Tuesday, January 18th, 2022

Dungeon Encounter Review (Switch eShop)

We all worship deluxe Sound and light Of today’s game. The battle captivates us with explosive images, the gorgeous cutscenes make up every encounter, and the voice artist proclaims a story to tear our hearts apart. Then, wouldn’t it be embarrassing if it was shown to be all charades?When the created game appears more Attractive action, more With meaningful encounters more It’s a moving story, but there’s no baroque dress-up. Wouldn’t all of us staring at ray tracing, rags, and sweaty warriors get caught by lowering our pants and raising our skirts? Figuratively? Well, Dungeon Encounters is that game.

Immediately impressive is the confidence that Dungeon Encounters will embark on its mission. There is no coincidence in the simple approach to RPG. For example, story excuses are delivered without shyness. It will immediately appear in a small box labeled “Story”. (Summary: There is a town and a maze has appeared.) The save game list is titled “Expedition Chronicles” as if it were a thematic artifact of the scenario and not a functional artifact of the game. It’s a fairly general idea, but in most games it’s a way to try to keep the illusion while hiding the housekeeping of video games. Here it is about 50% of the world construction. Dungeon Encounters, even by their name, are proudly painstaking, but seemingly plump.

Looking at some of the Square Enix names behind this game, there’s no rudeness to their rebellion against the JRPG Canon.they are of Hiroyuki Ito, Hiroaki Kato, Ryoma Ito, Nobuo Uematsu – each has worked on multiple FINAL FANTASY titles. This roster explains why games with very simple concepts are actually so gorgeous and abundant.

On paper, the game is very simple. Join a party of four to lower the level of the maze. You can check the layout while exploring. The numbers indicate encounters, events, and locations with monsters. These are not randomized and can often be identified by simple icons. The boldness of refusing to elaborate on the underlying mechanism fits perfectly into the spirit of dungeon encounters. I don’t even have a map. If you heard the story of a person who drew a game map on graph paper in the past and wondered what would happen, this is your chance.

In combat, you can choose between physical and magical attacks, and your character has both physical and magical defensive stats. When one defense reaches zero, you can use the same type of attack to reduce your HP. Therefore, if a creature has no magic defense left, the magic attack reduces its HP. The encounter uses Hiroyuki Ito, an active time battle system created for FINAL FANTASY IV in 1991. In this system, fighters alternate based on their own timers, not in exact order. This is an old mechanism that has proven to be very effective here as well.

That’s the heart of Dungeon Encounters, but developers put pressure on it. every day The final delicious dropout from the official, layered enough audiovisual decoration to enhance the experience but not mask it. Is it a glorious spreadsheet? Maybe, but it’s really good.

Music is in the “video game music” genre with absolute respect. The running theme of Dungeon Encounters is that the basics of video games go a very long way. Uematsu’s soundtrack drives when you need it and calms down in the meantime. The mourning of retro rock guitar is reminiscent of the game’s founding era and contributes to almost comical reductionism. Dungeon Encounters look like a game that might have been made in the 1980s. Music and sound effects come together to do an incredible amount of work, turning what you see in these ridiculously simple screenshots into something obvious and prosperous.

Graphical simplicity does not mean that there is no work to do. Game elements should be clear and easy to analyze. All of these numbers must be legible on the switch’s handheld screen. Dungeon Encounters play a role in both of these. This is evidence of how developers made deliberate and accurate design decisions. There is no corner cut. Hard work is intended for anything other than big monster models and voice dialogue.

Despite a generally frugal approach, graphics aren’t cruel and spartan or despise the player to make points. The game looks beautiful. The texture of the dungeon board is gorgeous, and the colors of the various stages are in harmony, which makes it attractive. Animation flourishes as the wind-exposed leaves of grass bring the scene to life.

Due to the emphasis on functionality, the character images and flavor texts are concise, but the best caliber. Danjionia has an exciting, stylish and diverse portrait on the menu, with a smooth model on the board. The fleeting text history is efficient and generously offers quirky emotional hooks in exchange for the seconds spent reading.

Screenshots don’t capture the game well, but they’re especially inadequate for dungeon encounters. Apart from the sound, the sensation of movement and the feel of control, there is an aesthetic experience of the system behind the numbers. The numbers here have a great deal of meaning beyond logical values ​​and are emotionally weighted. Early games have taught that if one point is often the determinant of an encounter, then 10 points has a large impact.Eventually, your attack will exceed 100 points at a time and it feels Effective.. Around that time, you’ll get a glimpse of a store of hundreds of thousands of items, and you may start to get nervous about exactly what’s going down at level 99 in the labyrinth.

Of course, this is a classic JRPG statistical system. After embedding meaningful numbers in the effect of battle, you can feel how far you have progressed by increasing the numbers. You can see how your achievements make your beginning smaller. It’s a climb, not a spectacular view that puts you at the top of the world.

Dungeon Encounters takes full advantage of this. You’ll feel what they’ve experienced, so you’ll care about your peers and their ridiculously truncated inside story. Small pieces of flavor text become more important in a lengthy journey. The fallen hero will undoubtedly be returned to grace by fighting the depths of the dungeon. The vengeful sister is calmed down by the catharsis of useless malaise. Regret becomes redemption, loss of dating, defeat of victory, and wealth of poverty. Not bad for a glorious spreadsheet.

Conclusion

Dungeon Encounters is a masterpiece of game design, characters and stories. Storytelling is done in a way that only games can do. It teaches how scale feels in the game, and it teaches the role of rich visuals and redundant storytelling through their absence. The next time you play an RPG with Baroque Graphics and Text Forest, you’ll get a little deeper understanding of where the atmosphere of the game really comes from.