Din's Curse Review

Din’s Curse Review

July 28, 2010 |  by  |  Reviews

Well, well- where the hell did you come from? That’s what I said when I played Soldak’s first game, Depths of Peril. That was a game that you just couldn’t beat in uniqueness, but it’s not what I am going to be describing. This is Din’s Curse, an action-RPG from the same world as Depths of Peril.

So, what does Din’s Curse have to offer? First of all, the game is dynamic in that every world you create is unique- different monsters, buildings, towns, quests, the works. Also, things never play out the same way. Even if you had rolled up the same world, it wouldn’t evolve like it did the first time. You might fight against some monsters that are at a low level, only to find out that because you weren’t going after their leader, he decided to attack the town with zombies this time around. That doesn’t sound so bad, but trust me- it is. The zombies have just killed your war-master, and now he himself is a zombie you need to kill. Without the war-master, and a few other specific leaders, you can’t finish the town until you pick up the pieces. The consequences in this game are realistic- if you don’t do a quest, expect a backfire.

Besides the randomized, dynamic, and changing world, what makes Din’s Curse great is the hybrid class system. Sure, you can choose one full class with three trees, or you can choose any- yes, ANY- two sub-trees to complement your class. Want to play as a paladin mixed with an assassin? How about an ice mage mixed with a hunter? Or maybe a gladiator mixed with a necromancer? Go for it- anything can be done with the system, giving the game great replay value.

So, if you want to try a new game that has almost everything, try Din’s Curse. It just might be your fix.

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