View Full Version : Beta Review

02-19-2010, 04:06 PM
In the beginning, you appear in a town wielding a weapon, some fruit, and a potion. Depending on which class you had chosen your weapon will be a stick, hatchet, club, or some other weak and useless weapon that will soon be replaced. A nearby glowing giant named Din commands you to fetch something, kill something, or provides some similarly simple task in order to repay an imaginary debt you owe him, an alleged god, and the world.

Other characters in town, none of which have personalities, will also enjoy unloading their issues upon your person. It's almost as though you've the town slave -- and perhaps you really are, as you are held responsible for everything that happens, paid almost nothing, and in fact the only person who actually does anything in town other than stand around (literally, as there are no chairs) giving orders and selling items. Everyone else simply stands around and demands things of you. Such is the life of an RPG hero, however; as most RPG players are closet masochists, perhaps it is for the best.

Enter the dungeon and face a fairly typical lot of monsters that will fight, die, drop loot, and make way for even more monsters. There are doors and chests that can be bashed (99% of players will do this), unlocked via key (unnecessary), or picked by a thief (waste of skill points). You'll also spend time breaking barrels, using shrines to empower/curse your character, and setting off numerous traps. Every now and then you will encounter an item or person that offers a quest but it's otherwise all about fighting and looting, as is standard in the action/RPG genre.

Loot. Lots and lots of loot. You will never have enough inventory space for all the loot. Magic items, elite items, legendary items, set items, items items items. The treasure hunter in you will be satisfied. The hoarder in you will be frustrated. The power gamer in you will never be satisfied but always pleased to find new gear.

One aspect of Din's Curse that could be called unique if not for its origin in Soldak's other RPG title "Depths of Peril" is an evolving quest system in which the outcome will impact the townspeople or consequential quests in fairly intelligent and interesting ways. This is the primary selling point of the game, so if you are quick about competing quests without fail, you will actually be missing some of the more interesting features.

When you complete enough quests you will have "saved" the village. What that means is you will receive a "reward chest" of random items and told to reset the game world into the next village that will begin and end the same way. New game worlds offer a new town layout, random vendors, new quests, a potentially deeper dungeon with different monsters, and some other interesting quirks that make it exciting to start.

After repeating this about two or three times you'll wish for more interactive town with notable NPCs, more unique and interesting monsters, less tedious/slow hallway traveling, a better GUI, and a companion with whom you will delve dungeons. Only the latter-most is possible, but you must have a real person on a different PC willing to volunteer their time to assist you. Multiplayer is perhaps the game's best feature in terms of why you will want to play it instead of Soldak's "Depths of Peril."

If you like Action/RPGs that focus on elements of gameplay rather than graphics, sounds, and storyline, then you will want to try this title. While it may feel like a game from the 90's, that is perhaps part of it's charm. It is thankfully still in development (BETA 0.904 at the time of this writing) and will hopefully blossom into a more intricate adventure and less of and arcade whack-a-monster. Even as it already is, RPG gamers will find it extremely interesting and amusing.