Catacomb 3-D
Catacomb 3-D is, from today's perspective, the missing link between early action games and the rise of first-person shooters on PC. It came out in 1991, and the player takes on the role of a wizard descending into catacombs full of skeletons, monsters, and the undead in order to stop a dark threat. Instead of a gun, magic bolts shoot from the hand; scrolls, potions, and keys are collected, and progress moves through a series of levels made up of corridors, secret passages, and rooms hiding secret treasure. Walls can be broken by spell in certain spots, creating the pleasant sense that space isn't untouchable.
The technical side is what matters most. It was one of the first titles where the player moved through a textured three-dimensional space from their own perspective, and in the sixteen-color EGA mode at that. Visible on screen is the character's outstretched hand, an unusual and very striking detail at the time that strengthened identification with the hero. There's no looking up or down, floors are flat and walls perpendicular, but movement was smooth on the hardware of the era. The sound design is restrained, and the atmosphere is carried more by the dread of dark corridors and unexpected encounters than by a musical score.
The game came out outside its era's main distribution channels and never reached mass popularity, so for a long time it was known mainly by collectors and enthusiasts of the genre's history. Its significance, however, is undeniable, because the technology tested here led directly to what followed over the next two years and made an entire studio famous. Today it's a short, raw, and surprisingly focused affair that can be finished in a single afternoon. This wizard's take on what soon became the standard also carries a distinctive flavor that later military and sci-fi shooters would lose. It's also interesting how well the simple idea of controlling a wizard instead of a soldier works — the magic bolts have a different rhythm than firearms, and undead enemies force the player to back off and keep their distance. For understanding the genre's development, it's a couple of hours well spent.
Game 23 of 204 for PC / DOS (XT až 486)