Eye of the Beholder II: The Legend of Darkmoon, the sequel to Eye of the Beholder, continues exploration of the graphical fantasy role playing world by expanding the scope and size of the original. Instead of being restricted to the sewers below the City of Waterdeep, this follow up title enlarges the area of the adventure to include forests, temples, catacombs and three massive towers. The basic game structure with four player characters and two non-player characters in your party and the point and click mouse or keyboard interface remains similar to the first title. The storyline takes place in TSR's Forgotten Realms game world located around Temple Darkmoon. Eye of the Beholder II: The Legend of Darkmoon features more people to interact with, a larger world to explore, more effective spells (a total of 55 spells are available), nastier and smarter beasts and monsters to confront (including humans) and mysteries to solve. The point system to advance character experience is enhanced from the first game as is the defensive (armor) and offensive (weaponry, spells) skill tables. Class distinctions (6), alignments (9), races (6) and abilities (6) are augmented by several other characteristics such as armor class, hit points and levels of skill. Advanced Dungeons & Dragons 2nd Edition game rules apply to Eye of the Beholder II: The Legend of Darkmoon and the game contains an option to transfer characters and items from Eye of the Beholder.
~ Michael L. House, All Game Guide
Roots & Influences
Eye of the Beholder paved the way as the first graphic fantasy role playing computer game based on the Advanced Dungeons & Dragons game system. The sequel, Eye of the Beholder II: The Legend of Darkmoon, continues the Legend Series based on the Forgotten Realms world of TSR, Inc..
~ Michael L. House, All Game Guide
Review: Overall
Like so many sequels, Eye of the Beholder II: The Legend of Darkmoon is a case study in bigger and better. The storyline definitely has more substance than the original and the fantasy world in which the gamer finds himself is larger and more fully defined. Instead of slogging through the undercity sewers in the first game, your party of four (six with two NPCs) begins in the small forest surrounding the Darkmoon Temple and spend most of your time exploring the temple itself and the passageways under it, including the three towers. The linear aspect of Eye of the Beholder II: The Legend of Darkmoon is very similar to the first game. So much so in fact, you'll find little room for deviating from the chosen path and, indeed, you must complete each phase of the game before you can move on to the next. Possession of certain items is a must so the ability to backtrack and retrieve what you missed is very important. More monsters, bigger exploration area, better spells and a more satisfying ending are just some of the sequel-like enhancements you'll find here.
Unfortunately, the somewhat difficult combat segments have not been improved over the original. You'll still want to grind your teeth while waiting for that spell to take effect or your character to change weapons, all the while being battered by the bad guy. This is the single most disappointing aspect of Eye of the Beholder II: The Legend of Darkmoon -- namely the waiting during "real time" combat. A little less enhancement to lesser important game areas and more attention to this important flaw would have been welcome by most role playing fans. Another small gripe concerns the lack of a feature that is more forgiving when you choose or dismiss your NPCs (your party has space for two at any given time). As it stands, you only get one crack at any NPC you meet because once his/her offer to join is turned down or you dismiss one from your party, it's goodbye for keeps. One hint to the wise: take advantage of the option to import your characters from the original game as you'll start with an advantage.
Is the sequel better than the original? Absolutely. The story is more convincing and the size of the gaming world in which your quest is conducted ensures a longer game. As before, most of the adventure takes place indoors so expect a great deal of monster bashing in narrow corridors which, incidentally, equates to an unfortunate lack of space to maneuver against some of these deadly denizens, several of which can only be bested by the age old custom of attacking and then moving quickly. All of these negative points are not enough to say the game isn't worth playing. Most role playing fanatics will find a rich and well constructed fantasy world that shines in many aspects and offers the gamer fair and challenging puzzles and a terrific array of traps and creatures to battle.
~ Michael L. House, All Game Guide
Review: Enjoyment
Interface remains the same as the original. Nice adventuring but tough combat sequences. Much better story with more characters and smarter monsters to meet, better puzzles and mysteries plus a vastly improved ending.
~ Michael L. House, All Game Guide
Review: Graphics
3-D perspective. Improved graphics and art over the original. Game environment is sharper and atmospheric.
~ Michael L. House, All Game Guide
Review: Sound
Similar to the first game. Sound effects enhance the mood and atmosphere.
~ Michael L. House, All Game Guide
Review: Replay Value
Once through will probably be enough for most fans.
~ Michael L. House, All Game Guide
Review: Documentation
Complete and comprehensive.
~ Michael L. House, All Game Guide
Production Credits
Director: Brett W. Sperry; Original Concept & Story: Philip W. Gorrow, Brett W. Sperry; Game Design: Brett W. Sperry, Paul S. Mudra, Bill Stokes; Lead Programmer: Philip W. Gorrow; Amiga Programming: Bill Stokes; Level Programmer: Bill Stokes; Additional Programming: Joe Bostic; Art and Graphics: Rick Parks, Aaron Powell, Ren Olsen; Music: Frank Klepacki; Sound Effects: Paul S. Mudra, Dwight Okahara; Writer: Marc Cram; Playtesters: Glenn Sperry, Scott Zielinski, Matt Collins; STRATEGIC SIMULATIONS, INC.; Producers: Dan Cermak, George MacDonald; Game Development: Nicholas Beliaeff, David A. Lucca; Manual: Eileen Matsumi, George MacDonald, Andre Vrignaud; Test Support: Kym Goyer; Playtesters: Cyrus Harris, John Kirk, Alan Marenco, Phil Alne, Brian Lowe, Robert Lupo, Jeff Shotwell, Glen Cureton, John Boockholdt, Jason Ray, Andre Vrignaud, Chris Warshauer, Mark Hall