Drakkhen is an early-3D role-playing video game, initially developed and published by Infogrames for the Amiga and Atari ST, and subsequently ported to several other platforms, including MS-DOS and Super Nintendo Entertainment System.
The player is given time to focus on the real-time tactics of each enemy encounter, such as activating defense magic, moving around, or switching weapons on the fly.
The player may attempt to flee from attackers or retaliate against foes who, when defeated, grants all party members experience points that go towards leveling up and improving character stats.
Predating both Ultima Underworld (1992) and Eye of the Beholder (1991), Drakkhen was among the first action RPGs to utilize a permanent, real-time, text-adventure log window, demonstrating large influence from MUD games.
[2] The SNES re-release of Drakkhen didn't come with this supplemental book that was written by Gary Gygax, who had a hand in designing the gameplay and story of the original, as well as many enemies.
The interface was changed to utilize visual means to more quickly communicate ideas, and the clutter originally covering the left half of the screen was condensed into the bottom.
The continent is bounded on all sides by a vast ocean; walking into this, or any other body of water, will result in the speedy drowning of all party members.
A player may also wander around without having a particular goal or destination, perhaps in the spirit of adventure, or exploration, or to fight wildlife, monsters, and strange supernatural entities, who may yield loot if they are defeated.
Serious setbacks can easily occur through the death of one or more party members in combat, and bringing them back to life will often involve difficult and arduous travel in order to reach an Anak, where healing and resurrection are performed pro bono.
If all four characters succumb to injury or drowning, the player will be informed of the dire consequences for the game world, before being returned to the title screen.
Long ago, the magic of "the world" faded away with the slaying of the final dragon by a selfish paladin all the while a plague is decimating humanity.
Long after, a caravel ship of foreign countrymen shipwrecked on the island where the final dragon died, only to be attacked and sunk by a foe unknown and unseen from their perspective.
They soon discovered that to take back the island in the name of humanity and to end the curse, they will need to pillage the nine gem tears and use them to summon the dragon god.
According to the SNES game, a subset of humans known as the Drakkonian people are presently doomed, for the dragon gods of the four elements judged them as unworthy and are soon to put an end to their survival.
Like in the other version of the story, some sons and daughters of the Gods agree to help the player even if it means they suffer extinction for doing so, demonstrating a deep selflessness.
Drakkhen is known for its unusual sound effects; in lieu of speech, monsters and NPCs make noises that resemble belching, chittering, or inarticulate rumbling.
In the original, a shadow shaped like a frantic, giant woman repeatedly shouts "I love you" in a chorus of demonic voices, but in the SNES version, she instead moans not unlike how other enemies do.
[10] In the May 1990 edition of Games International, Mike Siggins noted the new-at-the-time open sandbox design, where players could wander in any direction, seeking adventure.
[13] Super Gamer reviewed the SNES Version and gave an overall score of 84% writing: "The perspective is unusual for an RPG; a fast-scrolling 3-D landscape heavily populated with well-drawn monsters.
"[14] Retrospective reception of the SNES version has been very mixed, with many YouTubers and bloggers calling it confusing and "unplayable" by modern standards, while others find it appealing for its experimental nature; openness-to-interpretation, unintentionally-cryptic story; and intense absurdities.