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Technology Stocks : eidos--maker of Tomb Raider

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To: Harry who wrote (1125)7/20/1998 9:49:00 AM
From: Tae Spam Kim  Read Replies (1) of 1773
 
Well it looks like the PC version of Deathtrap Dungeon is getting some positive reviews. :) -Tae Kim

www.avault.com

Deathtrap Dungeon

Graphics: Stunning. Overall, the graphics in Deathtrap Dungeon are more appealing
than those in the other Tomb Raider-like games. The level textures are fitted to the walls better, and
the overall look is cleaner. There isn't nearly as much clipping in the game as there has been in other
3D action/adventures. The weapon, spell, and potion effects are gorgeous. I'd waste all my "Arc of
Power" spells in one room just to see how the light would shimmer off the walls and ceiling.
Deathtrap Dungeon is the brightest dungeon you'll ever encounter. Rather than take the gloom and
doom approach of most dungeon hacks, Eidos lit up the labyrinth and allowed all its visual wonder to
be exposed. The variety of the enemies and their visual representation are exceptional, and you really
do have to see this game to believe it. I would not, however, recommend playing Deathtrap Dungeon
in software rendering mode. The game supports numerous 3D cards, and should by all means always
be played in hardware accelerated mode.

As good as the graphics are, they are not perfect. The aforementioned player character graphics and
some of the enemy graphics are very blocky. Movement is not as smooth as it was in Tomb Raider
2, and as such the characters aren't as believable.

It should also be noted that Deathtrap Dungeon is excessively bloody. Almost every kill shows
enemies' hands, arms, legs, and even heads being lopped off. Blood pours out of enemies
reminiscent of the Black Knight, in Monty Python's The Search for the Holy Grail. Also, Lotus walks
around in a sexy little g-string. If the excessive blood and mature content don't bother you, this game
will be easy on the eyes.

Interface: I hope I've played my last all-keyboard game. The user interface in Deathtrap
Dungeon is straightforward and simple, but the learning curve necessary to master it might be
frustrating for some. I couldn't help but wonder what the game would have been like if a mouse-driven
combat system had been put in place. The speed at which your character moves using the keyboard
is too slow for an action game such as this, especially in multiplayer. The menu system both in the
game and out are easy to use and offer lots of configuration options. The game can be played in
multiple resolutions, including 3Dfx in 800x600.

The main interface problems with this game are the annoying perspectives created by the auto
camera, and the lack of multiplayer Internet support. The camera angle system used in Tomb Raider
2 is far superior to the one used here, and the added cinematic effect doesn't make up for the
irritation caused by the camera idiosyncrasies. The save game feature could have been a real big
problem in Deathtrap Dungeon but luckily it's not. Saves are done by progressing in the map and
finding the savepoint. Savepoints are readily available in the beginning of the game, and get fewer and
fewer as the game goes on. There is no point in the game, thankfully, that they become too hard to
find.

Luckily, Deathtrap Dungeon only crashed on me a few times, and even then it was most likely my
fault due to applications running in the background. On my other system, however, I could not get
Deathtrap Dungeon to play in 3Dfx mode, using an original Diamond Monster 3D. It was a real
shame, and a first. You'd think that when you buy a game, it would run right out of the box, but such
is not necessarily the case with Deathtrap Dungeon (or Eidos' other recent release, Final Fantasy
VII).

Gameplay: In Dungeons and Dragons there is an item called "The Deck of Many
Things." This is a very cool item that is used by characters wishing to take chances on their
salvation. Gameplay in Deathtrap Dungeon is a lot like using a "Deck of Many Things" in a pen and
paper RPG. It's exhilarating and fun, forcing you to constantly wonder what's going to come up next.
There really is nothing wrong with the gameplay in Deathtrap Dungeon. The main difference between
other action adventure games and this title is how Deathtrap Dungeon handles its action elements;
only Ecstatica II comes close in its fast-paced action. Some of the large battles in Deathtrap
Dungeon have you facing off with 20 or so enemies at one time. The interactive environments do a
great job of adding to the gameplay. Falling floors, traps, and scripted "sneak" attacks are blended
into the game very well. The only deterrent to gameplay is the interface camera problem, which
causes some frustration during battle.

The adventure side of the game is fairly straightforward -- you must find keys to unlock doors, which
allows entrance to different parts of the dungeon. Finding out what to do next is as simple as covering
every inch of the map, pressing every button, and searching every wall. Unfortunately for the player,
you can lock yourself in areas with no ability to escape. If you move into an area before you've found
a necessary item, it is possible to get "stuck." Overall, gameplay is a blast, and the vast array of
weapons against an even vaster array of enemies makes sure that getting bored with Deathtrap
Dungeon isn't going to happen in a long time.

Sound FX: The sound effects are perfect for the game. Each sword has its own sound
effect when swung, each weapon, spell, and potion all make unique sounds that are perfectly mixed
into the game. Ambient sounds in Deathtrap Dungeon are simply outstanding. The crackling of fire,
insects flying around, even the faint sound of dripping water all add to the ambiance that is Deathtrap
Dungeon. Every sound is clear and variable. I never got tired of hearing the same sound over and over.
The sound effects are also very dominant and loud. Overall an excellent use of sound and sound
effects.

Musical Score: Since there is no in-game music, this category is not open for evaluation. What an
outstanding disappointment, too. The one key element (that I wanted to save for here) that is missing
from Deathtrap Dungeon's gameplay and lure is a great sinister and suspenseful musical score. I
could have been, should have been, scared out of my wits in this game. However, because there was
no music leading me into the scene, I was mildly shocked. It's another case of would have been,
could have been, should have been! I for one would even be happy if the game allowed you to listen to
your own music CDs, but alas it does not.

Intelligence & Difficulty: I for one believe fantasy games have an unfair advantage
when it comes to implementing good artificial intelligence. I mean, how smart do undead have to be?
The AI in Deathtrap Dungeon is nothing to write home about. Enemies will not chase you through
caverns, and oftentimes not even through doorways. They fail to take advantage of their superiority in
numbers, choosing to attack you one on one at times instead of in a group. The AI is adequate,
though. Different monsters have different attack patterns, and are not very predictable. The game's
difficulty progresses very well throughout the entire game, and the last few levels left gut-wrenching
pains in my stomach for hours.

Overall: Overall is this the zenith of 3D action adventure games? Not quite, but it's
close. Deathtrap Dungeon succeeds in shedding the Tomb Raider clone stigma that it has been
likened to (even by this critic) too many times. It's a fresh game, with more action than both Tomb
Raider games put together. The addition of another character, multiplayer support, and the
unprecedented number of weapons and enemies make this game a treat for all but the young and
squeamish.
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