Sumez wrote:So you haven't played the first game? I've only played the first three, and the first is such a clear winner to me, all the added bloated stuff from especially the third game really takes away from the elegant and focused simplicity that makes the first game so brilliant. I'm curious where you'd rank it, if you consider 5 a return to that style, but the worst of the series.
I heard that 1 doesn't have sidestepping or autobattle, which sounds pretty inconvenient. I also hear that the enemy and dungeon designs are really good though, so I might still give it a shot sometime.
Anyway, a big part of why I consider 3 the best in the series is because of its superb character building system. The other games all have nice classes too, but don't come close to the tremendous variety of different things you can do with them. I agree that the sea exploration is bloat and would prefer to do without it.
I consider 5 to be about as good as 2. I still think both are still good games, and the reasons why I rank them at the bottom have nothing to do with minimalism or simplicity. My main problem with 2 is its terrible side quests that give no directions and offer garbage rewards. My main problems with 5 are the reduced difficulty and limited character building options.
LichbannMejolaro wrote:Since you guys are discussing Etrian Odyssey, do you have some recommendations of dungeon crawlers for a beginner in the genre?
I already have some of them on Vita (Demon Gaze and Stranger of Sword City, even though I heard good things about Dungeon Travelers), and know about some of them on DS/3DS (Etrian Odyssey, SMT, Persona Q etc), but I don't even know where to start. Do you have some guidance to give me? I just got Persona 4 Golden on Vita as well, is this a good place to start?
My favorite dungeon crawlers are EO3, EO4, Dragon Wars, Shiren the Wanderer, Sil, Brogue, Ragnarok, and ADoM.
Etrian Odyssey games look and feel somewhat similar to JPRGs, and if you've played a few then you shouldn't have much trouble adjusting. They're light on story and instead emphasize character building, exploration, and combat. They have a reputation for being difficult, but they're really not that bad. The series's most outstanding feature is that the dungeons are full of wandering enemies called FOEs. FOEs are never fought in random encounters, they move around on the dungeon map like you do and a fight starts if they can catch you. Generally they're much stronger than other enemies on their levels and you'll want to figure out how to avoid them. Another cool thing about the series is that they always include a harder, optional dungeon after the final boss with an optional true last boss. Yuzo Koshiro does the soundtracks, so that's a big plus too. They're all good, but I think 3 is the best overall. 4 is good if you want something more gentle.
Dragon Wars is an old first person western dungeon crawler. You'll need DOSbox to run it these days. I like it for its attrition-based combat and its strong emphasis on multiple solutions to different problems. Like many of the WRPGs of its time, your characters have a billion skills to choose from, where some are worthless, some are vital, and there's no real way to say in advance which is which. One thing I like is that magic abilities tend to be much more powerful than what physical fighters can do, but you also burn through your MP very quickly, which leads to interesting decisions in both combat and character building. In combat you can win most fights if you burn through all your magic, but then you'll be more vulnerable afterwards. When you build your characters, you have to decide whether to be make consistent fighters, wizards with lots of power, but no stamina, or hybrids that are neither here nor there. My teams are always 100% hybrids. Feel free to ask for character building or any other kind of advice if you decide to give it a shot. I'd say DW is harder to get into than EO, but beating the true last bosses in EO is generally harder than DW.
Shiren the Wanderer is a console roguelite available on the Super Famicom (with a fan translation) and the DS (with an official english release). Its main feature that makes it a roguelite rather than a roguelike is that it allows you to retain items from one playthrough to the next, which will eventually make you strong enough to easily clear the game. Fortunately, the game was balanced around being beaten without using that feature, and you can and should play without it. My favorite thing about Shiren is how little dead air there is. Once you reach the halfway point of the game, you will very regularly run into enemies that can kill you 1 on 1, and a lot of the time you'll see them in groups anyway. There's no real character building, you don't choose how your stats go up when you gain a level, and you never learn any abilities. To make up for your character's limited moveset, the game features a wonderful arsenal of interesting and powerful items. Much of the game's strategy revolves around which items to bring on your journey, and when to burn your valuable consumables to save your life. I consider the SFC version preferable over the DS version for a few reasons, but the differences are ultimately minor. Without using the item warehouse, Shiren is very difficult by normal rpg standards, and probably a bit easier than a typical roguelike.
Sil is a freeware roguelike based upon Angband, though it plays out very differently. Sil is based on JRR Tolkien's
The Silmarillion, and unlike similar games, it is quite faithful to the source material. Your goal is to reach the bottom of Morgoth's fortress and steal a silmaril from his crown and then escape alive. For more points you can try to take two or all three of silmarils. You can also try to kill Morgoth himself as a sort of optional true last boss, but you'll need a very optimized character to pull that off. Anyway, the game itself heavily emphasizes character building and tactical, positioning-based combat. The AI is very smart, and whether you win or lose depends just as much on who outmaneuvered whom as it does your stats. There are four races you can play as, and they're effectively difficulty options. Noldor elves (like Galadriel) are immensely superhuman, and can be seen as the game's normal difficulty. Sindar elves (like Legolas) and Dwarves are somewhat weaker, and can be seen as hard mode. Edain are normal dudes like you and me, and constitute SUPERHARD difficulty. It's a pretty challenging game, even as a Noldor, though its time limit is pretty generous by roguelike standards.
Brogue is another freeware roguelike where your goal is to descend to the 26th floor of the Dungeons of Doom, retrieve the amulet of Yendor, and escape alive. Unlike most roguelikes, it doesn't use experience points or experience levels. Instead, character building is based entirely around items. Drink a potion of life to increase your max HP (though they also fully heal you so it's sometimes better to hold off). The most important items for customizing your character are scrolls of enchantment, which can permanently upgrade one piece of equipment. Enchant a broadsword and plate armor if you want to be a fighter, enchant a lightning staff it you want to be a wizard, etc. Lots of interesting choices as to which items to enchant, and whether to spread your enchantments out evenly or to go all in on one super item. The dungeon generation system deserves special mention for how good it is at consistently creating unique and interesting areas to explore. It even dynamically generates puzzles not unlike ones you'd find in a Zelda game. Solve the puzzle and you gain access to something good, usually a treasure room where you're allowed to choose one from a handful of magical items. The ability to choose your favorite item from a treasure room also goes a long way towards mitigating the luck factor in finding the items you want. Brogue does an excellent job of balancing tactical and strategic gameplay. The food timer is very strict, and your enemies are also very dangerous, so the decision of when to rest and let your HP and magic items recharge, and when to press foward is never easy. As an optional challenge, instead of bringing the amulet of Yendor back to the surface, you can bring it all the way down to the bottom of the dungeon at floor 40, though I've never managed to pull that off.
Ragnarok is a hacklike roguelike, which is to say that its mechanics are similar to Nethack's. You'll need DOSbox to run it. It's ostensibly set in the world of Norse mythology, though it's really a bit of a "kitchen sink" fantasy setting. Your goal is to find a way to give the gods of Asgard an advantage in the final battle of Ragnarok, so that their defeat and the fated end of the world can be avoided. There are six different missions you can perform to assist the gods, which mostly revolve around recovering their lost magical items. It isn't necessary to complete all six to win the game, but the more of them you do, the better the Aesir's odds are. The final battle also serves as the game's time limit. If you're out doing quests when the Aesir face the evil gods, they lose, the world ends, and it's game over. The time limit is something you'll want to be aware of but it isn't as strict as Brogue or even Sil's time limits. Anyway, much like Nethack, Ragnarok takes a "more is more" philosophy towards gameplay. The bestiary is huge and your enemies' abilities are wild and varied. The items and abilities you can use are similarly very powerful and varied. A favorite example of mine is the scroll of extinction: you read it, and it asks you to name a race. You type in whatever species you want, and those enemies are wiped out for the remainder of your playthough. You can even type "human" for an instant game over. A few of the strongest races are too powerful to be wiped out by the scroll, but it's still a tremendously useful item. And it's not even rare! At the start of the game you choose from six classes, and after 10 experience levels in one class, you've mastered it and can change to another. Eventually your character will be a master of everything, which some people don't like but I've never seen it as a problem. Sage is one of the best choices because they're the most powerful once they reach level 10. They're very weak at level 1 though, so a beginner might be better off starting as a viking or woodsman. By the end your character will be an invisible, psionic, teleporting five-dimensional, master viking-woodsman-blacksmith-sage-alchemist-conjurer with laser vision and wielding a scythe stolen from death herself, and even still there will be plenty of enemies who can kick your ass. One cool feature commonly found in hacklikes is that you can polymorph into different kinds of monsters, and with how broken some of the monster abilities are, this is THE fastest and most effective method of acquiring power, especially if you can find a way to get one of the super overpowered bodies, like a draugr or a borgon vile. Personally I think trying to clear the game as a human makes for a fun optional challenge. Another great feature of hacklikes is that one of the rarest, and often the most desirable item in the game is a wand of wishing. You zap the wand and it asks what you wish for. You type in an item and the game gives you that item. Protip: use one of your wishes to ask for dead hel dragons and eat their meat asap. Another cool feature is that items in Ragnarok tend to have interestig alternative uses. For example, if you read a scroll while confused, your character will mispronounce the words. So if drink some mead and then read a scroll of extinction, the scroll will instead either revive one of the races you wiped out earlier, or it will create a new race with randomized attributes (this is very dangerous!). Due to its immense complexity, Ragnarok is much harder to learn than the likes of Brogue, though I'd say it's easier to master.
Ancient Domains of Mystery is another hacklike that was freeware for nearly 20 years before a commercial version was released. The free version is still perfectly solid and playable, and afaik the biggest difference is that the paid version features nice graphical tiles instead of ASCII graphics. Anyway, much of what I said about Ragnarok is true for ADoM. Both the player and the enemies have a huge array of wild abilities to draw from, the wand of wishing makes an appearance, lots of items have unintuitive alternate uses, etc. You can't polymorph into a monster or change classes, though. I think the biggest thing that makes ADoM stand out is the effort made to make the setting itself unique and interesting. There's a much bigger emphasis on interacting with friendly NPCs than other roguelikes, there's a morality system that affects various things, and, as the title suggests, there's a great deal of complexity and mystery to discover in all the places you visit and people you meet. Anyway, the plot of the game is that the door to the elemental plane of chaos has opened, and if someone doesn't close it, it's going to ruin the world. The corrupting influence of chaos serves as the game's time limit. As long as the door is open, your character will gradually mutate, gaining various abilities and penalties, until eventually they become a writhing mass of primal chaos (an instant game over). The time limit isn't very strict though, I'd say it's even more generous than Ragnarok. To complete the game you need to reach the bottom of the caverns of chaos, close the door, and make sure it stays closed (by killing all the demons on this side who would open it, or destroying the mechanism to open it). There are optional, special endings where you can perform a large number of obscure and complicated steps to allow your character to survive stepping through the door of chaos, where you'll face Andor Drakon, the ElDeR cHaOs GoD, in a final battle. Conceptually, this is cool, but I'm speaking from experience when I say that the steps to prepare for this are almost unbearably tedious and limiting, and you should really just settle for the normal ending which is perfectly fun, challenging, and satisfying. Difficulty-wise I would say that ADoM is pretty comparable to Ragnarok.