Tuesday, April 21, 2015

A Face for Radio

After an entire day of mishaps, I am no closer to video 2. First I had a file error which required me to re-record all of my video captures. Then I had a conversion error when rendering the videos in HD. Then I found that my camera is just not going to cut it. All in all just bad. However as an early-subscriber bonus I'll post the upcoming video's script* below.

Cheers!

* script subject to change before video is completed.





Have you ever desired to have an old fashioned dungeon delve but found that the modern era was standing in your way?

INTRO SCREEN

Hello and welcome back to RedMage Reviews, I am Redmage and this is my review of Delver. Delver is a Roguelike Action RPG currently in Early Access on Steam. The game itself may not be long or complicated, but it hits the nostalgia itch quite nicely.

The game premise is that you are a generic adventurer who has decided to quest into a forbidden dungen from which none have yet returned, to find the Yithidian Orb…(sounds like a great idea). But this is only the first half of your quest, for you must also escape with it alive.

Gameplay is simple, you gather random weapons, gear, eatables, and spells along  your way, and are awarded xp by killing enemies which allows you to level up. You travel through seven floors to reach your goal, and then back through each one to return to the surface.

Leveling up and gathering items improve your six stats as you go. Your character has an Attack score (which is directly a damage score so adding 1 point to attack increases min and max damage by 1), a Speed score (which increases how fast you walk), a Health score (which improves naturally each level but you can put extra points into to bolster), Magic (a stat which increases the number of times you can cast spells found in wands), Agility (which affects how much movement speed you retain while charging your weapon attack), and Defense (which is directly related to AC, both of which stack to provide a direct physical damage reduction number).

The goal is simple, survive, but reaching that particular goal can be rough. In the spirit of roguelikes, death can come fast and often. However unlike most roguelikes, this is not due to the game directly being unfair to the player. Often it is due to action happening a little faster than the player can keep up, or bad luck of the random number generator when items are created (which can leave you with inferior offense, defense, or healing when you need it the most).

Unlike many early access games, this one is roughly complete. There is no part of this game which feels directly missing or lacking. Everything is functional, bugs are almost non-existant, and it plays like a 16-bit dream. Money you earn before death is saved and rolled over into your next character, granting you improved survival next run by letting you buy goods at the starter camp before setting out. Don’t get me wrong, this game is not flawless, but most of the game’s quirks, both mechanical and visual, are inspired by the Roguelike Dungeon Crawls of old, so I can forgive them.

On the official Developer roadmap are upcoming things like improved sound and graphics, addition of classes, implementation of functional shops and shopkeepers (which is much needed to offset the cruel RNG gods), bosses, special events, more traps, and more monsters.  All of which sound good, and they have been making good progress as the list is actually one third longer than I mentioned, but all of those goals have already been met and implemented.


Final Score:

Story/characters/dialogue: 4/10 This game is story light, and though it drops hints at times that’s really all they are currently. Also the dialogue is at a minimum as there are only a few people to talk to, and character development is simple at best. But truth is that it really doesn’t need a story, that’s what these games were about, so you can largely ignore this score.
Gameplay/Interface: 5/10 They are everything they need to be, but I keep finding myself wanting more, I want a jump key, I want to use the item in my second hand to block/attack/etc. I understand that these features are fancy newfangled contraptions, but even with the retro feel the game does not have to be locked in the past. It does play great though for these short comings.
Graphics/textures/animations/visuals/art: 7/10 The “Chunky pixels” feel a bit minecrafty, but this game feels complete, the art matches the animations which match the textures. So much so that I can almost smell the 90’ s.
Sound/music: 8/10 The musical and sound choices here were great, at first they seem repetitive and limited, which they are, but the music itself is well made and fitting and changes tracks each zone, providing good atmosphere.
Panache:  yes – As odd as this sounds, the devs have worked hard to make this feel like an old-fashioned dungeon delve. Also the game is challenging without being unfair, fun for its simplicity, and easy to pick up and put down.
Learning Curve: Dualistically intermediate – this game is quite easy to play, but it is a roguelike and to win you will need to be both lucky and good.

Totals: 6/10 (w/o story: 6.6) Limited, but quite fun. Honestly I really enjoy this game. It reminds me of a much smaller, but much more functional Elder Scrolls II Daggerfall, and that was a great game.

So the big question: should you buy this game.?

Well if you miss the 90’s then you should buy this game.
If you enjoy first person realtime adventures, you should buy this game.
Or If you enjoy testing your skill and patience against the inevitability of dying over and over again just like every roguelike you have ever played has taught/treated you, you should probably buy this game.

And at 8 bucks, it’s a bargin.

It may be short, but it has heart. I’d love more content, but honestly its better to have something that leaves you wanting more, than something that leaves you wishing there were less.

(subtext: Star Wars anyone?) (soundbite: NOOOOOOOOO)


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