Book of Demons (Early Access Review 2)

Source: Cashmoneys
Price: £14.99
Where To Get It: Steam
Other Reviews: Early Access 1, Release

Last time I looked at Book of Demons, I wasn’t terribly impressed. Despite there being more content now in the game… I am, sadly, still not impressed. In fact, I feel rather annoyed.

Why? Whoppers, among other things. No, not whoppers in the sense of big lies. Whoppers, in this context, being skeletons. Skeletons that I’ve come to hate for their two, linked abilities: Summoning monsters when hit, and being invulnerable for a short period… When hit. Each enemy, individually, is weak. But when not letting enemies get close enough to wallop you is a valued survival strategy, Whoppers are a big middle finger.

A good example of a Whopper being a massive jerk. Time to take damage!

To recap a little before I continue: Book of Demons is part of a planned franchise called the Paperverse, recreating older games with a more casual style to them. In the case of Book of Demons, that’s Diablo, right down to the sanctimonious priest, Deckard Cain lookalike, and even some of the bosses (Who have been renamed, but are still clearly The Butcher, The Fallen Priest, and, of course, Diablo, Lord of Terror.) What does more casual mean in this case?

Restricted movement along set paths (which monsters can block. Easily), and making it so that while you auto-attack, if you handle it like a clicker, you attack faster, and do more damage. Mouse over money and items to pick them up (Occasionally left clicking.) Number keys or right clicking for item use (preferably the former), right clicking to use spells or special abilities.

The problem being, this restriction along fixed paths is still, a lot of the time, a massive pain in the neck, and creates some frustratingly nasty encounters. I have yet, in the current Rogue playthrough, to die (Which is a point in its favour difficulty wise… For the Rogue), but oh boy, have I gotten angry. Oh look, going through this door into a restricted room with poison enemies has landed me… Past the poison enemies, who blocked my way out. Welp, time to take damage for no reason other than being blocked off!

Seeing as none of these monsters will leave this room, most of them have poison AoEs on death, and *one* of them will rage, heal, and poison burst if I smack it too quickly… Time to take damage!

In a way, that I’m even frustrated with the Rogue (who, unlike the Warrior of my last playthrough, has ranged abilities as standard) is somewhat of a testament, honestly. Archers and mages can snipe me from well out of my normal range (so shift clicking to attack out of my normal range is mandatory), and invulnerability tricks to increase difficulty abound, from shielded enemies (invulnerable to everything except poison until you break the shield by… Hammering the left mouse button on the shield until it breaks) to Mages being invulnerable while they cast spells. Which, call me old fashioned, is kind of against the spirit of mages, who tend a lot of other places to forget their complex magical formulae due to being walloped, or at least can be hurt while they’re summoning all enemies in the area to my location, getting ready to… Hem me in again. Time to take damage!

Some enemies you can’t actually kill anything but slowly, because they heal and burst fire when damaged rapidly. Gargoyles can’t be damaged at all in statue mode, and heal if you let them go back to it… Not to mention that I know you’re an enemy, gargoyle. I’ve killed a hundred of you up to this point. Just sodding turn into a gargoyle already, and save me waiting.

I know you’re not a statue, I can see words over your head. GET ON WITH IT.

Writing wise, it hasn’t improved at all. The Fortune Teller is still a terrible stereotype, mocked and hated by every other character except the Barmaid, who… Hey, Barmaid, I remember that time when, hey Barmaid, I remember that time when… Her dialogue gets ever so slightly repetitive, for all that there isn’t all that much of it.

I wouldn’t be minding so much if it was an interesting world, or had anything but its papercraft aesthetic to back it up, but… No. Aesthetically, it looks alright. Mechanically, enemies rapidly become types that are more tedious than challenging, that don’t give satisfaction when killed, because you just know that there’s more Whoppers ahead, or Mages, or things that just… Won’t… Sodding… Die without damage. There are now three base classes (Warrior, hits things; Priest, casts things; Rogue, hits things from afar) , but, in the end, the core play makes finding what makes each tick and unappealing prospect.

The Mad Welshman doesn’t remember Diablo having that much mandatory damage. Then again, he also doesn’t remember getting hemmed in much either.

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Dauntless (Early Access Review)

Source: Cashmoneys
Price: Planned to be free to play, but Early Access buy in ranges from £30 to £72. Microtransaction currency £6 and up, and yes, you will end up with spare currency.
Where to Get It: Official Site
Version Reviewed: CB 0.3.4 (Jan 16, 2018)

Monster hunting is fun. And honestly, up until the announcement of MonHun World, there really hadn’t been enough of it on PC. So when I was informed of a game that’s planned to be Free to Play, with an Early Access buy in, I bought in.

“Er, why are you posing?”
“For the invisible people watching… Aaaaalways watching…”

What I’ve found has me conflicted. Dauntless is, at the present stage, a very streamlined game, almost minimalist. But also with the second currency (The F2P’s main income) already implemented and balanced around. It’s… An odd feeling. Let’s start with the actual hunting.

Actual hunts are very simple: You sign up to a hunt, either waiting for other players, playing with friends you have or have made, or going solo. Up to five minutes later (plus a small loading time), you’re dropped onto a floating island, for lo, part of the world is that everything is floating islands, and you’re only hunting monsters that get too close to the settlement of Ramsgate (Or so the quests would state.)

There are three things on the island: Resources (One item per resource spot, for potions, lanterns, and other useful gubbins you’re going to need), goats (Contain, as with resource spots, one item, but can also ram you if you annoy them), and the Monster. Monster Hunter fans will already be scratching their heads: Wait, what about areas? What about wildlife, what about?

The current wintery aesthetic of the floating islands is perhaps apt, considering…

Nope. You (plural or singular.) And the monster. Ramsgate is filled with people to talk to, quests to consider, things to buy or make, but once you’re there, it’s you and the monster. Successfully kill the monster in the 30 minute time limit, and you get resources, especially if you broke parts from it. Fail, and you get bupkiss. Nothing. Zilch. And you’re out of whatever resources you used. There are plans on the roadmap to make the world a little more thriving, but that’s very much a wait and see thing.

It’s a little more than that, of course, as you have, at the time of writing, five weapon types to choose from, but this minimalist approach is what sticks out the most with Dauntless. That, and the resources. Streamlining, similarly, has hit Dauntless’ crafting, and nearly every monster based item requires precisely one kind of resource, that only drops on the “Normal” (read: Group recommended) monsters: Their skins. Or nails, or claws… What’s important here is that it’s a single resource, and, generally speaking, you get up to three of them. And if you don’t get them, you get Archonite, some mysterious, Plotanium substance that is also used in crafting, er… Everything of substance, from weapons, to armour, to lanterns with special abilities.

This, in essence, is its biggest problem, really. In a real sense, it’s too streamlined, to the point where hunting the monsters in question is so very core that it’s the be all and end all, and for that to be sustainable, the monsters have to stay interesting, or players have to be moved onto new monsters, new experiences, quickly.

On the one hand, the mid poly aesthetic works for the game. On the other DAMMIT I AM WHIPPING YOU IN THE FACE, REACT!

Sadly, neither happens. It’s interesting to compare with other monster hunting games, because it’s taken me a few hours to move up to the next tier of armour, whereas elsewhere… That few hours, I’m usually a few armours in, and experimenting. Once the parts from a monster have been hunted, well, going back to them feels a bit pointless, and once you know their tricks, there’s nothing in the world to add spice to the fights, with combat feeling limited in impact. Sure, numbers come up, but staggering is an occasional thing, interrupting rush attacks a matter of excellent timing on a heavy attack (even then, you may get damaged), and…. Well, the fact that once a creature’s armour and weapons have been crafted, there’s no incentive to come back feels part of why, with the “weaker” monsters, I have trouble finding folks to fight them with.

After a fairly early point, yes, finding folks to fight them with, or, more accurately, divide the monster’s attention is pretty much mandatory. When they hit, they hit hard, and learning weapons becomes a pain when you have a triple hit point jump between the first hunting area and the second. As such, having someone, anyone else to lighten the load feels extremely important, if not, as I’ve said, mandatory.

Hunting solo, unless over-equipped, is a very bad idea. This will be your inevitable result. And no, you get jack and squat for collecting things beforehand.

Right now, Dauntless feels like it’s in an awkward place right now. It’s trying to streamline, but not all of that streamlining is good. It’s free to play, and as such, has microtransactions to feed it once it’s out in the wild (As well as, during Early Access, Founders Packs of three tiers), and, minnow that I am, I’m genuinely not sure how impactful they are right now, but the grindiness is definitely there. The worlds are an interesting idea that works with the Monster Hunting genre’s general map design philosophy, but currently feel rather empty, with little beyond need to recommend exploration, and the monsters… Well, they’re there.

The Mad Welshman doesn’t have a lot to add this time. He’s busy recuperating from the porking he got before the review.

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