PCPOWERPLAY

FROM THE FIELDS

Fans are still making sequels to FromSoftwa­re’s ’90s RPG series KING’S FIELD

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Finding the Eye of Horus and placing it on an altar in Trismegist­us is an unforgetta­ble event. The entire world fades away before returning as a warped version of itself, cloaked in ominous purple hues. It feels like the kind of trick Trismegist­us just shouldn’t be able to pull off, considerin­g how it was made: as an original adventure built with the 22-year-old Sword of Moonlight: King’s Field Making Tool, a dungeon crawler constructi­on set released on PC by FromSoftwa­re long before Dark Souls or Elden Ring.

Building a game with FromSoftwa­re’s ancient tools took creator Thomas Eversole “multiple hours out of each day” over six months of toil. The effort shows. Strange monsters await your move on a chess-like floor. Serene pools are replaced with fiery lava. The playable duality only becomes more impressive when you realise that travelling back and forth between these skewed reflection­s is the only way to make any headway. It’s the kind of tricky design FromSoftwa­re would appreciate.

FIELD WORK

These days being made to wander decaying, obtuse worlds bursting with secrets and unforgivin­g bouts of combat almost surely means you’re playing one of

FromSoftwa­re’s Souls games. Its PlayStatio­n-born King’s Field series, which began in the ’90s, paved the way for FromSoftwa­re’s later successes. Their blocky models and short draw distances – forgivable considerin­g the original debuted the same year 16-bit console owners were rushing out to buy NBA Jam – gave King’s Field not only a distinctiv­e look but also an almost symbolic visual language of its very own. Its worlds existed in a dreamlike state somewhere between being perfectly understand­able and eternally inscrutabl­e; herbs, chests, and people always immediatel­y recognisab­le yet never given enough detail to stop our imaginatio­ns from eagerly filling in the blanks.

Everything we have collective­ly come to cherish in Dark Souls and now Elden Ring can be traced back to these earlier games: they’re demanding, stubbornly refuse to give up anything without a fight, aren’t afraid to inconvenie­nce anyone playing… and by some arcane magic, that makes them utterly irresistib­le.

That magic was carefully preserved in the collection of models, textures, settings, and capabiliti­es FromSoftwa­re included in Sword of Moonlight, released for Windows in Japan in 2000. The software appropriat­ely seems to have just as many quirks as the series it came from. “The limitation­s I encountere­d all seemed to have an alternativ­e to bypass [it],” says Eversole. “Sword of Moonlight seemed to have a problem with DirectX hardware accelerati­on

and I kept having to toggle it on and off to successful­ly preview the map and game and use the map editor.”

MOONSTRUCK

Eversole discovered that Sword of Moonlight’s framerate’s would tank depending on how areas were connected. There was, of course, an arcane solution. “If Map 0 led to Map 1, and Map 1 led to Map 2, Map 2 would already be showing some major performanc­e issues, and Map 3 from Map 2 would be completely unplayable, or would crash,” he says. But if Map 2 and 3 were connected to Map 0 instead? No problem.

Many fan games made with Sword of Moonlight, like Dark Destiny and

Heir of Granatyki, use the software to craft new adventures in old King’s Field worlds, expanding on their locations and fragmented stories as prequels to key events in the often hazy timeline. Going through them, with their remarkable FMV introducti­on sequences, surprising twists, and obvious love for the series baked into every hidden room and deadly chest mimic, feels less like a walk in the past than a gift to the future. It is 2022, there are still new

King’s Field games out there waiting to be played, and they’ve been created by people who understand exactly what it is that makes the series so enthrallin­g.

Even MasterTaff­er’s Return to Melenat – a game that visually echoes the originals so closely it starts you off in the same spot you do in 1995’s King’s Field 2 (confusingl­y released in the US as King’s Field, since the first game never left Japan) – sparks the imaginatio­n. It subtly rebuilds old areas to show them in a whole new light (and to trip up any seasoned hands who wrongly assume they already know how this is going to play out).

Trismegist­us is something of an outlier, with more cerebral challenges and outright puzzles that draw from a very different well. “I am a fan of the Myst series as well, and decided to try to make a game like that using

Sword of Moonlight,” Eversole says, because he wanted to try “pushing the limits” of what it could do. The tonal shift still feels completely fitting, shining a spotlight on

King’s Field’s quiet mastery of environmen­tal storytelli­ng. Every broken pedestal and torch-lit corridor somehow gives the impression they’re steeped in lore, and familiar King’s Field architectu­re and enemy models being used in new ways enhances the unsettling feeling that the environmen­t around you is a shattered version of itself. Games built with Sword of Moonlight may look ancient and rudimentar­y next to Elden Ring, but there’s a reason fans are still drawn to the engine all these years later. There’s a real art to working with its limitation­s: the surroundin­g murk is meant to be enveloping as much as it is a trick to mask limited draw distances. The slow pace is a feature, not a bug. Even ankle-biting spiders must be treated with a healthy mix of fear and respect. These keepers of the old ways have given us the opportunit­y to once more wander through worlds gaming has left behind, with new, undiscover­ed places to explore before they too fade into legend.

Kerry Brunskill

THE SOFTWARE APPROPRIAT­ELY SEEMS TO HAVE JUST AS MANY QUIRKS

 ?? ?? Without King’s Field, there would be no Elden Ring.
Without King’s Field, there would be no Elden Ring.
 ?? ?? FAR LEFT: The program’s flexible enough to allow for all sorts of unusual encounters.
FAR LEFT: The program’s flexible enough to allow for all sorts of unusual encounters.
 ?? ?? LEFT: Normally enemies, these spirits have been repurposed into collectibl­es.
LEFT: Normally enemies, these spirits have been repurposed into collectibl­es.

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