Din's Curse: Demon War Review
-
Category: News ArchiveHits: 1766
Think Diablo, think Torchlight.and then think of them but better. Din's Curse is essentially the same premise on the surface, where you start in a town with dungeon levels below. All your shops, inventory stashes, quest givers etc are all up top and you can then go strolling through dungeons upon dungeons killing till your arm goes sore or you die. The difference is that Soldak Entertainment has taken a new perspective on the genre of Dungeon Crawling. It is dynamic. It reacts to you and how you play. No more can you receive a quest and think to yourself (I will do that when I get to it, nothing urgent) because you will find you will fail the quest, bad guys will mass and then overwhelm and destroy the town. Not good. The fact that you get so many quests and all have consequences if you fail them or take too long means you have to prioritize and choose the ones that have the least effect to ignore and deal with the more urgent quests. This enhances the experience as a whole and truly lets you decide what to do, when to do it, where to go and so on which is omitted by so many games in this day and age.
Say for instance, you get a quest saying kill this bad skeleton guy before he gathers an army in level 7 of the dungeon. If you do not kill him in time, then he will amass that army in level 7 of the dungeon and work his way towards the town with it. Yes, everyone in the town can die before you ask and that is essentially your true life system. You have a health bar but potions and food does nothing on a dead NPC. You gain favour with Din for completing quests, kill monsters, helping villagers etc. Pretty much, being a good guy gets you the favour and saving the towns lets you progress towards your redemption. Loss of townsfolk, failed quests and dying for example all present you with a loss of favour and possibly losing the town to the enemies.