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Recommended
0.0 hrs last two weeks / 6.3 hrs on record (2.9 hrs at review time)
Posted: Jun 29, 2016 @ 5:13am

(First impressions review after 1 1/2 hours play)

So far, so good.

Even though I'm not very good at them, I love both ARPG and Roguelike games, so when I stumbled across this game, it was quite a pleasant suprise.

There's quite a bit of mechanical depth here, as you are able to combine classes to create an entirely unique hybrid class. Each class has 3 talent trees, and if you chose a hybrid class, you may chose one tree from each class you're combining. I haven't tried this yet, but it's a neat idea that I look forward to trying out soon.

My first character is a ranger class, specializing in archery and daggers, with leather armor specialty, etc. Unlike games like Torchlight 2, there isn't as much freedom within a class to use any weapon. In Torchlight, the class more or less defines starting stats and spells, but beyond that they can use any weapon they want. In Din's Curse, it's the more traditional style that says 'Rangers can't use giant axes'. It can be a bit annoying if a really good high DPS ax drops, but the only thing you can do is sell it, but all in all it's fine.

The main flaw of this game is visuals. They aren't awful, but they are old fashioned. The game was made in 2010, but even then, the game looks more like a 2005 game. The animations are a little stiff, and sometimes when my character uses a bow, she is facing the wrong direction as she fires, and if I try to attack while walking, the character can sometimes slide while doing a firing animation. This can cause a problem due to the Line of sight mechanic, which prevents you from attacking an enemy your character doesn't 'see'. Occasionally I will try to attack, start sliding away, and the attack cancels in the middle of the animation because my character lost line of sight. These are minor flaws, but since the game is six years old now, I doubt they will be fixed.

Everything in this game is randomly generated, not just the dungeons and loot. The basic premise of this game is that you are a person who lived a life of hedonism, when the titular god Din curses you to live your life again as a hero. Therefore, you travel from town to town, doing quests, attempting to save the town from doom. To fulfill this premise, every town is randomly generated. This creates a flaw in that every town looks the same, but functionally, each town is different, as not every town has a armorer, for example. It's a good compromise of mechanics over visuals, that I'm happy with.

Dungeons are very straightforward. Procedurally generated based on a themed tileset and themed enemies etc. An interesting difference is that within the dungeons, battles are going on between factions (demons vs werewolves, etc.) which can lead to quests changing or solving themselves dynamically. I have yet to see this in action, but I'll take the developers word on it for now.

Also has multiplayer Co-op, but since I don't have any friends (who own this game), I haven't tried it out yet

In conclusion, if you're interested in a new ARPG and don't care about flashy graphics, this is a good one to check out.
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