Few games personify the attempt to make Rogue friendly and approachable like Dredmor. There are lots of games out there now that rock a similar angle— many of them good, some of them great— but very few retain the structure of Rogue like Dredmor. Here you will find bare-bones inventory management(so many times you'll drop things, rearrange them, et cetera), permadeath(though it can be turned off), procedurally-generated labyrinths and stupid monsters. The crafting system, the skill trees, all of it is designed to let you fall through the cracks. All of it is designed around letting you die.
And it is gloriously addictive, if you like that sort of thing.
The first forty hours of Dredmor I didn't even get to see the namesake Lich at the bottom of the dungeon. I was playing on the hardest difficulty, with permadeath, and I just kept dying before the fifth floor. Then, suddenly, playing a character named Pyra Mancy, everything lined up perfectly and victory was assured. It was delicious.
Triple A games have abandoned this concept, that insane difficulty makes ultimate success that much more rewarding. But of all the games I've beaten on my gameslist, it's no wonder that I'm proudest of Isaac and Dredmor. The art is amateurish, the music repetitive, the story nonexistant.
But it nails the sense of accomplishment that comes with patience and dedication, and for that, it's well worth the asking price.
โพสต์: 12 กุมภาพันธ์ 2014