I was bored at work yesterday and I stumbled upon an indie game called Din's Curse. What got my attention was the fact that you can build hybrid classes, much like Titan Quest. Looking at the screenshots, I can tell the game isn't exactly graphically groundbreaking, but for a game like this (rogue meets Diablo), it looked good enough for me.
Grabbed the demo and little did I know I was going to spend 3 hours playing it until 1am and also buying the full version at a mere $25.
The engine is isometric, kind of like Diablo II but obviously more advanced. I can do full 1080p which is nice for my TV and also has effects like texture filtering, AA, shadows, etc. I can see this game running on old hardware, even on my netbook, which is nice.
Anytime you start a new game, it randomly creates a town. All quests are random, reminding me a lot of games like Fate (I.e. Kill a boss named blah on level 7). The nice thing is that there are lot of dynamics involved. Some quests involve rescuing an NPC and if you're not fast enough, the minions will kill him/her before you can reach them. At one point I was just around the corner and I heard a cry for help, but it was too late as I was taking my time. It's definitely a different sort of mechanic in a game like this, where we're usually given quests and can do them at our own leisure, fully knowing that the urgency is fake. Well, in Din's Curse, it's not and it makes the world feel more real.
Lots of things work as you'd expect them. Much like Diablo, when you level up, you're given some stat points and skill points. The nice thing about skills, is that you can access any one of them in the tree, but the lower you go, the more skill points (and money) they'll cost. So you have to save up for them. It's a nice change from having to "unlock" certain skills. And with the capability of creating a hybrid class, you can really craft your own build and make the character exactly what you want. It's a very versatile and flexible system.
Other aspects are also familiar, but with some added differences such as killing enemies and having them drop loot. Loot has different levels of quality. What's nice is, identifying equipment takes a few seconds of your time, instead of requireing an identify scroll. So as long as you're not attacked and you have a bit of time, you can identify equipment you find and use it right away if needed. The system is well designed, showing you what you have equipped when you mouse over an item in order to make an easy comparison.
Levels are also randomly generated and are filled with monsters, traps, exploding barrels, locked doors containing treasures beyond, and lots of other stuff I'm still learning. Cave-ins can happen, and while they really hurt monsters, they hurt you too. I've been killed by a few. It's nice though, as it adds an element of environmental danger other than the denizens of the dungeon. There are also random switches that do different things, from opening up far away level waypoints or causing explosions or opening a far away door. It's a nice change of pace from the usual; that is, just killing and looting. In Din's Curse, you have to watch your step and be on the ball, because a few seconds of not paying attention can mean death.
Dying on the normal non-hardcore difficulties means you'll get an experience penalty, but if you find your soulstone at the place of death, you can recover some of that experience you lost. I do believe you have a limited time to do so, however.
Well, that's about all I can remember from my session last night. All I know, is that I can't stop thinking about the game and I just want to jump right back in. I haven't felt like that towards a game in a while now, specially not an indie game.
If you like diablo-style games that are full of innovation and don't mind not having mind-blowing graphics, I highly recommend downloading the demo. It lets you get to level 5, at which point you should know if you'll like it or not.
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