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 Deathtrap Dungeon

Developer - Eidos
Publisher - Eidos
Players - 1
Extras - Memory card

The bit on the box

"Built by a mad baron to bring notoriety to his town, only the brave or foolish would dare to enter Deathtrap Dungeon. Fabulous riches await the victor. Many adventurers have tried - none have come out alive...As Red Lotus, the alluring assassin, or Chaindog, the savage warrior, you must battle your way to the heart of the dungeon and slay the great dragon, Melkor, mightiest of all the beasts of the underworld. If you succeed, gold and glory will be yours. If you fail, your sole reward is death. A hellish horde of monsters await you in subterranean pits and passageways. A host of weapons, spells and charms are available - you will need them, for you are about to embark on a heart-stopping journey filled with brutal combat, deadly traps and the darkest magic. Are you a hero or a zero?"

Graphics

It seems strange with a company with a reputation that Eidos now has for it's brilliant Tomb Raider games and the asthetically pleasing Fighting Force, to suddenly see them take a backward step. The graphics themselves are well drawn and textured, and the 3D dungeons look suitably forboding. So what's the problem? The animation, not just for the characters and monsters, but also for the moving camera, is extremely jerky. After playing Tomb Raider 2 I expected the same fluid scrolling and game speed. I was wrong. Also worthy of a mention (or warning) is the virtual camera that follows you through the dungeon, which tends to give the player consistantly bad angles of the in-game action.

Sounds

Deathtrap Dungeon's sound effects are well done, many of which provide extra atmosphere to the game to make the dungeons more eerie and creepy. The music is a mixed bag of medievel type compositions, and while uninspiring they don't get too repetitve and pretty much go along with the fantasy feel of the game. There is virtually no speech after the intro is finished and therefore no story or plotlines are really relayed to the player throughout, perhaps an evil-sounding voice to read out the mission briefings could have helped spice up the mission-based style to the game. Unfortunately the sound doesn't do enough to recover this game's shortcomings.

Gameplay

Argh. You'll be hearing that alot in this game, whether it be from your character constantly dieing or from you gasping in frustration. Deathtrap Dungeon uses a control system similar to Tomb Raider, which is not a bad thing, and the fighting moves, while few,  are well implemented. But the virtual camera is the major downfall here. It is completely out of control, and swerves off in angles that lead you to an early grave from either a monster out of view or a trap. There are also one or two instances where your fighter can miss an easy jump and fall to an untimely death, because halfway through your movement the camera moves and puts off the player's concentration. Deathtrap Dungeon also uses a similar save game system as the first Tomb Raider, but the save skulls (as opposed to purple diamonds) are badly positioned and not in great abundance (and a few actually require gold to use).

I feel a verdict coming on

Fans of the Tomb Raiders may like this game, but I would advise renting before buying, because I was greatly disappointed. It is a great pity too, because I am a big fan of Ian Livingtone and his books, in which this game was based on. I would have also liked something more in the way of a storyline, and maybe some non player characters to interact with, but the bland mission-based structure reminds me of the way Mechwarrior 2 was designed, which was one of it's bigger flaws. I cannot recommend this title straight off, but trying before you buy would be a definite plus. I will also slip in a mention of the rather pathetic ending to the game, come on Eidos, after all that frustration I was at least hoping for something that lasted more than 10 seconds. The masters of the 3D action adventure game missed the mark on this one.


Review by D.R.T.Barrett