Title | The Walls of Bratock |
Type | Shareware Game |
Tasks | Programmer/Game Designer/Graphics Artist/Scriptwriter |
Year | 1994 |
Description | This title was the biggest success of OSP in terms of income. I still received registrations for this game long after OSP died. I'm not surprised. Under it's (now) primitive graphics and interface hides a true gem in terms of role-playing elements, plot thickness and world depth. I am very happy with the way this game has turned out. At the time it was released, it was the first shareware game to ever feature a complete introduction and conclusion cinematic, and was without a doubt the best shareware RPG of the time. |
Promotional Text | Simply the best fantasy role-playing game to ever hit the shareware market! Long time friends are now fighting each other, accusing each other of starting the war. A strange dream led you to the Island, and now you feel it is your destiny to prevent a bloodshed! Explore the HUGE Island of Bratock, visit more than 10 multi-level towns, villages and keeps, roam more than 30 HUGE dungeon levels, fight hordes of monsters, speak with dozens of people, all that in incredible 256-color VGA graphics, Sound Blaster music AND digitized sound effects. Look at and listen to the cinematic cut-scene at the beginning and end of the game! More than 2 years in the making! We went across the nation's greatest BBSs and we picked up quotes from users like you about The Walls of Bratock: [...]awesome game[...]awesome grafix[...]cool sound[...]really neat roleplaying abilities[...]If you like RPG, this one is it[...] |
It all starts with a mysterious dream...
|
These screens are among my first true attemps at doing detailed VGA art.
|
My first ever human face. Dimitry the old sage. A recurring character in the Bratockian Saga.
|
You could select from a variety of races and classes to define your character.
|
The game itself was presented in an early Ultima-style overhead view. Conversations were text-based with keyword recognition.
|
When arriving at plot-important places, the game would pause and a screen like this would appear.
|
While travelling, you could encounter some nasty creatures. Not all your encounters will end up in combat. Some will end up in conversation or in retreat.
|
If combat occurs, the screen switches to a tactical combat zone. Here the heroes are attacked by a Kobold war party.
|
3 Hobgoblins ambush the party inside a cavern.
|
Inventory is managed through a detailed keyboard-driven interface.
|
Automap took the form of a magic gem you would find in the bottom of a dungeon.
|
Here, the party is about to be obliterated by Deand, the final bad-guy you face at the end of the game.
|
I took special care in making sure the conclusion cut-scene was as detailed and involving as the introduction. Here the player is rewarded for his actions. However...
|
The final scene sets the stage for a sequel, as the player is finally exposed to the true mastermind behind Deand : General Kahjar.
|
The final scene of the game, the Goar Korad, flagship of the Trollish Armada, leads an invasion force to Bratock.
|
A series of clips from the game.
|