Some gamers love nothing better than to take control of an individual or a group of fighters and battle through endless dungeons gaining experience points, better armour, better weaponry and even stronger magic spells. To me, these games feel a tad monotonous and I rarely complete them purely because I don’t have the desire to spend hours fighting the same monsters to gain a few levels to help defeat a big boss only to have to do the same again soon after. It feels like a waste of time to me. Fatal Labyrinth, although containing RPG elements, is an alternative to these types of games. A sort of RPG-lite if you will. The question is, is it any good?
Fatal Labyrinth is a single-player RPG developed and published by Sega. It was released on the Mega Drive in 1991 and appears on Sonic’s Ultimate genesis Collection (2009) for the Xbox 360 and PlayStation 3. It was also released for Microsoft Windows in 2010 and can also be found on the Nintendo Switch. For this review, I played the version found on Sonic’s Ultimate genesis Collection (2009) on the PlayStation 3.
One day, in an unnamed village in a faraway unnamed land, the monstrous castle of doom known as Dragonia rises from the earth. Ghouls from the castle pour out and head towards the village. They steal the Holy Goblet, a sacred artifact and source of light in the world and take it back with them to the castle leaving the villagers in a state of terror.
One man, Trykaar, volunteers to take up arms and infiltrate the castle to steal back the goblet. To find the goblet, he must search through 30 levels of labyrinth that are filled with all manner of creatures hellbent on stopping him.
There is very little intro to this game. You simply speak to a few people in the village before heading off to the castle. They don’t confide any information that is particularly helpful, and it all feels like a half-arsed afterthought.
Throughout the labyrinth, you can pick up various weapons, shields, body armour, helmets and bows to defend yourself with. You can also find many magical items such as canes, potions, scrolls and rings. Initially, you don’t know how strong each weapon is or what each of these magical items do until you use them. This works well in this game as it forces you to experiment with your items and adds an element of danger and risk.
You do not automatically pick up these items though, and only have limited numbers you can carry. However, rather than just discarding them, you can choose to throw them at the enemy which I think is a nice, realistic touch. Afterall, having a metal helmet thrown at your face isn’t exactly going to tickle.
Like other RPGs, you gain experience points when you kill enemies. You start as “Beginner” and as you level-up progress onto “Valet” and countless other names. With each level you increase your attack, defence and HP also increase.
When battling the monsters, they will only move in response to you moving. When you take a step, they will take a step at the same time. Some need to be next to you to attack, and others can throw projectiles at you. This means that once one is chasing you, it’s incredibly difficult to lose them so you may have to simply fight them. An annoying aspect to the game is that when you are approaching an enemy to attack, they will move aside one square and so you’ll turn to face them but they will move again meaning that you also move a square. It is as if you are engaging in a medieval dance with a monster. It’s very frustrating. Also, when you do get hit, you are frozen for a split second, and this makes it very difficult to escape, especially when surrounded by multiple enemies.
Every five levels is an automatic checkpoint so that if you die, you will go back to Level 5, 10, 15 etc. You seem to have infinite continues so in theory can play until you get tired of the game. If you stay on the same level for too long, then the screen flashes and the monsters will respawn.
Food is a vital part of the game. When fed, the hero slowly regenerates health. If unfed for extended periods of time, the hero becomes hungry and loses health. If too much food is eaten, the character’s movements become sluggish due of overeating. This is an unnecessary addition to making the game even harder.
Throughout the levels, you can pick up gold. This has very little benefit in the game other than when you die, your gravestone is more elaborate, and more mourners attend your funeral. It’s almost as if the game creators know you are going to die a lot during this game.
Features to watch out for:
Secret Doors – You actively have to press the ‘Pick Up’ button (the square button on the PlayStation joypad) when you are next to a wall to find these secret doors.
Trap Doors – Occasionally, you will fall through the floor to the level below. You simply have to find the stairs again to take you up.
Booby Traps – You may also set off an alarm which causes enemies to respawn and surround you.
Personally, I feel the graphics leave a lot to be desired. The initial top down view is similar to other games such as Phantasy Star III: Generations of Doom (1991), but that is all you get. There are no additional battle scenes where player and foes are seen with more elaborate illustrations and animations. The game also lacks the scary atmosphere of Shining in the Darkness (1991).
The music in this game is very unassuming and very repetitive. You won’t need SFX or the music anyway for this game as they add very little to the atmosphere, so I just turned down the volume and listening to a podcast.
This game has plenty of replay value. Although it only has one difficulty setting, the levels are randomly generated so that every time you play, you are greeted with a new labyrinth, and the items will never be in the same place twice.
Did I complete the game?
No, I couldn’t get past Level 11.
What the critics thought:
Electronic Gaming Monthly: “Even though the mazes change constantly, the gameplay itself never changes, let alone the music! How Irritating! The price is right, however, for the Gauntlet fan who hates playing the same levels over and over. Since no passwords exist, you can only finish in one sitting. Yikes! Overall 20/40”.
Mean Machines Sega: “This Cross between a scrolling beat ‘em up and a role-playing game fails to deliver in both categories. The RPG aspect is dull and limited and slow, boring action fails to offer any thrills and spills. Overall 51%.”
SegaPower: “Addictive roam around the labyrinth and collect the goodies RPG. Overhead graphics reveal themselves as you enter each room, which is nice, but it’s just too easy. Overall 2/5”.
“Sadly, this game is rather monotonous and lacks atmosphere. The constant “swing and a miss” dynamic of the fighting is downright tedious. Mediocre graphics and dull music mean that you won’t be missing much if you give this game a miss. Pity really, as the concept had potential.”
What are your memories of Fatal Labyrinth? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.
 ‘Review Crew – Fatal Labyrinth’. Electronic Gaming Monthly. (April 1991). Issue 21:22. file:///C:/Users/nikth/AppData/Local/Temp/EGM_US_021.pdf Accessed 16th September 2021).
 ‘Review: Mega Drive – Fatal Labyrinth’. Mean Machines. (October 1992). Issue 1:138. (https://archive.org/details/mean-machines-sega-magazine-01/page/n137/mode/2up Accessed 16th February 2020).
 ‘The Hard Line – Fatal Labyrinth’. SegaPower. (October 1991). Issue 23:53 (https://retrocdn.net/images/8/89/SegaPower_UK_23.pdf Accessed 16th September 2021).