KIRKLAND, Wash.—As I made my way out of Harebrained Studios’ modest, Seattle-area office on a gray June afternoon, I heard a shout: “Hold that elevator!”
Studio co-founder Mitch Gitelman was running in my direction, the way someone might dash if a visitor left a wallet or set of keys behind, but it wasn’t that. “Now do you see why we left permadeath in our multiplayer mode?”
You’re stopping the elevator for that question? Actually, what sounded like a generic, nerdily phrased exclamation was pretty important in this case. An hour earlier, Gitelman had sat me down with my second-ever demo of Necropolis, a Dark Souls-inspired dungeon crawler, and I went into that playtest with raised eyebrows and low expectations. The single-player demo I’d played at a press event in Santa Monica a few weeks prior was fine enough, and I asked for a studio visit and a little more gameplay, having not been entirely sold by my first session. I thought to myself, maybe I’d write the game up soon, but certainly not during my busy E3 schedule.
By the end, I found myself clearing my figurative table and running behind on other deadlines, just for Necropolis. Folks, a roguelike take on Dark Souls exists—and its must-buy potential hinges entirely on its stellar multiplayer mode, which Harebrained was kind enough to premiere first and exclusively to Ars Technica. The multiplayer shines for many reasons, but Gitelman is correct: the biggest one might be the one that looked worst on paper. When you play this game with friends, your most dangerous obstacles will be the very people you’re counting on to survive.
“We do whatever the f— we want”
So why is a company with a mouse-driven, strategy-RPG pedigree (Shadowrun Returns, Battletech) and tabletop expertise (Golem Arcana) dipping its toes into something like a procedurally generated online slasher?
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