The Immortal (video game)
Last updated October 16, 2021
Developer(s) | Will Harvey |
---|---|
Publisher(s) | Electronic Arts |
Designer(s) | Will Harvey |
Composer(s) | Douglas Fulton (GS) Rob Hubbard Michael Bartlow |
Platform(s) | Apple IIGS, Amiga, Atari ST, MS-DOS, NES, Genesis, Switch |
Release | IIGS: November 1990 NES: November 1990 Genesis: NA: July 11, 1991 JP: August 1993 Switch: July 15, 2020 |
Genre(s) | Action-adventure |
Mode(s) | Single-player |
The Immortal is an isometric action-adventure game originally created for the Apple IIGS. It was ported to the Amiga, Atari ST, MS-DOS, Nintendo Entertainment System, and Sega Genesis. A wizard is attempting to find his mentor in a large and dangerous labyrinth. The game has a high degree of graphic violence. A Nintendo Switch re-release was published in 2020.
Contents
The music for Apple IIGS version was made by Douglas Fulton. On some conversions, Rob Hubbard and Michael Bartlow are credited.
The game begins with the player in control of an unnamed wizard. In the first room, the player is given the option of viewing the image of the character’s mentor, another wizard named Mordamir. He is calling for help from deep below in the Labyrinth of Eternity, though he is attempting to communicate to another man named Dunric.
The two main types of creatures present in the labyrinth are the green pointy eared goblins and the yellow ram horned trolls, who are at war with one another. This is a minor plot element in the game. The player’s actions in the earlier stages of the game, make it necessary for the main character to form an alliance with the goblins.
The majority of the story is revealed through dream sequences triggered when the main character rests on straw beds placed throughout the labyrinth. It is eventually revealed that Mordamir once ruled a prosperous city holding a fountain of youth and is battling against a dragon who seized said Fountain of Youth. The plot of the game undergoes a twist when the main character finds Dunric having been trapped by Mordamir, who is also the leader of The Trolls. In the end, the main character is inevitably confronted by both the dragon and Mordamir.
Gameplay
The game takes place on a 7- or 8-level labyrinth, depending on the version of the game. The player must solve puzzles, avoid deathtraps, use magic spells (in the form of books and scrolls), and acquire various items in order to survive the labyrinth. However, certain items will bring instant death to the player if used in an unwise and careless manner.
Combat in the game is offered in the form of a variety of non-player characters wandering or protecting a specific portion of the map. Fireball spells can be freely used to dispatch these enemies on the isometric field. However, they can not be used once the game has entered combat mode. Combat mode is initiated upon coming into close contact with these characters, and the game play shifts from the standard isometric view to a zoomed-in two-dimensional view in real-time. The real-time battle engine is limited to dodging opponent’s attacks and performing sword swings and stabs.
In addition to walking, certain levels allow the main character to possess a magic carpet that flies and paddle through water while sitting on a floating barrel. [1]
Development
Will Harvey had started development on an Apple II game to be called Campaign, intending it to be an online multiplayer RPG. As the story developed, it became a single-player game only. [2]
Reception
Publication | Score |
---|---|
GamePro | NES: 21/25 [3] |
Computer Gaming World praised The Immortal ‘ s graphics, but stated that the game was really an arcade game as it was too linear to succeed as an RPG. It also criticized the use of save points and the controls and concluded that the game «misses the target». [4] In 1992, Dragon gave the game 4 out of 5 stars. [5] Computer and Video Games magazine was positive about the graphics and control scheme and gave an overall score of 93 out of 100. [6]
Amiga Power was more mixed, awarding the game 76% and criticising its completely linear nature and lack of replay value, while identifying the graphics as a strength. [7]
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