Trapped in a sprawling egyptian tomb, oxygen constantly running out, stalked by monsters and creepy crawlers after my blood constantly… Wait, is such a game appropriate for a child?
Well, it sure was for four year old me! I loved that feeling of being endlessly stuck in a dusty suffocating sphinx full of sarcophagi and snakes, desperately searching for a way out, magical shields constantly running out. While I had never played any other game in the Pendragon series before, Entombed was the perfect introduction and the first one I wanted to write about.
The programmers behind Entombed, along with the Pendragon series, remained a mystery for many years, since all of the games have no end credits. It was only in 2008 when, thanks to a small clue, it was confirmed that the developers were brothers Dave and Rob Thomas.
Both had been designing textual adventures since the early 80s, but wanted their games to be more than just screens of text and thus started working on what will become the first game in the Pendragon series, Lovecraft inspired The Staff of Karnath. They ended up showing a prototype of their first “graphical adventure” to the Stampers brothers, founders of the studio Ultimate Play the Game, which later became Rare, responsible for many Spectrum classics.
Even though Ultimate was almost fully dedicated to Sinclair’s home computer, they decided to hire the Thomases hired to develop their adventure games for C64. Entombed, says Dave Thomas, was the longest to program because the graphical engine was rewritten and overhauled to better fit the sprawling corridors and rooms of the sequel.
Its style and gameplay was meant as an homage to the Indiana Jones series.
Even though the levels were bigger, Entombed’s design was slightly simplified: gone is the rather complex spell system from the previous game, instead the protagonist Pendragon attacks enemies with a whip, Belmont style.
The layout of the sphinx is divided between corridors and rooms: the first are basically action sequences where the player has to defend Pendragon by slashing or jumping around. There are four basic types of enemies to be found in the corridors (mummy, scorpion/basilisk, fat fly and thin fly) along with some birds that will sometimes provide health (or rather, shield) pickups.
The rooms are usually where the adventure part of the game will unfold, with many puzzles to be solved, along with, sometimes, enemies to defeat. While the puzzles are generally not very difficult, involving idols or keys to collect along with symbols on walls to activate, most of them are still rather obtuse, as was the case for many home computer adventure games.
For example, some statue or doors will not move or open without an item to be found in another room or even on a previously visited level. It is possible to find scrolls containing precious hints, but most of the time, the player is left in the dark as to what the item required to progress is. Naturally, keeping a map (a physical one) is definitely recommended.
The interface is overly simplified but well designed: a single line displaying the time spent in the room, oxygen left, level of magical shield and the currently selected action.
Speaking of being left in the dark, the only other available item, except for the whip, is the torch: obviously useful to light rooms. Pendragon is controlled by moving him around in the 3D environments, with “space” on the keyboard used to change the selected action and the fire button to execute said action.
Graphically, Entombed drips with atmosphere; the changing colors of the rooms were a smart design idea to avoid the player getting lost too easily. I especially like the level of detail corridors and rooms have, while it might be not very “historically accurate”, it does its job in bringing the thick, disquieting atmosphere of an Egyptian tomb. Unfortunately the sound department is not really of note, with the game being mostly silent except for a few sound effects. This of course adds to the atmosphere, but being a fairly long adventure, it could have used at least some low level white noise in the background.
All in all, Entombed is still pretty engaging to play, clocking in at a couple of hours, or 30 minutes for a quick runthrough, with no available save feature or password system. The only thing that doesn’t hold up to present scruting would probably be the corridor sections, since they tend to get repetitive pretty fast: a problem that the Thomas brothers would address in the sequel, Blackwyche.
Entombed was released to mostly favourable reviews and remains the most immediate of the Pendragon quadrilogy. Few games from the C64 era can boast to have aged this gracefully, with great atmosphere, rather complex but ultimately entertaining puzzles and decent action sequences.
If one is looking to get trapped in a sphinx and slowly die of oxygen starvation, well, Entombed should be a pretty good simulation of that experience.