Drakkhen
| Industry | Video game development and publishing |
|---|---|
| Founded | 1983 |
| Headquarters | Lyon , France |
| Products | Drakkhen (1989 video game) |
Drakkhen is a 1989 3D role-playing video game created and released by Infogrames initially for the Amiga and Atari ST. It was subsequently adapted for platforms such as MS-DOS, Super NES, PC-98, X68000, and FM Towns Marty. As one of the early titles available in the North American SNES catalog, it garnered significant attention through previews during 1990–1991.
Recognized as one of the pioneering RPGs to incorporate a three-dimensional environment, Drakkhen also served as an early example of real-time tactics. Its engine blended vector graphics with bitmapped character scaling technology. The game featured an animated cycle of day and night alongside an expansive open world, both uncommon attributes at the time. Its success led to the SNES follow-up titled Dragon View.
Gameplay
From the outset, players are granted freedom to roam Drakkhen's expansive world, though hostile creatures frequently initiate attacks, sometimes even when the party is stationary. Combat operates automatically by default but permits detailed control over four characters, focusing on strategic elements such as defensive magic, positioning, and weapon selection. Nighttime ambushes can occur during activities like constellation observation or after disturbing partially buried urns.
Players may choose to either flee or engage adversaries; defeating enemies yields experience points that contribute to leveling up and enhancing statistics. Characters possess various attributes including health, magic points, power, defense, physique, fortune, intelligence, knowledge, and agility—all influencing gameplay dynamics. At the game's start, players allocate stats through a cap-and-trade system. The party consists of four distinct roles—scout, wizard, fighter, and priest—each with unique capabilities. Gender selection affects character classes; for instance, a female fighter is classified as an Amazon Warrior. Equipment such as armor, weapons, healing items, rings, and miscellaneous goods are acquired from traveling merchants or taverns.
Castles function as discrete levels containing obstacles, treasures, enemies, and maze-like designs; they are accessible at any time and require exploration at least once.
The SNES version is noted for its challenging early stages featuring surreal adversaries like a black canine head that emerges when urns are disturbed—a potentially lethal encounter offering no experience points. Another formidable foe is the "Shadow Man," a towering figure that ominously rises from the ground. Enemy behavior varies widely; some move unpredictably or faster than the player’s group. The game includes over one hundred enemy types.
Differences between computer and SNES game
The SNES adaptation of Drakkhen presents considerable differences from its PC counterpart in terms of visual presentation and color palette.
As one of the earliest action RPGs to incorporate a persistent real-time text-adventure log window—preceding titles such as Ultima Underworld (1992) and Eye of the Beholder (1991)—Drakkhen was influenced by MUD games. This log functions similarly to a dungeon master by reporting damage dealt, outcomes of actions, and sensory details. The SNES version offers a more polished but less prominent implementation of this feature. On computers, adventure game-style buttons within castles were essential for resolving complex puzzles; this mechanic was simplified on SNES. The original lacked a compass; however, the SNES version displays player orientation when paused. While PC versions allow nuanced 3D island navigation via mouse input, the SNES relies on the directional pad, resulting in less fluid movement.
The initial release included a short story collection by Gary Gygax—who contributed to gameplay design, narrative development, and enemy creation—providing crucial context and hints for players. This supplement was omitted in the SNES edition due to a rewritten storyline that diminished narrative depth and player guidance. Death of party members significantly hinders progress and encourages visits to Anak holy temples for resurrection. Additionally, fewer friendly NPCs are accessible in the SNES version.
Combat mechanics were altered on SNES: escaping battles is streamlined by pressing L and R bumpers simultaneously, rendering most encounters outside castles optional without enemy counterattacks. The user interface was redesigned for clearer visual communication by relocating clutter from the left side of the screen to the bottom. Border crossings between continental regions occur instantly on SNES—unlike PC versions where loading delays existed—but attempts to enter areas prematurely before key story events are blocked.
Background
Set on a vast rectangular island divided into four distinct territories each governed by two members of the Drakkhen caste residing in separate castles, Drakkhen places players in an ocean-bound environment where entering water results in immediate drowning.
The gameplay centers around traveling between these castles to fulfill political assignments for Drakkhen nobility. Players may also explore freely to confront wildlife, monsters, and supernatural beings that offer potential loot drops. Combat entails risks including character death which necessitates arduous journeys to Anak temples for healing and revival. Losing all four party members results in game over with significant ramifications for the game world.
Storyline
The original versions
In the original plotline, magic disappeared following a paladin's slaying of the last dragon amid a catastrophic plague. Subsequently, a foreign caravel shipwrecks near where this dragon perished but falls under attack from mysterious lizard-like creatures—thought to be evolved descendants of dragons who dominate the island. Four survivors unite to reclaim control for humanity by collecting nine gem tears needed to summon their dragon deity. Some Drakkhen princes and princesses ally with this group believing their race is ill-suited for Earth’s survival, embroiling players in conflicts among competing factions.
An accompanying short story booklet elaborates this background.
SNES alternate storyline
The SNES version features a rewritten narrative shaped by multiple translations—from French through Japanese into English—that introduced notable inconsistencies; for example, an Emily Dickinson poem recited by a wizard became nearly unintelligible after successive translations.
Here, Drakkonians face extinction as four elemental dragon gods judge them unworthy inhabitants. Each god’s son and daughter govern separate regions on Drakkhen island while Drakkhen himself represents a fifth dragon god whose eight out of nine magical Tears were stolen by these others to subjugate his people. Four warriors endeavor to recover these Tears to save their race; success would lead to destruction of these gods, their offspring, and their lizard armies instead. Like the original tale, some divine offspring assist players despite risking their own annihilation—emphasizing themes of sacrifice.
Continental divisions
- Arctic Wasteland
- Ruled by the Prince and Princess of Air who reside in imposing glacier-shaped fortresses.
- Swampland (dark green)
- Territory controlled by the Prince and Princess of Water featuring numerous rivers and lakes; their residences include a large castle (prince) and pagoda-like structure (princess).
- Grassland (light green)
- Domain of the Prince and Princess of Earth who inhabit identical castles; this region serves as the adventure’s starting point centered around a heavily guarded luminous boundary.
- Desert
- Governed by the Prince and Princess of Fire with dwellings including an Aztec pyramid-style castle (prince) and a large Taj Mahal or mosque-inspired building (princess).
Music and audio
Drakkhen is distinguished by its unique audio design where monsters and NPCs emit sounds resembling belches, chitters, or rumbling rather than spoken dialogue. Early iterations featured limited musical tracks; however, the SNES release expanded its soundtrack considerably.
In compliance with Nintendo's family-friendly standards, the SNES version censored the "Love Monster"'s screams: originally a shadowy figure uttered "I love you" in demonic voices which was replaced with moaning sounds.
Development and ports
Initially unveiled at gaming expos two years prior to release, Drakkhen launched in 1989 via Infogrames with North American distribution following in 1990 under Draconian—a label associated with Data East. Although Infogrames did not originally plan ports beyond Amiga/ST versions, several computer adaptations appeared by late 1989. In 1991, Kemco-Seika developed an SNES version incorporating various necessary modifications.
In 2018, digital re-releases of the DOS edition became available on Steam and GOG.com, published under Piko Interactive's Classics Digital label. It also featured on Evercade within the Piko Interactive Collection 1 cartridge.
Reception
Commercially successful with sales surpassing 350,000 copies,
Mike Siggins reviewed Drakkhen in May 1990's issue of Games International, highlighting its open sandbox nature that enabled free exploration. He commended its documentation quality and graphics fidelity—awarding an overall score of 7/10 alongside a graphics rating of 9/10—and described it as a fantasy wargame featuring challenging gameplay complemented by notable Infogrames visuals.
The August 1990 review in Dragon (#160) praised the Amiga release’s graphics, music composition, and immersive atmosphere while cautioning about its difficulty level for newcomers. Reviewers assigned it 4½ out of 5 stars emphasizing originality alongside advanced programming techniques and sound enhancements.
Paul Rand from Computer and Video Game Magazine gave original versions an 83/100 rating praising music quality, graphical presentation, imaginative creature designs, and overall ambiance though considering its value moderate.
The SNES iteration received mixed feedback: Nintendo Power rated it 3.1 out of 5 stars while Super Gamer awarded it an 84%, citing its distinctive fast-scrolling 3-D perspective alongside well-crafted monsters as making it a respectable RPG introduction.
Retrospective assessments vary considerably; some critics deem it confusing or "unplayable" by contemporary standards whereas others appreciate its experimental mechanics, cryptic storytelling approach, and singular narrative style.
Jim Trunzo’s review in White Wolf #24 (Dec./Jan., 1990) assigned it 4 out of 5 points acknowledging its difficulty but praising engaging gameplay rewarded through player persistence along with impressive graphics.
Reviews
- Jeux & Stratégie nouvelle formule #4
External links
- Articles with short description
- 1989 video games
- Amiga games
- Atari ST games
- DOS games
- FM Towns games
- Infogrames games
- Kemco games
- Linux games
- MacOS games
- NEC PC-9801 games
- Piko Interactive games
- Role-playing video games
- Single-player video games
- Super Nintendo Entertainment System games
- Video games about dragons
- Video games developed in France
- Video games developed in Japan
- Windows games
- X68000 games