Skip to content


Din’s Curse: Hybrid power

Din’s Curse class system is one of the best things about the game yet it may well be one of the least appreciated elements. Despite Soldak touting the 141 possible classes as one of this action RPG’s key selling points, most players will likely stick to one of the six main character classes until they hit the level cap, a process which could take dozens of hours, then shelve the game because they think they’ve experienced everything the game has to offer.

That would be a shame because those who spend time with the character class system and put some thought into creation and development will be rewarded by a flexible system that lets them create a character that best fits their personal playing style. It’s capable of producing something slightly unusual like a wizard brandishing a sword, a more flamboyant mutation like a swordsman who teleports in or out of trouble and even something conceptually absurd yet tactically sensible like a stealthy warrior tip-toeing around in full plate armour.
Continued…

Posted in Games.


Din’s Curse: Hardcore Heroes

Action RPGs tend not to be deep, complex games — a key factor of the subgenre’s appeal to many. They’re very easy to get into — if you can point your mouse cursor and left-click, you’re good to go — and aren’t especially taxing. Two hours of intense PvP action on a competitive FPS server will leave the average gamer frazzled; two hours into a Diablo-like, the player would be perfectly happy to spend more time to finish a few more quests for the next tantalising level-up ding. The mechanics are so simple, the decision-making so limited, the action so repetitive, most players can plough through these games almost on auto.

It helps a lot players aren’t normally penalised heavily for failure. Death is usually a trivial inconvenience less painful than a stubbed toe. There may be some minor loss of XP (which can be quickly recouped) and some retracing of steps to be done but these penalties are so insignificant there’s little incentive to stay sharp and focused while hacking and slashing through hordes of foes.

This is not to say Diablo-likes are completely devoid of challenge. There is challenge enough within them to satisfy even the most hardcore of the hardcore but players must actively seek them out. By increasing the difficulty levels and enabling the permadeath option, action RPGs can go from near-mindless comfort gaming to genuine tests of skill as encounters which are otherwise straightforward turn into epic heart-in-mouth struggles.

Unfortunately, few action RPGs encourage this. These games constantly reward with XP, level-up skill improvements and loot but provide very little incentive to ramp up the difficulty, leaving the player with only the daunting penalties that go hand-in-hand with greater challenges.

Permadeath, in particular, seems an unduly harsh punishment and all the more so given the hours a player might put into each character, carefully tweaking the build and kitting out the character with the best possible gear. For those who’ve never tried playing with permadeath enabled, it may seem a completely mystifying way to play, a choice for masochists and the foolhardy. There can be no avoiding death in action RPGs, only a delaying of the inevitable, so why deal with the frustration of permadeath?

Yet the greater the risk, the greater the intensity of experience and ultimately, the more rewarding success becomes. A level-up ding is satisfying in normal mode; with permadeath enabled, each level-up is a fist-pumping moment, hard-won and well-earned, a testament to skill and endurance. Still, that thrill will never be experienced unless there is proper inducement to give this high-risk style of play a try.
Continued…

Posted in Games.


The Box

The box
The box
The box
The box
Continued…

Posted in Games.


Din’s Curse

Dallas-based Soldak Entertainment was started by a man who really wanted to make RPGs. Steven Peeler left Ritual Entertainment after working there for six years because there was no chance of him making the games he wanted to make at an FPS shop. It’s a good thing for gamers he made the move to the indie scene because he’s produced some interesting action RPGs which deserve greater attention.

Peeler’s ambitious first design, Depths of Peril, added some fascinating twists to the stale Diablo formula. His most recent game, Din’s Curse, is better focused, more refined and quite good. If you think you’ve seen everything action RPGs have to offer after playing Diablo and Torchlight, you need to play Din’s Curse.

Continued…

Posted in Games.


Mount&Blade: Partying in Calradia

Sid Meier didn’t care too much for RPGs. In High Score! The Illustrated History of Electronic Games, he complained the genre promised excitement, adventure and plot yet often failed to deliver. As he put it, “… kill this monster, get five exp, kill that monster …”

(Bear in mind, these were RPGs circa 1986. Ultima IV: Quest of the Avatar set a new high-water mark when it was released in 1985 but other RPGs of the era were mainly content catering to AD&D munchkins.)

He set out to remedy that with Pirates! in 1987 and in the process did away with some RPG conventions. Instead of a rigidly defined plot, the player was free to weave a personal storyline through the many choices the game offered. In lieu of XP and levelling up, players raised their reputation with the ultimate goal being to attain a respectable position in society when their pirate career ended.

Taleworlds, on the other hand, wholeheartedly embraced RPG traditions when designing Mount&Blade and its sequel, Mount&Blade: Warband. The series’ RPG elements are both overt and conventional: there’s stats-driven character development, a party to manage and even NPC allies with distinctive personalities.
Continued…

Posted in Games.