Dragon Slayer and Xanadu (1984-1985)
The original Dragon Slayer and its sequel Dragon Slayer II: Xanadu are credited for being the progenitors of the action RPG genre, abandoning the command-oriented turn-based battles of previous RPGs in favour of real-time hack and slash combat that requires direct input from the player, alongside puzzle-solving elements. These games went on to influence later series such as The Legend of Zelda, Hydlide, and Falcom's own Ys. The way the Dragon Slayer series reworked the entire game system of each installment is also considered an influence on Square's Final Fantasy, which would do the same for each of its installments. According to GamesTM and John Szczepaniak (of Retro Gamer and The Escapist), Enix's Dragon Quest was also influenced by Dragon Slayer and in turn defined many other RPGs.
The original Dragon Slayer, released for the PC-88 in 1984, is considered to be the first action-RPG. In contrast to earlier turn-based roguelikes, Dragon Slayer was a dungeon crawl RPG that was entirely real-time with action-oriented combat. Dragon Slayer also featured an in-game map to help with the dungeon-crawling, required item management due to the inventory being limited to one item at a time, and introduced the use of item-based puzzles which later influenced The Legend of Zelda. Dragon Slayer was a major success in Japan, where its overhead action-RPG formula was used in many later games. The game's MSX port was also one of the first titles to be published by Square.
The sequel Dragon Slayer II: Xanadu, released in 1985, was a full-fledged action RPG with many character statistics and a large quest. Xanadu incorporated a side-scrolling view during exploration and an overhead view during battle, though some rooms were also explored using an overhead view. The game also allowed the player to visit towns, which have training facilities that can improve statistics, and shops that sell items, equipment that change the player character's visible appearance, and food that is consumed slowly over time and is essential for keeping the player character alive. It also introduced gameplay mechanics such as platform jumping, magic that can be used to attack enemies from a distance, an early Karma morality system where the character's Karma meter will rise if he commits sin which in turn affects the temple's reaction to him, a heavier emphasis on puzzle-solving, and individual experience for equipped items. It is also considered a "proto-Metroidvania" game, due to being an "RPG turned on its side" that allowed players to run, jump, collect, and explore. The game gained immense popularity in Japan, setting records for PC game sales, selling more than 400,000 copies. Xanadu Scenario II, released the following year, was also an early example of an expansion pack. The game was non-linear, allowing the eleven levels to be explored in any order. It was also composer Yuzo Koshiro's first video game music soundtrack.
Read more about this topic: Dragon Slayer Series, History