Mustawd
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I was (blindly) expecting something more like Gorky 17, with some exploration, light puzzle solving and drama, but Roxor makes it sounds like it's really just a long sequence of fights!
FTFY
I was (blindly) expecting something more like Gorky 17, with some exploration, light puzzle solving and drama, but Roxor makes it sounds like it's really just a long sequence of fights!
So it's like low budget Blackguards 1?
To be fair, the good fights are like puzzles. I know that sounds reductionist, but it's true in DR.I was (blindly) expecting something more like Gorky 17, with some exploration, light puzzle solving and drama, but Roxor makes it sounds like it's really just a long sequence of fights...
Dungeon Rats, our second RPG, is now available. It’s an RPG focused almost exclusively on combat for players who like turn-based combat in general and Age of Decadence (our first game) combat in particular, so if you want to fight your way out of a prison mine (or die trying) you've come to the right place.
What to expect?
A combat-focused game with 50 fights. There are no filler fights, so each fight matters and you won’t be able to click your way through them. So if you’re a grizzled veteran of many campaigns, you can beat the game in about 10 hours. If you’re a new player, it can easily take you 25-30 hours. The first player who beat the game (and who’s much better at it than me) did it in 27 hours.
Keep in mind it’s neither a sequel nor expansion to the Age of Decadence. It’s a combat game without social skills, multiple ways to complete quests, and branching questlines.
Tactical RPGs - the smart cousin of action RPGs. The focus is on using slow, turn-based tactics, not real-time speed and reaction, to kill things. Instead of clicking and watching monsters exploding like gore-filled pinatas, you plan, calculate, and ponder. If action RPGs are a party of 8-year olds, screaming and beating each other with rubber foam baseball bats, tactical RPGs are old men's "we aint got nothing but time" chess parties. Being ambushed in that ToEE's tower - your low-level pre-fireball party against 3 times as many enemies including strategically placed crossbowmen and spellcasters - and then trying different strategies for hours and amusement is every tactical RPG fan's wet dream.
The Japanese gave the world Fire Emblem, Tactics Ogre, and Final Fantasy Tactics. The North Americans raised the bet with Wizard’s Crown, Pool of Radiance, Jagged Alliance, and Temple of Elemental Evil. The Russians made a grand entrance with Silent Storm, adding destructible environments to the overall tactical awesomeness. Then turn-based tactics became uncool, first on the PC, then on the consoles where action battle systems slowly replaced turn-based systems which were dubbed "an archaic exercise in tedium." Now turn-based tactical games can only be found in museums or handheld consoles where they tend to sell very well.
If you want to play great TB tactics of the olden days, get Jagged Alliance, Silent Storm, Final Fantasy Tactics, Tactics Ogre, or XCOM.
Dungeon Crawler - This time the focus is on dungeons. You explore dungeons, find hidden doors and passages, fall into bottomless pits, play with pressure plates, trigger traps, fight the denizens, and look for treasure as you are descending further and further for one reason or another. It’s not about tactics or killing, it’s all about the dungeons and staying alive long enough to see the super VGA sunlight again.
The first dungeon crawler was a wargame scenario revolving around crawling into a castle via its dungeon. The scenario proved to be a lot of fun, calling for bigger and better dungeons and less wargaming and eventually leading to Dungeon Master, Wizardry, Might & Magic (before Heroes hijacked it), Anvil of Dawn, Stonekeep, and the mother of all dungeons crawlers – Daggerfall.
Daggerfall made you fear the dungeons. It was no longer a quick hit-n-run business. For the first time ever in video games history I entered dungeons without being sure that I’ll be able to return. Descending to yet another level greatly increased both your chances of never coming out and a feeling of great accomplishment when you finally emerge from a dungeon weeks later. Levers, pits, flooded levels, air shafts, climbable walls, huge underground halls made playing Daggerfall a very special experience. Buggy? Sure it was buggy as hell, but what great RPG isn’t?
don't forget about grouping weapon types in the crafting screen :DYeah, internally we even called it a "combat crawler", but well, it's not really a genre, and dungeon crawler stuck, creating wrong expectations that were not intended.
About things that will be in the next update is a re-balance of alchemy ingredients, we fixed the AI retardness with doors, made acid more useful, character facing during combat, better weapon progression adding steel forging earlier, tweaked a few of the creature fights to make them more interesting, among other things.
it isI was (blindly) expecting something more like Gorky 17, with some exploration, light puzzle solving and drama, but Roxor makes it sounds like it's really just a long sequence of fights...
You're going in completely the wrong direction. Next they need to do a platformer, then an adventure game, and then a shooter, a Total-War-style strategy game, a space sim, and a sports game.It all makes me wonder.. There was a great AoD crpg, a very competent AoD dungeon crawler.. so when there will be a release of AoD PnP? Vault Dweller - any plans?
I know people of codex abandoned PnP ages ago, to complain how modern crpg are not even a shit copies of old crpgs which are shit attempts at PnP.. But still, some of us like the smell of rulebook in the morning.
don't forget about grouping weapon types in the crafting screen :D
This hardly seems like a damning critique as it's rare to fight any enemy type more than 2 or 3 times, compared to say a standard RPG where you might fight 4x99 goblins 50 times or the Deep Roads level banality we have these days. Besides the utterly broken constructs, I don't find this to be a particular problem. The ants are a tutorial but one with enough sting in its tail to show people where they are going astray with their junk builds - see the Steam forums where people complain about these fights being unbeatable. But the ant queen, those fucking worms, the ant warriors of doom, etc...these fights require planning and/or different tactics or you are gonna get fucked.At times, this segmentation can feel rather ridiculous, and some of the levels might as well have a bunch of signs posted around, such as “now entering Scorpion Villa, prepare your antidotes”. Furthermore, the segmentation can sometimes get tiresome as it puts you against series of fights that feel rather samey.
Makes sense, the game is tuned to playing with a party, is it not, so? The solo mode is an optional, extra layer of difficulty like ironman. Given that the solo mode is in the game, that doesn't mean complaints from that perspective are invalid, but they don't represent the core of the experience.Like I said, though, some of the above problems can be avoided (or, at least, lessened) when playing with a party.
While I agree that it's not really important, there are missed opportunities to be noted here. Given that this studio has shown some craft and creativity with its writing and approach to reactivity in AoD, it would've been nice to have more than a "how did you get here?" approach to dialogue and characterisation.The narrative side of Dungeon Rats doesn’t matter at all
I think this is perhaps the one time the criticism is unfair because the game's advertising on Steam, and the comments VD made in the forums here, made it abundantly clear this was a combat-centric campaign from the beginning. From the Steam blurb: "Dungeon Rats is a turn-based, party-based RPG set in the Age of Decadence world and focused on squad level tactical combat. If fighting your way out of a prison mine - and frequently dying in the attempt - is your idea of a good time, you've come to the right place." So the conclusions you draw from this mistaken premise are shadowboxing. Although the points you make about resource management are true, if simply because you can trivialise fights in the game by throwing enough bombs at the problem, and are never really in danger of running out of critical ingredients. On the other hand, it means you are never hopelessly fucked even on solo where the odds are so crushingly stacked against you.The game is marketed as a “dungeon crawler”, but I really do beg to differ.
While I agree that it's not really important, there are missed opportunities to be noted here. Given that this studio has shown some craft and creativity with its writing and approach to reactivity in AoD, it would've been nice to have more than a "how did you get here?" approach to dialogue and characterisation.
For me, here's one particularly egregious example. You can cut down one of the NPCS, Roxanna, off a FUCKING CROSS and does this change her reaction to you an iota? No, she remains the same snarky bitch with her wry smile. No gratitude, no romance option? 0/10. Or if you lead Marcus against his former boss., or just well anything, really. If you recruit the Three Stooges maybe they could react tragicomically to each other's inevitable deaths, rending their clothes and gnashing their teeth, cursing the PC with their dying breath for taking them away from the safety of the campfire.
I don't think it'd be trivial to have NPCs to have different responses to the events, it would at least add some replayability and flavour to the world, as well as giving something to high-CHA characters who have little to do other than recruit people and brew potions/blacksmith.
It may have dungeon in the title but it doesn't appear that this was ever sold as anything other than a combat crawl.
Dungeon Rats
A turn-based, party-based dungeon crawler set in the Age of Decadence world. Fight your way out of prison mine or die trying.
Dungeon Rats, named after the 7th Heavy Armored Division of the Imperial Guards, is a turn-based, party-based dungeon crawler set in the same world as Age of Decadence.
What i can say is that from all i've read so far? My only complaint would be length*. If only it could've been longer and a bit further developed in the non-combat aspect (more feat checks, applications, etc). So basically longer
This hardly seems like a damning critique as it's rare to fight any enemy type more than 2 or 3 times
The solo mode is an optional, extra layer of difficulty like ironman.
While I agree that it's not really important, there are missed opportunities to be noted here. Given that this studio has shown some craft and creativity with its writing and approach to reactivity in AoD, it would've been nice to have more than a "how did you get here?" approach to dialogue and characterisation.
In conclusion, the notion the game is a false advertisement is a heavy, and unjustified charge. I think it should be retracted.
I'm pretty sure that after the patches you can't stock up 500 rations. Rations were nerfed.stock up on 500 rations
I'm pretty sure that after the patches you can't stock up 500 rations. Rations were nerfed.stock up on 500 rations
Elhoim
But Dungeon Tactics would have been a better title.Tactical Rats would be a pretty weird title though. :\
Post a save with 500 (300 will suffice) rations and I'll believe you.(...) I finished that solo playthrough last thursday, so it was "After The Patches" (tm)
Post a save with 500 (300 will suffice) rations and I'll believe you.(...) I finished that solo playthrough last thursday, so it was "After The Patches" (tm)
What to expect? A combat-focused game with 50 fights. There are no filler fights, so each fight matters and you won’t be able to click your way through them. So if you’re a grizzled veteran of many campaigns, you can beat the game in about 10 hours.
And only one character to do damage or take damage, get netted, etc. Not to mention that the SP distribution will work out better for a party than just one character regardless, even if you can't make each party member as individually skilled.I disagree. To me, the solo mode is a parallel playstyle that is as equally viable as going with a party. It is definitely NOT an extra layer of difficulty when by the end of the game you can have your character max 4 skills, use the stat machine thrice, stock up on 500 rations and never run out of buffs because there's only 1 character to use them on.
That doesn't change the fact that there is writing, characters and dialogue, and it almost entirely sucks shit, as you mentioned. Doom doesn't have a party or info dumps. The 'bag of stats' approach costs the game imo. And since narrative is part of the game, some simple steps to improve it could make a better game, and it would have a mechanical function given that high-CHA characters have more recruitment options. I think it'd be unreasonable if it'd either somehow detract from the focus or would be too costly or time-consuming to implement, and I don't think it falls into either category. I'm happy to be corrected by the devs on this point.There are many things that would be nice to have. However, this aspect was not supposed to be a focus in Dungeon Rats and thus it has been kept to a minimum. Criticising the game for this would be as sound as bashing Doom for its lack of storytelling.
Plus you could have taken the screenshot before the patches.
For fuck's sake, Roxor. Congrats
Retract the statement.
Or are you so tendentious that you're going to hold onto your precious, mistaken belief that is immediately dispelled by 2 mins of reading?
On a more philosophical note, does every game in a genre have to have a laundry list of features, or is there simply a family resemblance
Do you really think exploration and traps and shit would make this a better game?
Not to mention that the SP distribution will work out better for a party than just one character regardless, even if you can't make each party member as individually skilled.
That doesn't change the fact that there is writing, characters and dialogue, and it almost entirely sucks shit, as you mentioned.
On a solo playthrough, wouldn't you be able to rely entirely on healing potions if you so chose, since the amount of alchemy ingredients doesn't change with the number of party members, and therefore finish the game with (almost) all rations intact?