Drakkhen is a 1989 3D role-playing video game, initially developed and published by Infogrames for the Amiga and Atari ST, and ported to MS-DOS, Super NES, PC-98, X68000, and FM Towns Marty. It was a very early game in the North American SNES library, and as such, received almost universal coverage in previews of the then-upcoming SNES in gaming magazines of 1990 and early 1991.

Drakkhen was among the first role-playing games with a three-dimensional playing field and an early example of the real-time tactics genre. It did not employ a fully 3D game engine, instead implementing a hybrid approach using vectors and bitmapped character-scaling algorithms. Drakkhen includes an animated day-night cycle and the ability to wander freely about the game world, both rarities for a game of its era. The game spawned a Super NES sequel: Dragon View.

Gameplay

A player may freely travel the entirety of Drakkhen<nowiki/>'s game world not long after beginning a new game, although this can be unwise in practice. Chance encounters with hostile monsters are regular, but in contrast to other RPGs, the player may be attacked while stationary. All battles are automated by default but allow the player to micromanage their four combatants. The player is given time to focus on the real-time tactics of each enemy encounter, such as activating defense magic, moving around, or switching weapons on the fly. The player's party may also be accosted at night when viewing constellations in the sky, or any time after bumping into a half-buried urn.

The player may attempt to flee from attackers or retaliate against foes who, when defeated, grants all party members experience points that go towards leveling up and improving character stats.

Each of the characters in the player's party have health points, magic points for spellcasting, power, defense, physique, fortune, intelligence, knowledge, and agility; each stat has a direct effect on how a character plays. Character stats are assigned by the player at the start of the game using a cap-and-trade system. Each party member fills one of the four roles: scout, wizard, fighter, and priest, each with different strengths and abilities. Items can be purchased from traveling merchants who ambush the party, or at the tavern. Items are categorized as armor, weapons, healing items, rings, and misc. (such as torches). They offer no experience points, suggesting that kicking an urn is frowned upon. Another difficult enemy is the "Shadow Man", a tall figure that can unexpectedly lift itself out of the ground, accompanied by an ominous tune. Each enemy has movement and attack differences, some being less subtle than others, such as enemies that zigzag sporadically at a much greater speed than the player's party can keep up with. The game contains over one hundred different enemy variants.

Differences between computer and SNES game

The SNES version of Drakkhen is drastically different to its PC predecessor, especially in visual layout and color scheme.

Predating both Ultima Underworld (1992) and Eye of the Beholder (1991), Drakkhen was among the first action RPGs to utilize a permanent, real-time, text-adventure log window, demonstrating large influence from MUD games. This log functions like a dungeon master, frequently telling the player how much damage an attack did, explaining the outcome of intended actions, acting as the player's five senses, et cetera.

The SNES version of the game censors the screams of the "Love Monster." In the original, a shadow shaped like a frantic, giant woman repeatedly shouts "I love you" in a chorus of demonic voices, but in the SNES version, she instead moans not unlike how other enemies do.

In February 2018, the DOS version of the game was made available on Steam and in June 2018 on GOG.com. It was published under Piko Interactive's Classics Digital brand. It was also released for Evercade, included in Piko Interactive Collection 1 cartridge.

Reception

Drakkhen was a commercial success, with sales of more than 350,000 units.

In the May 1990 edition of Games International, Mike Siggins noted the open sandbox design, where players could wander in any direction, seeking adventure. However, Siggins was peeved by "the regular use of problems and puzzles to impede progress." He liked the "well-done" documentation, and admired the graphics. He concluded by giving the game an average score of 7 out of 10, although he gave the graphics an excellent rating of 9 out of 10, saying, "These games are really fantasy wargames rather than true role-playing exercises but Drakkhen at least pushes the standard out a little further and makes for a tough game with plenty of scope, graced with those remarkable Infogrames graphics."

In the August 1990 edition of Dragon (Issue #160), Hartley, Patricia, and Kirk Lesser admired the Amiga versions's "amazing graphics, enthralling music, and incredible game environment", but admitted that it was "one of the toughest fantasy adventure games for a novice to survive that we've yet encountered." They gave the game an excellent rating of 4½ out of 5, saying, "If you are easily put off by frustration, avoid this adventure. But if a challenge is your desire, and if superb animation and plot are what you want, Drakkhen is for you [...] Drakkhen offers a high dollar-to-entertainment ratio and provides gamers with a chance to experience gaming originality, new programming techniques, and superb sound and music enhancements."

Editor Paul Rand of Computer and Video Game Magazine gave the original versions 83 out of 100, praising the music and graphics, but finding the value of the game to be lukewarm. He was also impressed by the imaginative creatures and the sense of terror some enemies caused him. Super Gamer reviewed the SNES Version and gave an overall score of 84% writing: "The perspective is unusual for an RPG; a fast-scrolling 3-D landscape heavily populated with well-drawn monsters. Imaginative and unusual this is a decent introduction to RPGs." Retrospective reception of the SNES version has been very mixed, with many YouTubers and bloggers calling it confusing and "unplayable" by modern standards, while others find it appealing for its experimental nature; openness-to-interpretation, unintentionally-cryptic story; and intense absurdities.

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