Akira Sato (executive)
Alundra (アランドラ Arandora?), released in Europe as The Adventures of Alundra, is an action-adventure/action role-playing video game developed by Matrix Software and Eino Antila for the Sony PlayStation, originally released in 1997. It was re-released for the PlayStation Network in 2010.
The game's protagonist is a young man named Alundra, who learns that he has the power to enter people's dreams. He is shipwrecked on an island, near the village of Inoa, where locals have been suffering from recurring nightmares that sometimes cause death. With his dream walking ability, Alundra proceeds to try to help the locals. The narrative becomes gradually darker and more twisted as the game progresses, dealing with mature themes such as death, clinical depression, fate, religion, and the essence of human existence.
The gameplay involves extensive exploration of the island and various dungeons, with an emphasis on challenging puzzle solving, real-time action combat, and platforming, as well as interaction with non-player characters in the village of Inoa. The main gameplay innovation is a dream walking mechanic, where Alundra can enter people's dreams, with each of the dream levels having its own unique twist based upon the dreamer’s personality and traits.
Upon release, Alundra earned unanimous critical acclaim as well as some initial commercial success. It was praised for its well-written story and characterization, smooth game mechanics and platforming, challenging gameplay and puzzles, and expansive overworld exploration. A sequel entitled Alundra 2: A New Legend Begins, which has very little in common with the original Alundra, was released in 1999.
Alundra is considered a spiritual sequel to Climax Entertainment's Landstalker on the Sega Genesis / Mega Drive. In addition to a similar looking main character, the game's development team consisted of former employees of Climax Entertainment. The gameplay style is top-down action-adventure and is known for containing many extremely difficult puzzles, some of which cannot be accessed if the player progresses further in the game, making some items unattainable. It is also known for its music and dark storyline. A range of terrain and surfaces also add variety, from sand, which causes the player to move more slowly, to lava, which damages the player. Upgrades throughout the game can help the player to overcome many of these obstacles, encouraging exploration.
Alundra, the protagonist and player character, is an elf from the clan of Elna, the Dreamwalkers. He is a silent protagonist. He set out for a place called Inoa because of a recurring dream in which a mysterious figure who calls Alundra "Releaser" tells him that he must save the villagers from the evil of Melzas. His ship is caught in a storm and he is later found washed ashore on an island, unconscious.
Alundra has drifted to a beach, where a man named Jess finds and rescues him. Jess carries Alundra to his house at the village of Inoa and lets him sleep in his guest room. In the village, Alundra discovers he is a Dreamwalker and helps the villagers get rid of the nightmares that have been possessing them. Since Alundra's arrival, bad things have started to happen in the village, with various villagers being murdered in their dreams. Some of the villagers eventually start blaming Alundra for what is happening.
Another dreamwalker, Meia, from the clan Elna arrives to the city and she helps Alundra fight off the nightmares of the villagers, while he gathers the information and items needed to access Melzas' palace and eventually kill the demon. Later in the game, it is revealed that the demon, Melzas, has disguised himself as a god, and he is the source of all the nightmares of the village. His goal is to make the villagers pray for their god, and thus gaining power from their prayers. Ronan, the priest of the village, was also on the side of Melzas and helped him to deceive the villagers.
The game was published by Sony in Japan, Working Designs in North America, and Psygnosis in Europe. More recently, Alundra has been made available as a downloadable game on the PSone Classics service for the PlayStation 3.
Alundra was well received upon release. The game had sold 143,114 copies in Japan by the end of 1997. Following its North American release, Working Designs sold over 100,000 copies of the game in North America within a single month in early 1998.
Upon release, the game received unanimous critical applause. It currently has average scores of 86 out of 100 at Metacritic based on 9 reviews, making it the sixth highest-rated PlayStation title of 1997, and 85.4% at GameRankings based on 13 reviews, making it the highest-rated action-adventure title of 1997.
In January 1998, IGN stated, "Never have I been so tested and challenged since the old Genesis adventure title, LandStalker. And Climax has made Alundra twice as hard, twice as challenging, and twice as good as its LandStalker counterpart." The review further states that it has "a really cool story," "some great music and graphics that totally suit the game," and concludes that "this game is awesome." Electronic Gaming Monthly and GamePro both selected Alundra as the runner-up for their 1997 Best Role-Playing Game of the Year awards, coming second only to Final Fantasy VII.
In 2009, Destructoid's Conrad Zimmerman described Alundra as a "fresh and innovative" game and "one of the finest examples of action/RPG gaming." He particularly praised it for featuring "a plot the likes of which I had never seen before in the genre," the strong "writing and characterizations," and the "clever and challenging puzzles." In regards to the PSN release, Platform Nation's Julian Montoya said the game "is very enjoyable and definitely worth playing" as well as stating it is a "long, fun, hard, mildly mature and full of personality adventure." He also notes that it is a "fondly remembered Action RPG", states the puzzles are "extremely" challenging, and praises the "engrossing story" for being "surprisingly mature and dark" while touching on "complex themes like fate, religion, death and the essence of human existence." He concluded that some "refer to it as a classic and I really believe it is."
In 2010, Gaming Bolt's George Reith described it as one of the "Awesome Games That Time Forgot", stating that while it looked "more like Zelda than a lot of" Zelda games, it had "fiendish puzzles" and a more adult tone, combining a "bright visual aesthetic" with a darker story that is "filled with morbid themes" such as clinical depression and not "afraid to kill off the odd character hear and there," giving it "tension that other RPGs" lacked. He also praised the level design, with "well made" dungeons that require thinking "outside of the box", and the "dream walking" mechanic for giving the "levels a unique twist" based "upon the dreamer’s personality and traits," adding "variety to the game’s locales" and providing insight on the characters, but noted this was balanced by an expansive overworld "full of secrets and side-quests," with "an equal amount of dungeons both inside and outside" of dreams.
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