On paper, the pitch for dungeon-delving video game Necropolis sounds pretty off-putting: a roguelike, permadeath-loaded spin on Dark Souls, in which friends can inadvertently kill each other when they team up in co-op. Specifically, its off-putting nature is two-fold. If you’re not a hardcore gamer, that sentence is gobbledygook, but if you are a hardcore gamer, you’ll look at that pitch with appropriate trepidation. You can’t just slam all of those words together and get a fun, functional game… can you?
The bad news is that a single session of Necropolis won’t answer those doubts. Harebrained Schemes’ first foray into the roguelike genre relies on a few too many random-content-generation tropes that don’t all lend themselves well to an action-RPG that revolves around giant dungeons, heavy swords, and surprise monster attacks.
The worse news comes if you let Necropolis infect your brain in a “just one more” capacity. If you give the game enough of a chance, you’ll uncover just enough systems that do work to make the dedication worth the pain. But perhaps only barely.
Wizard needs food badly
Harebrained Schemes generally traffics in games loaded with plot and carefully developed characters, but you won’t find those things here. Necropolis drops players into a randomly generated dungeon and tells them to descend to its very bottom—a theme that’ll sound plenty familiar to fans of modern roguelike hits like Spelunky and The Binding of Isaac—with only a puny sword and wooden shield in hand.
The game’s controls pretty much mimic From Software’s Souls games. Tap your controller’s bumpers and triggers to pull off “quick” and “fierce” attacks, respectively, and be mindful of animation times for both. Like in the Souls games, your sword thrusts, shield shoves, and arrow launches will lock your character into a full, sometimes slow motion, which enemies can take advantage of by punishing you should you miss. You also get a dodge-dash button, which you’ll want to rely on at all times.
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