Eye of the Beholder

Makers:
Westwood Studios / SSI
Year:
1991
System:
Amiga (OCS)
Genre:
RPG
Tags:
Based on Other Media / Sword & Sorcery / ScummVM
Languages:
English / German
Median Rating:
5/5

Thoughts by Mr Creosote (27 00 2022) – Amiga (OCS)

The irony of calling your company Faster Than Light (FTL) when in fact, all your products were notoriously late is obvious. It cannot be denied that their Dungeon Master was a true work of art. The main thing not even being the large 3D window into the game world or everything taking place in real time, but rather the flawless design of managing every imaginable player interaction in this same view, following a highly intuitive interface. No separate character creation, no separate battle screen etc. Everything just fit together.

Though then, FTL left themselves wide open commercially when they not only failed to properly follow up on their huge success, but even failed to see the emergence of a new major force on the computer games market: the IBM PC. In 1991, a whole four years after Dungeon Master’s original release, they still didn’t have their game out on the new market leading platform. Which left ample opportunity for the competition to take over.

Turn, dammit!
Turn, dammit!

Cynically speaking, it could be suspected that SSI’s communication to developer Westwood must have been: make us a game exactly like that one, and make it look really, really great. Westwood, the talented craftsmen they were, delivered exactly that. A really good looking Dungeon Master clone.

There is no attempt to tell any story, to develop characters. Evil just happens to be lurking below the city of Waterdeep, so a group of heroes dives into the sewers under which more dungeon levels wait than expected by the city elders. Until they eventually meet a boss monster, which just happens to be there on the last level. Killing which ended the game in the least spectacular way imaginable in the original version. A good sign of the game having been rushed out. The Amiga port at least added a proper ending sequence.

A rare non-hostile encounter (AGA)
A rare non-hostile encounter (AGA)

Player skills gained from playing Dungeon Master remain fully usable, especially when it comes to the real-time combat. The enemies are defined to a level where they quickly become unbeatable when just engaging in direct combat. Hitting, then moving away to evade, is a necessity, and the balancing is just right. On top, many monsters sport special abilities. Slaying a giant spider works well enough, but doing so before getting poisoned is another question. Unfortunately, this part just being a game of luck.

Fighting aside, the main challenge lies in decyphering the mazes. No automap available for help, the levels are chock full of fake walls, invisible teleporters, spinners… all those dungeon features which you either love or hate. The only explicit help being the compass rose at the bottom of the screen to indicate something unforeseen has just happened. On top, features like regular (visible) teleporters, lifts and small puzzles to open doors in different ways spice things up. It takes a very dedicated player to not get lost.

There's just no way out (AGA)
There’s just no way out (AGA)

From today’s point of view, the graphics could use some additional animation frames. That aside, the game still looks quite good. The pixel sprites have aged well and the dungeon backgrounds change every three levels as well. A fan-made reverse engineered version re-imports the original VGA graphics to the Amiga and even adds automapping. For sure, a much more convenient way of playing these days.

Nevertheless, it is not so clear who would want to play through the game today anyway. Based on what came after, the name Eye of the Beholder now carries a huge legacy which at least this first game cannot really deliver on. It is an alright game, but apart from looking good, there is really nothing special about it. It was there in the right place at the right time which ensured its commercial success.

The case of it being the better Dungeon Master in terms of gameplay can be made, especially as far as balancing is concerned. Though in terms of pure design, it actually did a couple of things in much more clunky ways (such as taking the player out of the game world for character generation, spell memorization, camping…). One way or another, Dungeon Master is an important game in history. Eye of the Beholder is not. It is a (good) “me too” imitation which brought nothing new to the table.

Archived Thoughts

Thoughts by Mr Creosote (10 00 2009) – Amiga (OCS)

There’s something fishy going on in the city of Waterdeep. The Lords of the city have traced the source of the problems to the underground catacombs and a party of four heroes is commissioned to investigate. Immediately, they are trapped with the ceiling collapsing at the entrance. So now, the four are on their own with no outside help or supplies available. The only direction to go in is down…

Fighting a zombie Eye of the Beholder is a roleplaying game in the style of Dungeon Master. Your party is moving in distinct steps and turns of 90°, weapons and items are controlled with simple mouse clicks. Fights are done in real time, with each character only being able to use his or her weapon once every few seconds.

Apart from the obvious AD&D based character generation and progression, there are only few classic roleplaying elements in the game. You can find new weapons, but there aren’t any cities or merchants or most of the other NPCs you’re likely to come across in an RPG.

Tiny, the Dwarven Thief/Fighter has just saved the party the hunt for yet another key Instead, the main point is finding one’s way through the underground maze which includes avoiding traps and opening doors a lot. The corridors look pretty much alike everywhere, there are secret passages all over and there is no automapping – not an ideal combination. A printed map of the first three levels comes with the game, but since such a map doesn’t indicate your party’s current position, this isn’t an appropriate replacement. Also, the numerous teleporters aren’t marked on that map anyway. So there is really no alternative to picking up a pen and a piece of paper to map everything yourself.

On the other hand, Eye of the Beholder is a very accessible game due to its intuitive controls. The lack of depth, which might be criticized, means that casual players can easily get into it without need for lots of commitment. You can easily start playing the game, then let it be for a few days and immediately get into it again – and that’s a quality which shouldn’t be underestimated.

Box

Amiga (OCS)

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Amiga (OCS)

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