MediEvil
Reviewed by Marcus Webb & Elena Castillo ·
Sir Daniel Fortesque, a cowardly knight who died to the first arrow in his first battle and was reborn as a skeleton hero 100 years later, must defeat the sorcerer Zarok and earn his place in the Hall of Heroes. MediEvil is a beloved PlayStation classic blending gothic humor, inventive level design, and one of gaming's most charming protagonists.
💡 MediEvil — Key Facts
- → MediEvil was developed by SCE Cambridge Studio and published by Sony Computer Entertainment
- → Released in 1998 on PLAYSTATION
- → Genre: Action Adventure, Hack and Slash
- → We rate it 8.5/10 — highly recommended
- → Sir Daniel Fortesque, a cowardly knight who died to the first arrow in his first battle and was reborn as a skeleton hero 100 years later, must defeat the sorcerer Zarok and earn his place in the Hall of Heroes. MediEvil is a beloved PlayStation classic blending gothic humor, inventive level design, and one of gaming's most charming protagonists.
Overview
Sir Daniel Fortesque was a fraud. He never slew the dragon Bloodmonath. He never led victorious charges against anything. He was a charismatic nobody who told tall tales in King Peregrin’s court until the King promoted him to lead his army — and then he was killed by the very first arrow fired at the very first battle, long before he ever reached the enemy.
That death, and the legend that was fabricated to cover it up, is the setup for one of the PlayStation’s most beloved games. MediEvil (1998) is the story of a skeleton getting a second chance.
The Reluctant Hero
When the sorcerer Zarok returns to the Kingdom of Gallowmere a century later and raises the dead, he accidentally resurrects Sir Dan along with the rest of the zombies. Dan emerges from his grave as a rattling skeleton with one working eye and a profound awareness that his legend was built on nothing. The Hall of Heroes — the warrior paradise — has denied him entry on the grounds that he never actually earned heroism.
This is the hook that makes MediEvil work as a character study, hidden under layers of Halloween-movie aesthetics: Dan is not trying to save the world because he’s brave or noble. He’s trying to prove, for the first time in his existence, that the legend is real. The game’s charm comes from watching a fundamentally cowardly, deeply unlucky skeleton stumble toward genuine heroism despite everything.
Cambridge Studio — then called Millennium Interactive — gave Dan an expressive skeleton design that communicated embarrassment, determination, and absolute physical comedy without any of the dialogue. His moaning vocalizations and rubber-skeleton animation made him recognizable across marketing materials and earned him a level of fan affection unusual for a character this difficult to read at face value.
The Stages
MediEvil’s 22 stages cover considerable creative ground. The opening Graveyard establishes the game’s aesthetic — foggy, gothic, slightly whimsical, full of slow zombies and crumbling crypts. The Hilltop Mausoleum introduces more complex platforming. The Enchanted Forest is a surreal woodlands populated by oversized insects and bizarre plant creatures.
Later stages become increasingly inventive: a Ghost Ship crewed by undead sailors, a Pumpkin Serpent stage set in an autumn village with a giant scarecrow boss, the eerie Clock Tower with its mechanical enemies, and a final section inside Zarok’s mind itself. The game moves through these environments with strong pacing, rarely lingering too long on any single concept.
Combat and Weapons
Combat centers on a simple lock-on targeting system combined with a substantial weapon arsenal. Dan collects arms from defeated enemies and from the Hall of Heroes — the rewards for filling Chalices with enemy souls. The Big Sword delivers crushing two-handed strikes. The Crossbow allows ranged picking-off of distant enemies. The Chicken Drumstick (a weapon that sounds ridiculous and is actually excellent) bounces between multiple enemies. The Magic Sword fires tracking energy blasts.
Weapon durability adds resource management — most weapons have limited durability before breaking, except the default Small Sword. Players must make tactical decisions about when to deploy powerful but finite weapons versus conserving them for harder encounters.
The Chalice System
Each stage contains a Chalice — a goblet that fills with the souls of fallen enemies. Defeating enough enemies (usually 60-80% of the stage total) fills the Chalice, which Dan can collect to gain access to that stage’s Hall of Heroes warrior. The warriors provide weapons, items, and story commentary about Dan’s actual history and character.
This system makes completionism genuinely rewarding rather than perfunctory. Filled Chalices mean better weapons mean easier playthroughs for all stages — the secondary objective meaningfully supports the primary challenge.
Legacy
MediEvil was good enough to earn a direct sequel (MediEvil 2, 2000), a PSP remake (MediEvil: Resurrection, 2005), and eventually a full PS4 remake in 2019 that rebuilt every asset while preserving the original level design. The 2019 remake’s existence, twenty-one years after the original, speaks to how distinctly MediEvil’s personality was remembered by players who grew up with the PS1.
Sir Daniel Fortesque — cowardly, accidental, endearing — remains one of the most distinctive protagonists in PlayStation history.
Our Review
Gameplay
MediEvil is a third-person action-adventure where Sir Dan collects weapons from fallen soldiers and works through 22 stages of increasingly elaborate gothic environments. Combat uses a lock-on targeting system and a satisfying variety of melee and ranged weapons including the Big Sword, Chicken Drumstick, Magic Sword, Crossbow, and flaming hammers. Chalice collection — filling goblets with enemy souls to earn entry to the Hall of Heroes — adds secondary objectives to every stage. The game is roughly 8-10 hours, paced well with variety between stages: graveyards, haunted forests, a ghost ship, a pumpkin-headed scarecrow village, and a clock tower.
Graphics
MediEvil's visual design is extraordinary — a distinct aesthetic that blends Tim Burton-esque gothic whimsy with Halloween iconography. Sir Dan's rubbery skeleton animations are both comedic and expressive. The stage environments range from foggy graveyards to vivid pumpkin patches to mechanical clockwork interiors. The visual personality is consistent throughout and has aged better than many PS1-era games that aimed for realism.
Audio
Bob and Barn's soundtrack is one of the PS1's finest — rich orchestral arrangements with distinct themes for each world area. The Hall of Heroes theme is triumphant and memorable. Sir Dan's moaning vocalizations, combined with the voice acting of the various supporting characters (including Dan's talking head in a jar), give the game an eccentric personality that matches its visual aesthetic.
Replayability
Collecting all Chalices and filling the Hall of Heroes with returned warriors provides completionist goals beyond the main story. Some Chalices require finding all enemies in a stage rather than just any enemies, demanding careful exploration. The PSP remake (2005) and PS4 remaster (2019) offer updated visuals with the same gameplay for players seeking a refreshed experience.
Historical Significance
MediEvil was one of the first major PlayStation exclusives developed by Sony's internal Cambridge studio and established the character of Sir Daniel Fortesque as a recognizable PlayStation mascot through the PS1 and PS2 eras. The game's gothic humor and unique protagonist design were a deliberate alternative to the action-hero aesthetics of most contemporaries. The 2019 full remake for PS4 demonstrated the continuing affection for the original and introduced it to a new generation.
✅ Pros
- + Sir Daniel Fortesque is one of gaming's most charming protagonists
- + Distinct, immediately recognizable gothic-humor visual design
- + 22 varied stages with genuine creativity in level concepts
- + Excellent orchestral soundtrack
- + Chalice collection adds meaningful secondary objectives
❌ Cons
- - Lock-on combat can feel imprecise against fast-moving enemies
- - Camera occasionally works against the player in tight spaces
- - Some weapon selections are considerably more useful than others
- - Story is relatively thin beyond the setup
- - PS1-era draw distance creates some pop-in in outdoor stages