Anybody here remember Dragonsphere, from SSI? You know, the "dragon
flight sim" based on Weis and Hickman's Dragonlance property? It was a solid
seller back in the day of the C64, and capitalized on one of fantasy's most
popular and recurring themes: dragonflight. If the success of the Dragonlance
property and Anne McCaffery's Pern novels are any indicator, quite a few
people are fascinated with flying atop a huge dragon, raining fiery death
upon their foes from above.
Well, Surreal Software has decided to make their bid for the
imaginations (and wallets) of the dragon fans, with their title Drakan:
Order of the Flame, which promises to bring the thrill of dragonflight to
your PC screen along with a heaping portion of solid adventure. As expected,
the game also features a tough-talking but beautful heroine of the Lara
Croft bent sure to inspire web shrines en masse from lonely gamers who've
spent just a little too long gazing at her polygonal backside.
The premise of the game places you in control of Rynn, as she
seeks to save her little brother from marauding band of Wartoks. In
order to accomplish this, she bonds with the last of an ancient dragon
breed, a big ol' red bugger of a lizard named Arokh. To rescue her brother
and prove herself worthy of the Order of the Flame, she must defeat the
forces of an evil necromancer and save the land from an ancient peril.
Graphically, Drakan is a little awkward, polygonally-speaking, although
it does have its moments. Technically, the biggest complaint can be registered
against the engine itself - although it performs well when delivering vast
spaces of open terrain, indoor scenes often grind down to unacceptably framey
levels, especially when enemies are present. This occurred on both systems I
tested the game on (Cel500 w/ V3 3K, P2-450 w/ TNT2 Ultra), even with texture
detail turned down, shadows off, and the latest drivers installed. Adding
insult to injury, the textures under the V3's 16-bit color (22-bit filter
enabled) were horribly banded, an artifact I haven't seen since the days of
my original Monster 3D. Obviously, this game was designed to run under 32-bit
color, so Voodoo folk may want to be a bit wary. It looks to be more a problem
with the way the lighting model is implemented, rather than an issue with the
Voodoo hardware or 16-bit color modes in general. Occasionally, boundary errors
occur, and Rynn can get stuck on a rock (especially while swimming) or will
fall through a seam into the midnight ether outside the polygonal world,
prompting a reload.
Aesthetically, the game is quite competent: the outdoor
environments are gorgeous and brilliantly detailed, and some of the indoor
mazes are very intricate and clever in both layout and texturing. Arokh,
the dragon, is a great-looking model, especially with bump-mapping enabled.
On the other hand, the model for Rynn is simply mutant - all breasts, with
a misshapen torso and freakish extremities. Although she appears to have been
designed with the male libido in mind, she's not at all attractive - the low
poly count coupled with a bizarre model pretty much kills any potential she
might have had as the next "virtual star." The monsters, on the other hand,
look really good - the wartoks are hulking and ugly, and the succubi use a
far better female-ish model than Rynn does, with actual hips and normal-looking
appendages. And you'll definitely want 32-bit color to get the full aesthetic
effect of the environments - level 5's beachside archipelago is a travesty
of banded backgrounds without it. The same is true for many of the darker
sub-dungeons - you'll see elegantly light-sourced textures instead of
muddy pools of brown and black.
The special effects are pretty solid, and some of them, like the
ice breath, look pretty slick and are satisfying to use. Enemies gib
nicely when given a good whack, and delimbing your foe is an amusing
diversion, visually. Almost all objects onscreen can and will burn when
set alight, to little or no practical result. Evironmental effects such as
storms, rain, sleet, and smoke add to the overall atmosphere, lending a
strong sense of immersion.
Once again, the curse of middle-grade voice acting rears its head,
looks us in the eye, and utters a chirpy, oddly-inflected cry. Rynn herself
is passable (although her emotion sounds feigned), but much of the supporting
cast is laughable fare straight from Saturday morning. Arokh's actor delivers
his lines with laudable vigor, but the sampling method used often makes him
incoherent. The ambient music, however, is quite good, with eminently
listenable composition and an appropriately symphonic instrument choice.
The controls, when played using the mouse to look and the keyboard to
move/strafe, work quite well. Any and all commands are easily remapped under
the options screen - if you've played Heretic 2, you'll be able to set up this
game and be kicking Wartok booty in no time. However, if you are a gamepad or
joystick aficionado, things aren't so rosy. I attempted to play the game using
a Gravis Gamepad and a Microsoft Sidewinder Force Feedback Pro, both of which
proved too touchy to adequately control Rynn (Arokh worked fine, though).
When pushing forward, I often found that I couldn't stop Rynn's momentum quick
enough to prevent her from falling off the edge, and jumping exercises such
as those on Level 3 were abominably difficult using the Gamepad. If you want
to play Drakan with utmost efficiency and minimal frustration, you'd better
become familiar with the keyboard/mouse combo.
Drakan is quite ambitious, gameplay-wise: the levels are vast and
intricate, and allow for both airborne navigation and detailed exploration
on foot. The implementation of this design is quite remarkable, and done
with incredible panache; there's nothing quite as cool as soaring over a
vast demesne of hills and huts in a massive dragon, finding a point of
interest, and then landing to explore it in detail and actually finding
something worthwhile therein. For this play aspect, Surreal must be given
due praise, and, with slightly different premise, could have made the
game something more than it is. Unfortunately, the feeling of freedom is
marred by constrictive linear progression - any feeling of
casual exploration and discovery is eliminated by the necessity of
obtaining a specific "key" or pulling a lever before an area is
"unlocked." By doing this,
the focus of the play is taken away from the freedom of dragonflight,
and we become embroiled in yet another forcedly linear adventure game.
The levels, despite their size, are quite linear (but not railed) -
you must navigate through a clearly delimited area from point A to point B,
blasting obstacles along the way. Occasional backtracking becomes needed
to recover a key-type item or to push a button for further progression,
only emphasizing the
directed play. Again, if this were done in a more original fashion, it
might be inspired, but, flight aside, we've done this all before in Tomb
Raider and countless FPS titles.
Perhaps most harmful to the game is the derivative puzzle design and
dull combat. The lever puzzle, it seems, is still back in fashion: pull
lever A to open door B in area C, ad nauseum. The difficulty is upped in
later levels by 3D platforming tasks - Rynn will frequently have to make
jumps or rolls or be instantly killed. Again, this takes the focus away
from exploration the vast environments could so effectively provide, and
put the focus on frustrating platform action. I don't mind a bit of this -
it's expected that jumping will have to occur in a mountainous environment -
but Drakan's reliance on it to up the difficulty seems a bit contrived.
Combat had potential - serious potential - but it, like the rest
of the game, is flawed. The enemy AI is very good, with your groundbased
foes blocking, dodging, ducking, and using a variety of techniques. You
have vast arsenal of weapons to find and utilize, ranging from greatswords
to spells to bows, and then some. Sounds pretty rich, eh? Well, it WOULD be,
if success in hand-to-hand combat wasn't dictated by your ability to
circle-strafe effectively. Small wartoks and spiders aside, you WILL die
if you cannot circle-strafe effectively. Stealth techniques are dubious;
I've managed to sneak up on some creatures successfully and slay them, but
loading and attempting the exact same technique from the same vector will
result in them somehow "hearing" me. It's too unpredictable to be reliable,
and, in 9 or so cases out of 10, a circle-strafing battle will result. I
would rather have seen less-intelligent foes and more techniques for Rynn
to execute, if the result of clever AI is endless rotating battles with
so little in the way of excitement. Boss battles are the worst for this;
if you have no arrows to put them down with, be prepared for a prolonged
and dizzying exercise in spinning around your foes you attempt to avoid
ranged attacks and strikes that can decimate Rynn's bar with a single hit.
Much of the necessity for circle-strafing results from the sick amount of
damage most foes deliver, even on the early levels; there's little reward
for trying new tactics. C-strafing is so effective that it isn't funny,
and with the limited number of health elixirs available, you'll find you
rely on this tactic simply to survive. The "alternate fire" mode for many
weapons is a block, but this, too, is ineffective; most enemies will
strike you as soon as you drop your guard to block. To make swordplay
interesting, to this reviewer at least, you have to have more techniques
than a swing and a thrust. I don't expect Soul Calibur, but I do expect
to have enough techniques to make battle visually interesting and to
formulate effective tactics from.
The same is even more true for aerial combat - circle-strafing *is*
the name of the game, against both single-player foes AND in multiplayer.
Endlessly whirling, the circling aerial dance eventually bored me, since no
tactics seemed as effective. Multiple breath weapon types help a bit,
although the short-range secondary fire for the flame breath seemed singularly
useless, since I could just c-strafe all my foes at range without taking a hit.
Despite my seeming negativity towards the game, there's really a lot
to like and admire. The vast, gorgeous levels are a huge plus, and are
awfully fun to
simply explore. Rather than try to cram the game full of combat and jumping
puzzles, I feel that the design would have been better served by making
the game more open and less risk-filled, and by having more areas free of
danger to use the dragon in. This, in some ways, was the promise that early
previews hinted at, and the resultant emphasis on Tomb Raider-esque antics
has left me a little disappointed. It is quite evident that they tried to
spice up combat by giving the enemies a wide variety of behaviors, but without
any interesting ones for Rynn, the effect is lost. The multiplayer mode is
quite novel, but eventual degenerates into a lot of circling and shallow
deathmatch action. A co-op mode for this game would've been truly outstanding.
In the end, Drakan comes across to this reviewer as a singularly
ambitious game that didn't live up to the genre-busting potential its
premise and engine could have provided. Exploration is wasted when linear
scripting dictates the flow of play so heavily, and the puzzle-solving/
platforming is painfully generic. So much more could have been accomplished
under this premise; I applaud what the designers were attempting to do, but
I'm also sorry that they let the details of the game degenerate into cliches.
If you are looking for Tomb Raider with a fantasy setting and a dragon to
fly between locations with, I don't doubt that Drakan will satisfy your
desires. However, if you were expecting more from the "dragonriding" aspect,
as well as more of an open-ended RPG feel that such freedom implies, you'll
probably be disappointed. Is it recommended? Only but barely - it's a great
theme accompanied by some beautiful environmental visuals which collectively
manage to make the stultifying combat and cliched platforming elements
tolerable. But does that make it a good game? Sadly, no; Drakan: Order of
the Flame is a playable game, but it never realizes its potential beyond,
as many pundits so irreverently declared in previews, "Tomb Raider with a
dragon."
The Bottom Line: Drakan is an ambitious game with a great vision that
barely manages, via stunning environmental graphics, to deliver in its
promise of compelling, dragonbound play.
-- Doug Erickson