Reviews / previews
Deathtrap Dungeon beats the PlayStation jinx: It's a
significant improvement over the earlier, uglier console
iteration of this third-person action/adventure. A
judicious recasting for the PC has produced results
which, while not exactly groundbreaking, are
nevertheless entirely pleasant.
The game has its roots
in Ian Livingstone's
popular Fighting
Fantasy novels, and a
charming intro sets up
the story nicely. You're
a warrior-either Red
Lotus, dressed in bikini
chain-mail, or the
chiseled Chain Dog-who
has accepted Baron
Sukumvit's challenge to take The Walk through the
tyrant's private Hell: 10 large, themed dungeon levels
(the Circus, the Labyrinth, the Quarry, the Bellfree,
the Sewer, etc.) brimming with nasty creatures and
tight spots, with a formidable dragon at the bottom.
And so you're off, throwing levers, collecting keys,
grabbing spells and potions, and whacking monsters.
You can choose from a range of up to seven
close-combat weapons (swords and hammers) as
well as six ranged weapons (muskets, flame lances),
eight spells (including one featuring a little pig as a
guided missile), and found supplies-all sharply
handsome on a system using a 3D card.
The 50 monsters aren't exactly geniuses, but they
give DD a lot of its flavor. They range from hooded,
blue-faced dwarves who appear to be on loan from
Phantasm and chortle just like Beavis and Butt-head,
to clowns who stand on one leg, Karate Kid-style, and
taunt you from a distance. Skeletons hold their heads
in agony while being disassembled in a fashion that vividly recalls blowing
leaves. It's all vaguely humorous but never silly, and as a result, DD artfully
maintains its edge.
Developer Asylum Studios has fine-tuned the
genre's basics in sensible ways. For instance,
the Tomb Raiders occasionally adopt
inconvenient camera-angles, and you're stuck
with what the game gives you. Here, you can
always switch to a semifunctional first-person
view. Using chalk, you can mark for future
reference a significant dungeon corner that looks
much like every other dungeon corner, and you
can switch characters in mid-game.
On the other hand, the hacking and slashing-while enjoyable-doesn't quite
have the depth of, say, Die by the Sword's. You have five generic combat
moves, and while many of your enemies obligingly spout blood and fall apart, I
never had the sense that the kind of damage done corresponded to the mode
of attack.
The game-saving system doesn't sacrifice gameplay to player convenience; it
uses a series of judiciously spread-out save points-some that require payment
using coins found within the game. The saves are named automatically (and
unrevealingly), and the accompanying identifying graphics were unidentifiable
glitches on one of my systems (using a Voodoo Rush-based card).
These weren't the only glitches. On the Circus
level, I found myself taking damage through an
intact wall from the flamethrowers in the room
beyond and peering desperately into an apparent
doorway that turned out to be simply a missing
texture. And while the end-of-level T. Rex was
talked up big-time in the prelevel briefing, I killed
it easily at close range with a middling-strength
sword while the monster relentlessly attacked
the wall behind me.
Deathmatch-only multiplay is limited to eight on a LAN (how 1995). And from
a pure enjoyment point of view, I wish DD had a greater sense of exploration
and mystery, and less of trudging from one puzzle to the next.
Nevertheless, Deathtrap Dungeon's a solid, if not spectacular, addition to the
TR canon and should keep fans of the genre well employed.-- Peter Olafson / GamePro
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