TGomL: Doomdark’s Revenge (ZX Spectrum, 1984)

Note: this post is expanded from one in my old blog, The Games of My Life.

In 1984, there was a little game for a little 48 KB machine which amazed everyone – nobody had done something like that with a computer (even a “bigger” one) before. You may have heard about it. I’ve even mentioned it here, some time ago: Mike Singleton’s The Lords of Midnight. ((I also used it as an obviously — and intentionally — unfair comparison with The Lord of the Rings Online with DirectX11.))

In the same year (!!!), Mike surpassed himself, with a game that was even larger, more complex, more detailed, more varied… and still used only 49152 bytes of RAM. It wasn’t very well named, though. The game was Doomdark’s Revenge.

Doomdark's Revenge - starting screen Doomdark's Revenge - meeting Torinarg the Barbarian

Why wasn’t that a good name? Because Doomdark, the villain from the first game, was, indeed, dead, after his defeat in LoM. Really dead, not “undead” or “sleeping until the stars are right”. The so-called “revenge” was to be by his daughter, Shareth the Heartstealer, from the land of Icemark (to the north of the land of Midnight), who was even more powerful and evil than his father (aren’t they always?), and who wanted Luxor the Moonprince to pay… because she had wanted the pleasure of killing her father for herself. Yes, you read that right. Surely a biting commentary on the nature of father-daughter relationships. To that end, she kidnapped Morkin, son of Luxor the Moonprince, the main character, took him to Icemark, and Luxor, an army of a thousand riders, and a couple of friends travelled between lands in order to rescue Morkin and bring an end to the threat of Doomdark’s family once and for all. (This story was told in detail in the excellent novella that accompanied the game.)

But the game was amazing. Instead of the “us versus them” of LoM, this game had several different races, with hierarchies of command (lieges and vassals, and their vassals, and so on), who moved around by themselves, waged war, and all that was mostly unpredictable. Every lord had characteristics, like being good, or evil, or reckless, or brave, or cowardly, or slow, or treacherous, and so on. The villainess, Shareth, also had her own goals, recruiting lords and their armies to her cause.

How unpredictable was the game? So much that, sometimes, Shareth herself was killed in battle, far away from you. (no, that didn’t end the game – you also had to rescue Morkin, and return to Midnight, remember?)

A far cry from today’s largely scripted games, isn’t it? And, unfortunaly, an idea that was never seen again, as far as I know. The villain is either stopped by the hero, or isn’t stopped at all. I know it makes things more epic, but… Doomdark’s Revenge, with its unpredictability, made me feel that, while I could affect the world, it didn’t revolve around me. (The other extreme of that equation, by the way, is a typical MMORPG – where, sure, the world doesn’t revolve around you, but you also can’t affect it in any lasting way, because the world is more like a “playground”, and it must remain mostly the same for other players. “Look, but don’t touch.” ((since I wrote that part in 2005, there have been some advances in MMORPGs in that respect, one of them being the idea of “phasing” parts of the world, so that, say, if a town is destroyed during a quest’s storyline, it stays destroyed for players who have already gone through that quest; those who didn’t, see it as intact. What happens is that the game actually sends them to different, but similar, areas.)) But I digress.)

Comparing it to its predecessor, the game has, in my opinion, both advantages and disadvantages. The complexity of characters and relationships are, of course, great, and so is the unpredictability, and the fact that there are no defined “good” and “evil” sides: everyone but Shareth is theoretically recruitable, though they are only amenable to being so by characters with similar traits; in other words, a good, brave and loyal lord will have no chance to recruit an evil, cowardly and treacherous one (though in this particular example, you may wonder why you’d ever want to…). However, it is precisely the fact that every character but one is recruitable that, in a way, works (in my opinion) to its disadvantage: it makes waging war a waste of time. Anyone you’re fighting is anyone you could be recruiting (even if you don’t currently have a character capable of doing so). This makes Doomdark’s Revenge less involving in terms of strategy than Lords of Midnight, where waging war and plotting a good strategy was necessary, and a big part of the game — even if you happened to be trying for Morkin’s “destroy the Ring Ice Crown” quest.

Also, some features appear to be unfinished or at least useless, such as the weapons and items you can pick up (I don’t think I ever used them to any actual effect), or the underground tunnels, which (with the exception of one of them, needed to get to the otherwise unreachable place where Morkin was captive) had little or no use.

Another feature I miss from LoM is that lords used to fight enemy armies; here they just fight other lords (though they can be killed by armies). It was fun to hear, in the after-battle report, that “Luxor slew one hundred and twenty of the enemy. His riders slew…” 🙂

Anyway, as with virtually every Spectrum game, you can get it (legally) at World of Spectrum. I also recommend Chris Wild’s excellent Doomdark’s Revenge resource.

A new Lords of Midnight for iOS (and others)?

Good thing I’m not superstitious, or I would find this kind of coincidence very weird. After “resurrecting” a 2005 post of mine (more than 50% of it is new, though) about Lords of Midnight, I follow the link that was already in the 2005 version of the post (which I had initially merely checked to see if it was still live, when posting), look around a bit more, find out that Chris Wild (the site’s owner, and author of the Lords of Midnight and Doomdark’s Revenge DOS ports) has a blog, and then I see these three posts

… dated March 8, 2011, that is, two days ago…

Lords of Midnight (lord)… announcing the development of a new Lords of Midnight, (initially) for the iPhone and iPad, but eventually for Android and other systems (including PCs), turn-based, with landscaping such as the originals, but with new graphics, better AI, other small adjustments…

… and to be a collaboration between Chris Wild and Mike freaking Singleton, author of the original games in 1984.

Again, these posts are from two days ago… or one day before my LoM post on this very blog. And I swear I hadn’t visited Icemark.com in years (I think last time I did, Chris didn’t even have a blog). If this isn’t a coincidence, I don’t know what is.

Needless to say, I’m very excited about this. Especially because they’re promising that they won’t change genres, make it real-time, or anything else to screw up the game. Too many remakes or sequels lose sight of what made the original great (“oh, no, we can’t have a turn-based game in 2011, the kids wouldn’t have the patience…”).

TGomL: The Lords of Midnight (ZX Spectrum, 1984)

Note: this post is expanded from one in my old blog, The Games of My Life.

Do you like “The Lord of the Rings”? Tolkien’s epic, the best known fantasy book in the world? Did you enjoy Peter Jackson’s fantastic movie adaptations? If so, isn’t the idea of living the epic, even if “just” in a video game, tempting?

If you want to re-live the movies, the best choice is Electronic Arts’ two games, “The Two Towers”, and, especially, “Return of the King”. They’re fantastic, whether on a console or on the PC ((this section was originally written in 2005; while those two games are still excellent, they probably won’t look as good 6 years later, with their “PS2-era” graphics, even on the PC. Another more recent choice is The Lord of the Rings Online, but that’s a different kind of game.)). But they’re movie adaptations – basically, you “play” the movies’ main battles, with the movies’ looks, the movies’ music, and the movies’ actors doing the voices. Those two are great action games, I’m not trying to diminish them in any way. Other excellent movie-licensed adaptations include the RTSs Battle for Middle Earth I and II — Christopher Lee and Ian McKellen are especially wonderful in the first one).

But if you want to re-live the books

The Lords of Midnight #1 The Lords of Midnight #2

… there’s probably not a better choice than Mike Singleton’s 1984 classic, The Lords of Midnight.

Nope, it’s not “Tolkien-licensed”. It’s not an official LotR adaptation in any way, though the inspiration is obvious. And Mike (formerly an English teacher) actually wrote a short novella, which was included with the game, and was a joy to read.

But the game, a mix of adventure and strategy, was, 27 years ago, and is, right now, the best way to re-live Lord of the Rings — not an exploration of Middle Earth, not a meeting with Tolkien’s characters, but, instead, what Gandalf — who orchestrated the entire strategy — must have felt, and the challenges he had to meet.

Lords of Midnight is the perfect, still unequaled blend of grand strategy – defeating, or stopping, or at least delaying the Dark Lord’s seemingly endless armies by force of arms – with high adventure – a heroic quest of a brave hero who attempts, without an army behind him, using only stealth and courage, to destroy the Dark Lord’s main source of power – which, obviously, can only be done deep inside the Dark Lord’s territory. Sounds familiar, doesn’t it?

And that’s the beauty of the game: you control both lords with armies — think Aragorn, Théoden and such –, though you start with none and must recruit them, and individuals such as Morkin (the equivalent of Frodo, though here he’s really incorruptible, unlike everyone else), and other recruitable characters such as Fawkrin the Skulkrin (who would be the Gollum-equivalent) and Farflame the Dragonlord (an actual dragon, who moves faster than everyone else in the game and can easily, when rested, crush a 300- or 400-man army in one night, but can’t recruit troops). There’s also a complex hierarchy of “can-be-recruited-by” (which would get even more detailed in the sequel), which means that some lords can be recruited only by a couple of characters in the entire game. A LoM game is never short, unless you purposely screw things up, but it’s also never a forgettable experience. In your first few games you will really feel despair, because Doomdark’s (the Sauron-equivalent) armies seem endless (they aren’t), and recruiting a large enough number of lords to make a difference is far from easy. And your other option, Morkin’s quest, is virtually doomed to failure unless you put up enough of a military challenge to Doomdark to distract him ((which, you’ll note, once again parallels The Lord of the Rings…)).

Really, play this game. There’s a reason why it still has an active community, with enhancements, remakes, multi-player versions and so on… after 27 years. By the way, the fact that the game isn’t played in real-time and doesn’t require precise controls makes it better than most other old games for playing (emulated) on a mobile phone.