First Impressions of… The Fall of the Dungeon Guardians

There’s no floor food in this dungeon!

How will we live long enough to see the end? Oh, wait, we don’t have hunger meters or any of the requirements found therein. That’s… odd. Still, at least we won’t need to eat things we found on the floor that are probably long past their expiration date. The Fall of the Dungeon Guardians is a first person dungeon crawler with a twist. A tank, healer, and DPS twist to be precise.

A twist that will no doubt lead to frantic button pressing later on.

If I know anything about MMOs, and I might do, it’s that things often go wrong, especially when you’re encountering entirely new content. Who knew that boss was going to smash down on one party member regardless of previously established threat? Not me! That’s why the healer is now a stain on the floor. That said, they’ve taken great care with the character development allowing you to choose from four base classes (each with three specialisations). So, in a way, you have twelve different choices (or a combination of those choices) to build a team with. Some are fairly simple and others require specific combinations of abilities to function properly.

I’d say that’s one of the best things about this title. The character development is deep enough to keep you interested throughout, while there’s a lot of different equipment which can allow you to create the characters the way you’d like to play them. Difficulty settings permitting. Allowing you to choose between the three specialisations also allows you to create advanced classes. It’s likely there is a level cap, much in the way that Legend of Grimrock had a level cap, in that you will eventually run out of things to kill and therefore run out of experience to earn.

Let's rattle some bones.

Let’s rattle some bones.

There’s a myriad of customisation available, too. The pausing system which you’ll employ heavily in combat can be configured to pause automatically in different situations, the information on screen can be tailored (and even resized) to your requirements, and there are several helpful prompts/features that can be enabled if you need them. It’s… more customisable than expected.

You can tell a lot of time, care, and attention went into this title.

For those who’ve played Legend of Grimrock before but weren’t keen on the puzzle solving elements, I do believe this title has puzzles but I think that the progress is based mostly on performance in combat. Not on banging your head against a puzzle for a while. I’ll be able to offer more information regarding this when I do a full review, which I likely will do later (once I’ve finished the entire story and can give a fair representation of it as a whole). Also, don’t worry, while I am making a few Legend of Grimrock comparisons now, that’s only because it’s the closest newest release example of a dungeon crawler I have that most people have played. I won’t be basing it on or against what Legend of Grimrock did or didn’t do.

To say I’m pleasantly surprised with what I’ve experienced so far would be an understatement. I would even go so far as to say that if you’re a fan of dungeon crawlers you should pick this up, as while it might not play to very traditional strengths it seems to be developing strengths of its own. I can only imagine how fun it’s going to be going back through the story with different combinations of characters, specialisations, and equipment. Again, difficulty settings permitting. But it does have quite a few of those- so I’m sure you’ll find one that suits you.

Have a nice week, all!

Moggie

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One thought on “First Impressions of… The Fall of the Dungeon Guardians

  1. Pingback: June to September 2016 – Moggie @ WordPress

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