“Revenge is Best Written in Blood.”
A funny thing happens sometimes when I observe the past bethrough a modern lens: I happen upon leads on apparently legendary games – be they good or bad – which seem seminal in the histories of their respective consoles. Maybe I’ll find message board discussions or comments on YouTube videos; where enthusiastic posters reminisce on the games that apparently symbolize their childhood, taught them valuable lessons in how not to spend their money, or which they even claim as “proof” that a given console was either a cut above the rest or emblematic of its inability to stack up against the competition. Reading these testimonials, I start to build an expectation in my head about the game in question — a mental image of some platform-defining piece of software, to where everyone who owned the system is likely to have some story to share about it. But the deeper I dig in search of precious context, the closer I come to a realization: The cartridge or disc I’ve sunk so much time into researching doesn’t quite match that expectation I’ve built for it. Whether its place in the historical record is perhaps overstated, or the attestations to its quality just don’t seem to match up; I’m now left to look upon a game whose status as a “legend” seems questionable at best, leaving me in the unenviable position of having to correct some long-standing record. It’s a dirty, thankless job — a role requiring far too much in the way of written word, when compared to how much of an impact those reported findings might actually have. But it’s as they say: “Someone’s gotta do it.”
Say, on a completely unrelated note: Y’all ever heard of Sword of Sodan? If you haven’t, you’re clearly not an Amiga enthusiast. By all indications, Sword of Sodan was one of the defining titles for the long-running computer line — a proper powerhouse piece of software, which demonstrated the system’s ability to produce games on par with what you’d find at the arcade. Its impressive presentation would be matched by similarly impressive sales numbers, where it stood as a top-seller throughout the Amiga’s lifespan; impressing all who were lucky enough to own it, and serving as the envy of all those who hadn’t pledged themselves to the cult of Commodore. But all hope was not yet lost for the non-Amigans: Two years following its initial 1988 release, the game made its way to Sega’s Genesis, giving home console owners the chance to see what all the hype was about. Only, there was a slight problem, in that the conversion was determined to be a steaming pile. All the magic of those original floppy disks was gone in this new cartridge-based form, as critics and consumers came to a cold consensus on it. In crossing the pond and landing in Japan, the country would go so far as to declare Sword of Sodan’s Mega Drive release as one of “Four Heavenly Kings of Kusogē” [within the scope of the console] — mockingly electing it as “帝王ソダン (Emperor Sodan),” and enshrining it at the bottom of ‘BEEP! Mega Drive’ magazine’s library-encompassing ‘Reader Race’ rankings. So, there you have it: Another clear-cut case of an excellent computer game failing to translate to home consoles, thereby demonstrating the utter brilliance of the Amiga and all its developers. All hail Commodore, and Tramiel be with you.
… Y’know, it occurs to me that I’ve been taking this story at face value for several years, without actually playing either version of the game for myself. Maybe – just maybe – there’s more to the legend of Sword of Sodan than what the common conjecture has let on? Perhaps it’s finally time for me to strap on the chainmail, brace my buckler, and see what the fuss is all about. Y’all know what to expect from one of these articles by now: We’re gonna unfurl the scroll on developers Discovery Software and Innerprise Incorporated, venture into the depths of the supposed classic on Amiga, and compare and contrast it against its apparently nefarious Genesis conversion. Along the way, we’ll get to the bottom of Sword of Sodan‘s appeal to Amiga owners, whether or not its 16-bit cartridge incarnation is truly worthy of so much ire, and why the world never got its hands on a much-anticipated sword-swinging sequel. And hell, just to be thorough; we’ll also cover attempts to bring the game to Apple computers, between a canceled IIGS port and a Bethesda Softworks-published Macintosh release. It’s high time we cover another high fantasy game on the Bad Game Hall of Fame (it’s been a minute since we wrote about Arthur’s Quest: Battle for the Kingdom), and I reckon Sword of Sodan is as fine a selection as any to pull from the stone. Have at thee!