That means fighting was as much fun as exploring, a balance often lacking in many other roguelites. The shooting is good and the weapons are exceptionally chonky. This is where the twin-stick aspect shines because it gives you something familiar to help you get to grips but slowly drops in more of that roguelite "please god, no, don't fail" pressure. With all of that context sorted, what is it like to actually play? Well, incredibly solid and engaging. That is to say, creating an engaging text-based adventure will require a high standard of writing and I am excited to see how it pans out.Įndless Dungeon has a lass with mighty fine shoulder pads Something like the Outer Wilds used text to tell one of the most complex and cerebral stories seen in the medium so it's not like sci-fi and text can't coalesce, but I'm curious about getting the western aspects into the dialogue since that genre is often defined by the absence of speaking (unless you are Dutch van der Lind). There will be various floors of a tower to play through, much like a reverse of The Ascent. There is an overworld where the story will play out with these main characters - I am told that this will be a fun sci-fi adventure with some of those Cowboy Bebop-esque western elements - and the environments are really stunning, though I didn't catch enough of the dialogue to assess the tone. So, mixing and matching will probably prove key. At one point I was rocking the sniper and the pistol robot Bunker, but the rate of fire made it very tricky to maintain constant fire again hordes of enemies. These are your troops, and you will need to assess your team's chemistry to get the best results during a level. Then there is a sniper for long range, plus a toad that I didn't get the chance to play as. A big old robot called Bunker has a shield and a pistol, while a character called Zed has shoulder pads the size of small moons and can hold a Gatling gun. There are four playable characters so far, which have slowly been revealed in some cool teasers. Every room has allocated slots where you can place turrets, healing stations, or tasers - though you have caps on the amount you can place. If you die - you'd better be ready to restart and find your way all over again. You are guiding a small robot carrying a crystal through the level, one checkpoint at a time, and trying to keep the gem in one piece. The rooms are normally simple squares, giving you four potential pathways in a grid-like maze where every forthcoming room could hold enemies, loot, upgrade machines or a route to the end of a stage. That gives me very high hopes for this next Endless Universe game, following on from Dungeon of the Endless back in 2020.Įndless Dungeon has you and an AI or player-controlled comrade ploughing through rooms, unlocking pathways, grabbing loot, and shooting at enemy beasties. When the creative director Jean-Max Moris tapped me on the shoulder 15 minutes in, it was one of those moments when I realised the time had flown by without even noticing. So, let me tell you that it is a high compliment when I say I fully zeroed in on Endless Dungeon and just started playing normally. In such an insane arena as the halls of Cologne's Koelnmesse, you can't really zone out and just game - the noise levels are high, people are bumbling around you, or there you are trying to play System Shock lying horizontally. A sci-fi western roguelite with easy twin-stick hooksWe played Endless Dungeon at Gamescom 2022 in a small booth.
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