This may be one of the first
Japanese made RPGs for the Mega Drive, but with tedious monotonous gameplay it
may be one to avoid no matter how good the art is.
Developed by
Sonic! Software Planning (Camelot)
Published by Sega
Released in 1991
Sonic! Software Planning (Camelot)
Published by Sega
Released in 1991
It’s difficult to think of many
games whose name reflects my experience more accurately than ‘Shining in the
Darkness’, or to be more specific, the Japanese name for the same game:
‘Shining and The Darkness’.
Diluted down to its main gameplay,
‘Shining in the Darkness’ is really just a somewhat generic first-person
dungeon-crawler. The game was developed by the Takahashi brothers at Camelot,
then known as Sonic! Software Planning. However the ambitious game was too big
a project for a small development team, so help was sought from Climax
Entertainment, who would later go on to develop the ‘Land Stalker’ games.
Set in The Kingdom of Thornwood,
everything is seen through the eyes of a mute protagonist with a user-defined
name. An evil sorcerer Dark Sol has kidnapped Princess Jessa and our hero
believes that if he rescues her, he will also find his lost father since he was
with her at the time of her abduction. Rescuing a princess is never an easy
task of course and the protagonist must enter a Labyrinth and face the four
Trials of the Ancients. Thankfully he is
only alone in his quest for the opening couple of hours. After beating the first boss, Kaiserkrab, the
game’s party size expands. Pyra Myst, a feisty powerful elf mage and a hobbit
trainee priest called Milo Brax join the party. Throughout the adventure,
several other characters join and leave, each with a variety of skills and
strength.
Although somewhat crude and
simplistic compared to many modern JRPGs, weapons and equipment must be
distributed amongst the party bought with gold found by defeating foes. As per
the traditions of the genre, Party Stats also increase as experience points are
earned during battle.
Much was made of ‘Shining in the
Darkness’ upon release, with Mega Drive magazines excited that a game like this
has found its way to the console. However, while it may have been one of the
first RPGs to grace Sega’s 16bit machine, ‘Shining in the Darkness’ wasn't
exactly original and borrowed heavily from other adventure games. Producer
Hiroyuki Takahashi cites ‘Wizardry’ and ‘Dungeon Master’ as influences,
although echoes of ‘Phantasy Star’ and ‘Dragon Quest’ are also obvious.
Battles take place exclusively in
the Labyrinth; a place that the game claims was created as a training ground
for knights. Clearly, it’s also a great place for a villain to take a captured
damsel as it’s filled with traps and monsters. Calling it a Labyrinth is
certainly apt as although it’s built on a grid with exclusively right-angled
corners it’s very easy to lose your bearings, especially as each floor has
identical floors and walls. “This is a first-person, turn-based hack through
some of the most fiendish labyrinths ever to grace the Sega Genesis, and it's a
test of both perseverance and patience,” said GameSpot in a retrospective
review. Success will depend on you drawing a map on graph paper, since you
don’t have access to an in-game equivalent until Pyra Myst learns a spell
called “view”. This should happen during
the third section of the labyrinth, about five hours into the game!
Sadly getting continually lost in
identical looking corridors isn’t the only frustration in ‘Shining in the
Darkness’. Battles in the game are entirely unavoidable and far too frequent. “Every
other step results in a random battle. Grinding becomes unavoidable in
corridors that seem interminable” wrote a disgruntled critic. “Every turn leads
to another hallway full of enemies.”
The icon controlled battles
themselves are simple affairs, a choice between attacking, using an item, using
a spell or running away. There’s little point running away as you’ll fail most
times resulting in a missed turn. So the extent of the gameplay is deciding if
you’ll use a spell or a weapon and hoping you’ll reduce the enemy’s health to
zero before they do the same to you. As each character has obvious strengths
you won’t change what they do each turn, so the end result is Battles that feel
drawn out and monotonous. Admittedly you do meet a huge variety of enemies,
some of which are truly bizarre, but that does little to detract from how
repetitive things get. “The first-person pseudo-3D exploration makes it look
more interesting than it actually is” critic Dan Whitehead acknowledges in a
retrospective EuroGamer article.
Frequently you’ll trade blows with enemies, barely win and then, in a
weakened state, be forced into another battle moments later. You know you’ll fail before you even start
but you have no choice but to go through the motions. Thankfully the frequent
inevitable deaths don’t end the game. If the entire team becomes paralyzed or
dies in the Labyrinth, the game will continue in the Shrine. Evidently, upon
death a kindly Valkyrie delivers the party’s remains there and, thankfully, a
holy man there is able to bring anyone back to life. You get to keep the gold
and experience earned but your progression in the labyrinth is reset. So when
you re-enter the labyrinth, you'll have to fight your way back up to where you
left off, including any of the lower-level monsters that might happen to be in
your way. Even without looking at your hand drawn map you’ll know the start of
the maze by heart since you’ll have had to pass through it countless times.
For most of the game, you feel
like you’re simply grinding to get a level high enough to beat the next boss-
it’s not a conscious choice. Exploration is continually interrupted by the far
too frequent encounters and these last so long that you’ll lose track of where
you were going and came from. You’ll gain all the levels you need in the game
just trying to figure out where you’re meant to be going, as while objectives
are explicitly stated what you need to do to complete them is left vague.
The puzzles in ‘Shining in the
Darkness’ are completed more by luck than judgement. You’ll have to find hidden
routes behind walls, which essentially means you have to perform a search at
every dead-end corridor you come across. Further, into the game, The Orb of
Truth will expose the fake walls, and special keys can open up different parts
of the Labyrinth. However, this is poorly explained in the game and you may be
stuck for hours before you realise. For Peter Tieryas, former Lucas Arts
programmer and designer, it was a frustrating game to play as a child. “There
were so many times I felt helpless when I was originally playing ‘Shining in
the Darkness’” Tieryas wrote in Kotaku. “I was twelve then, so there weren’t
any FAQs online I could consult. I searched every corner of the labyrinth, even
though I had no idea where to go. I persisted, mainly because back then, I
didn’t have anything else I could play- any game I bought was going to be it
for the next year.” ‘Shining in the Darkness’ boasts thirty hour duration, but
28 hours will be spent doing essentially the same battle over and over again.
For me, the most enjoyable parts
of the game can be found outside of the labyrinth. A world map presents three
locations that can be visited; the labyrinth, a small village and a castle
throne room. While the first is devoted to battles and levelling up, the others
exist to tell the game’s story and the longer you spend in each the more you’ll
understand of the world and its lore.
Locations are wide panoramas that
scroll elegantly as you turn your protagonists head, and everywhere is filled
with anime versions of traditional medieval archetypes. “When we were making ‘Shining
in the Darkness’ other developers were blown away by it. They couldn’t believe
that we were able to use such large graphics” Recalls Hiroyuki Takahashi. One critic noted the game offers
“gorgeous JRPG art that made it feel like a fantasy anime come to life”. “The
moment you slap ‘Shining in the Darkness’ into your Mega drive, you're in for a
visual treat” adds Mean Machines magazine.
As a celebrated author Peter
Tieryas is able to notice how ‘Shining in the Darkness’ includes elements of
classic literature. “Similar to a drama, the story is split into comedy and
tragedy. The throne room represents the more serious elements, with the king
and his advisers debating the crisis wracking the Kingdom of Thornwood [...]
The NPCs in town represent the comedic half, providing light-hearted
conversations that add to the drama.”
In each location, dialogue
changes after every major event or object discovery.
Drunkards will pass comment on your feats and share gossip with you at the tavern. The merchants are equally dynamic as their inventory grows and special items become available as you progress. Bizarrely the weapons shopkeeper looks identical to Gilius Thunderhead from ‘Golden Axe’, which is either coincidence or a subtle piece of cross-promotion.
Drunkards will pass comment on your feats and share gossip with you at the tavern. The merchants are equally dynamic as their inventory grows and special items become available as you progress. Bizarrely the weapons shopkeeper looks identical to Gilius Thunderhead from ‘Golden Axe’, which is either coincidence or a subtle piece of cross-promotion.
“‘Shining in the Darkness’ is the
most colourful, enchanting RPG I've played on the Mega Drive” claimed Sega
Force magazine. By reacting to player achievements the world feels alive and
immersive. It’s the attention to detail that draws you into the story and to
some extent justifies the non-stop grind in the labyrinth. It’s an opinion
shared by Kotaku. “While the main adventure follows many common JRPG
conventions, it’s the character interactions and the way people respond to your
actions that makes the game so interesting”.
‘Shining in the Darkness’ was
developed on a shoestring budget but managed to be a pretty modest hit
worldwide in spite of that. Sega was keen to continue the series in the same
style but Sonic! Software Planning had to other ideas. Their sequel ‘Shining
Force’ was a tactical RPG in the style of ‘Fire Emblem’. Overshadowing its
dungeon crawling prequel, ‘Shining force’ was a huge critical and commercial
success that spawned many sequels. It’s likely that fans of this series will
look towards ‘Shining in the Darkness’ to see its origins.
There’s an intriguing story here
for them to enjoy, including some character overlap with ‘Shining Force’. By
the game’s conclusion, there are some surprising narrative twists and turns
that you wouldn’t have expected from the somewhat generic premise. ‘Shining in
the Darkness’ feels painfully dated. You can encounter battles as frequently as
every step, and given that there's essentially no strategy involved in fighting
most of them, the game quickly feels like a mindless chore.
So while the story and graphics
may shine, they’re lost amongst so much darkness it’s hard to recommend the
game to any but the most ardent JRPG fans.
Where did I get this game?
A friend and I share a mutual
love of JRPGs often playing through them together and discussing as we do. While
I'm touched she gave me this, it'll probably remain on the shelf for the
foreseeable future!
Man, have to fully disagree with you here. I love this game, the graphics are beautiful, the music is amazing, and this may be the best gameplay transcription of PC dungeon crawlers of the generation in my humble opinion.
ReplyDeleteThis game is fantastic.
ReplyDelete