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ShadowCaster

From Wikipedia, the free encyclopedia
1993 video game
1993 video game
ShadowCaster
DeveloperRaven Software
Publishers
DesignersBrian Raffel
Steve Raffel
ProgrammersSteven Coallier
Carl Stika
Kurt Schallitz
Victor Brueggeman
ArtistsShane Gurno
Brian Pelletier
Scott Rice
James Sumwalt
ComposerMarc Schaefgen
EngineRaven Engine (modifiedWolfenstein 3D engine)[2]
PlatformsDOS,PC-98
ReleaseOctober 28, 1993 (floppy)[1]
1994 (CD)
August 26, 1994 (PC-98)
GenreRole-playing
ModeSingle-player

ShadowCaster is afirst-personrole-playing video game developed byRaven Software.[3] It was published in 1993 byOrigin Systems[3] afterElectronic Arts acquired them. ACD-ROM version was released in 1994, featuring two additional levels with new monsters, and replacing text boxes withFMVs and spoken narration throughCD-DA audio tracks.

Gameplay

[edit]

The player takes the role of Kirt, a human with powers ofshapeshifting. Among other forms, Kirt can become a huge cat-like animal, a floating tentacle-wielding gazer, and a dragon.

Plot

[edit]

In the beginning of the game Kirt finds out that he is not in fact human, but comes from a parallel world where there was a war raging between shapeshifters for centuries. Kirt, and his grandfather, are the last of their kind, and now the evil ones have found them. Kirt's grandfather opens a portal back to the homeworld, and that is where the story begins. Kirt's mission is to stop the demons once and for all, but first he will need to awaken his innate shapeshifting powers, which is where the obelisks come into play. Going up to one of these and touching it will unlock a new form, and the first is the cat form. The main character of Kirt was based on the name of the game's software developer, Kurt Schallitz, and included his brown leather jacket. The face of Kirt is actually that of Raven Software's owner, Brian Raffel.[citation needed]

Forms

[edit]

Kirt – The default character. All abilities are weak, but has some fighting skill and is the only form in which magic rejuvenates. Health also rejuvenates but slower than magic does.

Maorin – The first form the character collects, and the most useful early in the game. Maorin is a large, four-armed, cat-like creature with superior fighting skills and the ability to see things invisible to others. It drowns quickly, however.

Caun – Aleprechaun-like creature who is a poor fighter, but can heal quickly, jump over obstacles, fit in smaller spaces and unleash a swarm of insects (needed to unlock a particular door). Also has a shield spell and a light spell, and can magically reach out and take objects which are far away.

Opsis – A hovering brain with tentacles that can use spells effectively, such as fireballs and cold blasts. Moves very slowly in the air.

Kahpa – A decent fighter that can breathe underwater. Has a sonic and an electrical attack. Both are supposed to be extra powerful in water.

Ssair – A hovering dragon with no legs with better attack (but weaker defense) than the Maorin. Can breathe fire, use its tail as a weapon, and fly very fast. Real Ssair, who are normally hostile, will ignore Kirt when he is in this form.

Grost – A man made of stone that is an excellent fighter with strong defense that can also punch through certain walls. Can cause earthquakes and paralyze foes with a touch.

Technology

[edit]

TheShadowCastergame engine, a successor of theWolfenstein 3D engine and a predecessor of theDoom engine,[3] was written byid Software'sJohn Carmack and licensed toRaven Software.[4][2] Carmack wrote theShadowCaster 3D engine during his technology research after id Software completedWolfenstein 3D.[4][5] The engine features diminished lighting,texture-mapped floors and ceilings, walls with variable heights and sloped floors.[4] The engine was "about half as fast as that ofWolfenstein"[4] but fit the exploration ofShadowCaster rather than the fast-paced action ofDoom.

The game supported theLogitech Cyberman6DOF controller. It used the vertical axis to control the player's flying height and provided tactile feedback when the player bumped a wall or was hit.[6]

The game engine was also used forIn Pursuit of Greed.[7] Raven Software would later create a similar game engine in house forCyClones.

Reception

[edit]
Reception
Review scores
PublicationScore
PC Format87%[9]
PC Gamer (UK)90%[8]
CD-ROM TodayStarStarStarStarHalf star[10]
Electronic Entertainment9 out of 10[11]
Award
PublicationAward
PC Gamer UK#95, Top 100[12]

Reviewing the game forPC Gamer UK,Gary Whitta remarked that "Underworld fans will lap [ShadowCaster] up — as should anyone thinking of toying with the genre."[8] The magazine later named it the 49th best computer game of all time, calling it "an admirable attempt to show that RPGs don't have to be boring, complex and number-heavy".[13]

Ed Ricketts ofPC Format praisedShadowCaster's "bags of atmosphere" and called it "the best role-playing game to appear for a long, long while".[9] InComputer Gaming World,Scorpia wrote: "Those who prefer the regularUltima style of role-playing will probably want to skip this one. But players looking for pure, no-nonsense hack-n-slash will have a blast."[14] Writing forCD-ROM Today, Trent C. Ward stated thatShadowCaster's "fantastic graphics, sound and storytelling ... completely immerse you in a virtual world both dark and wondrous". He summarized it as "an excellent addition to any gamer's library".[10]

James V. Trunzo reviewedShadowcaster inWhite Wolf #44 (June, 1994), giving it a final evaluation of "Very Good" and stated that "Shadowcaster lives and dies on the merits of its shapeshifting concept. Allowing your character to morph into six unique shapes is like having an entire party of characters while managing only one. WhileShadowcaster isn't the best adventure game on the market, it's easily the best of its type."[15]

Shadowcaster was a runner-up forComputer Gaming World's Action Game of the Year award in June 1994, losing toPrince of Persia 2: The Shadow and the Flame.[16] It was named the 95th best computer game ever byPC Gamer UK in 1997.[12]

References

[edit]
  1. ^"Shadowcaster Signs Off WhilePrivateer Keeps Playing"(PDF).Point of Origin. October 22, 1993. RetrievedOctober 27, 2024.
  2. ^abAntoniades, Alexander (22 August 2013)."Monsters from the Id: The Making of Doom".Game Developer.Informa. Retrieved13 July 2024.
  3. ^abc"ShadowCaster at Ravensoft.com".Raven Software. Archived fromthe original on 2009-06-14. Retrieved2009-07-02.
  4. ^abcdKushner, David (2004).Masters of Doom (paperback ed.). Random House Publishing Group. pp. 119–122.ISBN 0-8129-7215-5.
  5. ^"5 Years of Doom: John Romero Interview". doomworld.com. Retrieved2008-10-10.
  6. ^Scott May (1994-01-01)."Shadowcaster".COMPUTE! ISSUE 163, PAGE 84.
  7. ^"In Pursuit of Greed at Red Shadow Software". redshadowsoftware.com. Retrieved2014-12-14.
  8. ^abWhitta, Gary (December 1993). "Shapely".PC Gamer UK. No. 1. pp. 90, 91.
  9. ^abRicketts, Ed (December 1993). "Shadowcaster".PC Format (27).
  10. ^abWard, Trent C. (August–September 1994). "Shadowcaster".CD-ROM Today (7): 92.
  11. ^Giovetti, Al (March 1994). "Shadowcaster".Electronic Entertainment.1 (3): 94.
  12. ^abFlynn, James; Owen, Steve; Pierce, Matthew; Davis, Jonathan; Longhurst, Richard (July 1997). "ThePC Gamer Top 100".PC Gamer UK. No. 45. pp. 51–83.
  13. ^Staff (April 1994). "ThePC Gamer Top 50 PC Games of All Time".PC Gamer UK. No. 5. pp. 43–56.
  14. ^Scorpia (January 1994)."Me and My Shadows".Computer Gaming World. No. 114. pp. 22–23.
  15. ^Trunzo, James V. (June 1994)."The Silicon Dungeon".White Wolf Magazine. No. 44. p. 47-48.
  16. ^"Announcing The New Premier Awards".Computer Gaming World. June 1994. pp. 51–58.

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