Crypt 'Keeper'- Dungeon Maker 2 Reviewed

DesertEagleXIX

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3 (100%)
As a preteen, I was fascinated by graph paper. During class, I’d spend countless hours clandestinely designing dungeons, some destined for Dungeons and Dragons exploration, while most were pure folly. I had almost forgotten about this awkward period, if not for 2007’s Dungeon Maker: Hunting Ground. The PSP title reinvigorated lost memories, with its labyrinth-constructing game mechanic. The title polarized critics; some appreciated its premise and execution, while others bemoaned the game’s repetitive nature. I enjoyed the title’s distinctive flavor, and found the game inexplicably addictive.

Dungeon Maker 2: The Hidden War doesn’t stray far from the original game’s formula. Unlike most role playing games, the star of the game is not the protagonist, but the dungeon itself. As players craft every room, corridor, and design aesthetic, the maze itself becomes the star of the game. Unlike most RPGs, where a bond is attempted between the gamer and the main character, here the connection is forged between player and dungeon.

DM2’s narrative begins as an ancient feud breaks out between gods and demons. The gods acheive a domineering victory, and a demon queen agrees to a 70,000 year truce. Eons later, the armistice has expired, and a sole demon seeks to inspire a world-changing insurgency. Now, the human population looks toward the player to build a labyrinth clever enough to lure the demon in, where he can be vanquished. The player begins the game in a small town with eight locations; each of these placements sell all the necessary materials and supplies for the player to build a complex dungeon.

Continued: http://tech-gaming.com/2008/12/13/crypt-keeper-dungeon-maker-2-reviewed.aspx
 
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