Skip to main content

Fatal Labrynth

The late 80's/early 90's were a very, very interesting period in gaming history.

I've briefly touched on this before, but the medium was very much evolving and found itself at a crossroads at this time. Better technology, better graphics and better storage led to more unique and ambitious games. The days of almost all games consisting of "shoot stuff, get points" were drawing to a close and developers were starting to try new and unique things with console games. A lot of this stuff, like deep storytelling and more adventure oriented gameplay, was more common on PCs, but for home consoles it was new ground.


It's through this lens that we look at Fatal Labyrinth, released for the Genesis in late 1990 in Japan before making its way to the west in early 1991. It features elements of a lot of different genres, but would generally be classified as an RPG. But if it came out today, it would almost certainly be classified as a "roguelike." That term wasn't really a part of the lexicon for console gamers of the time though, and the fantasy aesthetic probably lead to the RPG classification as it so often did in those days. That's not to say there weren't strong dungeon crawling RPG elements present. so I guess it's an either-or situation.

Fatal Labyrinth sees you in control of an unnamed, silent hero who is attempting to acquire a legendary goblet guarded by an evil dragon. You must climb to the top of his castle, 30 floors in all, while contending with various monsters, traps and other dangers. Each level is randomly generated, so you will never play the same game twice. There control is simple once you get used to it, but it is a little confusing if you don't know what's going on. It took me a bit to realize that there's no attack button. If you want to fight and enemy, you need to walk next to them and press in their direction on the dpad to swing your weapon. It's strange and awkward, but remember, they were just starting to figure out how to make these games work on a console.

Combat is a bit frustrating and in many ways, it almost feels like an early 90's version of the 3D Elder Scrolls games. Hitting the enemy seems to happen at random and the amount of damage dealt isn't consistent. You can throw weapons, but it doesn't seem to do any more or less damage. This makes fighting something of a chore, as you never know when an enemy will take you out with ease. You can miss 5,6,7 attacks in a row and just get destroyed, even by a weak enemy. You can just try and run, but there is a leveling system and you need to power your character up if you want to survive the later stages.

As with most dungeon crawlers, Fatal Labyrinth offers plenty of items for your character to find and equip. There are a variety of weapons, armor pieces and other magical items like canes and scrolls that can help aid you on your quest. The problem is the game doesn't tell you what any of this stuff does before you use it. This was commonplace in games like this at the time. Nowadays it's considered a huge design no-no, but developers used to use this as a form of added challenge. But all it does is frustrate you. You will drink a potion, thinking it's going to heal you, only to find it actually drains your health instead. You will need to break out a spell in a desperate moment only to find the cane you picked up doesn't actually do anything.

This is made even more frustrating by the clunky menus and small inventory. Using items is a huge chore, it takes so many button presses just to do something basic like use magic. This is generally a forgivable flaw in traditional RPGs, but in a game like this it slows the pace entirely too much. Your inventory will also fill up quickly, forcing you to constantly keep opening the menus to drop or throw items. It really slows the game down and adds some unnecessary frustration.

While the game starts with a town section and you can collect gold, there is no way to go back and sell your items. The town is just for story purposes and all the gold does is determine how fancy your funeral on the game over screen (which you will see plenty of) will be. At least it does something. You also have to manage your characters food intake and, credit to the developers here, it isn't just a matter of keeping a meter full. If you run out of food, you will start to lose health until you die. However, if your character just picks up all the food he can eat he will start to slow down and his statistics will decrease. Eat too much and you will die from overeating. I think that my be a first in gaming, I've seen games where you can starve to death but never one where you can eat so much you just die.

I'm being a bit hard on Fatal Labyrinth, but it really does have a lot of redeeming qualities. Games like this may have been technically flawed, but you can clearly see how they influenced the next 20-30 years of gaming. I see its influence in games like Spelunky, Dark Cloud and even elder scrolls games. I can't really recommend Fatal Labyrinth, especially for those who don't have the patience to figure out the quirks of these old school games. If your first console was an XBox or PS2, or you mostly just stick to the Call of Dutys and Maddens of the world, you are going to strongly dislike this game. Even old school gamers will find it cumbersome. However, it might be worth a playthrough, for no other reason than to see an early attempt at a console roguelike/dungeon crawler.

5/10

Comments

Popular posts from this blog

The 10s: Might and Magic VI: The Mandate of Heaven

When I first started writing about games, I was very hesitant to include PC titles at all. As I've said numerous times before, it's just not something I've ever really felt qualified to talk about. There are so many iconic PC games that were just blind spots for me as I never really actively sought them out. If it didn't come on a PC Gamer demo disc or I didn't hear about it through word of mouth, I didn't know about it. Does anyone else remember those PC Gamer demo discs? I had as much fun playing with the UI on them as I did any of the actual demos. Maybe if I spent less time clicking around the secret underground club and more on actually playing the games, I would have had more PC experience. Eh, I'm okay with the fact that while Fallout and Diablo weren't nearly as critical a part of my early gaming life as Coconut Monkey. Even when I did play and enjoy PC games, it was typically because I played the console versions first. Games like Doom, Command

Terranigma

  As usual, it took way longer than it should have, but I did EVENTUALLY do exactly what I said I was going to. It's a year late, but I've finally made my way through the Quintet trilogy. Playing these three games became a stated goal of mine since I started podcasting last year. One of my earliest episodes covered Soul Blazer, the first title in the pseudo series. The second game, Illusion of Gaia, was also a landmark episode as it was the first one to include the intro song ("A Glass Half Full of Tears" by Aura Blaze, who's music you should check out here ). Both of them received pretty solid scores, though I didn't quite like the latter quite as much as a lot of people seem to. After all these years, I'm still surprised I never played these games when they came out. Both were definitely right up my alley and readily available to buy or even rent at my local video store, but I just never picked them up. It's a little more understandable that I had ne

Lost Odyssey: Part 2

Last week, we started our look at Lost Odyssey, a title that seemed to break unwritten rules of gaming left and right. We have a traditional RPG, which is the brainchild of the creator of Final Fantasy, released for XBox, a console not known for the genre, at a time when said genre was at what felt like the absolute bottom of its popularity. We started with the story, characters and world, all of which I thought were really good to great. That's a great start for an RPG, where those aspects are very important. But all of that can be undone if the gameplay isn't up to par. It's critical in any generation, but this is an essential aspect to call out in 7th gen RPGs. There was a lot of experimentation going on in the genre at the time, a lot of which didn't yield positive results. I guess I get it, the genre wasn't doing well at the time and developers were trying to do anything they could to bring it back to relevance. Sometimes, that meant terrible gimmicks. Other ti