Din's Curse Review
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It is when you actually play the game you'll quickly see its shortcomings. Everything is viewed from an isometric perspective and you'll quickly grow tired of clicking your way through everything. You're forced to constantly backtrack to the starting town in order to sell loot you're not using, and if the game had come with a quick-sell option like in Deathspank or a pet like in Torchlight, picking up so much loot wouldn't be a problem.
Combat comes in the typical World of Warcraft fashion: you click on an enemy to start whacking him with your stick, whereupon he whacks you with his stick. Wash, rince, repeat, with the odd class specific skill thrown in until one of you dies.
Each dungeon also comes with a variety of traps and machines that can damage both you and the monsters you'll be fighting, yet you'll rarely feel swamped or underpowered. From the getgo you'll be insta-killing monsters and demons with even the most basic of weapons. Even as a lowly wizard I rarely had trouble when I ran out of many, as my magic staff came with a fire perk that added extra damage.
Your character will also level up insanely fast, especially the first few levels and if you min/max correctly according to whatever class you're playing, your character will essentially turn into a walking death machine. As your character levels up, he or she is rewarded with skill points that you can use to upgrade current skills, or purchase new ones. Each new skill requires a set amount of points that increase as the skill becomes more powerful, so if you want that fireball spell you'll have to start saving your skill points early on.