When Diablo came out, it was quasi-revolutionary. It took a known and loved format, the rogue-like, and made it highly accessible and graphically appealing. It's spawned so many clones that it has essentially redefined the genre, and so many of them are direct copies of each other that I'm half surprised there isn't a wizard in Visual Studio to churn them out.
I saw a preview of Dungeon Hunter for the iPhone a bit ago and wondered how it would fare. The iPhone market would be easy to plunder with a simple and brainless roguelike, but thankfully Dungeon Hunter manages to carve a space for itself. There's three classes to choose from (all male, although some of that may be to fit the backstory) and a narrative that frames your resurrection quite well. The graphics are very good and diverse array of environments, although most of them do boil down to a similar "walk path, kill things, turn left" kind of affair. Controls are solid for the touchscreen and there is a decent set of options to boot.
I haven't gotten a real feel for length yet - but the quests seem to be providing the chance for some real depth to the game. For $6.99, Dungeon Hunter seems a solid win for Gameloft and an easy recommend for any fan of the genre.
Tuesday, October 06, 2009
Game Play: Dungeon Hunter (iPhone)
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