Din's Curse: Demon War

Din’s Curse: Demon War

April 11, 2011 |  by  |  Reviews

Most people probably have not heard much about action/rpg-Din’s Curse, but that means absolutely nothing as this game not only defines action/rpgs, Soldak Entertainment might have just created their own genre-Realist/ARPGs. Yes that is right, realist action rpgs. You see most rpgs let you have all the time in the world to finish a quest. That is not the case with Din’s Curse. You take too much time, chaos is spread, questgivers die, things get horribly horribly worse. Add on top of that, a class system that allows more than a hundred different combinations. Ever wanted to play as a paladin that raises the dead? How bout a druid that can disarm traps? Any class is possible in Din’s Curse.

Now we have the expansion to this great game-Demon War. With the new Demon Hunter class, the combinations for classes are now almost at 200; giving every player a unique way to play this game. What is better than the classes however, is the world now. This expansion is what I like to call the townspeople fighting back expansion. No longer will the townspeople not have their say. Now they have almost too much say in how the world shapes. In the vanilla game they played minor roles except for giving quests, dying, getting sick and giving you rewards to quests. Now the townspeople can get drunk, start fights, steal, start havoc, engage in almost ridiculous plots, anything. Sometimes I think they have too much freedom. An example of this-I had a game with a high intensity of quest generation along with paying traitors. The questgivers were not only rapidly shooting out quests, they were betraying the town as well, letting gates get set up in town and monsters do what they want. There are numerous other things that can happen and each world is vastly unique.

Other than the extremely improved npc system, the demon hunter class is probably the most unique character I have played. While the warrior is a slashing whirlwind of death, and the rogue is a graceful vanquisher, the demon hunter is neither. Although they can don heavy armor like the warrior, they are not as hardy as them, nor as evasive as the rogue. However, the demon hunter has a unique aspect that makes them not only extremely powerful, but also is an interesting approach to a character. There are wards and cirlcles of protection and power that the demon hunter can use to aid them against enemies when they are in that circle or ward. It works sort of like the turf battles you could have in Grand Theft Auto-San Andreas. Mess with a demon hunter in his turf, and you are in a world of pain.

Besides all that, anyone that wants to try the dynamic world setting that Soldak has created, should give Demon War more than a chance. It’s definitely unlike any regular action/rpg I’ve ever played.

http://www.soldak.com

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