Showing posts with label Heimdall. Show all posts
Showing posts with label Heimdall. Show all posts

Wednesday, September 13, 2017

Heimdall: Won! (with Summary and Rating)

I think I've rather done my part.
     
Heimdall
United Kingdom
The 8th Day (developer); Core Design (U.K. publisher); Virgin (U.S. publisher)
Released in 1991 for Amiga; 1992 for Atari ST and DOS; 1993 for Acorn; 1994 for Sega CD
Date Started:  1 September 2017
Date Ended: 4 September 2017
Total Hours: 13
Difficulty: Easy (2/5)
Final Rating: 26
Ranking at Time of Posting: 116/263 (44%)

Heimdall got neither better nor much harder. The three segments of the game were exactly the same: sail from island to island, fight easy enemies, replenish hit points with scrolls and food, juggle inventory, solve a series of inventory puzzles, and retrieve one of the three stolen weapons.

Three of my six party members never left the boat and thus never leveled up. Of the three that actually adventured, Heimdall fought 95% of the combats and completed 90% of the actions. Except for their inventory slots, the other party members were essentially useless.

My three lead characters ended at Level 7, Heimdall with all his attributes at or near 99, thanks to both leveling and potions. I frankly think he could have completed the game even if he'd never leveled up. 

Combats also never got harder--in fact, the toughest enemies were mostly on the first map. Although the effects of some of the spell scrolls were potent, like "Giant's Bane," "Hand of Loki" and "Wrath of Odin," they were mostly unnecessary, as Heimdall did as much damage with his weapon. Indeed, the very act of switching from melee attacks to spells creates a gap of a few seconds in which they enemy is likely to damage Heimdall, making it wiser to stick to attacks. I realized late in the game that you can also throw daggers at opponents, but they do less damage than regular melee attacks and thus take longer.
      
I swing my "Storm Blade" at an ogre or hobgoblin or something. Note that I could also use my fist, a silver dagger, or "Fire" and "Ice" scrolls.
      
"Resurrection" scrolls were so plentiful on the second and third map that I ended up dropping most of them. I used one, once, after I died taking a screen shot. Otherwise, there was plenty of food and "energy" scrolls to keep Heimdall at full strength.

In the middle of the second map, I started getting this message when sailing between islands:
      
     
I don't think the first map did, but the second and third required each character to have a ration of food between islands; otherwise, they lost hit points during travel, to a minimum of 10. (Hunger never killed them.) Again, this really didn't pose any problems. Half the time, Heimdall was capable of killing enemies even if at near-death himself; the other half, we found scrolls and food immediately upon entering a new island and were able to restore his hit points.

It's not even really worth recounting the inventory puzzles. There were times I reached a particular island too soon and had to wait until I found a particular item or scroll on a different island to complete it.
     
Looks like I'll have to come back with a "Water" scroll.
      
I suppose the most interesting series of puzzles was on the second map, where I had to find three items--an apple, a necklace, and dragons' eggs--to give to the three muses. But half an hour after winning the game, I can't honestly remember what they gave me that was so important.
     
One of the muses thanks me. The artwork for the muses seems to have a slightly different (less comic) style than the rest of the game.
    
I had to look up a hint on the final map. It wasn't clear to me that the way to find the third of three silver rings was to use a pouch of pepper to get the masthead on a ship to sneeze, thus ejecting its own ring. I probably would have eventually figured it out through trial and error, but I was impatient for the game to be over.
      
The scene, post-sneeze.
     
I also made one puzzle a lot harder for myself by failing to realize that using runestones briefly showed an invisible path over an area of water. I just felt my way across.
     
I could have accomplished this level much faster, but how would you guess that something called a "runestone" would reveal hidden paths across water?
     
The maps in the book indicate that the first session takes place on Midgard (Earth), the second on Utgard (the land of giants), and the third in Asgard (the land of gods), contradicting the backstory that had Loki bringing all the weapons to Midgard. Anyway, the scenarios aren't different enough to truly make you feel that you're in different worlds, although the second does have a memorable moment when you realize that you're walking on the oversized bookcase of a giant. The combat that follows, however, plays out like a regular fight with no indication that it's more difficult because your opponent is 20 feet tall.
     
Something seems intimidating about these walls...

But the giant is just a regular foe.
      
The third map was oddly the shortest and easiest of all of them. It culminates when Heimdall brings three silver rings to a statue of Odin, which holds the Sword of Odin. One would think that Loki, in "hiding" the three weapons, might have come up with a better idea than to give the Sword of Odin to a sentient statue of Odin, but who am I to question the machinations of the divine?
      
Putting the silver rings in place so I can activate the statue of Odin (offscreen).
     
In any event, the statue gave me the sword, and I set sail for the final island. The brief endgame animation shows Heimdall crossing a bridge. Then, for some reason, his body disappears and his disembodied head floats over the bridge for a few seconds, and then you get the final screen at the top of this entry.
     
Is this supposed to depict Heimdall taking his place as guardian of the bifrost? That's not a very rainbow-y bridge.
      
In the end, Heimdall was an attractive but empty game with poor RPG mechanics, probably destined for the high 20s on the GIMLET. Let's see:
      
  • 2 points for the game world. I wish I could praise it for the Norse theme, but it hardly makes use of it. None of the little inventory quests that Heimdall has to solve draw from Norse mythology, and the backstory isn't really referenced during the game. What's there is mostly a little goofy, starting with naming the main character "Heimdall" in the first place, since his story has nothing to do with the god's official bio.
     
I guess this game map is supposed to be Asgard, but it's just a bunch of islands like the previous two maps. It's not even clear how I'm transitioning from one world to the next.
     
  • 2 points for character creation and development. There is no creation. There are a couple of methods of development (increasing attributes), but it doesn't have a measurable effect on the game. 83% of the party members don't matter since Heimdall is capable of achieving all tasks.
      
My character levels and attributes towards the end of the game.
     
  • 1 point for NPC interaction. "NPCs" are occasional characters who you give things to let you pass. You don't really learn anything about the world from them.
  • 4 points for encounters and foes. There are maybe 8 different enemy types in the game, some harder than others, but you don't really adopt different strategies against them. Other "encounters" are mostly about solving inventory puzzles, which the game at least does competently, if not memorably.
      
Despite the game's rhetoric, the sorcerer wasn't notably hard.
     
  • 2 points for magic and combat. "Magic" is just the use of spell scrolls. Combat only has a few options and no real tactics.
  • 4 points for equipment. You find a series of weapon upgrades throughout the game. There is no armor and no wearable items. Almost everything else that isn't a puzzle item is a spell scroll or something to sell. I give the game credit for a nice text description of each item, making it clear (among other things) which weapons are the best. But managing inventory with limited slots was a pain, and it was too hard to tell when I could safely get rid of something. I ended the game with about 20 excess keys, plus a handful of charms, circlets, and rings that I guess were supposed to be sold.
      
In-game textual descriptions of items are still rare in the era, so I have to applaud any game that includes them.
      
  • 2 points for the economy. The game might as well have not had one. Except for a single potion and some occasional food, there's hardly anything useful to buy, and stores are too few and far between to be convenient anyway.
  • 2 points for a main quest with no branches, options, or alternatives.
     
A step on the main quest.
     
  • 4 points for graphics, sound, and interface. It gets all of those for reasonably good graphics and competent sound effects. The interface is clunky and joyless throughout. Those who appreciate music more than I do might add a couple points for the rock soundtrack.
     
The game's graphical vignettes are a definite strength. It just needed better RPG mechanics.
      
  • 3 points for gameplay. Though there would be no reason to replay it, and it's far too easy, it at least ends quickly and offers some minor nonlinearity in the order you explore the islands.

That gives us a final score of 26 to which I will begrudgingly add 2 points for the entertaining minigames during the introduction. These were more interesting than anything else in the game.
      
      
Probably because of delayed distribution in the U.S., Computer Gaming World didn't get around to reviewing it until January 1993. The title of the review, by Allen Greenberg, is "The God's Namesake Must Be Crazy: Virgin's Heimdall." I call this out because CGW is attributing the game to it's U.S. distributor rather than its developer (The 8th Day) or the U.K. publisher (Core Design) that presumably had some input into its creation. I haven't paid enough attention to similar titles to know if this was common practice, ignorance on CGW's part in this one case, or evidence of a systematic confusion between developer, publisher, and foreign distributor. I was similarly confused myself earlier in my career, but I'm not a for-profit game magazine that should know better.

Greenberg agrees with me on the game's quality. He notes that whatever controller you use, it's hard to keep Heimdall on track, especially when around the copious pits. He remarks that most of the "party" is useless and lambasts the limited number of inventory slots. He did seem to find the combat "entertaining," which I suppose depends upon  your basis of comparison. He concludes the review with a paragraph I could have easily written myself:
       
A player who has never before experienced a computer role-playing game may find some enjoyable hours with Heimdall. While the program is by no means a flawed or unplayable product, its uninspiring appearance and simple gameplay will fail to earn it a place alongside the more sophisticated role-playing games which are now popular.
           
For a more amusing-but-baffling set of opinions, we must turn (as we always do) to British Amiga magazines of the period, which thought that the Gold Box titles were the worst games ever, but that Heimdall was--this from Daniel Whitehead's January 1992 Amiga Computing review--"a vast throbbing epic of a game." Whitehead wastes several paragraphs lamenting how far the Scandinavians fell between the Vikings and "Abba [sic] and Roxette." "Did some horrendous twist appear in the DNA of the Norse warriors?," he honestly questions before calling Heimdall "a game of truly trouser-rending magnitude." Mr. Whitehead went on to a long and respected career as a game journalist, and I have to wonder if on sleepless nights, he ever recalls the fact that he once deemed that a minor title from a short-lived developer was so good that it gave him an erection so massive that it threatened to damage his trousers.

The December 1991 Amiga Action agreed in spirit with a 91% rating, although with no particular language that I can poke fun at. It does start with a few paragraphs about the Vikings, making me wonder if any of these players realized that, after the backstory, the game isn't really in any way "about" Norse mythology. Any kind of framing story could have wrapped around these dungeon walls.
     
This is just a random shot of a "Detect Traps" scroll making some pit traps visible.
    
I read several other positive reviews from CU Amiga (96%), The One for Amiga Games (92%), and Zero (92%), and the common theme, as I noted in my first entry on this game, is a stunning lack of awareness about anything happening in the RPG market outside the U.K.--where nothing much at all was happening. The CU Amiga ends by calling it "the most ground-breaking game since Ultimate released Knight Lore and Epyx completed work on Impossible Mission and Pitstop II," an utterly baffling set of comparisons. But these are magazines that managed to review Knightmare without mentioning Dungeon Master, so I suppose we can't be surprised.

The comparison with German Amiga magazine reviews is interesting to note. Germany had a growing RPG tradition of its own in the early 1990s and had long admired American exports like The Bard's Tale. They weren't as impressed. Amiga Joker offered the worst review at 46%, ASM probably the best at 83%. In between, were Play Time at 81% and Power Play at 68% respectively.

Whatever the case, reviews were good enough to prompt Heimdall 2: Into the Hall of Worlds in 1992. From the screenshots, there are signs that they improved the gameplay with more traditional RPG mechanics and NPC dialogues, while not sacrificing the enticing visuals, so I look forward to trying it. The 8th Day published only two more titles--Premiere (1992) and Gender Wars (1996), both action games of more explicit comedy. Following the dissolution of the company, lead designers Jerr O'Carroll and Ged Keaveney went on to programming jobs at larger developers, with credits into the 2010s. O'Carroll became a graphic artist and animator on a number of Tomb Raider and Alien Breed titles.

Other than this game and its sequel, neither the lead designers, nor The 8th Day, nor Core Design ever published another RPG, a statement that you find at the bottom of a lot of reviews in the mid-20s.

As we continue with Might and Magic III, the next "secondary" game is supposed to be Inquisitor: Shade of Swords, a French game from 1987. I'm toying with rejecting it on grounds of not having character development (there's no evidence of experience and leveling), but the real reason is that it's just weird in that French way. (I'm really nailing the national stereotypes today!) If I do reject it, I won't be saving myself much because the 1987 game after that is also a French title: Karma, the sequel to Tera. So either way, I'd better sharpen my poignard and get to it.

Friday, September 8, 2017

Game 261: Heimdall (1991)

                
Heimdall
United Kingdom
The 8th Day (developer); Core Design (U.K. publisher); Virgin (U.S. publisher)
Released in 1991 for Amiga; 1992 for Atari ST and DOS; 1993 for Acorn; 1994 for Sega CD
Date Started:  1 September 2017
     
Here's a potentially-controversial question: Do the British deliberately avoid copying or adapting anything American? Even our best stuff? I wouldn't expect a show inspired by Jackass called Wanker, or a reality show called Mersey Shore, but come on—what about The Thameside Redemption? Barmy Men? It's Always Sunny in Leeds? God knows it goes the other way all the time: Three's Company, Shameless, Top Gear, Alfie, Life on Mars . . . why do we have an American version of The Office but no British version of Parks and Recreation?
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I ask because among British CRPGs of this era (and, for all I know, any era) you see an almost conscious effort to avoid checking out anything happening on the other side of the Atlantic. There are a couple notable exceptions, including the Ultima clone The Ring of Darkness (1982) and the Dungeon Master-inspired Knightmare (1991), but once you get past them, you have a host of quasi-RPGs that seem to willfully shun conventions established by Ultima, Wizardry, the Gold Box series, or any of their tabletop parents. Check out my reviews of Seas of Blood (1985), Swords & Sorcery (1985), Heavy on the Magick (1986), Galdregon's Domain (1989), Dragon Lord (1990) Lords of Chaos (1990), HeroQuest (1991), or Moonstone (1991), and you'll find a series of games that are highly original, owing very little to any predecessor, but in ways that are more bizarre than admirable. And it's not like they weren't seeing American RPGs in the UK: every major title got a release on the Amiga and re-distributed through British publishers. But for some reason, British developers deliberately avoided any conventions and tropes from those games—and in my opinion, they were poorer for it.

Heimdall, from the short-lived developer The 8th Day, is a perfect example of an RPG that would have been better if it had been derivative rather than original. It has several things going for it, including a Norse theme, decent graphics and sound, and an isometric perspective—something that is still rare in American RPGs in 1991. (The game looks a lot like Cadaver, a contemporary release with an identical perspective, though not an RPG.) These elements could have been the foundation of a decent dungeon crawler, if only the developers had been willing to rip off Dungeons and Dragons for the character development system or Dungeon Master for in-dungeon puzzles or Might and Magic for the combat system. Instead, they half-assed the mechanics and ended up with a pretty but bland, trivially easy game that seems too long even though I suspect I'll win in less than 20 hours.
   
The visuals in the game are often impressive, but you don't find much to do in these landscapes.
   
The opening sequence and manual both recount the same backstory in relatively high-quality animated graphics (although in that exaggerated, cartoonish graphical style that I'm personally not fond of). Ragnarok is coming, and to tip the odds against the gods, Loki steals Odin's sword, Frey's spear, and Thor's hammer and hides them all on Earth. Fearful of stepping on Earth during Ragnarok lest they become mortal, the gods come up with a plan by which Thor impregnates a young girl named Ingrid, who gives birth to Heimdall, a mortal who can retrieve the weapons on behalf of the gods.
      
Apparently, Wilford Brimley should have played Loki in The Avengers.

Title cards narrate the action.

Heimdall's mother has an appropriate reaction to getting pregnant in one night.
     
At the beginning of the game, the player engages in three minigames, his success at which determines Heimdall's starting strength. A lack of a joystick (for which the game was principally designed) and confusing keyboard shortcuts meant that I had to play these games several times before I got any good at them. The first involves throwing axes at a board through which a young maiden has stuck her head, hoping to shear off her eight braids. The cursor is agitating throughout this mini-game, but it otherwise isn't too difficult.
      
She doesn't look thrilled to be here.
     
In the second one, Heimdall races against a timer to chase down and grab a pig. In the third, he has to make it from one end of a longboat to the other to grab a bag of gold, avoiding or killing various warriors who jump in his path.

You have the option to avoid these games and accept a standard, mediocre character. Otherwise, your performance is supposed to determine two things: Heimdall's starting attributes and which NPCs you can invite to join your party. As for the first one, I didn't notice any difference. Whether I took the stock character, performed horribly in the games, or triumphed at them, my Heimdall invariably started with 50 health, 50 strength, 50 dexterity, 45 luck, and 50 runelore. I wondered if someone hacked my version of the game to ensure that this happens, but I watched an Amiga LP of the character creation process in which Heimdall's starting statistics are nearly identical (luck and runelore are reversed), so I don't know.

Once Heimdall's statistics are established, you select five other people to bring aboard your party. Here, I did notice the number and quality of the available NPCs changing based on my performance. NPCs occupy seven classes—warrior, berserker, wizard, druid, shipwright, blacksmith, and navigator. (Heimdall himself is "chieftain.") You scroll through the available selections and pick, I guess, the ones with the best statistics. If you did poorly in the games, the ones with the best statistics are pretty bad.
     
Evaluating team members and adding them to the party.
    
As the game begins, Heimdall's ship appears on a map of Midgard. From this map, you choose the two characters (from your party of five) who will actually accompany him on his next adventure. The other three just sit in the boat.

Clicking on an island takes you directly to the island's dungeon; each island has one. Dungeons range in size from moderate to very small. None is so large that you have to map it. The party thwarts traps, fights monsters, and gathers treasure necessary for success on later islands.
      
The starting game world.
      
Controls manage to be confusing despite being simple enough that you can play the entire game with just a joystick. The keyboard is particularly vexing. Although you can move with the numberpad, the 7, 9, 1, and 3 keys do not move you diagonally. To do that, you have to simultaneously hold down combinations of 4, 8, 6, and 2; for instance, you hold down 8 and 6 to go northeast. If there is justice in the universe, the developer responsible for that gets kicked in the testicles every time someone fires up this game. The mouse is a safer option for moving, particularly since you have to use the mouse for combat anyway, but I have various problems emulating the mouse that make it difficult to forgive the failure to include a more robust keyboard alternative.

The main game interface is free of any icons and options, which is unusual for the era. That's mostly because all you can do on the main interface is move. No other commands do anything. If you want to open a chest, you move up to it. If you want to attack a monster, you walk up into his face. Right-clicking the mouse brings you to a separate "options" screen where you can manage inventory, cast spells, check statistics, and save or load the game.

Although two people are traveling with Heimdall, the game depicts the party as a single character. The F1-F3 keys scroll between the character icons for the three characters in the party. The theory is that you choose the character to fight each combat or solve each puzzle based on his strengths. The problem is, Heimdall starts with statistics so superior to his companions that it rarely makes sense not to just use Heimdall for everything. This, indeed, is what I've been doing. The other two party members become basically pack mules, and the guys on the boat are more than useless except for long-term storage. No special talents associated with shipwrights, blacksmiths, or navigators were needed on the first map, and I suspect they're never needed.
      
Heimdall enters a room with an orc guarding a chest.
     
Navigating dungeons is a process of avoiding traps and solving light puzzles, often involving pressure plates that you have to activate in a particular order. For instance, one of the earliest dungeons has three pits that you have to close. Each of six plates in front of the pits closes and opens a different combination, and you have to find the right order to get them all closed.
       
Not quite as hard as Chaos Strikes Back.
     
There are occasional special encounters, but because the only option is to move up to something, it's usually not too difficult to figure out what to do. In the shot below, for instance, I somehow saved this man paralyzed in space by drinking from the chalice on the altar. He gave me a "market pass" in return which got me into an area in another dungeon.
    
Weird. I guess I'll go belly up to the only object of interest in the room and see if that helps.
    
Traps include very visible bear traps and very invisible pit traps. If Heimdall falls in a pit, he gets right back out but loses hit points. Some rooms are full of them. "Detect Trap" scrolls help identify them, and "Disarm Trap" scrolls will generally deactivate them.
      
Heimdall "finds" a pit trap.

Other puzzles involve finding secret doors, using "Remove Wall" spells to strategically remove walls, and using "Revelation" scrolls to find hidden bridges. You often find a spell scroll right before the area in which you need to use it.
      
I had found a "Remove Wall" scroll in the previous chamber, so the solution was obvious.
      
There are between one and maybe six combats in each dungeon, all with one creature at a time. Combat takes you to a separate screen in which a list of all the active characters' weapons and magic scrolls are shown. The enemy immediately starts attacking, so you have to respond quickly. To attack with a weapon, you click on the weapon you want to use and then click "Attack" repeatedly. To cast a spell, you click on the scroll and then "Spell." "Run" is an option if you get scared.
      
Blasting some kind of beast with a spell.
     
There is a bit of a science to timing. If you attack while the image of the enemy is standing inert, there's a good chance that he'll block the attack. The best time to attack is just as he starts to make a move, although this is difficult to time well. You can use "Defend" to block attacks, but I think this just prolongs combat.

If a character dies, the next one steps up to take his place in combat. There are supposedly resurrection scrolls to restore slain characters, but I haven't found any yet. It's a moot point because Heimdall has never died except when I was screwing around just to see what happened.
       
Trading blows in real-time.
      
Slain enemies often carry gold and other items, and you find plenty of items on the ground or in treasure chests. Treasures include food, gold, magic scrolls of various types, weapons, scrolls with clues, keys, potions, and special items that you generally need to give to NPCs along the way. Scrolls are one-use items that make up the game's only magic system. The "Runelore" attribute determines whether you can cast or even interpret the scroll.

Each character only has 12 inventory slots, and they fill up fast, so it's a good idea to use healing items (food and scrolls) and offensive spells pretty much as fast as you find them. I haven't found it useful to carry more than one weapon, so I'm just keeping the best. (Good textual descriptions help determine how much relative damage the items do.) Keys and gold stack, so you want to centralize them on one character to save space. Even with these strategies, "inventory full" messages are a constant annoyance.
    
The three active characters and their jammed inventory.
     
Character development takes two forms. First, there are potions that you can find and buy which increase your various attributes by several points. Second, the game has levels, although I was 2/3 of the way through the first map before my characters leveled from 0 to 1. Only those in the active party leveled, not the ones on the boat. Small boosts in all attributes accompany leveling. Since there isn't a separate experience statistic, I'm not sure what causes leveling, but I suspect it's primarily combat. Enemies respawn in dungeons when you leave and return, so you could grind if necessary.

I explored the islands on the first map in a rough order from the southwest to the northeast. That basically worked, although there were times in which I had to leave a dungeon because I hadn't found a key item yet.
     
I solve a brief inventory puzzle by placing various items in tree branches.
     
A couple of the dungeons had shops, but only one sold anything I really wanted: a strength potion. Otherwise, they had the types of things I was already struggling to use up, like keys, food, and scrolls.
     
If you need a regular sword or axe by this point in the game, you've really messed up.
     
On the last island, I had to kill a serpent that guarded it. I had found a scroll with a "Serpent Killer" spell, but it's a testament to the ease of the game that I forgot about the scroll and had no problem killing the serpent anyway.
      
He looks more hungover than menacing.
      
The only really difficult fight was with a sorcerer in the final dungeon. I was supposed to give him six "Power rune" scrolls to bypass him, but I had only found five during the course of my adventures. The game gave me the option to fight him instead. He nearly killed me, but I was able to take him out with a combination of high-powered spells and melee combat.
     
Isn't accepting five better than getting killed?
      
I had to find a series of keys, rune stones, and gems to get through the later dungeons and ultimately to Thor's hammer. Finding it was graphically amusing—it was so large that my characters could walk on it. They had to use a "Shrink" scroll to reduce it in size to something they could take with them. Here's hoping the Æsir have a way to restore it.
     
I nearly missed the fact that I was walking on the hammer here.
      
Having reclaimed Thor's hammer, I was taken to a new map where I suppose I have to find Frey's spear. The game is boring and easy enough that I was tempted to just watch a video of the endgame and move on, but I'll give it a chance and see if things liven up on Map 2.
      
The game acknowledges my partial victory.
       
Time so far: 6 hours
Reload count: 0, except a couple deliberate times to experiment 

****   
 
 
 04/25/2026