Tag Archives: Video Game Reviews

Dmytry and Alexey Lavrov – The Polynomial: Space of the Music

Remember that old iTunes visualizer that blew us all out of the water, all those years ago? How you could fire up your own music, hit command-T and watch those undulating shapes bend and pulse in time to your music? It ruled. Didn’t you ever imagine flying a ship through those exploding waves, spinning and diving through fractals as you hunt down ‘Nazi Robot’ Pacman-looking things? Okay, now imagine how long you could play a game like that for, and how much herbal supplement might play into the enjoyment of that experience. There: you’ve gone and written your own mental review to The Polynomial.

Yes, they really are called “Nazi robots” in-game (neon Pacmen, for all intents and purposes), and along with friendly speed-boosting Ghosts (jellyfish you can shoot or eat) and aliens, they comprise the entire cast of The Polynomial. There are powerups to augment your ship’s performance temporarily, as well as various landscape features to hide within or fly into to switch levels. There are 39 slightly-different space-scapes to pilot your first-person craft through, each of which is just as psychedelic and vast and empty as the last. There are numerous difficulty levels, ramping up to the game’s recommended ‘Insane’ mode, in which you’ll face near-instant death at the hands of your pulsating companions and their laser guns… And that’s it. That’s the entirety of whatever might pass for a campaign in The Polynomial: the pursuit of two different types of enemies, over 39 functionally-identical maps, set to an electronic soundtrack, with a minimal amount of interactive elements, and absolutely zero context. Sound like that visualizer-game we were talking about?

If you’re waiting for the other shoe to drop, you’re right: at heart, The Polynomial isn’t about the action or the exploration. It’s very loosely concerned even about the scores it constantly tracks, and at its core it has very little to do with interaction at all. The Polynomial is about the music – yours, specifically, piped into any level and in any playlist order you please. Set to your favourite jams, it takes on a whole new life: the fractal galaxies blossom and pulse in time to the rhythm of tracks, the absolutely gorgeous 3D visuals explode with psychedelic colours and shapes, all of them available to meticulously calibrate in the extensive visual-options menu. You’ll begin to wish the enemies, unaffected by your musical choice, would just go away so that you can float and spin in peace – thankfully, there’s an option for that. When it clicks, The Polynomial takes on an ethereal, dreamlike quality. On my first play – set to “The Music Scene” by Blockhead – I was completely drawn in and disoriented and amazed; at it’s best, The Polynomial is an experience like few others, profiting from its general sense of plotlessness and spatial ambiguity to hypnotize and immerse the player.

There isn’t a whole lot of game here, it’s true. The Polynomial is at best an interactive musical toy and at worst an empty tech-demo. Your mileage with this novelty is going to vary wildly: there’s no incentive for high scores, no multiplayer and no sense of progression at all. Perhaps, like me, you’ll play this game for about half an hour, think “well that was neat”, and move on, returning to it whenever you find a particularly immersive electronic track you want to try out on the visualizer. Perhaps it’ll become a nightly ritual, a trance-inducing mind-hack for when you need to come down after a hard day of work, or for when your intoxicated friends need something to gaze into for a little while. The Polynomial sets out to do one very specific thing, and does it well, relegating everything else (like gameplay) to afterthought status. Essentially, it’s a very neat screen-saver, and whether or not it’s going to appeal to you is going to be determined largely by whether or not you’re big into majorly-psychedelic and ambient visual toys. Approached from the right angle, The Polynomial can be a very beautiful experience – just don’t expect any depth. ‘Try before you buy’ is the maxim of the day – thankfully, there’s a Steam demo available.

5.5

Full disclosure: I grabbed it on today’s Steam promotion for $2.50, and it’s compatible with a Gift-Pile achievement. That’s about the right price (normally an optimistic $10). I don’t often play The Polynomial, but when I do, I prefer The Unseen

Originally published right here, December 2011. 


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Studio Pixel & Nicalis – Cave Story+

Where do I even start with Cave Story? First and foremost, it’s an indie, freeware classic: available completely for free on the net since 2004 (be sure to grab the English language patch!), it’s an acknowledged masterpiece, the cult freeware adventure game to end all cult freeware adventure games. It’s almost ludicrous to imagine Pixel AKA Daisuke Amaya programming it over the course of five years, making the music, writing the story, and then choosing to release it for free. To any artist or aspiring game-designer, it’s an absurdly humbling work, deftly weaving its 8-bit blip-and-bleep soundtrack and minimalist pixellated artwork into one of the finest Metroidvania-style (gamer lingo for side-scrolling adventure/shooter) games you’ll ever play. Of course, that’s the freeware version, still available online, still very retro-charming and very non-HD in its soundtrack and visuals. That is, until indie-game developer Nicalis stepped up back in November (September for Macs!), re-releasing Cave Story to the PC crowd as Cave Story+, and giving it the comprehensive-overhaul collectors’ edition it always deserved.

At heart, Cave Story+ is a deeply traditional game. With every step it’s an homage to great adventure games past: Metroid’s heart containers and missiles make their appearances, the bosses are thoroughly Castlevania in their difficulty and scope, the sense of humour is utterly Japanese Gaming (as are the lovingly detailed sprites), you’ll even detect a hint of Mega Man in its more intense platforming sections. Where it breaks away from tradition is in its style: Cave Story+ is a curiously adult game with a surprisingly mature story that begins innocuously enough (amnesia!), and by its end achieves a level of metaphorical integrity and thematic density that many art-house games are still struggling to match. Humour is pervasive and quirky, but characters die, and once dead they stay that way. Balrog is adorable (and modeled after a bar of soap), but morally ambiguous. King is technically on your side, but protective and vengeful to the point of distraction. Murder happens. What begins as a very conventional critter-blaster eventually blossoms into something thought-provoking and dark, especially if you happen across one of the bad endings (of four branching endings total).

Gameplay-wise, if you love side-scrolling shooters and adventure games, you’ll more or less be in platform-gunner heaven. Controls handle well, standard 4-directional jumping and shooting applies, with a glut of different weapons (upgrade-able with experience pickups) and tools (entirely secret, you’ll get no spoilers here). Platforming and gunning sections gradually ramp up in difficulty, and with effectively no on-screen instructions at all you’ll soon be plugging enemies and jumping spike-pits with ease.. at least until you hit one of the supremely challenging later bosses. There are secrets and bonus areas and difficulty sliders, and, in Cave Story+, even bonus modes of play. Taking all of these (and the various endings they funnel you towards) into account, it’s entirely likely you’ll find yourself replaying the lengthy campaign repeatedly, later surfing the wiki only to find you’ve overlooked like a quarter of the game.

In terms of the Nicalis rerelease, what changes have been made are mechanically minimal and aesthetically tasteful. Thanks to a graphical overhaul the game now looks much sharper, while retaining the original’s charm and general bizarreness (someone’s gone and filmed a great comparison). The soundtrack has been updated as well, and is available in its entirely through the Humble Bundle download I’ll be providing below; it’s absolutely fantastic stuff, evocative and minimalist when it needs to be, jumpy and exciting when appropriate, but all the while reinforcing Cave Story’s intentional air of mystery and stylistic oddity. It works really, really well, and I’m more than happy to have it loaded into my music player, though dedicated cult fans might find it a little too ‘softened’. However, in a nod to these traditionalists – and Pixel’s freeware intentions – the entirety of Cave Story’s original soundtrack and graphics skin is only an options-menu away. Like the new Halo: Combat Evolved rerelease, longtime fans and newcomers can flip between the two, appreciating the game however they choose and co-existing in peace (though the remix really is quite effective). Mechanically, the gameplay and level-design is identical to the original save for the unlockable post-game bonus levels, designed by Pixel/Amaya himself (which again negates complaint). In releasing Cave Story+, Nicalis has provided Cave Story the opportunity for mass-exposure it’s always deserved, while tweaking its aesthetic appeal – clearly in line with Pixel’s original intentions – to draw in an even wider cult audience. A benchmark for tasteful remakes, Nicalis leaves very, very little to complain about.

As a student of the arts, I love Cave Story+’s weirdness, its vague puzzle of a storyline, the metaphorical power of its characters and branching storylines, the painstaking effort that’s been put into its graphics and sound-production. At times lonely, at times unforgiving on its ‘Normal’ difficulty (another nod to Mega Man, no doubt), for many it may prove altogether too weird and bleak to complete – and of course, for me, these count among its greatest virtues. Two more very pure gaming experiences, Cave Story and Cave Story+ are indie classics, and deserve the attention of every platforming aficionado. Indie game of the year? Very likely.

Go shoot some bats, Quote.

9.5

Part three of my series on Humble Indie Bundle #4, available here until about the 27th of December, 2011. Now featuring 12 whole games (and their soundtracks!) if you beat the currently $5.16 average, 5 great games and OSTs if you pay anywhere over a buck. You can’t go wrong here. Money goes to charity, games go to your Mac, PC or Linux machine. 

Note: All screenshots taken by me, using the enhanced graphics exclusive to Cave Story+. 

… bonus Balrog.

Originally published right here, December 2011. 

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Final Form Games – Jamestown

Remember Jamestown, the first permanent Colonial settlement in the New World, the one that succeeded where Roanoke mysteriously failed? Turns out Roanoke was destroyed by a giant cyclopian plant-monster. Jamestown succeeded because men in zooming steampunk ships blew up enough tentacle aliens and aggressive Spaniards to ward off the intruders, dodging bullet-hellish laser arrays and picking up floating ducats all the way through. Sometimes they teamed up in groups of up to four with different ships, dying a whole lot because they were poor pilots and had been drinking beer. Mars can be such a cruel place.

Since I hail from the great white frozen north, my American history is a bit shaky, to say the least. I don’t know a thing about Jamestown, Virginia or the mysterious disappearance of Roanoke, which in turn makes Jamestown’s Colonial fanfic that much more intriguing; its skeletal storyline is historically reverential, but its gameplay pays homage to Cave Co. shoot-’em-ups (“shmups”) and bullet-hell fliers just as much as it owes its alt-history storyline to every cheesy Space-Opera you’ve ever secretly loved. Final Form Games’s shooter is epic stuff: as Walter Raleigh, escapee to the New World (literally, Mars), you find yourself in the new colony of Jamestown, seeking to prove your merit to your King and absolve the charges of murder brought against you. What follows is pure action, a Neo-Colonial fanfic for the ages, leading you from the steampunk Spaniard frontlines all the way into the Lovecraftian heart of Mars itself.

None of this ambitious setup would matter if it didn’t play like a dream: selecting from one of four unlockable ships (bought with ducats, from the “shoppe”), up to four players can collaborate on local multiplayer, flying their steampunk-y ships with keyboards, mice, and as many gamepads as you can cram into your PC (or Mac!). Keyboard control is my personal favourite as Jamestown’s overwhelming bullet-arrays frequently call for precise movement, but the mouse option is certainly appealing, and I can only imagine that play with a gamepad would be nearly sublime. In classic top-down-shooter style you’ll spend the whole game progressing upwards, firing each craft’s signature special weapon while dodging enemies and gathering ducats to activate your score and shield-multiplying “Vaunt” mode. You might even manage to figure out the proper order of destruction that causes each(!) enemy in the game to drop its ‘Special’ bonus points, a trick I still haven’t been able to riddle out for the good majority of Martians and Spaniards. Jamestown is a top-down shooter in the classic shmup tradition: it’s got screen-filling bosses, multiplayer action and more than enough difficulty levels (from Beginner to Divine) to ease anyone into the action – even though the endgame’s minimum difficulty ramps up to (hard-mode) Legendary, making the final level a true bullet-riddled challenge.

Speaking of classic traditions, Jamestown’s soundtrack is easily worth the asking price (usually $10). An epic symphonic arrangement of synthesizers and perfectly Sci-Fi blips and bleeps, at its best Francisco Cerda’s music evokes Chrono Trigger composer Yasunori Mitsuda’s legendary work, while installing a pumping, electronic style all its own. The OST perfectly complements the graphics, which will have 16-bit fetishists (you’re reading one now) cheering with glee whenever the beautifully-detailed backgrounds evoke Secret of Mana or Final Fantasy. As a shoot-’em-up, each level is on rails, meaning the music has the opportunity to shift dynamically with the appearance of bosses, the entrance into tunnels and chasms and, of course, your multitude deaths. This musical accompaniment is fantastic and compliments the action perfectly. In terms of sheer presentation, Jamestown is an A+, no doubt – it sells itself so well that I was on the verge of impulse-buying it even before it appeared in this month’s Humble Indie Bundle (close one!).

Jamestown is hands-down my favourite recent shoot-’em-up, and one of the best indie games of the year, but like all shmups  there are limitations (yes, it’s a word). For one, Jamestown is a short thrill-ride: if you’re playing on Legendary mode (as experienced players will want to), you’ll be through the story in a clean hour and a half or so. I’m no pro, so it took me about four hours, including liberal level-replays to farm ducats for unlockables (of which there are new ships, bonus levels and an alternate, farcical story mode). The multiplayer component of Jamestown is clearly designed to encourage players into the same room as one another, for that additional excitement-factor, but it’s certainly a game that would profit enormously from online play. Jamestown’s shortness is mitigated by its density, including Farce story mode, Gauntlet, Hardcore mode and multiplayer – for many, simply the pursuit of online high-score boards will last them for weeks to come. There’s also the Gunpowder, Treason and Plot DLC ($3) to extend your playtime, which I fully intend to purchase down the line. All in all, Jamestown’s weaknesses are few: if you love shmups, and you don’t mind the brevity of the campaign narrative, there’s a lot to love here, and a whole lot of difficulty levels (and nigh-impossible bonus challenge levels) to chew on.

Jamestown is one of those games whose gameplay is such an arcadey joy to play, and whose presentation (both musically and visually) is so vibrant and pitch-perfect, that I know I’ll be coming back to it for midnight play-sessions for months to come. It’s a blast, it’s hilarious, and it threatens to teach you a bit of American history. I love Jamestown, I think you will too. Grab some friends and shoot some martian squids, it’s ten dollars very well-spent.

9.0

Part 2 of my series on Humble Indie Bundle #4, available here until about a day after Christmas. Re-route that ten bucks to charity, or pay whatever other amount you want for five great games and their soundtracks, DRM-free. Beat the average (about $6) for two more games and soundtracks. Money goes to charity, everybody wins, I get to keep writing reviews. Whee!

Originally published right here, December 2011. 

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Gaijin Games – Bit.Trip Runner

Remember Frequency and Amplitude? How about every artsy video-game critic’s favourite springboard, Rez? Those games immersed the player in a synesthetic experience, vastly prioritizing presentation and sensory stimulation over context. In doing so they achieved a singularity of design, uniting form and function (and tactility and audio-visual feedback) into a smorgasbord for the senses – spend time playing either and the veil of input nearly drops away, leaving only player and game in a strange, synesthetic union. Play any of them in a dark room with headphones on and you’re left with a startlingly pure experience, and one that later rhythm games like Guitar Hero struggled to emulate. Gaijin Games knows how it is: BIT.TRIP RUNNER drops right into place, swapping Rez’s Sci-Fi conceit for  Atari homage and adding in a healthy dose of absurd, unforgivingly difficult platforming for a startlingly fresh platforming experience.

Fourth in its series, BIT.TRIP RUNNER sure looks like a platformer: watching gameplay clips on YouTube, I initially came to the conclusion that it was a quirky and oddly-speedy homage to Pitfall, complete with pretty ambient techno music. Well, I was about half-right. What you can’t tell from the trailers is that BIT.TRIP RUNNER is on autopilot: yes, you’re controlling Commander Video, but he’s more than happy to sprint blindly to his death. Your job is to control his limbs: jumping, sliding, blocking, kung-fu kicking and springing your way past a litany of colourful, pixellated obstacles and enemies. It’s an on-rails platformer, in a sense – every level has a “right” path, with the odd fork over/under an impediment, and if you deviate, you die. Over and over, zapped back to the beginning of the stage, of which there are 36 (with corresponding bonus levels) over 3 worlds. Throughout those 3 worlds you’ll be dodging everything from errant UFOs, to flying balls of sewage, to hopping over outcrops of crystal and kicking piles of boxes in their boxy faces, and should you so much as poke a rock with your toe or kick when you should have slide-hop-blocked, you’re restarting. Again. Simple as that.

So BIT.TRIP RUNNER  is fussy – very, very fussy: it has a particular path, and you’re going to find it, or you’re going to ragequit. That’s fine, it injects each level with a sort of quick-draw puzzle element. Like the games whose Atari visuals B.TR pays homage, it rewards practice and repetition. In conversation I’ve likened these trial runs to learning piano: practice makes perfect, but of course the more you practice the more you’ll find ways to mess up sections you thought you had down pat, slowly driving yourself insane. It’s a satisfying sort of intense frustration, but the piano metaphor doesn’t end there: I’ll go on the record right here and say BIT.TRIP RUNNER is nothing without its music. Like its rhythm-game forbears, BIT.TRIP is not as it appears – Rez wasn’t a rail-shooter, Frequency/Amplitude weren’t reflex-testing tunnel-fliers, and BIT.TRIP RUNNER certainly isn’t a platformer.

Immediately upon launch, you’ll notice patron chip-rockers Anamanaguchi playing on the title-screen. Classy. Then, you’ll notice Commander Video’s little pixellated running-sound, then the blips and bleeps that emerge every time you dodge successfully. Then the expanding, electronic soundtrack that deepens and undulates every time you pick up the red floating cross power-ups. After about two levels, once you’re playing confidently, you’ll notice each of these elements synchs perfectly to each level’s background beat, forming an interactive sonic puzzle. BIT.TRIP RUNNER’s grand solution isn’t memorization, it’s a highly-tuned sense of rhythm – watch someone skilled play through a level, and a song emerges. Because the dodge-notes are random, the song changes slightly each replay, and each time you die the track carries right on without you (with Commander Video sometimes waiting for the downbeat to begin his run – a nice touch). BIT.TRIP RUNNER is, secretly, a very well-hidden rhythm game, and like all great rhythm games it is eventually synesthetic, the player’s inputs synching to its soundtrack to immerse the player fully in its gameplay. When it clicks, and the gorgeous (but limited) soundtrack kicks in, playing BIT.TRIP RUNNER is a beautiful aesthetic experience.

So I like BIT.TRIP RUNNER, it’s true. I’ve always been a sucker for games that prioritize style over substance, and that dearth of substance is occasionally noticeable here too. For one, its short – I’ve put in about six hours, and am on the second-to-last level, but I’ve been taking my time, trying for high scores and generally enjoying the aesthetic. It’s also brutally, at times apparently unfairly, difficult, though failure is always your fault, as the input is flawless (provided you’re working without lag). BIT.TRIP RUNNER demands nothing less than mechanical perfection, and for most players that’s going to take a very long time to develop – in a sense this helps off-put the limited amount of levels. There’s also effectively no storyline, and although exploring the rest of the series will likely remedy that issue, a little context to my hopping would have been nice. More problematic still is that like all great showmen BIT.TRIP RUNNER left me wanting more: more music, different tempos and sound-effects to play around in, more than three worlds’ worth of panoramas to explore. Its immaculately integrated sound-design might preclude user-generated content, but dangit that would be cool too. There’s no stylistic trap-door here that’s going to pull you in if you don’t dig the style either (check a trailer), but if you’re down for some hardcore arcadey action this Holiday season – and Super Meat Boy is a little to gross and cruel for you – you can’t go wrong with BIT.TRIP RUNNER.

8.0

Part 1 of my series on Humble Indie Bundle #4, available here until roughly the 27th. Pay what you want for five fantastic games and downloads of their soundtracks, DRM free, Mac/Linux/PC with Steam/Desura. Pay more than the average (currently about six bucks) for two additional games and soundtracks. The money goes to charity, so there’s no way to go wrong here: I urge you to do this.  

Originally published right here, December 2011. 

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Gaslamp Games – Dungeons of Dredmor

Disclaimer: Dungeons of Dredmor is a roguelike. Dungeons of Dredmor is not for the faint of heart. Have you played Nethack? Did you cringe in grudging respect at the boot-to-the-neck difficulty of games like Chocobo’s Dungeon (okay, more like Shiren the Wanderer)? This game is for you. Do not read the rest of this review: for the next day, buy it for charity and be on your way. DoD is a roguelike, and all reviews of roguelikes are contractually obligated to begin with “back in my day…”, so here goes:

Back in my day, games were really darn tough. Okay, well that’s not quite true: Donkey Kong Country gave me plenty of red balloons, rings were plentiful in Sonic the Hedgehog, and I never lacked for bullets in Blackthorne or phoenix downs in Final Fantasy. In fact, I think I missed the golden era of sadistically cruel PC gaming altogether – good thing, then, that games like Dungeons of Dredmor exist to remind us neophytes that sometimes, just sometimes, games want to kill you.

For the uninitiated, The Roguelike (as the name suggests) is a genre united in its homage and imitation of the 1980 PC title Rogue. As a sub-genre of adventure and rpg gaming, roguelikes typically include elements like top-down and turn-based gameplay, relatively simplistic graphics (though there are exceptions), and wide-ranging opportunities for roleplaying improvisation. There are also wide-ranging opportunities for highly-creative death, and weaker games in the genre have been rightfully accused of artificially manufacturing replay value via their constant Game Over screens. Completely unrelated games, bearing in mind roguelikes’ trademark difficulty, have also emerged as homage to the genre itself: Demon’s Souls springs to mind, as does PSX oddity Dragon Valor and the Dreamcast’s Evolution. Regardless, it is into this proud tradition that games like Dungeons of Dredmor are born: they carry the standard of turn-based dungeon exploration, customizable and highly strategic  gameplay, and the save-game-erasing schadenfreude of permadeath.

“So what’s Dungeons of Dredmor actually like?” you ask. Good question! Allow me to regale you with the epic saga of Vancepire I the Vampire, my sneaky blood/flesh-mage and double-knife wielder, and his brief, sad life. Things started out very promisingly for Vancepire! After playing through the lengthy tutorial (a must, as it’s helpful and hilarious), he was dumped into the eponymous dungeon between two modern vending machines: one labeled FÜD, the other DRINK. Broke as a stone, he ignored them, and proceeded into the next room. The tile-based gameplay means every single gameplay action is discrete: you walk a square, every other thing in the dungeon walks a square. You scarf down a Dire Sandwich (for health!), they open a door. You chug a Sewer Brew or a Dwarven Gut Rot (to restore magic energy of course), and by this point they’ve reached you and punched you in the gut. Vancepire, equipped with his two knives and his Flippy Floppies (“great for a day at the pool!”), meandered into the next room, and was confronted by one of many, many Diggles, whose description blurbs read as follows: “A strange little bird-thing that tunnels through walls with its odd, rubbery nasal appliance”. Charming. Vancepire, whose player-chosen skills varied from Assassin (increasing critical hit-chance) to Vampire (which could have eventually earned him the ability to fire Twilightian sparkles at enemies), wound up with his two knives and smacked that Diggle right across its horrible rubbery nasal-appliance face. The Diggle struck back. Vancepire swung again and missed, the Diggle struck back, and several of its friends showed up out of the shadows. At this point, a smart player would have realized that Vancepire the Vampire could only heal via blood-drinking. I was not a smart player. Vancepire ate a Diggle Egg he’d found. This seemed only to anger the Diggle mob further, and restored exactly 0 health. The Diggles swarmed. Vancepire swung around like an idiot. The Diggles – with their jeering overhead text-taunts of “Your mother is a radish” and “Why does nothing love me” – very gradually and embarrassingly killed him dead. Being a roguelike, Dungeons of Dredmor defaults itself to permanent death (permadeath), and so, as Vancepire I hit the floor, the game promptly wiped my save file, dropped a banner reading “CONGRATULATIONS! YOU HAVE DIED!”, and booted me to the title screen. Thus ended the brief, sad life of Vancepire I. His son and grandson, Vancepires II and III, fared only slightly better.

What have we learned? Dungeons of Dredmor, on its medium setting (“Dwarvish Moderation”, there are also “Elves Just Want To Have Fun” and “Going Rogue”), is absolutely punishing to newbies. I cannot stress enough that this is awesome. There’s a very detailed breakdown of the various effects of the difficulty levels here, and while the game is certainly challenging on any difficulty level, the tutorial very explicitly lays out that this is the point. Like the recent oddball Binding of Isaac, gameplay in DoD, on its default settings, encourages experimentation and cumulative learning. Not long after the tragic death of Vancepire I (and II, and III), I was picking my stats carefully, trying all the mushrooms, breezing through the first couple dungeon floors, and not only confident in my newfound skills, but having a complete blast. Strategic play is heavily emphasized here, and while you’ll find hundreds of various pieces of loot (equipment and items, most of them fraught with puns), your statistical breakdown will render only certain items strategically advantageous – for some players this will mean avoiding alcohol or swords entirely, for others never being able to heal (see above). Limiting loot exposure like this lends DoD‘s often-brief repeat playthroughs real variety; the player is never locked into a particular playing style, and the cleverly self-aware class system (Flesh Mage! Mathemagic!) results in an honestly surprising amount of replay value. While limited in scope (plot? what plot?), Dungeons of Dredmor, with its hilarious enemies and mysterious item drops (Grunge Ear?) lends the player a terrific sense of discovery; after nearly ten hours of play (and, full disclosure, zero completions) I’m still finding myself booting up a new character and thrashing through that first floor of Diggles in order to try out new stat/perk combinations and – why not? – taste all the mushrooms.

Aside from general structure, Dungeons of Dredmor is a mechanically sound and simple game. One-handed mouse-play is entirely possible, provided you’re equipped with a right-click, and the game lends itself wonderfully to slow, extended play-sessions while you chat with friends in another window – I’ve found myself in numerous strategic roundtables with fellow Dredmor-ers, few of whom seem to share my affinity for absurdist perk combinations (“Am I the only Mushroom-Farmer-Viking-Mage?” I wonder). It’s entirely possible that the several musical jingles will drive you completely insane. This is where windowed-mode and iTunes comes in, although the game still suffers from a mystery slowdown every time the soundtrack loop rolls onto a new track (about every 11 minutes). The writing in this game is absolutely fantastic – if you haven’t gathered from my litany of quotations, Gaslamp Games have really outdone themselves with the humour and enemy/item descriptions here. DoD is altogether likely to remind you of a particularly lively solo session of the roguelike-like Munchkin, if you let it. The flip-side of all this great writing is that the graphical presentation is fairly crude: there’s only one character model (no girls!), equipment and perks lack on-character presentation entirely, and almost all spells and other on-screen effects are rendered with the same small retinue of visual effects, depicting everything from elemental attacks to much stranger things (Lovecraft, anyone?). Simplistic as it all is, personally I’ve found it quite endearing: it gives me the sense that this game started life as a particularly spirited text-adventure that someone excitedly decided to give graphical life to, which really only feeds into the game’s charm.

Dungeons of Dredmor is hilarious, it’s deeply strategic, and it’s addictive as heck. Importantly, the entire game is randomized as well – from enemies to traps to equipment and floor layouts, you’re never playing the same game twice. Random cheap deaths will occur, which strategy will not always be able to mitigate (turning off Permadeath fixes this), and while these are annoying and distracting, they’re a natural consequence of random-gameplay scenarios. Dungeons of Dredmor is unforgiving and difficult and it is an intentional throwback to a generation of gaming that’s been recently seeing somewhat of a comeback. I love this game and I love what it stands for: DoD isn’t afraid to laugh at you for your failures, and it isn’t afraid to force you into laughing at yourself, while lovingly forcing you into that one last game before bed. All in all if you can dig the roguelike gameplay philosophy you really can’t go wrong here. Buy it real quick (expired) to lose lives – and hours of your life – to swarms of Diggles this holiday season.

8.5

…bonus Diggle.

Originally published right here, December 2011. 

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