I have mixed feelings toward RPGs. On the one hand, I love the extended adventure and stories of derring-do, but I dislike the grind and monotony of fighting the same demons over and over again to gain experience points so your players can level up. Sword of Vermilion (1989) decided to mix things up a little. The question is, were the innovations novel and interesting, or were they a misstep for the game creators?
Sword of Vermilion is a single-player action RPG developed and published by Sega and released for the Mega Drive in 1989 (1990 in North America and 1991 in Europe). It was later released with the PlayStation 2 and PlayStation Portable’s Sega Genesis Collection (2006), and was available on the Wii Virtual Console (2006), the PlayStation 4 as part of Sega Genesis Classics (2018), and Nintendo Switch Online in 2021. For this review, I played the version found on PlayStation 4’s Sega Genesis Classics (2018).
Plot
Life was good in the peaceful Kingdom of Excalabria. That was until the evil King Tsarkon of Cartahena invaded, destroying all their farmland, and laying waste to this once-prosperous land. Seeing that nothing could be done to save his kingdom, King Erik of Excalabria entrusted his only son to his most loyal knight, Blade, and ordered him to take his son far away to safety. After a long journey, Blade finally found a home in the village of Wyclif where he raised the king’s son as his own but never told him of his royal lineage. After 18 years had passed, Blade’s health began to fail. On his deathbed, he reveals the now-adult prince’s identity and retells the story of his father’s fate. The prince, who has grown into a strong and skilled warrior swears vengeance upon King Tsarkon and sets off to avenge his father and retake his kingdom. To defeat King Tsarkon, the prince must travel the land of Vermilion to find and obtain eight Rings of Good. However, King Tsarkon already possesses the Rings of Evil…
Gameplay
There are four different views in this game:
- Town View – Typical RPG view from overhead with a slight angle.
- Battle View – Sparked by random map encounters, it is similar to the Golden Axe (1989) style view and allows you to take full control of your character. Using weapons and magic, you can opt to engage the monsters or flee.
- Dungeon View – First person perspective similar to Shining in the Darkness (1991)
- Boss View – Sideways viewpoint where you must defeat a powerful boss.
In Town View, you use the D-pad to move around the towns. When you wish to interact with someone or something, you press ‘C’ to bring up a menu with the following options:
- Talk – Talk to a character
- Item – Select an item to use
- Str – See your characters stats
- Open – Open a treasure chest or door in a cave/dungeon
- Magic – Select a magic spell to use or to ready for use in battle (some spells require more magic points per use than others). You cannot change your choice of spell during a battle.
- Equip – Equip a new weapon or piece of armour
- Seek – search directly in front of you
- Take – Take an item from an opened treasure chest.
To cancel, or return to the previous screen, press ‘B’.
In the towns, you will find armourers (to upgrade your weapons), potion shops (for healing and egress items), and magic shops (spells).
In Battle View, you will fight between one to eight enemies of varying degrees of strength and speed. You can run around the screen evading their attacks, slash at them with your sword, cast a magic spell on them, or flee. Naturally, the better your armour the less damage you take, and the better your weapons and spells, the more damage you inflict on the enemy. When you defeat an enemy or group of enemies, you earn experience points and Kims (money) proportionate to the difficulty of the battle. Once you earn a certain amount of experience points, your level and stats increase.
In Dungeon View, when in a cave or dungeon, the HUD splits into five boxes. The largest one in the top left shows your first-person perspective. The slightly smaller one in the top right shows an almost overhead view of the map of the dungeon level or the area of the overworld. The three smaller rectangular boxes show you hit and magic points; your experience and Kims totals and the last is which magic spell you have equipped. You move by pressing up on the D-pad to go forward, down to go backward, and left or right to turn 90 degrees either way. It is during these parts of the game that you will have random map encounters.
In Boss View, you can only move left or right. However, you can crouch to evade boss attacks and swing your sword when both crouched and standing. You cannot jump or block, but swinging your sword will destroy any fireballs thrown at you by the boss.
How Does It Handle?
The Town View is standard for most RPGs. It is simple to navigate and the menu system is easy to use.
The Battle View is quite novel for these sorts of games. Usually, they are turn-based affairs. I actually prefer this more involved form of battle. I like how you can easily choose to flee random map encounters without having to go through a menu system. However, I dislike the fact that you cannot block an enemy’s attack. What is the point of having a shield if you cannot block with it? I also dislike that you cannot change your magic spell during the battle. Since different spells are more effective against different enemies, and you cannot predict which you will fight, it feels cheap that you cannot change your spells in battle.
The Dungeon View will be familiar to fans of dungeon crawlers. I like how the map is in darkness until you use a candle (which has a time limit on the light), or a lantern (unlimited light) and that you need to find a map to open up the whole dungeon/cave.
The Boss View is, again, quite novel for this sort of game. I just wish you were able to use your shield to block the boss’s attacks and that your player was more manoeuvrable.
Another annoyance was when coming across treasure chests, you have to select open, and then select take if you want to take the item. These actions are pointless as far as I can see because none of the treasure chests contain booby traps or anything else to your detriment, and there are no items that you wouldn’t want to pick up. It would make more sense to have the option to replace an item you’re carrying or decline to pick it up.
Overall, the changing views, which change the gameplay, are a great idea and stops the game from becoming monotonous too quickly.
Graphics
Let’s start with Town View and Overworld/Dungeon Views. Although the colours are not as vibrant as Phantasy Star II (1989), they are a bit more detailed and mature. Yes, it looks a bit less childlike. Oh, but why do the characters all look like they have green face paint on? The Battle View, however, pales in comparison with Phantasy Star II (1989) which is much more detailed and interesting to look at. The Boss View offers the opportunity to be really detailed with the sprites and it does just that. It’s just a pity that the sprite movement is labouriously slow.
Music & SFX
The music is ok, but for me not very memorable. The piece that plays over the Town View sounds like it has a quirky/spooky feel and would be more fitting in a game like Addam’s Family (1993). It’s not the heroic sort of tune I’ve become accustomed to whilst playing RPGs. The music for the Overworld View is more appropriate and adds a feeling of dread to your travels.
I like the sound the word makes when you swing it during Boss View (Oddly, this sound is not in Battle View) and the dying sounds the beasts make when you kill them. Feels very arcadey to my mind. Other than that, SFX are quite minimal in this game.
Replay Value
Unless you’re an RPG fan and a glutton for punishment, I don’t think this game has much replay value. There are no extra difficulty settings or alternate endings.
Did I Complete The Game:
No, I got as far as Cartahena and was just done with the game. I could not be bothered to finish it.
What The Critics Said:
Computer and Video Games: “…Sword of Vermilion offers a vast, sprawling adventure that’ll have you up burning the midnight oil for many a month before the before the quest is finally complete…The combat screens may not be complex, but it’s great fun whipping out your sword, chopping up all-and-sundry, and testing out your new magical powers as well. Graphically, Sword of Vermilion is a mixed bag, with 3D screens looking decidedly rough, but this is more than made up for with the excellent town graphics and detailed sprites. It’s the sound that lends a perfect atmosphere to the proceedings with some of the best music ever heard on the Megadrive. Overall 91%“.[1]
MegaTech: “What makes this vast RPG so attractive are the great graphics, excellent sound and the arcade-type combat system which replaces the boring exchange of hit-points found on most RPGs. Overall 93%“.[2]
My Verdict:
“I think the game has a good story and a great mix of different aspects to keep it interesting. Even if it doesn’t quite work as well as it should. I just got bored with it in the end and had no desire to finish it. RPG fans may have more patience than me.”
Rating:
What are your memories of Sword of Vermilion? I would love to hear your thoughts, and don’t forget to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.
[1] Leadbetter, R., ‘Review – Sword of Vermilion’. Computer and Video Games. (June 1991). Issue 115:114-116.
[2] ‘Alternatives – Sword of Vermilion’. MegaTech. (Xmas 1991). Issue 1:30.