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

Groups +

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

An immersive world that completely captures your interest without frustrating your intellect.

The Good
Rise of the Dragon was Dynamix's first attempt at a purely graphical adventure, and it was largely succesful. While some people dismissed it as too easy, I found it quite immersive. Gameplay is achieved best with the mouse, where you use the pointer to examine elements of your location, manipulate objects, and throw switches. Its easy to learn, but it doesn't cheat--you have to equip your gun before you can fire it, for example, and if you leave your gun eqipped all the time, you run the risk of scaring the people you run into (because they can see your gun brandished).

The music is great, not because it reaches out and grabs you, but because it doesn't try to. The music is always underneath the scenes, and in some places, does a fantastic job of representing what the character is supposed to be feeling. A particular favorite section of mine is the very first scene where you're in your apartment; even with a simple Adlib card, the music you hear while exploring your surroundings not only does an excellent job of describing how you feel, but almost attempts to describe how your environment feels, if such a thing is possible.

The graphics are very good; each screen was illustrated traditionally on canvas and then digitized. While many of the themes are borrowed liberally from Blade Runner, some areas of the game manage to find their own vision.

The Bad
You would think that graphics digitized from original art would look really great, but some screens are not dithered as well as they could be, which is annoying if you're nitpicky about those kinds of things. (To judge for yourself, take a look at the many ROTD screenshots here on MobyGames.)

ROTD runs in realtime, which is normally a good thing; you can't just sit around poking at everything. But this can get frustrating as well--at one point you have to save your girlfriend while a timer is ticking down to zero in the background. This is unnecessarily manipulative.

Worst, though, is the inclusion of a weak action sequence thrown in at the very end of the game, which is completely inappropriate (and also very hard to win!). Thankfully, if you die too much in the endgame arcade sequence, the game offers to let you skip it to see the ending.

The Bottom Line
Rise of the Dragon is one of my all-time favorite games. If you haven't played it, you owe it to yourself to give it a try.

DOS · by Trixter (8952) · 1999

One interactive Sci-Fi novel that wont leave you untouched

The Good
The first thing that struck me where the great looking graphics in Blades small but futuristic apartment. The greatly seductive sound of drops hitting a metal sink together with that distant pixel skyline outside the window drags you right into the screen and universe, a mystical and depressive such. The game is built on hand painted still images and is played in real time, witch means that if you have an appointment at 5 and the time is 3 you just have to wait. The storyline was strongly plotted out for you and there where no such thing as dynamic gameplay, but still they manage to deliver the feeling of accomplishment to the player. Throughout the game you encounter several puzzles that are directly tied to the story. The sequence where you sneak down the sewer to redirect some electrical weiring are a master piece. In short this game with its graphics, sound and music absolutely kidnaps you for a couple of hours and holds you helplessly hostage in they Blade Hunters future universe, you get to live a part of his life.

The Bad
There are a couple of shoot'm up segments in the game that are a total catastrophe. Its blocky steering and inexact shooting gets you extremely frustrated when all you want is to know how the adventure continues. Further more its very short and just as you are about to log on to Ebay to get your self the Blade outfit you´v saved the day and the game is over.

The Bottom Line
An interactive Sci-Fi novel in the Blade runner universe. There are 3 different game types bundled in one. The lined out RPG, the puzzles and the, from the side, shoot 'em up type. Its a typical Hollywood story with a strong atmosphere but a short lifespan. You even play the love life.

Amiga · by Birjer Rosenkrantz (3) · 2005

[ 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.