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How many times have you been running around a dungeon in some RPG
thinking, "I could do better than this!"? Well, now's your chance
to prove it! Coming soon from XSEED for the PSP is an interesting
title called Dungeon Maker: Hunting Ground, which looks set to blend
an action RPG with a dungeon editor and come up with something novel
and exciting - we had a chance to get hands on with a preview version
of the title, so let's take a look and see how it's progressing.
The
premise of the game is pretty simple - you have come to town as
a new Dungeon Maker looking to hone your skills and build a dungeon
in the hopes of eventually trapping the horrible 'Wandering Demon'
that has been menacing the region. You are not the first though;
many novices have tried to create the ultimate dungeon throughout
history - but all have failed.
Why
build the dungeon in the first place? Well, you are a hero and monsters
threaten humanity in the region, so the desire for all dungeon makers
is to lure those monsters away from people and into dungeons where
they can kill them off. Of course, this is where it all gets interesting
- certain monsters like certain environments and some appear only
in rooms of a certain size or at certain levels of the dungeon.
One
of the interesting things about Dungeon Maker is strength of the
integration of the player and the town. While everyone is depending
on you to deal with the monsters, it is clear that they will play
an important role in your success or failure as you proceed in constructing
your dungeon. You need to generate a decent dungeon from the very
start in order to attract monsters so that you can kill them to
gather up items and gold so you can buy more dungeon elements to
build a bigger and better dungeon to attract more monsters so you
can kill them... and so on. But aside from 'dungeon grinding' (not
dissimilar to level grinding in a standard action RPG), everyone
in town seems to be looking for something - you start trading coins
for information and quests with a 'Mysterious Old Man', but as you
defeat more monsters and build up your dungeon you gain a better
reputation in town and attract more attention, which means that
more people will be looking for you to bring them things. This is
generally not an issue - except that the monsters you need to kill
to obtain most quest items push the limits of your current capabilities.
The
game has two major interfaces, each with several sub-elements. There
is a town level and then an in-dungeon interface. Around town you
use an 'overworld' style map and just move from location to location
with the cursor. Each location has at least one person to speak
with and several options of items to discuss or trade. There aren't
really dialog options - people either ask or tell you things, and
you go from there. Quite often they want an item, and when you find
one in the dungeon and bring it to them they reward you - usually
the reward is disproportionate to the item. This is a good thing
though, because quite often you are living day-to-day in terms of
having enough resources to continue with your dungeon. This trading
system works very nicely, with plenty of information provided and
a simple 'item for cash' system that avoids the complexity of a
barter system, which can work very well on a PC system but not so
well with the limited screen size and controls of the PSP.
The
dungeon interface itself is at once simple and deep. Basic exploration
is quite simple - you move around using the analog stick or directional
buttons (hooray for flexibility!) and attacks and items are mapped
to different buttons. When you approach an undeveloped area of the
dungeon, the buttons swap to dungeon-maker mode, so that you can
simply add elements on the fly. Beyond that, there is a large menu
that provides access to everything - your inventory and equipped
items, magic and potions, and you can also change architectural
elements, such as adding new appearances to areas or erasing places
you did a lousy job of designing in the first place.
There
are two absolute keys to making Dungeon Maker worth the large time
investment - the dungeon builder and the action RPG combat. I have
discussed the dungeon-making process, but the combat also deserves
some attention. It is an interesting system that is at once familiar
yet different - the actual combat will be familiar for anyone who
has played an action RPG on their PSP, but the motivations are entirely
different. To defeat enemies, you can use special ranged attacks
or standard hack 'n' slash tactics. Combat is in real time and enemies
attack you once you wander within range. You don't get experience
from killing enemies - except for the occasional recognition rewards
from the town - so it would be more precise to say that you do not
get direct experience rewards for killing enemies. Yet you will
run around killing them all, because you either need them to drop
something for a quest you are pursuing, or you need whatever loot
or gold they might be holding.
How
about a round-up of some good things and stuff that concerned me
based on my hours of play? Load times are quite short and flow with
the game nicely. For the amount of things you can do, the controls
are easy and obvious in terms of use and explanation. And there
is really no penalty for playing around - as you progress you will
cringe when looking at your earliest design choices, but it is possible
to just erase and rebuild areas of the dungeon. I also love that
I am constantly struggling to have enough resources to keep building
and improving my dungeon, armaments and food supply - balancing
all this is typically a very difficult thing for role-playing games.
And finally, I found that both of the major elements - battles and
dungeon creation - were interesting and kept me engaged throughout.
Of course, there have to be elements of concern, right? There are
some - I wonder how things will play out at the deeper levels of
the dungeon; will combat become boring? Will gold become too plentiful
- or will you become bored while 'grinding for gold'? Aside from
these questions that can only be answered by extended play in the
full version, there's little else to worry about.
So
far, Dungeon Maker: Hunting Ground looks to be loads of fun - indeed,
while I have only scratched the surface so to speak, I don't see
any reason that this game won't join the list of really fun RPGs
for handhelds that have come along in recent months and are innovative
and yet hearken back to older games from PC RPG history. And I can't
wait to get my hands on it!
Previewed by Michael Anderson for AceGamez (All Rights Reserved).
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