Time Played: 7 Hours
The third game of the Endless
series (Developer, Amplitude
Studio), which includes Endless Space and Endless
Legend, Dungeon of the Endless pits the survivors of a
catastrophe aboard a prison spaceship, against the dangers of an
unknown, and deadly, planet. Having managed escape death by
activating an escape pod, this awkward mixture of ex-cons and prison
guards must locate the elevator on the floor they are on (Are they in
a building, or a mine?) No matter. Once located, they have to
transport their escape pod's power crystal to the elevator (why is
there an elevator?), and then repeat, by finding the next elevator.
All right, that's it: what idiot builds thirteen elevators, but each
of them only travel between two floors, and none are anywhere
remotely close to each other! And why are they carrying the power
core of their escape pod from floor to floor?
Needless to say, the story is absurd,
but there isn't any story beyond this, and what there is can be
ignored as irrelevant. Though the characters have descriptive
backgrounds.
Dungeon is a rogue-like
(-like?),
a member of the genre that features randomized levels and
perma-death. These attributes lend to simplicity of design: how
complex can a game afford to become if a completion only requires an
two or three hours (and most games end before the conclusion)? One
of the most successful and recent
(oh my god, 2012?) sci-fi rouge-likes, FTL,
incorporated graduated simplicity, with four tiers for most systems,
in which each additional tier beyond the first produced reasonable
improvements. Instead of creating variety through depth, FTL
embraced breadth, by including up to seventeen different systems.
Unfortunately, Dungeon
overcompensates in simplicity. In this design choice, it
under-develops, by denying the player access to details. A player
begins with two characters (former prison wardens, former prisoners,
and/or natives of the deadly planet). The opening screen, where the
player chooses their starting heroes, is so devoid of information,
it's pointless. Aside the picture of each hero are four bars, whose
length are determined by the hero's skill in four categories (total
health, movement speed, dps, and operation skill). The screen also
includes which weapon type the hero uses. Yet, once the player
selects two heroes and the game begins, so much more information
becomes available: passive abilities, active abilities, health
regeneration, wit, armor, attack power, and attack speed. The heroes
are a diverse cast, but Dungeon isn't willing to provide any
information in the opening screen.
The enemies suffer from the same issue,
only there's no solution. How different are they? It's hard to
know. In Dungeon, the two (or more) heroes begin in a room,
with up to four doors leading out. Opening a new room has the
opportunity to spawn monsters. Monsters appear creative, and
distinct, but the game offers no means to discover their stats (one
has to search online). With careful observation, one can
infer certain characteristics: for instance each monster type has a
different attack priority. Some foes run past heroes to attack the
crystal. But determining abilities, or quantifying attack strength
is difficult. Despite a difference in appearance, they all feel the
same, some weaker and some stronger, but either way they do damage,
and take damage.
At this point, one might assume Dungeon
is a light-RPG (like less serious versions of Rogue, Moria, or
Angband), but at its core, it's actually a resource management/ tower
defense game. There are three normal resources (Industry, Science,
and Food) and one unique resource, Dust. The normal resources are
generated each turn, but Dust has to be found by chance. In Dungeon,
a turn occurs every time a door is opened. Once opened, they remain
open. Each room, in addition to possible monsters, and other special
events, is likely to have four minor platforms and a major platform.
Using Industry resources, the player improve their resource
production by building the appropriate construction on a major
platform. On minor platforms, the player can construct various
stationary weapons and defensive mechanisms. The player unlocks
these modules by spending Science points. Or one can focus on
producing Food which is used to upgrade heroes. Yet while heroes can
at least be differentiated by their activated abilities, offensive
and defensive modules feel remarkably blah. Sure the Tesla module
does more damage than the prisoner prod, but it didn't feel
significant.
Returning to the turn aspect, this is
the strongest mechanic of Dungeon. The player can reorganize without
fearing an enemy attack, as long as they don't open a new door. This
involves Dust. Dust is the power by which everything functions.
Each level, the player begins with twenty Dust, regardless of how
much they had the previous level. To power a room requires ten Dust,
but the Dust is not consumed. When a new room is opened, all
unpowered rooms spawn enemies. So the player must use Dust, minor
modules, and heroes to craft strategies which keep Major modules,
heroes, and (ultimately) the crystal core protected.
But though Dungeon has some
success, it is marred (further) by informational issues. At the top
of the screen is a bar which indicates how much of each resource the
player has, and how much of each they will receive next turn. But
there is no way to determine the sources of the resources. And while
the activated abilities of the heroes are what set them apart, there
is no visual effect when they are in fact, activated, leaving the
player underwhelmed. Then there's the mini-map. Considering, levels
can include over twenty rooms, and those rooms will have weapons,
resource structures, heroes, and invading monsters, it is strange the
mini-map keeps track of the latter two, but forgoes indicating the
structures the player spent valuable resources constructing. It ends
up being almost entirely blank.
After searching long enough, the player
is bound to locate the elevator to the next floor (where are these
people?). One hero must carry the crystal, slowing their movement
and preventing them from attacking, while monsters swarm from every
dark corner. Once the crystal has been brought to the elevator, the
player can advance, but beware, only heroes in the elevator room will
survive. Any that haven't arrived will be left behind.
While Dungeon tries to replicate
the success of FTL, while implementing a style reminiscent of
Gods
Will Be Watching, it's absurd plot, and lack of
significant details, made it seem like the endless repetitive grind
it's declared itself to be.
In its own way, Dungeon of the
Endless is redolent of its sibling Endless Legend, which I
played very briefly before discarding it. Both are shadowy, bland,
detailess copies of more popular games, constructed to take advantage
of popular genres.
In short, forget Dungeon, go
play FTL
instead.
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