Back then, you were used to games having limits (like walking in steps or having very few text and the story in the manual) and excused some bad parts. It is one of the most specialized games ever, a pure dungeon crawler. On the other hand, I think it was also a blessing of DM to be reduced to the core. And you had to save, quit and get the Utility Disc to consult the hint oracle every time you needed it.ģ years of technical advance were required to create a game which at least improves it in some parts, but still lacks the fast paced gameplay (I still don't get how DM isn't GOTY '87 btw). You had to pick your 4 guys, save the game and then "create a new adventure" with the Utility Disc to enter the real dungeon. Next to the story in the manual, there are only a few scrolls in the game.ĬSB had a second disc for the hint oracle, portrait editor and the intro. DM was streamlined to make one thing good: real-time combat. No unusual smells" or an amulet detecting undead. There are a lot of hints of early features on the screenshots, like "Gentle breeze at your back. A lot of features were cut until the game was released, see for reference. I think the ingame-story with NPCs is the best progress between DM and EoB, that adds a lot to immersion.ĭM has only one excuse for that: the disk was full (remember we talk of 720kb).
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