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Another important title released that same year was Koei's Nobunaga's Ambition for Japanese computers in 1983.It was an early attempt at combining role-playing, turn-based grand strategy and management simulation elements, setting the standard for future simulation RPGs.Truth be told, I really wasn’t sure what Seven: The Days Long Gone, a stealth-centric roleplaying game from a studio lead by ex-Witcher folk, was until I played it. The answer turns out to be ‘all of the above’ – to the point that the new tools Seven adds to the c RPG lexicon are ones I’m not sure I could go without from hereon in.; the faux-comic outline look isn’t anything like as charming as it thinks it is; the cockney-themed acting is enthusiastic but stilted and unconvincing; the controls are often fiddly and counter-intuitive.Was it a traditional isometric RPG starring a sole rogue? If you’ll forgive a theoretical deviation into the dark world of videogame scores, sometimes I sit there thinking Seven is a 4/10 game.The game's desert island overworld also featured a day-night cycle, non-player characters the player could attack or converse with, and the need to survive by finding and consuming rations to restore hit points lost with each normal action. While the RPG elements in Druaga were very subtle, its success in Japan inspired the near-simultaneous development of three early action role-playing games, combining Druagas real-time hack-and-slash gameplay with stronger RPG mechanics, all released in late 1984: Dragon Slayer, Courageous Perseus, and Hydlide.
While its RPG elements were limited, lacking traditional statistical or leveling systems, the game featured real-time combat with a gun, bringing it close to the action RPG formula that Falcom would later be known for.
Not quite parkour, and not as elegantly-realised as an Asscreed or Mordor, but certainly it’s a giant step towards the idea of creating your own path across the map – vanishingly rare in RPGs, which for years have been content for us to trudge back and forth along prescribed routes.
The thought, now, of playing a roleplaying game in the Baldur’s Gate, Fallout or even Mass Effect idiom in which I could not climb onto most any surface or hide in most any bush is very hard to countenance.
This trend continued with its sequels and other Koei games such as 1989's Bandit Kings of Ancient China as well as the Capcom game Destiny of an Emperor released that same year.
Also in 1983, Nihon Falcom released Panorama Toh (Panorama Island) for the PC-88.