Genre: Action RPG
Developer: Hudson Soft
Publisher: Hudson Soft
Year: 1987
Basic Idea: Come here to buy, come here to sell, and come here to kick some dwarf ass.
Review: When I first put together my list, I had Faxanadu ranked in the #7 spot. Last week I decided to play it. Needless to say, my memory of this game was significantly stronger than reality. It’s still a strong game, but there are enough flaws that #24 seemed like a more accurate place for it.
Like Zelda II, it’s a game that requires too much level-building and has townspeople who are almost completely worthless. I know this argument could apply to nearly every RPG, but it’s ridiculous that the king and the townsfolk all pray that you will help destroy the evil dwarves and keep their cities from dying, yet they charge you insane amounts of money for weapons, magic, and keys. There is not a town you can reach in the game where you don’t have to sit right outside it and kill enemies for twenty to thirty minutes just to get enough gold to buy things. However, compared to a lot of RPGs at the time, twenty to thirty minutes actually seems short. The game is also not terribly long, either, so the pain is minimized.
A unique aspect of this game is that when you gain enough experience points you are assigned a rank. The rank doesn’t increase your abilities in any meaningful way; however, when you die with a certain rank, you are revived with a base amount of gold attributed to that rank. Thus, dying can be convenient if you just want to warp back to the last town you saved at, especially if you have less money than your ranks gives you. Where this gold comes from and why you’re given it is a mystery, but it can make dying less painful than in other RPGs of the era.
As for the gameplay itself, it’s alternately a blast and frustrating. There are many times where it is simply impossible to avoid enemies. Thankfully, though, there are no pits of death to fall into so once you get over the fact that you’ll get hit no matter how good you are, the enemies are generally fun to fight. Most of the dungeons have a fight or two that requires planning, and the bosses are incredibly well-detailed, especially for 1987. The most irritating aspect of the game is that there are doors that require keys, and that the doors always re-lock themselves once you’ve used your key. There is at least one spot in the game that requires you to significantly backtrack to buy a key, because there’s no indication you need to buy an extra one for later.
It mostly sounds like I’m complaining about the game. To be honest, if you haven’t played this game before, I can’t really recommend it. It’s far too frustrating when there are way better action RPGs out there that have stories that have more depth and intrigue. I also don’t think I’ll ever play this game again. But I had so much fun playing this as a child and it was great entertainment in 1987. I still enjoyed myself last week, though a lot of that was nostalgia.
Happy Thanksgiving, everyone. Come back on Monday to see what game falls in at #23.
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