Thus, when a swarm of wolves chase you behind a tree, you're swinging blind, hoping to survive the encounter. While the player shows up as a blue outline behind 3D objects like arches and trees, enemies don't. The plentiful enemies regularly surround and attack the hero, but it's easy to lose track of them. Between loot and the reliance on potions, Dungeon Hunter: Alliance never lets you trounce enemies that regularly rubberband up to match your current strength. While loot is plentiful, it never makes you feel all-powerful. Each area's earmarked by a statue that sells them, and there's no way to battle through a given area without filling up regularly. Most gold goes to purchasing potions, the only way to survive in Dungeon Hunter. Compounded with the option to auto-transmute items into gold, inventory management is super easy and adding coins to your gold stash simple. And that is a terrible mistake.When bashing in the skull of a skeleton or gargoyle or spider, the loot drops give purpose to the fight Filling up the inventory with varied tools gets a boost from the auto-equip function that automatically throws on more powerful items. Instead it prices itself at a cost point where you have to compare it to other Vita games at the same price. It should be a downloadable only title that costs around $10–maybe $20, but even that would be pushing it. There is a decent game in Dungeon Hunter: Alliance, but it is badly positioned. That is ridiculous.Įven $12.99 feels a bit high for it, but that would still be understandable for as many areas you get, but $39.99 is unbelievable. There is even a version of this exact game available for PSN, and it is $12.99. The iOS versions, which are admittedly smaller but don’t look or play all that differently, topped out at $6.99. And that leads to the thing that really kills this game. Finding people online can also be a problem-that may change once the game has been out for a bit, assuming people buy it. When you have multiple players, it can actually be fun, but four players can lead to constant frame rate issues, and confusion on where to go. The multiplayer is a heavy focus, and both online and ad hoc gaming is possible. No matter what though, it will eventually get tedious. It still feels like an iOS game rather than a Vita game, but it can be entertaining to collect a ton of weapons and dropped loot while hacking your way through armies of suckers. When too many things happen on screen at once-which is often-the display can’t keep up, leading to some frame rate issues.Īll of that paints a bleak picture, but the truth is that is can be a fun game in a totally mindless way. The bigger issue on this front is the frame rate. The designs do try to look original, and the graphics aren’t terrible, just woefully inadequate compared to the potential of the Vita. The combat is painfully unoriginal, and the levels are nothing more than shiny backgrounds. There are fleeting hints of a story, but it always takes a backseat to you sallying forth and killing. As you murder your way through the fantasy setting, you begin to collect loot from downed enemies and chests as you progress through the 30 or so levels. The game offers you the choice of three classes (Mage, Warrior, or Rogue), and as you progress you receive more and more quests, which almost always involve you going somewhere that is enemy infested and killing anyone that looks at you funny. Dungeon Hunter: Alliance isn’t quite the same as the Dungeon Hunter series on iOS devices, but it is hard to tell the difference. It is at the tops of the technological pyramid. The hack-n-slash dungeon crawling Diablo-clones push the limits of what a game on a mobile device can be. Gameloft’s Dungeon Hunter series is a bright spot in mobile gaming. This review is going to be short and to the point: Dungeon Hunter: Alliance is an upgraded version of an iOS game.
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