Landstalker is a game I remember being
really interested in but never got around to playing. All the UK Sega magazines
were raving about it at the time but being a poor child I couldn’t afford it.
When the game was picked for a recent Game Club 199X event over at Hardcore
Gaming 101 I found it was the perfect opportunity to give the game a whirl.
Landstalker is a bag of clichés. You play
as the unfortunately named Treasure Hunter Nigel who runs into a spot of bother
when he decides to rescue a Wood Nymph named Friday from a band of thieves. The
thieves are after Friday because she knows the location of the legendary
Treasure of King Nole from the title. So the two strike up a deal and head off
to look for the treasure together. Although the story is predictable it’s full
of charm and amusing moments, particularly from Friday who has a secret crush
on Nigel.
I’d like to say Landstalker is an action
adventure game in a similar vein to Zelda but it’s not as well structured.
While Zelda’s roadblocks to progression are overcome by gaining new abilities
the roadblocks in Landstalker halt progress until you move the story forward by
talking to certain NPCs or defeating dungeons. In fact at one point progress is
stopped by a literal roadblock caused by a landslide.
The first thing that will strike you about
Landstalker is the isometric perspective. Fans of the ZX Spectrum games will be
well familiar with isometric perspectives from classics like Head over Heels
and the Ultimate games but it’s quite unusual for a Japanese action game. It’s probably
the game’s greatest strength and weakness. It really gives the world a sense of
3D depth and it looks gorgeous for a Megadrive game. On the downside the game
requires a lot of tricky platforming that can be extremely frustrating due to
awkward controls and the strange perspective. Objects and the player character
lack shadows making jumps and heights very hard to judge. Some of the later
dungeons are particularly infuriating and one misjudged jump can lead you to
the beginning of the dungeon and some infuriating backtracking. It seems at
times that the designers are purposefully using the isometric perspective against
you with red herring platforms and other nastiness.
Platforming in isometric games needs to be outlawed! |
It’s not just the isometric perspective
that causes problems but some badly thought out puzzles as well. There’s a few
mazes in the game, two of which constitute the most annoying parts of the game.
Getting stuck for nearly an hour in a teleporter maze in and giving up for the
night after over an hour in the dreaded ‘Green Maze’ section weren’t a high
point in enjoyment. Some timed puzzles require such precise timing that they
require multiple repeat attempts. Combat is at least is inoffensive. The AI is
pretty dumb with the only real tactic is hacking away while keeping your
distance.
I did have a lot of fun with Landstalker but
it was spoiled somewhat by later stages when the game started to really punish
the player with ridiculous backtracking for the slightest mistake. It really
doesn’t lives up to all the praise it got at released but I understand where it
came from. At the time it was pretty much the Megadrive’s only response to A
Link to the Past until Soleil/Crusader of Centy came out. I more than likely
would have loved this game had I played it back in 1993. I’m glad I finally did
get around to playing and finishing it and I don’t think I would have managed
that if not for Game Club 199X.
The chickens really have awful potty mouths! |
I was completely blown away by this one as a kid. I still remember reading about and seeing early screenshots of the Japanese version and thinking it was the coolest-looking game I'd ever laid eyes on. I was a little less enthusiastic about it once I finally got my hands on it -- mainly because the isometric view made many jumps so frustrating I wanted to pull out my hair -- but I still thought it was a great game overall.
ReplyDeleteI did really enjoy it but those later dungeons and the horrible jumps kind of spoiled it. The jumps weren't so bad it was the fact that missing one meant repeating the entire dungeon. The final dungeon is especially infuriating in this regard.
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