Matador
Arcane
- Joined
- Jun 14, 2016
- Messages
- 1,239
Finally due to playing some Sil, I came to try Angband. I'm currently in Dungeon level 26/100 with an humans warrior.
Other games are more about improvisation and survival with limited resources (Brogue, Infra Arcana), and some of them have more depth in the tactical combat layer with skills (TOME4) or creative God abilities (DCSS), or more deep character building (TOME4, DCSS).
But none of those games capture the sense of adventuring that comes from the preparation and planning that Angband needs to proceed in the dungeon (ADOM maybe). It's fantastic the progress you feel getting equipment upgrades for future expeditions, escaping a tight situation to rest and restock in your base, and think about what you need for the new dungeon depth.
Without a lot of resource limitations, you can go all in planning your tactical strikes to get treasure and go deeper in the dungeon against tougher enemies. You are a one army and intelligence agency with all those detection and mapping devices.
It reminds me of classic Wizardry, which is one of my favourite gaming formulas: Conquer the dungeon, win the war recovering from lost battles while you grow stronger and with better tools.
And this would seem far fetched but it reminds me also of Monster Hunter, where preparation, equipment, strategy,knowledge and some grind are paramount to hunt hard monsters.
For that old of a game I feel great and mature design. It's not a mistery is still played to this day and spawned a lot of variants. Fantastic game.
Other games are more about improvisation and survival with limited resources (Brogue, Infra Arcana), and some of them have more depth in the tactical combat layer with skills (TOME4) or creative God abilities (DCSS), or more deep character building (TOME4, DCSS).
But none of those games capture the sense of adventuring that comes from the preparation and planning that Angband needs to proceed in the dungeon (ADOM maybe). It's fantastic the progress you feel getting equipment upgrades for future expeditions, escaping a tight situation to rest and restock in your base, and think about what you need for the new dungeon depth.
Without a lot of resource limitations, you can go all in planning your tactical strikes to get treasure and go deeper in the dungeon against tougher enemies. You are a one army and intelligence agency with all those detection and mapping devices.
It reminds me of classic Wizardry, which is one of my favourite gaming formulas: Conquer the dungeon, win the war recovering from lost battles while you grow stronger and with better tools.
And this would seem far fetched but it reminds me also of Monster Hunter, where preparation, equipment, strategy,knowledge and some grind are paramount to hunt hard monsters.
For that old of a game I feel great and mature design. It's not a mistery is still played to this day and spawned a lot of variants. Fantastic game.
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