By 1987, computer role-playing games were showing real promise, but it was still too early in the genre's history for a game that's epically long. Up to and including 1987, the longest non-roguelike game I played was Might & Magic (1987) at 50 hours. (Roguelikes get a pass in this analysis because their difficulty imparts a "length" that has nothing to do with the scope of the game world.) It was a great game, but it wouldn't have been great with the size of Skyrim's game world. Ultima IV delighted me at 36 hours, but it knew when to quit.
So when Deathlord promises to fill "a few hundred hours" of time, I can't help but groan. Using my standard assumptions (-40% for publisher hyperbole, cut the remainder in half for today's better efficiency, subtract another third given my experience), we might still only be looking at a 60-hour title, but even that's too long. I suppose there was no way for a developer to know this in 1987, but they hadn't come far enough in terms of content, mechanics, and world-building to justify this kind of scope. You need depth with breadth.
This is doubly true given the fact that Deathlord's authors didn't come up with anything original in the interface or game mechanics. The game is an Ultima III clone that uses Wizardry's character, combat, and permadeath systems and a Dungeons & Dragons rule backbone. Its only "originality" is to put a Japanese skin on everything. A game that truly explored Asian mythology and philosophy would be a breath of fresh air in this era, but the developers simply took the standard set of Dungeons & Dragons races, classes, and spells and either literally translated them to Japanese, created nonsense words, or didn't bother to translate them at all. As we'll later see, this hackneyed attempt at an "eastern" theme wasn't the developers' fault, but I have to play the game that was created, not the one intended.
Even the backstory is as minimalist as possible, leaving me only with the hope that it will gain some more depth as the game progresses. An "outcast wizard" has raised monstrous forces, attacked the kingdom of Kodan, and destroyed one of its cities. Monsters are even amassing in the catacombs beneath the emperor's very own castle. The emperor is offering enormous rewards of gold and land to anyone who can defeat the Deathlord. The Deathlord, meanwhile, taunts the party in the game manual, hinting that "seven words, six items, and your ineptitude prevent us from meeting."
| A sign in town summons the party to the main quest. |
The player creates up to 6 party members to join the expedition. These are drawn from 8 races, mostly taken from D&D: human, toshi (elf), nintoshi (half-elf), kobito (dwarf), gnome, obake (halfling), troll, and ogre. I can't find any evidence that toshi and nintoshi come from any Japanese words with related meanings, but kobito is a literal translation of "dwarf" (according to Google translate, it can also mean "child"); and obake is a monster in Japanese folklore. Only the manual's description of the race shows the latter's clear origin in halflings.
The list of classes is similar but shows little more originality. Among them, we see senshi (fighter), kishi (paladin), ryoshi (ranger), yabajin (barbarian), yakuza (thief), ansatsusha (assassin), shisai (priest), shizen (druid), genkai (illusionist), and mahotsukai (wizard). Some of these, like mahotsukai and shisai, are quite literal translations. Other times, the game bends D&D tropes to traditional Japanese mythological classes, like ninja, samurai, and ronin.
The game uses Wizardry's character creation system in which the attributes are rolled first, and the player can then select among the classes that meet the minimum attribute requirements. Attributes are strength, constitution, intelligence, dexterity, charisma, size, and power. All but "size" follow the standard D&D mold in which 3-18 is the basic limit for humans and some non-human races might get another point or two in particular attributes. In one unique twist, if a character doesn't have high enough attribute rolls to be anything, you can make him a kosaku (peasant), who would be a challenging character to play.
Character creation finishes off with a name and alignment (if the class doesn't already force a particular alignment). As with Wizardry, good and evil characters can't join the same party here. You can't have a kishi (paladin) with a ninja.
The game uses Wizardry's character creation system in which the attributes are rolled first, and the player can then select among the classes that meet the minimum attribute requirements. Attributes are strength, constitution, intelligence, dexterity, charisma, size, and power. All but "size" follow the standard D&D mold in which 3-18 is the basic limit for humans and some non-human races might get another point or two in particular attributes. In one unique twist, if a character doesn't have high enough attribute rolls to be anything, you can make him a kosaku (peasant), who would be a challenging character to play.
| This guy can be just about anything. |
Character creation finishes off with a name and alignment (if the class doesn't already force a particular alignment). As with Wizardry, good and evil characters can't join the same party here. You can't have a kishi (paladin) with a ninja.
I created a "good" party consisting of:
- Kyuboru, a male human kishi (human paladin)
- Kebukai, a male ogre samurai
- Poniteru, female obake yakuza (halfling thief)
- Natsu, a female nintoshi ryoshi (half-elf ranger)
| Natsu's starting attributes. |
- Kuriboshi, a male toshi mahotsukai (elf wizard)
- Megan, a female kobito shisai (dwarf priest)
| If I'd known that the group's name would appear constantly on the game window, I would have put some more thought into it. |
The game starts the party on a tiled landscape somewhere in Kodan. The outdoor window displays prominently the time and the positions of the sun and moon. It uses the old Ultima tradition of disallowing visibility through mountains or dense forests. I learned quite early that there is a terrain type--I guess maybe swamp?--that you don't want to walk on, as it deals damage to the party with every step.
| The opening moments. |
If you're already used to Ultima, it takes a while to learn the interface. Movement is via the IJKL cluster; I keep accidentally hitting "M" to move south and finding myself in the "light torch" dialogue. Other commands, like (A)ttack, (B)oard, and (C)ast are similar, but I get tripped up a lot when I go to talk to an NPC and accidentally hit "T" (which is "give" in this game) instead of (O)rate. One interesting addition here is the ability to assign common sequences of commands to macros.
My characters started naked, so a key priority was finding a town and getting some equipment. Within a few screens, I came to a city and entered. (If there's any way to figure out the city names, I haven't discovered it.) You have to (O)rate with shopkeepers and then hit (B)uy. The game follows rules similar to D&D in terms of who can wield what, but you have to learn Japanese names, like tanto (dagger), harame-do (studded leather armor), and masakari (battle axe). You can apparently possess only one weapon and armor type at a time--picking up a new one replaces the old one--which must significantly limit the utility of the (S)ell command.
| At last, a game in which bo-staffs and jo-sticks are viable choices. |
An equipment store sold lock picks, torches, and holy water, and a cafeteria sold food. My characters all started with 99 food (the maximum) and it seems to deplete fairly slowly--maybe 4 units per day, and a game day lasts more than 90 minutes real-time.
The first town also introduced me to the game's approach to NPCs, which is somewhere in between Ultima III and IV. After hitting (O)rate, you have options to chat, talk, inquire, offer gold, offer an item, buy, or sell. Most NPCs respond only to "chat" and deliver a one-line comment. "Talk" is supposed to provide a more in-depth conversation with certain key NPCs; "inquire" allows you to type your own keyword, but of course you have to have learned something to ask from another NPC first. So far, with "chat" and "talk," I've learned that demons are deadly, ships get stolen, ruins are rich, there are caverns under the palace, I should "look to the North" and "find the words," and "things are tough all over."
| A bit of obvious advice. |
The town had a ton of locked doors. There's no "open" command in the game; either doors are already ajar or they need to be picked or forced. I didn't exhaustively explore them yet, but at least one of them took me into a sub-area where I found a bunch of treasure chests (a la Ultima III) and a vampire capable of killing my party members in one hit. I don't know if there's any alignment penalty for opening treasure chests found in secret areas.
| Ultima IV taught me to be wary of situations like this. |
Enemies are few and far between in the wilderness, not swarming incessantly like in Ultima I-III. The basic approach to combat is similar to Wizardry. In battle, each character acts in turn and can attack, cast a spell, use an item, flee, or try to negotiate for peace. When it comes to spellcasting, characters have a pool of magic points to spend on spells of different levels. The spells are mostly copied from D&D; for instance, mages have clear analogues to "Magic Missile" and "Sleep" at first level and "Lightning Bolt" and "Haste" at third level. Ryoshi (rangers) have shizen (druid) spells, which include clear analogues of "Entangle" and "Faerie Fire." Of course, they're all in Japanese, and as in Wizardry, you have to type the full spell name: kusamotsu for "Entangle," todo for "Magic Missile," akari for "Light," and so forth. Until I have everything memorized, the manual section with the spell names will have to be a constant companion.
| In combat, my ranger successfully casts "Entangle" on some brigands. |
Wandering some more in the outdoors, I found the king's castle and (without exploring it at all), marched to his throne room.
| Could you maybe be more specific? |
Elsewhere, I discovered a cave that briefly gave me my first experience with dungeons. They maintain the top-down interface instead of switching to first-person like Ultima. Unfortunately, the first monster that attacked me killed one of my characters instantly, so I probably need to save it for later. It's going to be tough to grind, though--I simply don't find many monsters in the outdoor environment. This makes it easier than most Ultima clones to rest and heal after battle, since both hit points and spell points recharge from just waiting or moving around.
| Entering a dungeon. The terrain tot he south and west of me is poisonous swamp. |
The key difficulty in Deathlord comes from its permadeath system. In that, it is much like Wizardry. The game saves continually, as you transition areas, and as you enter and exit combat. A character's death is almost instantly recorded in the save file, forcing you to explore resurrection options. If the entire party dies, you can--again, just like Wizardry--call up another party to retrieve their bodies and possessions. The manual suggests that you can backup your party disk occasionally but calls this option "not the most honorable."
| I didn't hesitate to reload a save state when my priest was killed instantly by a vampire. |
The permadeath is easily avoided with emulator save states, of course, and I've decided to allow myself the luxury to use these while I figure out the game. Otherwise, I'll just be re-rolling a bunch of Level 1 characters the way I did in Wizardry. Once I actually find a temple to resurrect slain characters, I'll try to adhere more to the game's intended difficulty.
I hate to start a game on a negative tone, but it feels like we've already been here a dozen times, so I'm starting Deathlord already a little tired of it. I've read online that the game's approach to its emerging story and dungeon design are highlights, so I hope to feel better about it next time.

















