Shadowlands - Domark RRP œ29.99 (RPG for Amiga, ST and PC) Reviewed on the Amiga by Roy Sims Whilst the Dungeon Master clones keep coming, a couple of recent computer role playing games have taken the genre on from a different angle. The 3D isometric view point was first resurrected in 'Cadaver' (although this was more a puzzle game than a real adventure or RPG) and has been used again in Mindscape's 'Legend' and Domark's 'Shadowlands'. The heart of your quest in 'Shadowlands' is to resurrect Vashnar Herenil, the recently deceased warrior prince who was slain by the sword of the Overlord of the Shadowlands. In the Overlord's dark temple lies an altar of regeneration. If your party can survive long enough to reach it, the bones of Vashnar can be brought back to life and he can gain his revenge and slay the Overlord. If only it was as simple as it sounds! The four noble warriors who are chosen temporarily become bearers for Vashnar's spirit and guidance during the game. (What this really means is that you take on the role of the dead Vashnar who controls all four characters). You start off by selecting your party of four from a character generation screen. A nice feature is the ability to design each character's face along with the usual RPG statistics. You can't end up with as varied results as the face editor in Midwinter 2, but it's still a nice feature to have. As I've already mentioned, once into the game proper it is displayed in an isometric environment. You begin outside in nice colourful green countryside. There are plenty of apple trees about and a few other items are handily left lying around for you to collect. To be able to do anything in the game you must get used to the control method. Each character has a small window of his own which is overlaid on top of the main isometric display. The four of them can be lined up along the bottom of the window or displayed in each corner. The choice is yours. Each window shows a diagram of the character's body (if they are all nearby) or the face of the character if he is not so close. If that character is on a different level altogether (as the party can be split up) then his back will be turned instead. To pick up an object you must click on the character's left arm in the window. If you then move the cursor over the object it will flash to indicate that it is within that character's range and that he can collect it. Once picked up, the object is immediately transferred from his left hand to his right. If you want one character to move to a certain area on screen, you must click on the character's left leg and then click on the area you want him to move to. If you want the entire party to move together then you do the same thing but select his right leg instead. To throw an object you must first select the left arm, then the right arm and then the area where you wish to throw it. Again, you can only do these things if the target area is within that character's range. To look at something you must first select the head then select the target. As you've probably worked out already, this is a little bit complicated at first. I got the hang of it eventually, although I have to admit that I find the system overly complicated and a bit awkward to use. The most annoying part of walking around in 'Shadowlands' is the awfully noisy sound effect you get whenever you walk. If I call it noisy crisp packets at dawn then you'll hopefully understand what I mean! The screen will 'bump' scroll if you try to walk off it as the window shown is only a small area of the overall map. This causes a number of problems as it sometimes doesn't scroll until your party are right on the very edge and you can walk straight into a monster without much warning. On the subject of monsters, combat is a bit on the naff side to say the least. The monsters tend to follow set paths most of the time and when you fight something the animation is very minimal and you have no real control over the fight except when you started it and when you run away if things aren't going so well. There is a magic system in the game somewhere, and it involves pre-formulated scrolls and items that all contain an element of magical force. I'm only in the second level of the game, but I would have expected to have used magic a few times already and I haven't. It would be unfair to pass comment on magic until I've used it, but let's just say for now that the idea of yet another rigid and inflexible style spell system doesn't fill me with anticipation. One of the major selling points of this game is 'photoscape'. What this boils down to is dark and dingy dungeons which are lit up by torches. You carry a source of light which casts light around you. As the torch burns down so the light encircling your party gets smaller until it disappears altogether. This looks rather neat at first, but I suspect that nearly all of the levels are going to be dark and dingy and I've already got a little bored with the puzzles that are specifically designed around being light sensitive. The majority of the puzzles are of the lever, button, key and pad variety and take some working out. It would be nice to have puzzles of a different kind, but I suppose they can always do those for the sequel ('Shadow Worlds' as it is known at the moment is a science fiction style game using the same system). The graphics are okay, but each party member looks exactly the same in their flowing brown capes. The monsters are a bit on the squiggly and poorly defined side too. I'm sure that this is down to the particular graphic style chosen rather than an incapable artist. Again the graphic style looks interesting at first but after a while you begin to wish for a more colourful palette and better defined monsters and adventurers. Oh for a nice bright and colourful land to go adventuring in! You are only allowed one save per disk which quite frankly is ludicrous. The designers obviously wanted to penalise the players by not being able to have more than one save game on a disk, but it's not really on. As it is, you can wander around a level not really knowing what to do or where to go. I desperately wanted to like this game, but as usual the glossy mags have over-hyped a game that doesn't really have the depth and user friendliness that it requires. The idea was a damn good one, but somehow it doesn't quite work. The control system is at best finicky, and the dark graphics soon become monotonous. It has been very slickly put together and the designers obviously put a lot of hard work into the game, but I can think of another isometric role playing game recently released which is much better.