Rise of the Dragon

aka: Blade Hunter: Rise of the Dragon, Rise of the Dragon: A Blade Hunter Mystery, RoTD
Moby ID: 98
DOS Specs
Included in

Description official descriptions

The year is 2053, and Los Angeles has turned into a grim place ruled by crime and corruption. William 'Blade' Hunter is a private detective who once was a police officer. He is asked to investigate a horrible murder of the mayor's daughter, whose body was mutilated. As Hunter begins to search for clues that would help him solve the crime, he uncovers a conspiracy involving a deadly drug and a powerful criminal syndicate behind it.

Rise of the Dragon is a futuristic first-person adventure game. The game's visuals are reminiscent of a comic book, with digitized photos of actors and hand-painted backgrounds. Unlike most other adventure games of the time, it relies less on inventory puzzles and more on specific choices made by the player. The game has an internal clock and requires the player to plan the protagonist's moves ahead in order to be in the right place at the right time. Dialogues with multiple choices are utilized as a gameplay tool; a wrong choice will often lead to a premature end of the adventure.

There are two side-scrolling action sequences in the game; both can be bypassed without penalty if the player character dies several times in a row. The Sega CD version does not allow the player to skip these sequences. In addition, it uses a different color palette with a greenish tint, and has voice-overs for the dialogues.

Spellings

  • ライズ オブ ザ ドラゴン ~ブレイド・ハンター・ミステリー~ - Japanese spelling

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Screenshots

Promos

Credits (DOS version)

19 People (17 developers, 2 thanks) · View all

Designer and Director
Art Director
Conceptual Art and Characters
Game Development System
Artists
Programmers
Arcade Programming
Audio Director
Music and Sounds
Original Score
Dialogue and Text
Original Story
Quality Assurance Manager
Documentation Design, Layout and Writing by
Special Thanks to
[ full credits ]

Reviews

Critics

Average score: 77% (based on 38 ratings)

Players

Average score: 3.8 out of 5 (based on 90 ratings with 12 reviews)

Tech-Noir

The Good
Rise of the Dragon is a pretty atypical game, it's one of those weird adventure games that Dynamix tried to popularize with titles like Heart of China, Willy Beamish and that old secret agent game.

In case you have no idea what of what I'm talking about you should know that come the early 90's, Dynamix tried to put their own twist into the adventure game genre, and released this weird collection of titles that stayed pretty much within the boundaries of the adventure genre, but used a first person perspective, included action sequences and ran against an internal clock among other details.

The changes in the typical adventure game design that simplify item interaction and the inclusion of day cycles and time limits place the focus mostly on scripting and storytelling rather than on mindless puzzle solving. The "adventuring" in these games deals mostly with knowing how to deal with each character and following the storytelling logic of the game while the game world around you does it's own thing, and thus these games work mostly as early ancestors of interactive movies with the point being mostly to enjoy the game world around you. The games also feature a universally simple and streamlined interface with little to no glitches that allow you to access the game's configuration, equip items and interact with the game world with little more than a mouse click, so with those issues solved you can bet there's plenty of room to develop the creative side of things.

Now, Rise of the Dragon is probably the most evolved of these games, and exploits most of this design's true potential for storytelling. Instead of the Kid-simulating quest of Willy Beamish, "Dragon" is a gritty detective story were you have to follow around leads, evidence, clues and need to be in certain places at the right time for things to develop.

The setting of Dragon is a true child of the 80's sci-fi. An edgy, post-modern blend of narrative styles (in this case, the police dramas and its Noir counterparts) mixed into a decidedly pessimistic retro-futuristic world where everything just plain sucks. If you are even slightly familiar with the cyberpunk genre then you know the basics, and they are all here: overpopulated urban sprawls, extreme cultural blends due to the extreme globalisation, corrupt states, rampant crime and lots of assorted garbage on the streets.

Basically the same blend that gave life to Blade Runner, the movie that to this day most closely represents the spirit spawned from this type of sci-fi and which most obviously influences Rise of the Dragon. Just like the movie, "Dragon" also takes several cues from the underground comics of the 80's, specially the European sci-fi that was so popularised in magazines like "Metal Hurlant", and in an excellent stylistic choice, the game's graphics are composed of lovely hand-drawn comic book illustrations that come to life in VGA with loads of colorful details and moody hues. The backgrounds are pretty much ripped from the pages of a comic book, being static screens that nevertheless exploit their perspective and include (being a game and all) looping animations and day/night variations of themselves. The characters themselves are equally rendered, with excellent (albeit completely still) drawings both on the cutscenes and the background overlays. The music is equally well crafted, being composed of a collection of catchy synth tunes that follow the tracks of Vangelis classic soundtrack for Blade Runner. It fits the game like a glove and manages to stay with you even after the game is long finished (I still remember the subway station music as if it was yesterday).

But so much about the game world, what about the game? As I mentioned the tight scripting-oriented design works perfectly with the game's concept. Yes, you have an inventory and get to use your items around, but mostly you have to keep an eye out for your surroundings, gathering clues around crime scenes and chatting with the right people and being smart about what you say or not with the use of the good'ol dialogue tree.

The most dedicated scripting feature is of course the game's internal clock, which goes up with every action you make and the travels you take around the city. Not only does it condition several events, ignoring it will cause dire consequences to your investigations, as for example arriving late to a meeting with a contact might result in his death, or not showing up at the correct timeframe might cause you to just waste your time (hint: the club's only alive at night) and wasting time is something you do not want to do, as the bad guys are always on the move and develop their schemes continually. Additionally the game imposes a realistic logic to your character's behaviour and those around him, ie: undercover means you do not wave your gun around asking were the bad guys are hiding (whether you have a weapon equipped or even in your inventory affects what places you can enter and who you can talk), you can't walk around the streets naked and be taken seriously or leave your house and then try to enter without your keys (duh!), and your girlfriend requires a minimum amount of TLC if you want her to stick by you and help you out. Some of these features work as ways of branching your investigation, but mostly they serve as a way to increase the sense of realism in the game and deepen the gameplay with simple details.

The Bad
The graphics in the game are excellent but, due to the low resolution, appear extremely pixellated and a lot of their charm is lost, pity. The story, while including lots of adult themed details and interesting events falls to several shortcomings from a scripting point of view. Basically this is a detective story were you already know who did the crime. Yes, as I understand it, the mystery of solving who did what is not the first priority here, as it wasn't in Blade Runner. But it's fair to note that Dragon is pretty much devoid of the existential and stylistic elements that make BR such an interesting movie, thus leaving you with a pretty bland experience story-wise with extremely clichéd characters. From the wise-cracking and horribly named detective ("Blade Hunter".... PFFFFF!!) to the evil, evil BWAHAHAAHAHAA "evil" bad guy that hides somewhere in the city waiting for you to find him. There are good moments, mostly exploiting the adult nature of the story, and even some interesting developments, like the bad guys hunting YOU down for a second or so. But mostly it's an extremely oversimplified storyline that doesn't do much with all the potential it's got, developing fast into a "save the babe and the world" scenario before you know it.

The action sequences are another point to gripe about. They are pretty much the best proof there is as to why Dynamix never did an action game. They are horrible, poorly-controlled abominations whose only good element is to be able to skip them without penalization after you've failed them enough times (for the record, save for the last hellish one I finished all of them properly, ahum).

I would also have preferred to see more in the way of branching events, as there are some, but not nearly enough for the game to qualify as a non-linear experience. For instance, there's a moment where you meet up with a nice babe in a club, and if you keep laying on the charm, you'll walk home with her to further uhm... "investigate" her leads, however just as luck would have it, you cross paths with your girlfriend and after a scene she dumps you on the spot. Pretty cool, huh? Of course, as soon as this happens a nice sign pops up saying that your ex was critical to the game thus you won't be able to finish your adventure and you'd better reload... Niiice. This game would have been much more of a critically acclaimed classic if little moments like these were fully developed, I mean what if you could have continued the game with the babe from the club instead of your trusty girlfriend, huh? Now there's an option I would have loved to explore, not to mention that without these alternate paths the game falls to the poor replay value problems that would plague interactive movies in the future.

The Bottom Line
Basically the playable version of an issue of Heavy Metal magazine minus the gratuitous sex and gore. Has enough interesting details and game play depth as to be considered a true jewel of the adventure gaming genre (an extremely odd and atypical jewel, but a jewel nonetheless), yet lacks that extra oomph that would have propelled it to videogame stardom. Still, an extremely recommended experience for anyone, and one of the seminal cyberpunk games (Non-Gibson influenced though) from the early 90's.

DOS · by Zovni (10504) · 2004

A dark look at the future

The Good
I liked the plot for the most part. The game seemed very short, but I think the interaction between Blade and Karyn was rather well done. It had already been established that they had a prior relationship, and I liked the fact that making up to her was crucial to the game--Blade couldn't solve the mystery without her. Conversations in this game could be difficult--you had to pick the right responses in order to get the info you needed--I think this is a trademark Dynamix style, because most of the games I've played of theirs seem to require that you pick the right conversation path. The puzzles could be difficult sometimes. The graphics in this game are very nice--they look very gritty. Even though it's a 2D style it's very well done. I'm not picky about graphics, I just like to be able to see what I'm looking at. This game is also done in what reminds me of a comic book format--some cut scenes are actually composed of still shots with text instead of an actual animated sequence. My original copy of this game came with a "comic book", so I think that was intentional.

The Bad
I truly disliked the arcade sequence. My understanding of it is that you did have to play the arcade sequence in order to get the closing still shots. I didn't play the arcade sequence at all and got nothing but a black screen at the end. I'm not good at arcade sequences, which is why I play adventure games in the first place. The good thing about Dynamix is the fact that you can at least skip the arcades, but in this case apparently it was detrimental. Some of the puzzles were obscure.

The Bottom Line
Set sometime in a dark future, you play Blade Hunter as he attempts to solve the murder of a politician's daughter. Gather clues and enlist the aid of your allies as you search for her murderer.

DOS · by OceansDaughter (106) · 2001

You're so... green

The Good
The year is 2053 and the setting is dirty Los Angeles. Former private investigator, William “Blade” Hunter, is asked by Mayor Vincenzi to find out who or what killed his daughter, Chandra. It happens to be an election year, so Vincenzi doesn't want the investigation to be leaked to the press. He gives Blade several leads to get started: Chandra was last seen in the Pleasure Dome, hanging out with some guy known as “The Jake”. Blade should talk to The Jake and show him a “vid-transmission hardcopy” of Chandra.

There are at least three versions of Rise of the Dragon, and each of them has their own advantages and disadvantages. The Sega CD version has full speech, which is what the other two versions lack. The different characters are voiced by professional actors, including Cam Clarke, who plays the part of Blade. Like in other versions, you are likely to choose some responses when you are talking to someone. Whether you choose the right responses will determine if they are kind afterwards, or are angry at you. I enjoyed getting an angry reaction from them. Having completed the Sega CD version, I have to say that the speech very much adds to the game's atmosphere. The voices that I like include those belonging to all the Chinese characters, especially Jonny Qwong and Deng Hwang.

Another advantage over the DOS/Amiga versions is the use of great sound effects. These can be heard in scenes when lightning strikes, when someone fires a gun, or when a bomb is exploded. And you can hear machines doing their shit when you spy into the enemy's warehouse. I mostly heard them from playing the arcade sequences, dealing with the different hazards that block your way.

The Bad
There is one scene where Karyn and Blade go out for dinner, but that scene is censored. This is despite the game given a MA-17 rating by the VRC. Anyone who has played the DOS or Amiga version will surely know that both characters don't just go out for dinner, they sleep together as well.

Due to the Sega CD's limited color palette, the graphics have a green tint to them. Although that is bad, I like to think that the game deserves it due to its “MTZ” drug theme. Before Dynamix went ahead of the game, they should have waited one more year when the Saturn came out. By then, they would have incorporated graphics that have more colors than the other versions, making it look more like a futuristic thriller. As well this, they would have made further enhancements to the game.

The Bottom Line
Despite the censorship and the green graphics, the Sega CD version of Rise of the Dragon has one notable advantage over other versions before it: full speech. This adds to the atmosphere of the game. Other advantages include great sound effects, that can be best enjoyed during the arcade sequences. So if you have already played either of the other versions, I would recommend getting hold of the Sega CD version and see how good it is.

SEGA CD · by Katakis | カタキス (43091) · 2007

[ View all 12 player reviews ]

Trivia

Development

Rise of the Dragon appears to have been coded in Turbo C++.

Messages

Messages hidden in the main executable:

Boy, am I tired. Better get some sleep in about an hour. You have chosen to run the game with only %s bytes of memory! You are on your own! (this is presumably when the user has decided to run the game without enough free DOS memory available)

References

  • One of the patrons in the Pleasure dome is named "FU BAR".
  • David Wolf makes an appearance outside the Pleasure Dome--he strolls past in a tuxedo if you wait long enough. (David Wolf was the main hero of Dynamix's earlier game David Wolf: Secret Agent.)
  • In Heart of China, another game from Dynamix, if you talk to some people in Ho's bar, some people will say "Bahumat lives!". A reference to the main villain in Rise of the Dragon.

SEGA CD version

The Sega CD has automatically-converted graphics from the 256-color originals, but (probably due to the Sega's limited color palette and palette restrictions) everything has a green cast. Check screenshots for comparison. Also some things were cut from the game: an ammo clip besides a telephone, all but one strippers in the bar and a sequence in which the protagonist has sex.

Versions

Rise of the Dragon was released in two separate packages for the PC: A 256-color VGA/MCGA version that took up about 7 megabytes, and an EGA/CGA version that, understandably, took up half that size. The 16-color EGA version, on the other hand, has mostly redrawn graphics based on the 256-color originals.

Awards

  • Computer Gaming World
    • November 1991 (Issue #88) – Special Award for Artistic Achievement
    • November 1996 (15th Anniversary Issue) - #83 in the “150 Best Games of All Time” list
    • November 1996 (15th anniversary issue) – #12 Most Innovative Computer Game

Information also contributed by PCGamer77

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Related Sites +

  • Game Nostalgia
    Provides extensive background info for Rise of the Dragon, pictures of the cast, full credits with shots and info about the design team, specific details about the game, various goodies, all musical themes, shots of every location in the game, saved games, a list of reviews, including a "nostalgic "review and tech specs.

Identifiers +

  • MobyGames ID: 98
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Contributors to this Entry

Game added by Trixter.

SEGA CD, Amiga added by POMAH. Windows added by Cavalary. Macintosh added by Terok Nor.

Additional contributors: Shoddyan, Sciere, martin jurgens, Patrick Bregger, Starbuck the Third, ZeTomes, Shankao, Kayburt.

Game added March 20, 1999. Last modified January 27, 2024.