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Eye of the Beholder II: The Legend of Darkmoon

1991

  • real time strategy (rts)
  • role-playing (rpg)
  • fantasy
  • single player

The story

Eye of the beholder II: The legend of Darkmoon is an all-3D leisure series computer role-playing adventure based on the popular AD&D 2nd edition game rules and on an original story created for this game. THe action takes place in and around the dreaded temple Darkmoon located in TSR's Forgotten Realms gameworld. Everything in Eye of the Beholder II is from your point of view. Watch the trees pass by as you move through the forest around the temple. Pick up items and take them with you. Open door with keys, by pressing buttons or by pulling release levers. See monsters draw nearer to you and close in for battle. Attack with the weapons your characters have in their hands. Cas spells with your Cleric's or Paladin's hoily symbols and your mages' spell books. Those in the front of the party may attack with weapons such as swords and maces, while characters in the rear ranks may attack with spells or ranged weapons such as bows and slings.

What it’s like

Grid-locked first-person dungeon corridors rendered in early 3D, with chunky pixel-art walls, murky stone in greens and browns, and forest scenes that glide past in slow, stepped motion. The sound is sparse: clanking footfalls, a low ambient drone, and the sharp chime of spells and blows breaking an otherwise quiet hush. It feels like slow, deliberate exploration, the tension of rounding a corner and waiting for the monsters to lumber into view, then a brief rush of combat before the quiet returns. Vibe: patient, dusty, faintly eerie, the atmosphere of an old map in a candlelit room. It suits an evening of methodical puzzle-solving, a long solo session with a notepad, or a retro comfort return to classic dungeon crawling. Intensity is moderate: fantasy combat with monsters and a few grim creatures, rendered in blocky sprites with little gore and no sexual content; the danger is more about attrition and dread than shock. Made for players who enjoy turn-free but tactical party management, mapping as they go, and the slow satisfaction of a hard-won door opening onto something new.

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