Dark Savior
≈ 5 min read
Names in other languages
- DeutschDark Savior
- EnglishDark Savior
- EnglishDark Savior
- FrançaisDark Savior
- ItalianoDark Savior
- NederlandsDark Savior
- 日本語ダークセイバー
- 中文黑暗救世主
Article bodies are English and are not machine-translated. A name in another language is not a translation of the article.
is a 3D mixed-genre video game developed and published by Climax Entertainment for the Sega Saturn. It was referred to by GameSpot as a sequel to the Sega Genesis game Landstalker: The Treasures of King Nole.
is a 3D mixed-genre video game developed and published by Climax Entertainment for the Sega Saturn. It was referred to by GameSpot as a sequel to the Sega Genesis game Landstalker: The Treasures of King Nole.
Gameplay
Dark Savior is a combination of three different gameplay genres: platform, puzzle-adventure, and fighting. Aside from one or two sections which blend platform and puzzle elements, these three gameplay types are kept distinct and separate. The fighting sections actually run in an entirely different gameplay mode; unlike the rest of the game, which features full 3D movement, these sections use 3D graphics but are played entirely in two dimensions. During some matches in the fighting mode, the player character can capture his opponent, allowing the player to control that opponent in future matches. The player cannot capture an opponent when using a previously captured character. The platforming sections require the player to utilize the camera control in order to see around certain objects, and supports the Saturn analog gamepad. Though control is purely digital, the player can use the analog controller to simultaneously control their character (using the D-pad) and the camera (using the analog thumb pad). Instead of currency, the player can find items (cigarettes, alcohol, and magazines in the original Japanese release, replaced by chocolate bars, empty bottles, and magazines in all other regions ) which can be traded for information, items, or points. Points can in turn be used to revive the player character if he dies, increase the player character's hit points, or avoid fights.
Development
Work on Dark Savior started in December 1994. Though the characters were all represented with 2-dimensional bitmaps, they were placed within a 3-dimensional environment built of texture mapped polygons. The game took what was then considered an unusually long time in development because none of the Climax team had any experience with 3D camera programming, polygonal modeling, or the Sega Saturn. Programming the adjustable camera alone took six months, and getting the game to run at a decent speed proved difficult. Despite this, director Kan Naito felt that the decision to create the game for the Saturn rather than the PlayStation proved to be the right one: "The PlayStation may be better at managing polygons, but you can't write in assembler, you can only use C and we just don't know if Dark Saviour could be done in C. The PlayStation's polygons become easily distorted, too - especially when big polygons come close to the camera." Lacking the Silicon Graphics workstations employed by big developers, Climax had to program the game using a little-known 3D software package called Cyclone and their own custom software tools, apart from the two full motion video (FMV) sequences, which were designed in Softimage 3D by freelance artist Masayuki Hasegawa (who had previously designed the FMVs for Clockwork Knight). With the game's development already running past its original release date of May 1996, Climax employed freelance graphic designers, composers, and scenario writers in order to get the game done in a more timely manner.
Reception
Dark Savior received generally positive reviews. Comments on the game varied widely, though the most common subject of praise was the large, graphically impressive polygonal environments. The fighting game segments were somewhat controversial; while Computer and Video Games, Ultra Game Players, Shawn Smith of Electronic Gaming Monthly, and Rich Leadbetter of Sega Saturn Magazine commented that the inclusion of a fighting game component is unique for an adventure game and works well, GamePro, Jeff Gerstmann of GameSpot, and Smith's co-reviewers Dan Hsu, Crispin Boyer, and Sushi-X all remarked that while the ability to fight with captured enemies is an interesting novelty, the actual fighting is rudimentary and lackluster, with each character having only two basic attacks and one special attack, and Mean Machines Sega felt that the restriction of battles to a separate gameplay mode makes the platforming mode "seem empty and lifeless." GamePro found the game too easy in general and judged the story to be simplistic and overly linear, but concluded that the variety of gameplay styles make Dark Savior "a good buy for novices". The reviewer also said the multiple endings give the game high replay value. Gerstmann commented on its "monotonous" platforming sections and unique combat style, and concluded that while the game is good overall, gamers should rent it first to see how much they are bothered by its various shortcomings. Hsu called it "a refreshing alternative to the mainstream RPGs" and Sushi-X remarked that "the story is intriguing, with a mysterious enemy, and multiple plots that all converge slowly without giving away anything." Leadbetter also praised the story, and made particular note of the parallel system. He deemed Dark Savior "A brilliantly original and well-executed adventure that's without compare." Computer and Video Games called it a "stunning game" with a "really interesting" storyline and "great replay value". Mean Machines called it "the most lavish RPG on Saturn, with nothing to put off platform gamesplayers too. There's never a dull moment." Ultra Game Players deemed it a game which could "bridge the gap" for action-game players who are becoming interested in RPGs.
References
Text derived from https://en.wikipedia.org/w/index.php?oldid=1365952362 under CC BY-SA 4.0; modifications have been made.