, characters get experience and silver. Sometimes you find a chest that must be examined, disarmed, and opened. Experience is apportioned partly based on what the character did during the battle, but everyone gets at least something, which is nice.
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The victory screen after my first winning battle. |
The interface changes when you go underground. It becomes a classic Wizardry wireframe dungeon with walls and doors, and you can turn in each square and face all directions, although there's no indication what direction you're facing. Maybe there's a "Compass" spell later. Combat works the same way, and there are both fixed and random battles.
I explored the first level underground, which was mostly 16 x 24, though with an odd bit jutting off to the west (as I mapped it) and nothing in the northeast corner. The space-to-encounter ratio was pretty good, and there were at least half a dozen times I had to use the text parser to type in a command. I worried that the lack of a list of commands in the manual would be a problem, and maybe it will be later, but so far obvious prompts like TALK and EXAMINE have worked fine.
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The first dungeon level, at least assuming that you start facing north. |
Some notes on the first level:
- There's a pile of rubble right next to the entrance. CLIMB RUBBLE allows you to see a message on the ceiling: "Illusory wall in chief's room."
- The "chief's room" refers to the goblin chief, not far away. Once you defeat him, you can indeed walk through an illusory wall to find a metal card, a rainbow potion, an "Unlock" scroll, and copper earrings.
- There are several doors that require a Green Key to open. There are two Green Keys to be found on the level, one by searching a messy bed. The other is given to you by a rat if you first find a piece of cheese in the galley and bring it to him.
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It's not exactly realistic, but at least I didn't have to fight with the text parser. This all happened from EXAMINE HOLE. |
- There are two magically-locked doors on the level. "Unlock" is supposed to be a Level 1 sorcerer spell, but I didn't get it yet. Fortunately, there are ways around both doors. For the southern one, you just have to find an alternate passage. For the northern one, you can teleport to the other side of it if you MOVE ALTAR at an appropriate encounter and teleport back by wandering into a bubbling pool of liquid. The area with the pool of liquid is the odd one that juts out to the east. The walls are ragged here, as if to suggest a natural cave.
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The small "rough-hewn" area. |
- The southern magically-locked room has a sign on the door: "Danger! This door locked for your safety!" On the other side, accessible by going a longer way around, you find a ghost who tells you that he was also searching for the lost sword Zabin, and that a sorcerer broke it in two.
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For a moment, I forgot that Zabin was a sword. |
- Part of the sword is found in a room to the far north.
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Quest half-completed! |
- One room has an old man sitting on a box. If you TALK to him, he offers to entertain you for 25 silver. Pay him, and he puts on a puppet show, then causes a hidden door to open.
- There are some one-way doors and one-way walls.
- The stairs going down are behind a metal wall with a slot. You must INSERT the metal card to open it.
Enemies were mostly forgiving, but I did have characters die twice. They included goblins, goblin guards, skeletons, giant spiders, attack dogs, wizards, and tribe priests. They only deliver a few silver pieces per battle, so even by the end of the session, I still couldn't afford all of the meagre items in the blacksmith shop, especially where I had to pay for resurrection and a couple of de-poisonings.
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I guess these odds are fair. |
I went back to town to rest and restore my spell slots frequently. Unlike Wizardry, the game remembers the dungeon state. Fixed battles remain cleared, and you cannot find the same treasures twice. Doors don't remain unlocked, however.
Miscellaneous notes:
- It's possible to break the party into two smaller parties and rotate between them. I don't know yet under what circumstances it will become necessary to do so.
- Although you can save anywhere, there's no way to reload without rebooting the game. Character deaths are immediately written to disk; even rebooting the moment they happen doesn't help. I don't know what happens when all the characters die; the manual doesn't address it and it hasn't happened yet.
- After the title screen, there's an opening cinematic that suggests a very different sort of game. It shows a brief vignette of an adventurer exploring in a side-scrolling interface. He comes upon a chest with a doorway behind it. A skull rises in the doorway. The adventurer blasts the skull with a spell, then opens the chest. The chest is apparently trapped, because the adventurer disappears and turns into a ball of floating light that goes through the doorway.
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An opening cinematic gives you a completely incorrect impression of the game. |
- As the existence of the tavern indicates, characters need food. It won't be an issue for a while, as they all start with 150 rations, and they deplete slowly.
- Sound is limited to "boip" when you go through doors and "bink" when you walk into a wall.
- I've been in touch with Smith, who confirmed that he was inspired by Wizardry and Phantasie. The game's approach to inventory, including the process of equipping characters, is similar to the latter game, as is the way it divvies earned experience.
- You may have noticed that my system of drawing random games has brought a "Darkness" theme to the "Recent and Upcoming" list. In this case, Realms of Darkness turned out to be a compromise between the titles suggested by Smith and Nghiem (Spellbinder) and SSI (Seven Realms of Doom).
I was well into my fourth hour with the game before the characters leveled up. When they cross the experience point threshold (1,000 in my case), they automatically get extra hit points and spells. My spellcasters did not move up to the next slot yet, so that must happen every other level.
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Cadoc was the first to level up. |
So far, Realms of Darkness seems like a solid game, at least as playable as Wizardry or The Bard's Tale. It's a nice counter to the idea that after three or four passes through the 1980s, all that's left are dregs. I'm sorry that it took me so long to get to it. I don't remember all the specifics, but I do remember that I had trouble getting the emulators to work with every version that I could find. Many commenters tried to help me over the years, but I kept having problems. Eventually, commenters Abacos, Busca, Laszlo, MacCentric, and LanHawk all independently sent me working versions. I thank you all and apologize that there was so much duplication of effort. I also apologize to reader S. B., who wrote to me about the game in 2020, and I promised him I'd get to it "within the next six months." I hope you're still reading.
Time so far: 4 hours
The combat sequence, where the turn order determines input sequence but actions happen immediately, reminds me of the early Might & Magic games. I think the first one was out by this time, but possibly not early enough to impact the game design.
ReplyDeleteI'm probably overthinking it, though--I suspect it's just harder to code "take all inputs then shuffle and execute" rather than "shuffle order, then take each input and execute it".
He mentioned by e-mail that he had played Phantasie, which also has attacks execute right away, so I suspect that's the more likely inspiration.
DeleteYou mention that inside of dungeons only the first four characters (of eight) are able to attack, and that there are no ranged weapons or spells available yet.
ReplyDeleteLater you are perplexed about being able to split the party in two (groups of four) - isn't it obvious to split the party after entering a dungeon, so every character has an equal chance of participating in a fight to gain experience?
It's not a bad theory, but since rear characters get experience from spellcasting, it doesn't quite work. Also, nothing stops me from rearranging the party order. I think the party-splitting is more likely to come into play for puzzle solving. I just haven't run into the right puzzle yet.
DeleteThe party-splitting and operating the groups independently seems a remarkable option for a 1987 game. According to the back of the box blurb, you can even split up your party into as many as eight different sub-groups.
DeleteMaybe it's indeed for a puzzle or maybe as a feature in general to advance on different tasks at separate places in parallel in a broader sense (or both). I recall we've seen it (so far only?) in later games like Wasteland (which back then, early in the blog's history, you credited as the first CRPG to offer this option) or Magic Candle (where its great(er) use(fulness) was worth an extra 3 bonus points in the GIMLET).
The blurb also already tells you (so I assume these are not considered spoilers, but will not mention the numbers here just in case) how many quests there are to fulfill and how many levels of underground dungeons the game contains.
I think the reason it's rare is that in most cases managing two parties is boring compared to managing one. So it was probably seen more often in the early days than it is now.
DeleteI remember an early Spiderweb game (Exile, I think) had it, but none of the modern ones do.
Not to mention, an eight-character team is a lot more likely to survive encounters with deadly monsters than two four-character teams.
DeleteI suppose, however, if you decided to change party composition late in the game and created a couple new party members, spinning them off with just one or two veteran members to grind would help them level up faster than if they were with the entire party.
DeleteI wasn't sure if "at least as playable as [...] The Bard's Tale" was a backhanded compliment, but apparently the first one was decent and it's the sequels that fell off.
ReplyDeleteInteresting that they went with an 8 character party, that seems a lot and makes me wonder if that just means you need skills from every class to progress, or if it's just for added bulk to withstand combat encounters. (But I guess it's not THAT unusual, since Might & Magic II had eight characters when you include Hirelings, I just believe to remember that 3-6 characters was a common party size back in the day, but I might be misremembering or not have played enough games of the era)
I think you're right---six was definitely the more common figure, as used by Wizardry, Phantasie, and The Bard's Tale.
DeleteAnd yes on The Bard's Tale. As I covered in my "Revisiting" entry from a couple of years ago, the first one holds up very well.
Ultima 4 had eight characters, even if you only created one and had to recruit the rest while playing.
DeleteBeside this game, you have Pathways into Darkness and Journey into Darkness on the upcoming list. Is the RNG trying to tell you something about darkness?
I did not expect a "missed SSI game", and I did not notice it when you listed the upcoming games.
ReplyDeleteThis mix of Adventure Games of the "Interactive Fiction" kind and RPG is intriguing. I am curious to see whether you win it without help.
...wow. An Apple II game has more wall sets than Wizardry 6.
ReplyDeleteI like the amount of pictures, this game looks different.
ReplyDeleteAh, Apple ][ graphics, takes me back. Some like the river actually look quite good, then you've got the wizard with what I can only see as a giant oven mitt on his left hand.
ReplyDeleteI faintly recall playing a game of some sort on the Apple ][ as a kid where I was navigating some dungeon and bribing the monsters was an option (that I think never seemed to work). I was too young to really 'get' crpgs at the time so I'm pretty sure I'd die quickly, put it away and play Skyfox or something instead, but I wonder if it was this or something else. Was bribing encountered enemies a common mechanic at the time?
I love the amateurish art in really old Apple II games. I don't love it nearly enough to want to play any really old Apple II games, but there's something about it that makes me smile. Nostalgia is certainly part of it. By the time I actually got an Apple IIe, the state of the art in graphics had improved significantly, but I did play a game or two as a very young child with graphics like this. There's also the fact that, despite all the modern tools at my disposal, the art assets I make for my own little game projects aren't all that much better. Programmer art is eternal, it seems.
DeleteThe manual at least lists the (21) most commonly used verbs (page 26).
ReplyDeleteApparently sometimes in an encounter there is the option to 'hide' as well.
" "Unlock" is supposed to be a Level 1 sorcerer spell, but I didn't get it yet."
Not sure if you only get/learn new spells by levelling and/or need a certain level before being able to learn it from a scroll (or maybe the write-up is not chronological as to this here), but just in case this slipped, two paragraphs earlier you mentioned you found an "Unlock" scroll.
In 2018 I saw that you skipped this game, and I gave it a try. It took me one week to get the emulation to work, therefore I played it to the end and wrote a full walkthrough for Strategywiki. The latter was just for my pleasure, because the MOCAGH has not only the manual, but also the exhaustive "official spoiler book".
ReplyDeleteStill, how did you get the Apple II version to work ? I had to give up and use the C64.
I'm glad it wasn't just me. I'll have to refer your question to LanHawk, as he prepared the .woz version I've been using.
DeleteThat was still a bit of a problem, by the way. I prefer AppleWin 1.20, but it doesn't recognize .woz files. I had already downloaded and used 1.30 for some other game and had no problems with it, but all of a sudden, that version doesn't want to open the file browser when I click on the disk drive. It must be some Windows 11 issue. Fortunately, 1.29 both recognizes .woz files and lets me attach a disk image. I was terrified I'd have to write back to LanHawk and ask for even more help.
Delete"I prefer AppleWin 1.20, but it doesn't recognize .woz files." Sacrilege. Where would that emulator even have been without the Woz?
DeleteWith the widely available Apple II copy that we all tried being an incomplete crack, it was time to get a new source. I located a flux image and created the .woz files from that.
DeleteThank you, LanHawk.
DeleteMay I have one copy ? (Dr. Bolingbroke has my e-mail address).
Sure, Chet can share what I sent him with whomever.
DeleteAbacos, your StrategyWiki articile notes the odd introduction animation and says that it was "referenced in . . . Tangled Tales" Can you elaborate on where and how this was referenced?
Delete"Visible objects: Ladder going down" on a screen where absolutely no ladder going down is visible.
ReplyDelete“Well that was goddamn terrifying” - I don’t know exactly why, but earlier graphics like this are much better at making me scared than anything currently made. I look at the monsters in the new silent hill two remake, and while I think they’re neat and have good design, they’re not really frightening in any way. Whereas I still haven’t finished Obra Dinn, because I was too damned scared to play it without my husband in the room.
ReplyDeleteThe dragon from the game show Tic Tac Dough w/Wink Martindale used to scare the hell out of me when I was a kid. I would yell at my parents "Turn it down! Turn it down!" lol. And of course for years my sister would never let me forget it.
DeleteYou were not alone, Digital Dave.
DeleteAck, above comment was me.
ReplyDeleteUm, why does the Serpent have arms?
ReplyDeleteIt is called "mistphyt". It is a three-headed serpent, with two very small heads. Sort of a hydra that got decapitated just twice (mythological hydras are born with one head, whenever one is cut, two grow in its place).
DeleteI think this is the first time I've ever seen (well, mentioned as part of an enemy party) a 'pet coyote' in a game.
ReplyDeleteIt seems peculiar that one chooses race after assigning ability scores and class --- in most games of this era it seems that race is an ability-score-modifying trait (e.g. how in Wizardry the additional points are added over a race-specific base set of scores).
ReplyDeleteIs there any evidence the race of your characters is relevant at all? The sex I assume is used at least for pronouns and suchlike flavor text.
I always though it silly in the Gold Box games that you choose class first and then roll for the stats, when logically you would choose class based on the stats.
DeleteThis comment has been removed by the author.
DeleteI wanted to replay it with a team of 7 monks (plus one cleric), all with different race/sex combinations, precisely because I was wondering the same (but then I got attracted by some other video game).
DeleteTherefore, I would have loved to choose class before rolling the attributes, instead of re-rolling over and over.
Since you can put the attributes in any slot, I'm not sure it matters. You just roll until you get 6 "good attributes" and then allocate them according to the class you want to play.
DeleteTo answer Jake's question, there is no evidence so far that race and sex matter at all. There aren't many games of the era in which they do.
I like the randomly generated pseudo-trilogy of the Darkness games. The titles even sound like they could be part of a same series.
ReplyDelete