Time to Beat: 4 Hours
Like many of the games reviewed by
Awkward Mixture, Domina is a member of the indie explosion,
available on Steam, and the first game developed and published by
Dolphinbarn, released in 2017.
In Domina, the player controls a
scorned lady of Rome, whose noble father has squandered the family
fortune. Though destitute, she seeks to reclaim her station, her
fortune, and extract vengeance upon any who impede her ascension.
She acquires a ludus,
purchases her first gladiators, with the plan to train them, and seek
victory in the arena.
With the aid of an unsavory Legate and
a desperate Magistrate, the mistress must drill her gladiators,
upgrade the ludus, and win glory through the gore of her slaves.
As the player, the ludus contains a
number of activities necessary to prepare for each battle. The ludus
includes two gladiators at its opening; an untrained welp and a
veteran of combat. To increase their garrison, the player can
purchase gladiators, or earn them as a reward in the arena. I played
on the preset difficulty, and I never bought a man, for every victory
offered a new captive as a reward, while after each loss, the arena
offered another soul to sacrifice out of pity.
In addition to their most critical
attribute, health, each gladiator is composed of five skills and four
traits. A gladiator's skills (agility, weapon, defense, strength,
and meditate) can be improved by training, but the four traits
(aggro, turtle, evasive, and stamina) describe intrinsic behaviors
which are mostly beyond the player's influence.
With money, won in the arena, the
player can improve their ludus with wells, improved housing, and a
variety of trainers. Beyond food, gladiators need equipment to stave
off their eventual demise. Equipping an entire contingent of
gladiators (fifteen can fit in the ludus) with the best swords and
armor, is an expense only the most successful businesswoman can
afford. But the value of equipment often outweighs the effect of
skill. Even the most skilled gladiator armed only with a wooden
gladius, will discover the difficulty in piercing proper legion plate
armor.
After a few quick days, battle is
offered, and only a coward refuses. Early battles are two person
affairs, but later battles can include more than a dozen men
scrabbling away from death in the dust. Before each battle begins,
the player is allowed to review the foe(s), and enter whichever of
his gang he finds suitable. Unfortunately, Domina's interface
makes reviewing the relevant information frustrating because it is
not contained on one screen. Instead, there are a number of
sub-screens which each contain a piece of the puzzle. Once a battle
begins, Domina leaves nothing for the player to do, with the
gladiators controlled by the computer (though a later technological
advancement enables player control of one combatant). The results
of each battle are remarkably predicable, which is fortunate since
the death of a well trained investment is debilitating, but it's also
oddly disappointing because it reveals something about Domina:
battles aren't a numbers game, but just a short show to
demonstrate how well or poorly the player has managed their
resources. Careful review before each battle, comparing the
opponents skill values, and selecting the proper hero is the game,
but it's disappointingly simple as well. There doesn't seem to be
any difficulty in selecting a victorious gladiator, as long as they
are in stock. All the states, attributes, skills, traits, and
abilities can be boiled down to four things: health, skill average,
damage, and absorb, which makes playing the pythia as easy as being a
backseat quarterback.
Though battles are vicious, vivid
displays of stylized violence, they lack the ability to deliver
visceral enjoyment. They are both too quick, lasting only ten
seconds, and too much of a scrum. In a one on one, both gladiators
charge at each other. This problem is compounded when there are a
dozen fighters. They rush forward as a mass. In Domina
gladiators occupy only an infinitesimal space, enabling them to clump
up, separating only if they are knocked back or roll to avoid a
slash.
Victory is important for more than the
reward of credits, wine, water, and new gladiators. The skills of a
fighter who wins increase dramatically. Victory in battle boost a
gladiator's skills more than training the entire three hundred and
sixty-five days of Domina. For
this reason, it's crucial to bring a untrained recruit in the
larger battles, with the hope they survive. Unbloodied gladiators
are useless even if they've trained for a month. Another feature
which seems of little consequence is the variety of gladiator. There
are three types, the Thraex who wields sword and shield (and is the
only starting class), the Murmilla, who carries two swords, and the
Retianius who fights with spear, shield, and net. In my play-through
I owned successful gladiators of each class, and couldn't detect a
difference in performance. One might expect a rock, paper, scissors
effect, as is common in other games, but as mentioned earlier,
battles could be predicted without regard for each gladiator's
fighting style.
And that seemed to be the largest
problem. Few love a game which is too difficult, where defeat can
ensure by a single mistake, with the loss of a valuable investment
(Of course, I loved FTL in spite of this), so loss is made
impossible. At the preset difficulty, the battles are too
predictable, too easy. Domina has a Massive
Chalice problem.
My gladiators participated in 25 battles over four hours, but every
gladiator who survived his second battle never died. Some gladiators
fought ten battles before their release.
Domina tries to encourage the
player to release veteran gladiators as a reward for their success.
I did this, but not because I worried over the likelihood of a revolt
(can they revolt?), but because my ludus included so many successful,
skilled gladiators I could afford to free older ones, instead of
dulling their revolutionary spark with wine. I had so many
experienced gladiators, that at the final battle, which allowed the
player to deploy all fifteen of their gladiators against eight
enemies, my army included five gladiators who'd achieved the max
skill value (200) in each category, while the enemy's best was only a
sixty average.
Domina does reward the player
with a twist at the end, and while I found this trick entertaining,
it's easy to see how one might be dispiriting if they'd failed to act
accordingly. Playing well, but not anticipating the ending could
lead to an unbeatable conclusion: one that is lost by trickery
instead of poor play.
In conclusion, Domina involves a
lot of clicking. Improve gladiators, train gladiators, fight
gladiators, and in the midst of mindlessly pressing the left and
right mouse buttons, or the brief interludes of carnage, one will
eventually realize that the battles are predictable and the mechanics
not anymore engaging than any idle game hosted on Kongregate . The
training is inconsequential, the fights, the key element of the game,
are ten second gore fests without any player input, and there isn't
much for the player to do elsewhere.
Though it looks cool, Domina is
as dull as a wooden gladius upon Spartan Mail armor.
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Why is it that people who failed at being legitimate journalists think that reviewing games is easy? Your review reads like you sat through the game just to get to the end, like a movie. You suck at video games. Its not hard, its a resource management game, and you're treating it like a plinko machine. I feel compelled to tell you how bad this review is.
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