Shadow Keep: Won! (with Summary and Rating)

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Title : Shadow Keep: Won! (with Summary and Rating)
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Shadow Keep: Won! (with Summary and Rating)

 
         
Shadow Keep
United States
Independently developed and distributed as shareware
Released in 1991 for Macintosh
Date Started: 30 December 2017
Date Ended: 5 January 2018
Total hours: 10
Difficulty: 3/5 (Moderate)
Final Rating: 36
Ranking at Time of Posting: 212/282 (75%)

Shadow Keep was an eminently satisfying experience. It wasn't an epic game, and it won't get epic scores, but finishing it feels like finishing a filling, inexpensive meal at some family-owned restaurant from which you had no expectations going in. It's probably the best shareware RPG that I've played. It has a few good ideas, understands its limitations, and keeps to a reasonable size, scope, and time frame. There were times I got stuck, but I always had enough clues to un-stick myself. The interface was clear and consistent, and I didn't experience a single bug. If Glenn Seeman responds to my e-mail, I'll be happy to send him his shareware fee.
          
I find a key artifact.
        
When I wrapped up last time, I had just finished mapping the overworld and identifying the entrances to all the dungeons. I had also explored the dungeon beneath the castle for the first time. After a brief rest break and re-stock of potions, I returned to the dungeon. It was a good thing I did, because on the second trip, I found the Amulet of Guidance that I needed for the labyrinth. I had assumed it would be in the catacombs.

A secret door in the dungeon led me to an NPC named John. Several other NPCs had spoken about him. He was raising giant chickens and said they were for the king's "lance corps." Anyway, he was supposed to respond to the keyword HINT, but he only told me that he didn't feel like giving me a hint. The manual warns that he's not always in the mood. I eventually left and never returned, so I don't know what his hint would have told me.
        
Sure, no problem. It only took me 45 minutes to find you.
      
I had heard that the mermaid bobbing off the northern coast would know how to defeat the evil overlord, but I didn't know how to get her to talk to me. I asked a sailor in the castle about MERMAIDS, and he said they favor orchids. Asking NPCs about ORCHID, meanwhile, gave me a hint that a hermit on an island knows about them. Having found no hermit on the island in the Sea of Serpents, I figured he must be in the middle of that eastern lake. I explored its shores for a while but still couldn't find a pirate ship.

I wondered if maybe the unnamed cave would take me to the island underground. I started to explore it but was soon turned away by a new monster type: "rust beasts." Just like their D&D counterpart, they destroy metal weapons and armor. I returned to the shop in the gnome village and bought a "champion's club" and dragon scale armor, which you'd think would be amazing but actually under-performs plate. I also had to remove my helmet.
      
"Champion's Club" sounds like a way of upselling a piece of wood.
   
The new getup was helpful against the rust beasts, but the armor offered little protection against giant wasps, terrors that could kill me in two hits. I had to keep changing armor in the middle of the dungeon, which was mildly annoying.
       
Fighting a giant wasp in the unnamed caves. The scroll with "Unlock" is nearby.
      
Anyway, my guess was wrong. The caves didn't lead to the lake and didn't have a second exit. The only thing I found, besides lots of gold, was a scroll with the "Unlock" spell, which duplicates magic keys. Since keys are pretty cheap, the dungeon is really optional. The manual noted that there were some optional areas.

Returning to the lake issue, I solved it in short order. It turned out that pirate ships sail under bridges with no problem. I assumed they wouldn't. I was able to take one from another part of the lake system and sail it to the hermit's island. He said that orchids are found in the "living forest" by the Temple of Life. I was worried because I'd slain all the tree creatures there, but I was able to find the orchid at a stationary tree.
        
Uh, yeah, it's not exactly "living" anymore.
    
With it in my hand, the mermaid came right up to me. She said that the Evil Overlord could be defeated with the Black Sword, and an NPC named Sprite would know where the sword was. That was a lot of work for nothing, as I'd already spoken to Sprite, but she also gave me a "good luck charm" that made it easier to find hidden treasure chests.
        
         
My next stop was the catacombs in the cemetery. It was swarming with skeletons, who fled at "Turn Undead," but I couldn't cast that spell too many times. I had to kill a bunch of them. Aside from a lot of chests, the dungeon had a demon guarding the Grail. He wanted to know the names of the Gods of Strength, Life, and Magic. I had no idea. I left, vowing to return later.
         
The catacombs had a lot of areas with multiple doors in a row.
       
I tried the labyrinth next. I entered and equipped the Amulet of Guidance, but it didn't seem to do anything, and I soon got lost. Reloading, I consulted my notes and saw that it said I needed to enter the labyrinth with the amulet already equipped. Doing so brought up a series of arrows directing me through the huge maze. There were no monsters in the labyrinth, which was a nice change of pace.
           
The arrows don't appear on the way back, but I was clever and wrote them down.
       
I emerged in Far Land, an overland map that I'm guessing is around half the size of the main continent. There was no way I was going to map it. I just went around the perimeter hoping that was enough. I soon found the third temple--the Temple of Magic. Shortly afterwards, I found the Valley of the Unicorn and was killed when I tried to walk past the guardian.
          
Doing it right the second time.
        
Reloading, I equipped the Sacred Bone and got past the guardian okay. The titular Unicorn told me the Black Sword was hidden along the north coast, and I soon found it in a cluster of trees. It's the best weapon in the game, but not by a lot. Most enemies still take two or three hits.
        
       
With the sword in my possession, there was nothing to do but return to Shadow Keep's land and try to find the names of the gods. I asked dozens of NPCs and got nowhere. Finally, I looked back to the manual for clues and noted a recommendation to search the temples. Sure enough, that's what I'd been missing. Each of the three temples has a scroll with the god's name on it. Returning to Far Land was a pain, but otherwise I soon had the three names and went back to the catacombs.
         
    
Another visit to the demon, and I soon had the Grail. The only thing left was to enter the cave in the center of the Lake of Serpents and find the Evil Overlord. I spent my accumulated money on potions, hopped a ship, and entered.
       
Enemies in the final dungeon include rust beats and carrion crawlers.
      
The caves had the same enemies as the other cave map. I didn't feel like changing in and out of armor constantly, so I quaffed Potions of Invisibility to run past the enemies until I found the Evil Overlord.
      
The E.O., with a kobold hovering nearby.
     
The Grail protected me from instant death, but he still packed a wallop, and I had to retreat every hit or two to swallow a healing potion. I eventually killed him with the Black Sword, and he left the stolen Ankh behind.
     
         
Using more Potions of Invisibility to get out of the dungeon, I went to the Temple of Life and returned the Ankh. I immediately got a summons back to Shadow Keep and the endgame screens. The king congratulated me and made me an honorary knight. I was able to view my final statistics, and game over at just about the 10-hour mark.
          
Some of the panels from the endgame.
       
In a GIMLET, I give it:

  • 4 points for the game world. The backstory is derivative, but it's self-consciously derivative, not even bothering with names for the Evil Overlord or Great Battle, as if it was a generic template. Inside the game, the world holds up pretty well.
  • 1 point for character creation and development. Not a strong point. You don't even get a name. "Development" consists solely of increases in fighting and magic ability. Frankly, these don't feel like they make a huge difference, and they max at 10.
  • 5 points for NPC interaction. A great system in the Ultima style. It just lacks true dialogue options.
  • 2 points for encounters and foes. The monsters are nothing special. A couple have unique attacks, like the rust beasts and the beholders that drain magic. 
  • 3 points for magic and combat. It's pretty basic, but well-balanced, and there are some minor tactics associate with fleeing and the use of spells and potions. The small selection of spells would be more useful if the magic bar didn't deplete so fast and take so long to recharge. I like that enemies don't swarm you; if one enemy has you in combat, the others move around randomly instead of crowding all sides.
     
My final spell list. I think I got them all.
     
  • 3 points for equipment. There's a small but decent set of weapons, armor, potions, and special items. Relative cost tells you easily how the items compare.
  • 5 points for the economy. There's no complexity, but for the first half the game, you're always saving for an item upgrade, and for the second half, the need for potions keeps the economy relevant.
       
My final inventory heading into the endgame.
       
  • 3 points for quests, including a clear main quest and a couple of side areas.
  • 4 points for graphics, sound, and interface. The black and white graphics are only okay--most of the portraits are a little silly--and I have to judge the sparse sound from what I can hear online. I had no problems with the interface, with redundant keyboard and mouse options for most actions. I appreciated touches like the speed controls.
  • 6 points for gameplay, the best category. It hits the length and difficulty just right, and it's partly non-linear. It has a strong Ultima quality where you slowly piece together what you need to do via NPC dialogue and open exploration. I wouldn't call it "replayable," though, unless you want to challenge yourself to win with the lowest score or something.
       
My final stats. The "total play time" doesn't include reloads.
     
That gives us a final score of 36, enough to call it "recommended." Like I said earlier, there's nothing "epic" here, and it isn't going to vie for "Game of the Year," but it's well-constructed and easy to pick up, and it offers a satisfyingly-moderate challenge and length. It's too bad it didn't get more recognition. I haven't been able to find a single review or walkthrough. There is, however, an effort to remake it, from the intriguingly-named "Retribution Studios." (Are you okay? Do you guys want to talk about it?) Normally I only support remakes for games that were harmed by the limited technology of when they were made. In this case, though, given how hard it is to emulate the Mac, a remake may be the only way modern players ever get to experience it.
        
I like the game, but a few too many things smile within it.
      
Developer Glenn Seemann unfortunately never made another RPG that I can find, although he programmed and converted other games for the Macintosh into the 2010s, and has a site dedicated to Macintosh games.

As for me, I can't say that I'm looking forward to the rest of the Mac-only games on my list, not unless they do something different with the interface. I opened my Quarterstaff coverage by noting:
       
The interesting thing about many Mac games is that they make use of, rather than override, the conventions of the operating system. When you play a PC game, even today, you're used to the game taking over completely, remapping your keys, seizing your mouse, changing your graphic resolution, filling the screen, and monopolizing your sound . . . . The Mac was different. It pioneered the graphical user interface. It made popular the conventions of menus and overlapping windows. And games went ahead and used these conventions. You open an RPG on a Mac, and it looks like you've never left the operating system.
          
I was careful not to take a positive or negative stance on this approach, having not experienced it long enough, but now I can say for sure that my reaction is negative. Take a look at the shot below.
         
The end panels appear amidst the clutter of the Mac OS.
      
It just looks unprofessional for the game screens to appear amidst the clutter of the OS, with other open windows and icons in the background. And while playing, too many errant clicks sent me accidentally to the "finder." No, thanks. I know it's possible for Mac games to just take everything over--I sure didn't play Descent in a window with a bunch of junk in the background--and I hope they start doing so soon. I have to suffer this OS for about 20 more games.



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