Showing posts with label Dungeon Explorer. Show all posts
Showing posts with label Dungeon Explorer. Show all posts

Sunday, October 15, 2017

Below the Cut: Dungeon Explorer II (TurboGrafx-CD)

Dungeon Explorer II - Rating(8 RPP)
1) 2 - Character Advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 3 - Combat: character stats used for combat, additional combat options, turn based
3) 0 - Items and Equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 1 - Exploration: open world from the beginning, visited locations remain open
6) 0 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

I actually played through the first game before realizing it wasn't quite up to muster as an RPG. Here I'm cutting this one down as there isn't much difference between the two. Rather than repeat myself, go read up on the first game, and the bit I played through.

Wednesday, March 28, 2012

Game 6: Dungeon Explorer (TG-16) - Cut and Run

It was bound to happen. I mean I'm basing my evaluation of the games I've never played on various videos and reviews I can find to come up with how close it is to what I consider an ideal CRPG. This one was already a close call, but playing it forced the realization that it lacks one thing I thought put it over the top. It doesn't actually have a leveling system based on repeated or practiced actions. Instead, levels are gained by collecting gems when defeating bosses. The bosses don't re-spawn, so levels are limited. Here's the breakdown:

Dungeon Explorer - Rating(8 RPP)
1) 2 - Character advancement: practice/experience based advancement, stat or level increases, multiple classes or characters, customize characters
2) 3 - Combat: character stats used for combat, additional combat options, turn based
3) 0 - Items and equipment: store to buy and sell, equipment decisions, item decisions
4) 2 - Story: main story at the forefront; world full of hints and lore; descriptions for objects, people, and places
5) 1 - Exploration: open world from the beginning, visited locations remain open
6) 0 - Quests and Puzzles: side quests not related to the main quest, puzzles and riddles to solve

I considered just playing it to the end to be done with it. It was some fun; but then I thought, "what about all the other games that scored 8 or 9 that I'm passing up?" So--playing longer than I probably should have--I called it quits at a three-headed dragon boss (or maybe it was Cerberus).
Pretty sure that's a dragon
The game started out promising by showing a grand overview of the surrounding kingdom. The first town had a number of NPCs offering advice. All of this was completely unnecessary though. Only one person is necessary to trigger events, the king. After visiting him, the way south is opened up. None of the NPCs offer quests, and the advice they do give is inconsequential to actually completing the tasks. Bosses are the main way to move the story along; beat a few bosses in a row, and then talk to the king again to tell him you haven't found the stone yet.
Duneon Exporer was an alternate title
The main goal is to find something called the ORA Stone. This magical device controls the will of the people, and the king (who hid it in the first place) wants me to retrieve it for him in order to protect it from invading aliens. One catch, he doesn't remember where he hid it. So off I go, with the "help" of the King's adviser Judas to search various dungeons for the stone.

Really though, everything is just an excuse to try to explain why I need to go into these dungeons. I found it easier to ignore most NPCs, kill all the pointless enemies I could find, and destroy all of these alien bosses. I did give it a solid effort, even though I was fairly sure nothing would change after the first 30 minutes. It seems like a short game, and one that's a lot more fun with other players. I think it'd be a bit more interesting if destroying regular enemies had a purpose.

I'm glad I tried it though, it has potential, but lacked at least one other key element to push it over the top. Moving right along, I'm actually going to take a short break until next Tuesday when I'll pick up Faxanadu. Until then, have fun.
Call for a good time: JBBNJ-HDCOG
Session Time: 2h25m (Later played for another 55 minutes for a total time of 3h20m)

P.S. I'm going to finish the game outside the blog for anyone interested. I'll update the comments with how long it took, and anything else of note.

Monday, March 26, 2012

Game 6: Dungeon Explorer (TG-16) - Introduction

Ever wonder how Gauntlet would be a better dungeon crawl if only it had equipment, levels, NPCs, an actual story? Well, maybe not; the visceral action is quite cathartic on its own. However, someone seems to have posed these thoughts and answered by creating Dungeon Explorer. The quick story has a king recruiting some random PCs to find a magical stone that will return the land to former glory. Off we go...
Why is everyone glowing? I don't think that stone is healthy
Dungeon Explorer was created by a little company called Atlus. Okay, not really a little company; Atlus was well into their legacy as the creators of the Megami Tensei series, yet before they hit it big they developed various games including this gem. It was published by Hudson Soft, which had stake in the NEC co-designed PC-engine (TurboGrafx-16). Being released on the TG-16 explains why I hadn't heard of it, but it seems it was well received by at least two reviewers that gave the game 5 out of 5 stars.

The game sports 10 classes to choose from: fighter, thief, warlock, witch, bishop, elf, bard, or knome [sic] (Princess and Harmet are unlocked later on according to super secret sources). Due to the opposite of foresight, I didn't make a poll to choose the character I should play, so if anyone has any strong opinions, then please express them in the comments. The game also supported multi-player like any good Gauntlet game. Five players could play simultaneously. Now your fifth gaming friend could join in! Really, who had this many people to play with? Oh, am I the only one that played alone? Maybe that's why I prefer CRPGs.
Let's do this!
Anyway, I'll be playing on the Wii Virtual Console release if that means anything to anyone. The 5 player option is retained in this version through the use of four Wii-motes plus 1 Game Cube controller (sorry to those that missed out on the Game Cube compatible Wii consoles). I still don't have 4 other people to play with regularly, so we'll keep this playthrough a strictly solo affair. Hopefully I remember there is a turbo button inherent to TurboGrafx games.

Currently I'm leaning towards going straight fighter, as I'm not sure what my survivability is with going solo. Wish me luck.