ELVIRA: MISTRESS OF THE DARK CRPG design is generally pretty conservative these days: The focus tends to be more on the structure of the game than on splashy sound and graphics. For some reason, game flash has been reserved primarily for first-person games, in the style of DUNGEON MASTER. ELVIRA: MISTRESS OF THE DARK falls into this category, and like DUNGEON MASTER, manages to retain the positive elements of both styles. Though it doesn't hold up to DM in terms of game complexity and depth, it certainly exceeds it both visually and aurally. (This review is based on the Amiga version.) ELVIRA begins with a little set-piece intro, during which the player is invariably cast into a dungeon cell, only to meet up with the Vamp Horror Queen Herself. She proceeds to give instructions, after mildly insulting your prowess (your initial status in this game is, basically, "dweeb"), and sets up the situation. Armed with the gift of a very small knife and thoughts of helping a beautiful woman (well, at least she's no fairy princess), you head out the door and into the courtyard of the castle. This is where the game's freshness first becomes apparent. Too many CRPGs are stuck in the dungeon-town-wilderness model for us to become excited about that anymore. In contrast, ELVIRA stays in one castle, with a courtyard, a garden, an 18th-century-style shrubbery maze, ramparts, a moat, and an awesome basement. The layout of the territory is consistent, coherent, and small enough to keep in mind throughout the course of play. Graphics and sound are immediately impressive as well: No other CRPG I've seen has managed to pack such detailed, professionally drawn sights into a CRPG game. The graphics provide a rather large, full-screen view of the environs, and this goes a long ways toward drawing you into ELVIRA. At certain points there are even close-up perspectives, which help vary the way the game looks. The soundtrack is context-relevant, and carefully composed. Sound effects include appropriate shrieks, grunts, and groans, and a few rather bloodcurdling screams. Despite the light tone, this ain't no picnic. This impressiveness may be a drawback for some people; ELVIRA is, despite its initial light-heartedness, a pretty violent game, and the player character in particular suffers all kinds of grueling demises, all of which are lovingly depicted. Fans of horror books and movies won't be put off, but if you're buying this for a younger player, be forewarned. Gameplay involves extensive exploration of the area, and makes use of an effective icon-based system. There is little in the way of conversation, and what there is can be handled easily with the click of a mouse button. Nothing in the way of alliances is possible, though certain NPCs in the game will offer important advice at crucial junctures. Most of your time and attention will be devoted, then, to variations on hack-and-slash. ELVIRA makes no bones about this being the central mode of the game, and it's implemented here more effectively than in most CRPGs. Encounters with other characters are real-time and semi-arcade-style (first-person perspective), involving the simulation of various dynamic weapons skills. You start off with just a knife, but a little looting procures other things, like ranged weapons, heavy swords, etc. Each of these can have its own skill ratings, which improve with use. It's possible to practice archery skills without having to fight, but all other skills require some risk. Again, success with your weapons will produce pretty strong positive feedback, both graphically and sonically. (My favorite is the death of the vampiress.) There's a maze and a dungeon to cope with, as well. They're worth mapping out, as important items are to be found in them, and it's all too easy to miss a crucial part of the territory. (You can go back in later if you've forgotten something, but depending on how long it takes you, you might find the item gone.) They're both well-populated with pretty strong creatures, which makes it clear that other less-defended parts of the game must be dealt with first (such as the ramparts and garden). There _are_ clearly defined goals in the game, fortunately. The manual spells them out in the context of a short but nicely conceived story. It seems that Elvira's managed to attract a bunch of rather unsavory (and undead) guests, and needs you to rid her castle of them. Her grandmama Emelda has been responsible for the problem, having set up the possibility of future resurrection in a deal with the undead. In the process of cleaning out the undead from the castle, six keys must be found to open the chest that contains the "Scroll of Spiritual Mastery," which controls Emelda's resurrection. Enough mother-daughter rivalry and tension is built into the plot to give the story an original twist. As a result, aggression towards female NPCs in the game is presented from a female, rather than male, viewpoint; the reasons for killing the cook, the vampiress, etc., spring from Elvira's needs rather than your own. As in most CRPGs, there is of course a spellcrafting and spellcasting system. Initially, it's not possible to make your own spells, though you're supplied with a few of them. Gathering up the right components and bringing them to Elvira in the kitchen is necessary in order to get the spellmaking side of the game going (and the kitchen must be "cleansed" of interference first as well...eek!). The recipes for various spells are included in a booklet separate from the manual, readable only with an appropriate strip of red acetate. This is an oddity, which makes more sense after reading the warning about not trying these things in reality. I guess the game designers were afraid of lawsuits stemming from children mixing and swallowing one of the spell concoctions presented in the game. The red acetate thus serves as a (very) small preventative, a software attempt at a "child-proof lid." Spells are all consumables, and thus play no role in the overall development of the character's strengths. At a certain point, spells and ingredients will be exhausted, so conservation of both for appropriate use is important. This is a small weakness in the game: There's no way of really knowing exactly what spell is needed where, yet there's little opportunity for practicing hits and misses. So, too, the weapons, shields, and armor are all destructible, yet for the most part there's no way of knowing when any of them will give out. (Well, I guess the stats can be indicative of the "strength" left in various items, at least indirectly.) You can carry an almost endless inventory of stuff, but over time, it begins to tire your character; there's nothing worse than finally figuring out a particular puzzle in the game, only to find you can't make the next step because you're too exhausted. Fortunately, ELVIRA makes it relatively easy to save where you are. The game-save process is transparent, and a number of files can be saved to one disk (many European Amiga games only allow one save per disk, for copy protection reasons I assume). Saving, making a move, and then restoring from a save is one way of testing out spells, weapons, and armor, though a bit tedious. ELVIRA:MISTRESS OF THE DARK comes on five copyable floppies. Copy protection consists of the spell manual, without which much of game is not survivable. It runs only on Amiga 1000s, 500s, and 2000s, and requires 1Mb of RAM to play. The interface is controlled entirely via mouse. Hard disk installation is simple, and highly recommended. Swapping five floppies in and out of even three floppy drives can become burdensome, though the files are carefully arranged on disk so that swaps occur only at unobtrusive moments. File loading from floppies is pretty amazing (considering the high quality of the sound and graphics being loaded), but hard disk play will make the pauses for loading less of an intrusion in the game. I really like ELVIRA. The game is fresh, tough but pretty logical, and has enough variety in the gameplay to make it worth recommending even to seasoned CRPGers. The story, characterizations, and locations are all very thoroughly conceived, and carefully executed. If you're looking for an intriguing introduction to the world of CRPG gaming, you won't go wrong with ELVIRA -- even though she might give you a hard time to begin with. ELVIRA: MISTRESS OF THE DARK is published and distributed by Accolade.