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Each floor of the dungeon has the same boss, though. There are enough basic enemy types, with elemental differences interspersed in the same species, to keep the basic dungeon runs interesting enough. It may seem shallow at first glance, but the systems in play give the game real depth.
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When factoring these options with the elemental system, the amount of options available quickly open up during a run. By the same token, they can be fragile, so strategic use is needed. The allies that are picked up earn their own experience and level up, becoming stronger up to level five. When the room is cleared, they can then be picked up either directly or by running into another room. In practice, this means that players can grab three enemy mobs, run into a new room and throw out some allies to distract and/or kill the foes, making some of the more difficult enemy arrangements trivial. Any enemy, with the exception of the bosses, can be resurrected and added to an inventory slot for use later. One of the truly unique aspects lies in the necromancy, though. New weapons, shields and magic spells that share a pool of energy with the dash/dodge function all make appearances. The player always has access to the Sword, but there are three other slots that can be filled with a variety of items. This flexibility is welcome, though even setting it to Easy doesn’t equate to an automatic win.Ĭombat is where the game shines. Buried in the Settings menu, which is unlocked after dying three times during a play session, are the options to maintain levels after death, keep the items and lower the difficulty. It isn’t required that the dungeon be conquered this way, though.
SWORD OF THE NECROMANCER PS4 UPGRADE
When enough upgrade materials are earned, the items stored can be improved in preparation for a “serious” run. Alternatively, an Escape Rope can be found to get out while the getting’s goods. The idea is to clear a dungeon and return back to the home camp to store them away. The items and weapons that she finds are also removed. Should she die in the dungeon, she’ll be shunted back to the beginning, with half of her accrued levels taken away. Delving into the dungeon is a dangerous thing, but Tama gains experience during the process, growing stronger.
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Still, while the story is a major part of the game, it isn’t the meat.Īs a rogue-like, Sword of the Necromancer does a few interesting things. The chemistry that develops, while slightly rushed, strikes one as genuine. They are likable and human, with behavioral quirks that resonate. It doesn’t take long to feel invested in the pair, though. For example, Tama catching Koko bathing and trying to reconcile the emotions the scene stirs up. It comes across as believable, though arguments can be made that some common tropes worm their way into the tale. These scenes show how their partnership evolved from transactional into true friendship and budding romance. Vignettes detailing their budding friendship are unlocked whenever a player clears a dungeon floor for the first time. It’s a simple story, but one that’s well told. Quickly obtaining the titular sword, she learns that the artifact is not powerful enough on its own to save her friend and she must venture into the depths of the dungeon to finish the job. Learning of a place where a necromancer long ago discovered the secret to eternal life using the Sword of the Necromancer, Tama journeys to the dungeon in hopes of reviving her fallen friend.
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Over the course of their journey, catastrophe befell the pair and Koko has passed on. The game puts players in the role of Tama, a brigand who was hired by the priestess Koko to act as a bodyguard. It mostly pulls it off, but it’s not without flaws. Fortunately, it has a good pitch: take the action of Secret of Mana, add a light dusting of The Legend of Zelda and give it a great story. As a title, it faces an uphill battle to even be noticed. This is where Grimorio of Games’ Sword of the Necromancer comes in. As such, a title using the genre and art style has to do something remarkable to even have a hope of standing out. The point is there’s a metric crap ton of these things, more than one person can hope to experience. More accurately, the genre as a whole has reached the point that even pointing out the cliché is a cliché in and of itself. In the gaming medium as a whole, the indie developed rogue-like with retro graphics is something of a cliché.
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