Eye Of The Beholder - In-Depth Amiga Review With Pics



Eye of the Beholder
Westwood Associates/Strategic Simulations Inc.
Amiga, 1991
$49.95

*Game designed for and best played in NTSC mode with 4:3 aspect ratio

My father comes immediately to mind when mulling over this classic role playing title. Running down the basement stairs to the corner where our Amiga lied, I'd see him penciling marks on graph paper, as was the tradition for the role playing genre. It could be a long slog as a kid peering in on my dad, as he weaved his way through some of the most iconic games ever created. I'd often run off to entertain myself in the down time, but the second I heard a sound shout through the stereo he had connected our Amiga to, I'd drop whatever imaginary world I was currently traveling through to run back to him, in my chair next to his. There I'd gawk at the graphics of the monsters, I'd wait in anticipation as the stereo thumped in the background, telling you that danger was near... But where was it? To the left! The stereo sound of the Amiga immersing me in the game in a new and enthralling way.
^The game features a cinematic introduction

The game itself never actually seemed to do anything quite "new", even from my childhood eyes. This was not the first time my father had played a role playing game, not the first official Dungeons and Dragons licensed game he played, nor the first dungeon crawl or real time combat game. I can also recall him playing through the Gold Box games, Might and Magic II, Ultima IV, and of course Dungeon Master. That was the title that Eye of the Beholder was squarely targeting in its sights. While not inventive, this game finally put things together in a way that was so good that many would come to falsely point to this title as the first of its kind. While I can remember him playing Dungeon Master, I could never forget the time he spent with this game.
^Creating our band of adventurers

Put those disks in and load that introduction. Try as you might, you're not going to get that musical tune out of your head for weeks. Character creation is a simple affair, as for some reason the official D&D games always allowed for easy attribute modification. While I'd rather this not be an option, I can't say I have the self control to roll the dice honestly in a game that can be quite unfair and allows for these modifications so easily. I feel a system similar to Might and Magic III would have been ideal, and allowed for both the luck of the dice and strategic placement of attributes that could have made character generation more noteworthy. Certain abilities or bonuses are applied to certain classes/races, so you'll likely wish to read about character classes in the games manual to best exploit these. ^The starting area and inventory

Once starting the game, take a bit of time and sort out your inventory. Perhaps marvel at the beautiful reds in this 32 color Amiga game, sewer muck never looked so good. It's worth noting the game was originally designed for MS-DOS computers using VGA 256 colors. I don't care. The game was ported in-house by Westwood Associates to the Amiga, and they did so in an obviously loving way. I swear when time is put into choosing those 32 colors wisely, they can often times surpass the DOS VGA versions. When the levels graphics change, the Amiga's pallet is altered, again in a way that shows they cared about this machine. I would point to this game as one of the finest ever examples of how to port a game right.
^Our first enemy encounters and a puzzle

Because of the DOS originals noteworthy botched ending having been heavily critiqued in the magazines of the era, Westwood actually gave a proper ending to this Amiga version. Curiously that altered Amiga ending never fully appeared in any of the console ports either. I really think you're looking at the definitive version of this game. In more modern times an Amiga AGA chipset fan hack has been made for this game. This hack, along with adding a built in auto map function, puts in the DOS graphics to the Amiga game. Why couldn't you have just added the auto map? With a great many retro gamers being forced to use DOS emulation through GOG, this game is a rare example where the prevailingly online knowledge is to play the Amiga version, but with that fan hack installed. You're not going to get me to recommend that. I do recommend the Amiga version, the original OCS Amiga version, because this version is special and was catered to the Amiga. Be proud of this. If you want the DOS graphics, play it in DOS. ^Further down we find undead and a nearly dead friend

I would guess that because of the games DOS origins that it might be possible to play the game with just your keyboard. It is however, clearly designed with the mouse in mind. You can fully play the game with just your mouse, though the best way would be through a combination with the keyboard. Movement is much more fluid using the keyboard controls. In the time before the "WASD" keys had been defined as the ideal keyboard plus mouse setup, it can be a bit awkward having your left hand on the number pad keys to move. This is still better than using the mouse, however. The games real time combat requires quick thinking and quick reflexes. You need to click on the weapons to use them, casting require a few more moves with the mouse. An often overlooked ability in this game is the ability to alter the character lineup at any time. Right click on party members name and then right click on another to have them change positions. Get those front line characters out of the way when near death and give someone else a shot. ^Spiders, birds, dwarfs, OH MY!

In a game largely devoid of story, it's really the little things like suddenly needing to throw your cleric into the front lines that help the player experience some role playing. Magazines criticized how only the front line characters could attack, even when there were enemies behind you. The critique might be fair, but it's worth noting none of the shouting ever made the games developers change this aspect of the game in its sequels. I'd like to think of the decision as one for role playing. In Dungeons and Dragons a cleric could often have quite an ability to fight. A mace can pack a hell of a wallop, after all. Many TSR novels featured tough as nails clerics that could stand hand to hand with any fighter. Yet in these games we often hide the cleric in the back of the line, so they might better heal others. Design flaw or feature, I've grown to truly appreciate the need to get other members involved in this system. ^Teleportation puzzles, joy. A boss battle, and the Drow

The main joy of playing this game is through its puzzles and wide variety of enemies. The deeper down you go, the more enemies you meet. Unlike the Gold Box games, Eye of the Beholder does not feature much random generation of enemies. Thinking back I do believe there are couple locations where spawning can occur (which could be used for grinding), but during this playthrough I never thought to myself that I was obviously the subject of enemy spawning. Most of the enemies have been placed carefully, and they roam about on their own through the dungeons. Once you take them out, they're gone forever. Similar to the Gold Box games I never felt a need to grind anyway, as your gradual experience gain fighting the monsters along the way feel like enough to face the next challenge. ^Delightfully colorful and menacing enemies

The game features many puzzles and does a pretty good job at gradually introducing you to some of these concepts. A large and slightly off colored brick may appear in the sewer levels, pressing it reveals a hidden passage. Deeper in the dungeon this concept remains, the large off colored brick replaced with the smallest of a button attached to an otherwise insignificant wall. Some puzzles feel unfair. There are several that involve your party being turned around or teleported without obvious indication. Imagine hand mapping a game like this only to be turned around without knowing it... Unlike the Gold Box games I do not recommend hand mapping this game. The dungeons are just too large, requiring many sheets for a single level and with no way to figure out your exact coordinates. Add onto that the occasional puzzle pointing you the other way, and I could never recommend the hand mapping of this game. I printed level maps with minimal information attached to them so I could better experience the game without knowing exactly what to do. ^Deeper we go, unearthing the sinister plan

Even the enemies are introduced to you in such a way as to gradually teach you new techniques that you'll be needing further on. Earlier in the game you may learn the art of side stepping combat. Constantly moving in such a way that allows you to attack the enemy but face no attack yourself. It feels highly exploitive throughout most of the game but will indeed be required for a couple of the enemies which will otherwise instantly paralyze you face to face. Though a nice protection from evil spell comes to mind as another possible solution to that problem. And there you go, multiple ways to figure this game out and come out victorious. ^Exerts from the manual

I feel the manual is a bit of a disappointment when compared to the high quality of other SSI titles. It does a good enough job setting up the beginning of the game and even giving you the long back story of the city of Waterdeep, but you'll never be coming back to it while you're playing. There are no elements of the games plot to be read in the same excited matter you'd read a book. No grasping for the manual as the game refers you to a special entry. That would be okay if these plot points rested inside of the game itself, but they do not, save for select encounters with NPCs. There's just not much story to this game, leaving you with an overall feeling of hack and slash. I always longed for more story while playing this game. I remember being frustrated watching my father play when I was a kid because beautiful or not, we're in the sewers! There's no wilderness to wander, no interesting people to meet, nobody offering side quests. It's made quite obvious in the introduction cinematic that we're stuck down here for the entirety of the game. I suppose it was an interesting way to deal with the awful economic system featured in the Gold Box games, because down here we don't have to worry about buying things. But I feel I'll always have a stronger connection with many other role playing games as they offered more connection in terms of storyline. ^Well... This is different... I no longer smell shit... Oh wait...

I feel the game could have been better served with a few boss battles with text or a cut scene. You'll come across a few boss battles. Notably a difficult mage that will offer you storyline insights before attacking you (yes, please tell me everything before you "kill" me). There's an opportunity for a boss battle in the form a Drow female, but because you can choose to fight or listen to her I've always just chosen to get more story. In fact I'm not even sure if you can even fight her or if you'd automatically kill her, that's how much I'd rather have storyline. Finally there is the man, the eye himself... Xanathar the Beholder.
 
^Goodbye...ewwwww, yuck...

He's going to slaughter you again and again, until you piece together the intended victory path. I've seen people beat him through the exploitive side stepping method, but you're really meant to perform a few specific actions, and are in fact rewarded for doing so. Helping the Dwarfs in some of your few side quests, you'll come across a potion to heal their king. They thank you by gifting you a special wand they know little about, except that it will aid you in your most desperate hour. This wand acts as a sort of stun spell, pushing enemies back a step. Using this against Xanathar will allow you to propel him into one of his own traps. A quite satisfying boss battle I have to say, and one that will always stick with me. ^Final bit of storyline and the games end cut scene

Unique to the Amiga is a fairly nice end sequence. As mentioned previously, the DOS version was heavily criticized for a lack luster text congratulations screen that promptly booted your butt to the DOS prompt. The Amiga version added a cinematic cut scene and even heavily altered the games final text. Console ports would add elements of this cut scene, but they always seemed to keep the DOS "congratulations" text along the way. Further proving this Amiga version is something special. Special it most certainly is. Graphics ported with the utmost care with a unique palette for each unique level. There's only a few songs but on the Amiga they are of course the best. Many fantastic sound effects presented in stereo sound. Even a unique finale. There will always be a special place in my heart for this game, a game that may have been influenced by others, but did it better than the rest. While I'll always be more of a fan of the more strategic combat that turn based offers, this game spelled the end of it because it showed you how real time could work well. Despite some flaws it will remain an all time classic computer game, role playing game, Dungeons and Dragons game, Amiga game.

Please check out my video review for Eye of the Beholder, where I go into many other topics of discussion and show off many special things. I read off exerts in a review from the American magazine Amiga World, show the games placement in its top 10 of 1991, read two reviews from Computer Gaming World, one from the infamous Scorpia. She is perhaps the most infamous reviewer of RPGs of all time, I get a bit into her story. I share a very heart breaking memory of this game from my childhood involving my dad, and even offer up a few funny moments as well. All of my video reviews are filled with just as much love and passion as you can see and read in anything I write here. They are all unique and are all unscripted passion.

*Other games I've covered that may be of interest to readers of this review*
Pool of Radiance Written Review
Pool of Radiance Video Review
Might and Magic III Video Review
Uninvited Written Review
Uninvited Video Review
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*Previous article
*Alphabetical list of writings

Comments

  1. El Conde de MontecristoJanuary 12, 2021 at 7:03 PM

    Please play those games and make written reviews

    Ăšltima underworld, Kult (exxos), Sherlock Holmes serrated scalpel, WC privateer

    ReplyDelete

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