Fatal Labyrinth

Developer: Sega    Publisher: Sega    Release: 1991   Genre: RPG

Peruse a list of Sega Genesis Rpgs and chances are Fatal Labyrinth is missing. As an early Genesis title it is somewhat forgotten within the genre. It is understandable; roguelike Rpgs were still a PC only genre at the time and I am sure anyone who bought or rented Fatal Labyrinth did not know what to make of it. Even I have bounced off it multiple times over the years and still do not know if I like it. I applaud Sega for giving it a chance but can acknowledge that it is an acquired taste.

The plot is simple and of little importance. A dragon has stolen the Holy Goblet, without which the world will be covered in darkness forever. As a random warrior named Trykaar you enter the dragon’s labyrinth bring it back. Outside of the brief town segment that is the entire story you will get. Once you enter the castle you never leave. But that is okay; story is not the reason you play these games.

Fatal Labyrinth drops you in the dungeon with a knife and the clothes on your back and says have at it. Equipment covers nine categories from weapons and armor to scrolls and various potions. The layout of each floor is random with new items practically littering the floor. There is a decent amount of gear with weapon types varying in power and hit rate and potions and rings producing different temporary or permanent effects. Like most roguelikes enemies move with every step you take and combat is simply a matter of pressing in the direction of the enemy. It is functional but not terribly satisfying. The true satisfaction comes in using the various tools at your disposal to crawl to the next floor for possible new gains.

On top of securing new gear food is an ongoing concern in Fatal Labyrinth. Food is responsible for regenerating health as you explore. Without food you slowly begin to lose health. The game is good about providing food regularly but there is such a thing as too much. Any time you have more than eighty food you immediately move slower until you drop below that number. If you eat too much you will die of gluttony. Picking up food gives a random amount so you must exercise caution lest you die due to your own stupidity. It sounds silly but is just another random element of the gameplay.

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Fatal Labyrinth is one of the earliest console roguelikes. As such the gameplay loop is harsh for first timers but it also avoids some of the more frustrating elements of the genre. Death is not permanent; you have the option to continue from every fifth floor. It also does not reset your level and rob you of your equipment. Annoyances like encumbrance do not exist and while you can only carry so many items you can just as easily drop whatever you do not need. Even though the game has other elements that are annoying they are at least manageable.

The randomness is part of what makes Fatal Labyrinth fun. Secret rooms are everywhere and can lead to both treasure or strong enemies. Some of the effects that would be annoying are actually funny here like curse which reduces your field of vision. Alarms alert every enemy to your presence, causing a mad dash to the exit lest you end up facing the entire floor. The game does a somewhat good job of providing level appropriate equipment but there is still that possibility that you have to do without. For as much as the game can be frustrating at times it does have that one more game factor that makes the genre so fun.

Like most roguelikes Fatal Labyrinth’s difficulty mostly comes down to chance. It is entirely possible to enter a new floor surrounded by multiple difficulty enemies with weak gear and die immediately. Conversely you can get lucky and find a late stage weapon early and breeze through most of the game. Regardless there are certain elements that have nothing to do with luck. Around floor 16-17 the game begins to double down on frustrating enemies like Necromancers and Gorgons that can confuse you and leave you in a daze. As well the end game equipment does not feel like it is keeping up with the rising enemy health and damage. Maybe it was bad luck on my final run but I doubt it. Some of these issues feel more like one of balance which the game could use.

In Closing

Fatal Labyrinth has its good and bad points. The core gameplay loop is fun at its best but frustrating as hell during its worst moments. But as a rogue-like experience it is bare bones and incredibly repetitive. It lacks the variety in terms of gameplay and production values that make each run unique and fun. It can be fun in short bursts but not as something you will want to revisit more than once.

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