The Dungeon of Naheulbeuk: The Amulet of Chaos - RPG Codex Review
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The Dungeon of Naheulbeuk: The Amulet of Chaos, Artefacts Studio's humorous tactical RPG, is much better than one might expect given its entirely unpronounceable title. And thinking back to it, it might just be my favorite combat-focused RPG of the past few years.
And as such, it's my pleasure to direct you to this detailed RPG Codex review that praises the game's combat system, while still underselling its comedic qualities. Here's a quick excerpt to get you started:
There are more examples, but the point is that Dungeon of Naheulbeuk is a game with very modern and simple systems - but there are a lot of them, and the interplay between them gives the game's combat a very real complexity. To this mix, the game adds sufficient enemy variety that throw wrenches with different levels of ingenuity into your well laid plans, ensuring that fights do not become too alike even if they draw their paint from the same palette of colours.
Many haters of the nu-XCOM model undoubtedly stopped reading when they read about the cover system, which feels ubiquitous to so many games today. However I’ve never seen the practical gameplay results that this system has in Dungeon of Naheulbeuk. The enemy variety is great enough, and your characters’ toolbox so deep, that in some fights you literally don’t notice the existence of the cover system at all, while in some fights it is essential. Mostly, cover is a luxury you take when you can afford it, but it is not mandatory and you often ignore it. As such, the cover system ends up speaking to what Dungeon of Naheulbeuk does well: it encourages tactical diversity and each encounter dictates a different pace of play and strategy of attack.
The way the game does this is through the connectivity of its systems. For example, the reason you might want to take cover is obviously due to the shelter it grants you from ranged attacks, but the reasons you might not want to do it are plentiful. Firstly, cover is often very sparsely placed throughout the battle maps and since positioning has such a defining importance in Dungeon of Naheulbeuk, often it is not worth giving up the great placement of an ability or an aggressive formation to gain the cover bonus. Secondly, there are plenty of enemy abilities that simply don't care about cover. Thirdly, full cover blocks valuable line of sight. And fourthly, cover restricts your characters own abilities depending on their function, so it's a tradeoff. The result is that you spend time thinking about whether to take cover or not, and as we all know, that daft cunt Sid Meier said something about good games being a series of interesting choices or some such nonsense.
Now add to this knowledge that the game's basic design consists of having a lot of these subsystems that play off of each other, and you feel yourself being constantly pulled in different directions, having multiple options in each round of each fight.