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Posted on Friday, November 30, 2001 by | Comments No Comments yet


Pages: 1 2 3

Review by: Jeff Haynes
Published: November 30, 2001

Most myths and legends are born from extraordinary men and women and the situations they find themselves in; those people whose words and actions, good or bad, seem larger than life itself. For the most part, many of the aspects of these tales are true, with exaggeration and embellishment increasing as time passes. With Japanese myths, however, it’s hard to tell where the truth ends and the misinformation begins. Stories of samurai and ninja battles frequently mix with demons and gods to present a heady combination of realistic danger and supernatural suspense. Sierra and Click Entertainment attempt to spin a yarn of their own with Throne of Darkness, a game that mixes legendary figures and historical commanders with a mythological context.


The story behind Throne of Darkness starts peacefully, but descends into chaos. After a prolonged series of battles to unify the kingdom, Kira Bennosuke ascended the throne to become the supreme warlord, or Shogun, of Yamato. A kind, just, and devout ruler, Bennosuke established an era of peace and prosperity. To pay tribute to those who helped his rise to power, he built five castles, one atop a sacred mountain to honor the dead, and one in each of the four cardinal directions to honor the gods. Over the latter four, he appointed his four most loyal nobles to protect the castles and kingdom. Unfortunately, Bennosuke died of old age, and his great grandson, Kira Tsunayoshi, ascended the throne. A twisted, weak leader, he turned away from the great deeds and pious worship of his ancestors, and indulged in every shallow and base act he could conceive of. The gods, displeased at his hubris, struck Tsunayoshi with a slow, wasting curse of a painful death. Despite many attempts to reverse his fate, nothing worked, until one day a monk arrived at the imperial palace with an elixir. The potion rejuvenated the shogun, but possessed Tsunayoshi with the spirit of Zanshin, the Dark Warlord. Sacrificing his troops in an evil ceremony, the demon warlord attacked the four guardian castles with his unholy army, slaughtering everyone they could find. Separated from their allies, the few remaining survivors in each castle fought their way to their shrine rooms, preparing for a last stand.

Players take control over a clan of survivors in one of the four castles. Many of these fighters, like Takeda Shingen or Yagyu Jubei, are legendary swordsmen of ancient Japan who gladly lend their steel to defeating Zanshin, each with their own strengths and abilities. The Leader is the first controllable character. Strong and charismatic, he is the most versatile fighter, and can use almost any weapon, armor, or item. The Brick is aptly named, towing above most of the other characters with the bulk of a sumo wrestler. Easily the strongest survivor, he clears enemies away with wide swings of his cudgel. The Archer is a lithe character that has mastered Kyudo, the traditional Japanese archery art form. Quickly firing arrows, the Archer rarely misses his target. The Swordsman is the closest character to a stereotypical samurai. A master of bushido and deadly with any blade, the Swordsman prefers one-on-one combat, and is the second in command to the Leader. The Berserker, on the other hand, favors taking on multiple enemies at once, and leaps into unbalanced odds with glee. Wielding a polearm or his bare fists, his strength is only bested by that of the Brick. Walking the mystical side of the battle is the Wizard. Weaker than all of the other characters, he makes up for his physical deficiencies with powerful long-range combat spells, protective wards, and curses. Finally, the Ninja, a master of throwing knives, is also the fastest warrior, often running through battles without a scratch.

As the game begins, the Leader, Brick, and Archer have managed to fortify the shrine room in the castle. As the only safe place untainted by the demon’s forces, it quickly becomes the base of operations for the counterattack against Zanshin. Linked to other areas around the countryside by way of portal gates, troops can be shuttled quickly between hot spots. It also becomes the new seat of power for the Daimyo, staying behind as his band prepares to liberate his castle. A powerful man, he observes the battle from a distance, giving advice and information on objectives and quests. Many times, this comes as an update after tasks are completed or new areas are uncovered, although you will also receive multiple quests and missions that build upon each other. One of the first tasks you are given is the elimination of all enemy forces inside your stronghold. Along the way, finding and saving your compatriots to build up your ragtag army quickly becomes important. Spread throughout the fortress, many of them have been fighting the enemy for hours and are on the verge of exhaustion. Fortunately, one of the powers bestowed upon the Daimyo is the ability to heal and rest his soldiers. As each one exhausts his ki, or health, the Daimyo can teleport the fighter back to the shrine room for much-needed rest. As more characters are found, this becomes an invaluable way to provide reinforcements for your army. Should anyone fall in battle, they are immediately sent back to the shrine room, where the Daimyo can resurrect the dead.


The Daimyo isn’t the only ally that the seven samurai have in this spiritual battle. A priest and a blacksmith also come to the aid of the warriors, offering their services of spiritual healing and physical protection. However, like the fighters, they must be found before their assistance can be used, as the two men wisely fled during the initial assault. And unlike other role-playing games where players have to trek back into town for healing or new equipment, once these two have been saved, their services can be used anywhere. Priests can offer four services: sold potions, identification, purification, and offerings. A limited stock of potions can be sold to the samurai for a cheap fee. While many items discovered along the way are recognizable, some of their properties are still hidden. Priests can identify an article, deciphering whether or not it is magical and what bonuses or potential curses it holds. If items are cursed, they can be purified in a simple ceremony, allowing them to be used by any warrior. Of course, if a fighter doesn’t wish to take the risk, he can give the priest an offering for one of the four gods, who represent fire, water, earth, and lightning. Donating enough in the name of a deity grants a character spell points or new spells.

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  2. Of Light and Darkness PC review
  3. Ninja: Shadow of Darkness PSX review

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