Delving Into Dungeons

Plagued by gnawing uncertainty.

There are few things as satisfying as crawling through a crumbling dungeon while being besieged by hordes of monsters. Clinging to that last scrap of bread as your hunger grows, but pressing on in hopes of acquiring great treasure and attaining even greater glory. It’s often an entirely perilous pursuit. But that’s not going to stop me. I’ve always been fond of exploring new locations, and I’m glad that dungeon crawlers offer countless opportunities to do so while reminding you of your fragile mortality. Especially when you’re encouraged to build a fresh party of adventurers with each attempt.

As each attempt should then differ from the last.

But even if the same party is maintained with each attempt, failing the last should encourage a different approach for the next. If the RPG mechanics are adequate then the outcome should change. Which doesn’t mean that it’ll be a guaranteed success, but at least a different kind of failure.

Grim Dawn executed this exceptionally well with its challenge dungeons. While your character build remained the same, the dungeon would reset and the Skeleton Key (required to enter the dungeon) would be lost. Forgotten Gods, the second expansion pack for Grim Dawn, introduced the Shattered Realm to stand alongside challenge dungeons. However, unlike challenge dungeons, the Shattered Realm encouraged you to clear each level in the best time possible, and would offer extra rewards if you did so. Obviously Grim Dawn is not a grid-based movement dungeon crawler, but it does utilise some mechanics which would suit the genre well. I’d definitely appreciate a dungeon crawler that introduced content similar to the Shattered Realm. Rather than simply providing randomly generated floors to wearily trudge through.

A delightfully devilish interpretation of dungeon crawling mechanics.

Which is why I’m quite fond of how Book of Demons implemented its dungeon crawling mechanics. Rather than designing a fixed sequence of floors akin to Diablo, the developers opted to utilise dungeon generation mechanics which allow you to decide just how long you’d like to explore the dungeon for. I’ve actually been thinking about revisiting a few ARPGs this year. But I’ve also made a surprising number of purchases (despite not intending to) in recent months. I’ve been enoying Death end re;Quest after completing Dragon Ball Z: Kakarot, but I’m unsure of what I’ll be playing next.

I’ve been thinking about the Early Access for Stoneshard.

But I’ve also been thinking about (the recently purchased) Infinite Adventures. Then there’s Wasteland Remastered, which might not be a grid-based movement dungeon crawler but is certainly a worthy consideration. Especially when I’m keen to begin my post-apocalyptic adventures in Wasteland 2.

Last Epoch was another worthy consideration as that has already proven to be quite a capable ARPG. But it’s so very difficult deciding what to do next when there’s so much that I’m enthusiastic about. Let this post serve as forewarning that I’ll likely be flooding Moggie’s Proclamations with gaming content, and that I’ll be incredibly happy while doing so. There might be some creative content as well. That’s always a possibility. I’ve written before of my nostalgic love for dungeon crawlers and I’ll probably do it again. While I do love ARPGs, I’ve always enjoyed bringing together a party of adventurers with different abilities and talents. I sorely miss party-based RPGs. Which is why I’ve been investing in numerous JRPGs, as they’re often party-based with turn-based combat and those are two of my favourite things.

Have a nice weekend, all!

Moggie

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