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Showing posts with label Soldak Entertainment. Show all posts
Showing posts with label Soldak Entertainment. Show all posts

Din's Champion - PC Review

Din's Champion by developer and publisher Soldak EntertainmentPC(Steam) review written by Richard with a copy provided by the publisher. 

Estimated reading time: 8 minutes 


Are you interested in 2D survival crafting games like Terraria but want something a little grittier and more in-depth? Well then, I might have a game for you! Din’s Champion is an interesting title that could best me summed up as some sort of chimeric cross between Terraria and Diablo.

Set in a world where an evil goddess is poised to destroy and recreate the world according to her whims, it falls to you to take on the forces of evil. You must build a town, craft your own weapons, and set out to slay the evil generals of the army set against the world. As you explore the world you are in, the game will progress with or without you, crafting a unique environment, both ecologically and militarily, each time you play.

Din’s Champion is a bit of a tough game to pin down because it does, well, a lot really. Let’s start off with the basics of how it works. The main premise is that of a survival/combat crafting game with a 2.5D side scrolling style, hence the similarity to Terraria. You start out with very little and must begin by chopping down trees, mining resources, building houses, and making gear through smelting ingots and forging armour and weapons. Unlike Terraria however there’s also a big emphasis on the combat oriented portion of the game. In Din’s Champion you have levels, skill trees, skills that increase as they’re used (like mining or forging), and various classes all with their own specialties and skills. As a comparison, this is much closer to Diablo in nature, both graphically and character progression wise.

As a good example of this, the warrior and assassin classes, which you can choose when making a new character, have different skills and intended playstyles. Not all classes will be available from the get-go however. A lot of them require unlocking by hitting certain in-game benchmarks, such as defeating a certain number of a specific enemy type. Needless to say, this makes individual character building a lot more of a critical factor, unlike most crafting type games where your equipment is the codifier for your playstyle rather than a chosen class.

So let’s talk a little bit more about the crafting side of things before delving into the combat. As I’ve mentioned, Din’s Champion is much like Terraria in the crafting style. You must go around collecting resources via mining with a pickaxe, chopping down trees, and digging up the terrain. If you happen upon some copper ore, you can create a furnace, produce copper ingots, and then forge equipment. You start with very little to your name and must create everything as you go, including workbenches and required stations. Once you’re somewhat set up, now you can make your first house! And you will want all your stuff in houses. Basically once you “finish” a world, your houses and contents get transported to the next, so make sure nothing is left out!

Now that you’ve got a house and some equipment, it’s off to go explore the deadly reaches of the wilds! There are different zones, spread both horizontally and vertically, throughout the world and each have their own biomes, traps, and monsters as well. Pay attention when entering a new area to make sure you won’t get beaten too badly. So now you are in enemy territory, and you see an evil demon across the way! You can now exchange blows. I’m assuming this means you will be swinging a sword at it with the first character you play. The surface tends to be pretty lenient from what I’ve experienced, so this means a few hits should dispatch your foe! You will be rewarded with money, experience, and if you’re lucky some drop items that can be used for crafting.

Once you start leveling you can now acquire new skills. Some of these are active skills and need to be assigned to your hotbar number keys, and others will have a passive effect. Active skills will consume MP but tend to do decent damage or provide good effects. Your health and mana will regenerate over time, more noticeably when outside of battle, so as long as you’re not being attacked you should be able to hide somewhere for a bit.

And you will need to hide. Enemies in Din’s Champion are not just static patrol units in their general area. They will dig, they will break through walls, they will get in fights with NPCs you haven’t met yet and kill them before you have any way of getting there, and they can and will subjugate other boss monsters to form alliance all while you’re trying to correctly place a table in your house so you can make new gear. Din’s Champion is an incredibly dynamic game, which is both a point in favour and against it in a broad view. While it is really neat to have constantly evolving threats, everything is on a sort of timer. Enemies will get stronger while you’re getting used to things, the challenge will increase, and you’ll be left sitting there thinking “how the heck do I make better gear or get better resources?”.

This also has an interesting spill off that results in any quests you take, whether they be from your base crystal you need to defend from the monsters or from wild NPCs, have a time limit. Sometimes these time limits are long enough to be considered negligible, other times they’ll be so short there’s no way you can reasonably complete them in the timeframe requested. I once had a sidequest from an NPC asking to find his buddy’s body. I only managed to explore half the area the body was supposed to be in before I timed out on the quest. While this dynamic is a really cool concept, it generally means you’re probably going to get pounded into the pavement for the first couple of world’s you run. Definitely a nice aspect for those a little more used to the game, but starting off is a bit rough.

Speaking of a little rough, it’s about time I mention the user interface. It’s pretty clunky and a little unwieldly. There are plenty of menus to navigate, stats to view, and mechanics to learn. Seriously, you’ll want to read all the tutorials/hints they give you as well as explanations. It might be a bit of a drag when you’re starting but trust me it’ll be helpful. Unfortunately navigating these menus isn’t exactly intuitive since there are so many, so I found myself checking the keyboard controls more than once because I couldn’t remember a hotkey. Even the menus at some workshop tables are pretty rough as well. Trying to repair equipment, since it has durability, and being unable to repair only one thing because you don’t know how is a bit frustrating. My biggest advice? Your first world is purely testing and getting used to how things work. Don’t put too much stock into performance until you learn how to walk. Once you get a handle on things then the game really takes off. I would also like to mention that the game isn’t exactly easy either. Enemies, especially boss units, can pound you into paste pretty easy, so make sure you’re prepared and know how to fight going into that.

The graphic and sound design for Din’s Champion is certainly a choice I wouldn’t have made, not that it’s bad or anything like that. This is another aspect that’s closer to a Diablo like game than it is to a Terraria or crafting game where things tend to be “cutesy-er”. A very much grittier look and some rather basic looking assets at times, but that sort of adds to the charm of the game really. It sets itself apart from the crowd both through the drawn inspiration and unusual art style.

As a sort of wrap up I will give a disclaimer that I am not good at Din’s Champion. I constantly overestimate myself, fall into pits I think I can get out of, miss jumps I could probably make. I also have an unfortunate habit of running into strong enemies before I reasonably should fight them or being completely unable to locate a quest objective. Despite all this I’m actually more inclined towards the game than you’d probably expect. Yeah, it’s rough around the edges and a little janky here and there, and the combat sometimes feels like something off an old Newgrounds flash game at times (wow how old is that), but it has a certain charm and depth that a lot of other 2D crafting style games don’t. You actually build a character off your character instead of gear, the world is constantly evolving, and it has a really unique presentation for the genre.

Overall I’d say Din’s Champion is a bit more of a niche title. For those who enjoy hack-and-slash RPGs and want to shove that system into a 2D survival crafter type game? This is probably a great choice. The world is always changing and enemies are active and can tunnel under your base or make alliances in real time, providing a unique challenge. On the other hand the menus and combat can be a little janky at times and feel a little rough. I’d highly suggest checking out the trailer available to see if it’s something you might enjoy!

 

Score: 7 / 10
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Din's Champion - PC Preview


Din's Champion by developer and publisher Soldak EntertainmentPC(Steam) preview written by Richard with a copy provided by the publisher.
 
Estimated reading time: 6 minutes
Are you interested in a side-scrolling action RPG with crafting mechanics? Looking for something a little more gritty than the usual cutesy stuff that's more well known? Well then, Din's Champion may be what you're looking for!

Din's Champion is like a weird mesh of Terraria gameplay and old-school Diablo stylization. The main gameplay consists of your chosen created hero attempting to confront his arch nemesis. You are dropped in a 2D world where you can go around attacking the blocks that make up the environment, collect them, and craft with them. Among this world are creatures and enemies you combat along the way, whom you may also mug for materials and experience. Upon earning enough and leveling, you can upgrade some of your stats, such as vitality or dexterity, as well as assign points to various skills.


Skills come in different varieties, but let's take a look at ability skills and "trades" skills. Ability skills are what you may be familiar with from other RPGs, either active or passive, and will either provide an attack or healing/buff effect, or have a passive improvement to your character. The "trades" types of skills are mining, tailoring, forging, and the like. These skills will increase as you perform the related action and provide benefits, and you also get points on level you can assign to help speed up the process.

So, how does the world of Din's Champion work? Well, you get tossed down into an area ravaged by evil, and it is your task to eliminate it. You have a crystal nearby which acts as a respawn point if you aren't playing hardcore mode, and can find various gates which you can activate in order to fast travel around. Your goal here is to eliminate the bad guys while protecting the crystal. If it gets destroyed, you lose. After completing a "level", whether you win or lose, you're sent to the next area with your stuff in any rooms you own, within a certain range of your crystal, or you have on hand.

Each "level" consists of a randomized set of areas with different suggested enemy levels. Both items and enemies can spawn in here, and it doesn't always have to make sense. For example, the first nemesis I fought was stuck next to the side wall that can't be destroyed, and I literally had to dig my way to him. On an interesting note, the world is always active, and enemies and NPCs that are around can, and will, interact or fight with each other. I had one boss I was gunning for die suddenly because an NPC had killed him while I was looking for him. That being said, any quests you pick up, whether via NPC or your crystal, can have a time limit on them. These limits aren't always stated, but if the NPC dies, or something happens to your quest target, it could mean failure.


When you start up a new character, there are a number of different classes you can potentially pick. From the standard "weaponmaster" to "ninja" or "fire mage". Each class has a different set of character skills, the trades remain a constant, and different suggested playstyles. You can unlock more classes by earning different achievements, which the game has a handy indicator for checking.

Your basic gameplay loop will probably consist of: mining, trying to find materials, crafting better gear, mining for better materials, crafting better gear, trying to beat a nemesis. Rinse and repeat until either failure or success. Be careful though, as you will have to explore a lot to find many of the enemies you're looking for, while also making sure your home crystal is protected and recruiting NPCs if you can. You may also have to dig. A lot. In the first two worlds I made, I needed to dig to get almost anywhere, which gets frustrating when it rains and for some reason polluted water starts falling down your tunnel. Pro tip, light brown water is polluted and will damage you. A LOT.

When you go about creating a new world you have options to customize your gameplay. You can choose a world size, as well as a pacing setting which determines how aggressive enemies will get, but also exp values. You can use these settings to cater the gameplay to your desired experience. For the most part, I never really noticed the enemies getting too aggressive with the crystal on the standard pacing, so you can take your time in the beginning getting used to the game at first.


Now, as this is a preview and not a full release, there is room for improvements. A couple of issues to be noted at the time of writing this deal with some movement issues, skill usage, and combat interactions. Movement is...weird, I suppose I could say. You walk faster going forward, and you face the direction of your mouse cursor, which results in a really awkward time trying to back away from an enemy. I did also notice that sometimes you get the slowed speed even if you're facing the right direction for a little while before you speed back up. Additionally, the jumping is really inconsistent. I couldn't figure out how to get a jump height that remained the same for very long. Sometimes you jump high, sometimes you have a half jump, and I couldn't figure out what was different between attempts.

Skill usage is also really awkward. If you acquire a skill by using your skill points it gets put in your hotbar as a default. It took me way too long to figure out it actually assigns to right click for use, leading me to think my skill just didn't work. It was pretty frustrating, and should probably have been explained a little clearer. Lastly we have combat interactions. Hitbox detection needs some hella work. You can stand three tiles above an enemy, swing to the right with a sword, and still hit them. Unfortunately, enemies can also take advantage of this oversight. There were a few times where I thought I was outside an enemy's range, only for the attack to hit twice as far as the combat animation would imply. It's janky, but at the very least it works both ways.

Another bit of a complaint I have at the moment is with the user interface. While the character and skill menus are fine, the navigation for the crafting menu is both ugly and a little annoying to sift through. Maybe sorting it by types of craftables and changing the graphic design would help. Oh, and stopping the equip menu opening when you want to put down a crafting station or related item from your inventory would be nice as well.


Din's Champion shows a lot of potential, and I'm hoping it only continues to get more fleshed out as progress continues. I'm definitely going to be keeping an eye on Din's Champion as the development continues. A little more fleshing out of some aspects, especially the combat and hitboxes, and Din's champion could be pretty rewarding!

Score: N/A
 
 
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Din's Legacy - PC Preview


Because Zombies are just not enough anymore, Soldak Entertainment are back with another ever evolving experience involving mutants. Set in the same world as Zombasite, you’ll once again get the chance to create a custom character in order to set out into the wilds, level up, pick up loot and kill as many things as possible in this open ended Hack & Slash.

Currently within an alpha phase of its Early Access, Din’s Legacy is already moving along rather smoothly. Part of this however may be because Zombasite is being used as an actual base so in loading it up you’ll immediately recognize your home base’s four walls. Within these walls are the various facilities that you’ll need in order to survive the outside world such as a smithy for repairs, a healing obelisk (obvious enough) and the interface that will help you guide the people that are along the ride with you.


At its core, Din’s Legacy is a Hack & Slash and believe me when I say that there is a lot of hacking, and probably even more slashing. The hordes of enemies make the likes of Diablo at it’s worth in Torment 50+ dungeons look like a cakewalk. The main reason for this is that the other can feel like a cake walk is because Din’s Legacy works off of the same scaling factors that its predecessor did. You start at a certain level for the basic enemies and then as time progresses, everything gets more powerful.

Enemies gradually grow stronger on their own but what can make you encounter real problems is that while you are out fighting, or back at the base healing, or finding other NPCs to join your forces, enemies can still kill one another and level up and promote themselves making your life a living hell when they are levels above yours and you don’t yet have the equipment to handle them.


Equipment is more or less locked by classes and features such as having to unlock mail armor, or unlock bows, daggers or swords. You’ll have a fair amount of class choice at the beginning which affect your base skills but there are a lot of open slots for others to be discovered as well as the fact that you can simply make your own which is pretty cool. Further to that, while every play through is random enough with its quests and map layouts, your starting mutations, which are basically other skills that can be leveled up, are just as random so you literally never know what you’re going to get!

So on the overall, if you’ve played Zombasite, you’ve essentially played Din’s Legacy. The biggest difference between the two is that Zombasite is a finished product while Din’s Legacy is looking into new avenues for its style. With Mutations giving access to new and random skills for your classes, there’s plenty of Hack & Slash action to keep you or you and friend(s) going for a while. What will be interesting is to see what comes out of the next patches and if there’s anything game changing that appears once Din’s Legacy hits its Beta.

Game Information

Platform:
PC
Developer(s):
Soldak Entertainment
Publisher(s):
Soldak Entertainment
Genre(s):
Hack & Slash
Mode(s):
Single Player
Multiplayer
Other Platform(s):
N/A

Source:
Provided by Publisher


Article by Pierre-Yves
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Zombasite - Orc Schism - PC Review


I quite enjoyed Zombasite when it fully launched back in the late summer of 2016. Not simply having decided to sit and leave things as is, Soldak Entertainment have continued to update it and now have released the first expansion which adds more content and the experience is even smoother than it used to be.

Taking things from the top, Zombasite is all about survival of yourself and your clan against an unending horde of zombies. Equipped from the beginning with nothing more than four walls, you'll have to leave the safety of your base in the search of supplies and other survivors to help your own continued survival through this fantasy based apocalypse.

The original experience was a solid one that provided plenty of Hack & Slash through randomly generated environments that continually threw tougher foes your way. If that wasn't enough, you also had to deal with your very own nemesis would would taunt you and send powerful beings after you or your base. As time goes by everything slowly becomes more powerful forcing you to get a move on if you don't want to get rolled over.
So why the recap you ask? Because while Orc Schism adds in new content, it's meshed very well with the original keeping the core experience the same while also providing something new.


Now because of Zombasite's format, it could take some time for both new and old players alike to experience the additions. This is in no way a bad thing as the entire experience is randomly generated so if all of the new stuff was thrown off the bat, what would be the point? Instead it's meshed in with the already existing content and as I mentioned the mesh goes well so that you'll be experiencing both new and old at the same time.

So is it worth it? Yes. Zombasite: Orc Schism gives existing players who haven't touched it in a while a reason to come back with more to do while also giving new players even more incentive to dive in.

Game Information

Platform:
PC
Developer(s):
Soldak Entertainment
Publisher(s):
Soldak Entertainment
Genre(s):
Adventure
Hack & Slash
Mode(s):
Single Player
Multiplater
Other Platform(s):
N/A

Source:
Provided by Publisher




Article by Pierre-Yves
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Zombasite - PC Review


Zombasite is a Hack and Slash RPG set in a Fantasy Zombie Apocalypse allowing for some rather crazy ideas to take fruition. Fighters, Rogues, Clerics, Wizards, Dark Knights (not Batman) and more pick up their weapons in order to defend the remnants of their homes against the invading hordes, allies turned traitorous, and other tribes and factions that would also burn them to the ground.

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Zombasite - PC Preview


With how far things have spread, the idea of the Zombie Apocalypse has been everywhere from the classics such as Dawn of the Dead, to popular series such as The Walking Dead over to the hilariousness of Shaun of the Dead. Needless to say lots of “Dead”. With games such as Dead Rising and Dead Island that take things to the heart of Zombies, Zombasite takes the idea into a realm not quite explored. Welcome to the Zombie Apocalypse Hack and Slash style where the blame for everything is quite clear. The Dark Elves did it. They truly do get blamed for everything.

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