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Dungeon Hero Preview

PC Xbox 360 Preview by Rob Fahey

16 May, 2008

Page 2 of 2. <- Page 1

Colours are muted and dark, the overall atmosphere bleak and claustrophobic. As you trek towards the battlefield, you walk past tables of goblin soldiers playing cards, while just down the corridor a less fortune soldier screams as a doctor saws off the remains of his leg. Even in an unfinished state, it's a fairly powerful piece of mood-establishing storytelling, and certainly lends some weight to the developer's claim to be doing something totally different with the dungeon crawler genre.

Once we move past the back trenches and towards the front lines, our hulking anti-hero starts to encounter his first foes - goblin soldiers from the rival tribe. This gives an opportunity to demonstrate the combat system. Much as with Firefly's changes in narrative, the combat is designed to bring a certain measure of realism to the fantasy environment. "We're a bit sick of kung-fu movie-style fights, where loads of guys sort of queue up to hit you," says Bradbury. Dungeon Hero's combat is very close-up and physical, but it places huge emphasis on positioning and, more importantly, on space. If there's a mob of enemies, the whole mob will attack you - simple as that.

In response, the combat model grants you a set of moves that don't do much damage, but effectively shove enemies out of the way to give you manoeuvring space. When you're clearing space, these moves map to the face buttons, so you can intuitively choose which direction to attack. In the demonstration we saw, clearing backwards would whip around to plant a nose-crunching elbow in the face of a goblin approaching from the rear - without dropping your guard relative to the foe in front.

'Dungeon Hero' Screenshot 4

We knew that goblins are traditionally the evil race of fantasy fiction, but we hadn't realised that they played ukulele. That's nasty.

The basics of each brawl, then, come down to knocking back the enemies around you, and then selectively engaging with one of them in proper, sword-swinging combat - keeping an eye on his pals to ensure that they don't creep around behind you and knife you between the shoulder-blades in the meanwhile. It looks fast, deep and exciting.

In order to keep it fresh throughout the game, Firefly is also building its RPG-style progression system entirely around combat moves. Rather than powering up statistics ("hmm, spend points on SPI or INT? Decisions, decisions...") as you progress, each level allows you to unlock upgrades to your combat moves. The team wants to make levelling up into a meaningful event, says Bradbury; something which visibly improves your character, giving you cool new combat animations and abilities.

Overall, the aim is to create something that isn't vastly intricate and hardcore in the sense that many stat-heavy D&D based games can be. It's not that Firefly can't do depth - Stronghold is one of the most intricate and complex games on the market - but that the developers feel they can bring that depth to the genre through tactical combat and well-realised narrative and environments. From the promising fraction of the game we've been exposed to so far, it would be worth tracking the developers' progress to see how well they do, and with a year left to run in development we'll be sure to do just that.

Dungeon Hero is due out on PC and Xbox 360 next year.

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Comments: 1-34 of 34 in total

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rhinoxious
16/05/08 @ 11:09
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Looks interesting, plenty of good ideas, hope the final polish lives up to them.
koji_m
16/05/08 @ 11:10
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sounds and looks interesting, we'll see what gives
Dynamize
16/05/08 @ 11:11
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Sounds promising. Hopefully the cows won't suffer from a strange malady.
Azazel
16/05/08 @ 11:11
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Sounds good.

Crap title though.

It's like the most generic thing that a random fantasy rpg name generator could spit out.
McLovin85
16/05/08 @ 11:18
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For a second i was really excited because that picture looked like Kratos but then i saw what the title was and i became deeply disappointed.
Krelle
16/05/08 @ 11:26
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@Azazel: Mayhaps thats the point.

I dont understand why, but its probably their intentions.
Chufty
16/05/08 @ 11:33
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Maybe this is a working title? Hopefully.
PearOfAnguish
16/05/08 @ 11:43
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"Firefly wants to use that setting to explore the whole idea of an underground world. The "dungeons" in the game are subterranean cities"

See also: Arx Fatalis
Brilliant game. When are we getting a sequel, Arkane?
TheBoyChris
16/05/08 @ 11:43
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Sounds very promising indeed - totally agree with the goblin/spider comment.
Gnort
16/05/08 @ 11:44
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I agree, if you are wanting to do something that stands apart from the usual fantasy cliches, why give your game possibly the most generic fantasy name ever?
OrgasmicMutton
16/05/08 @ 11:48
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Sounds kind of cool; the whole ridiculousness of looting treasure chests guarded by generic Orcs never appealed to me. Plus I agree with them on how they want to handle the levelling up.

The game sounds more like a fantasy version of Vampire the Masquerade: Bloodlines with a different style of combat. If it is then it definitely appeals to me.
Stupid_Fat_Hobbit
16/05/08 @ 11:50
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Sounds pretty interesting. Let's just hope it's not entirely rendered in shades of brown and dingy, though.
Crea
16/05/08 @ 12:06
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Sounds pretty cool! Colour me interested.
glaeken
16/05/08 @ 12:20
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Could be good. Shame they are not doing a console version of Stronghold though as I can see that working well on a console.
sergeantdisco
16/05/08 @ 12:29
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Like the look of this very much, lets hope the combat and final polish of the game lives up to their ambitions.

It's certainly nice to see more developers trying to move away from the whole "+1 Broom of Sweeping" fantasy RPG mentality.
mikeck
16/05/08 @ 12:40
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This game sounds promising thus far, sure the name sucks balls, but hey as long as it plays well who cares :)

Jheronimus
16/05/08 @ 12:48
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Looks promising, sparked an interest in this game for me!
Schiraman
16/05/08 @ 13:31
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Sounds like they have some great ideas, except for the rubbish name.

OTOH they say they're trying to get away from D&D clichés and then have a game set in a series of dungeons where you're fighting goblins. Way to break the mould there ;)

Also: does this mean that the muted colours so typical of modern/sci-fi shooters are now spreading to fantasy games as well? How depressing.
Dagdriver
16/05/08 @ 14:52
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sounds cool, when i play rpg's its actually mostly for the fighting - not the numbers ;o)
Nithron
16/05/08 @ 15:06
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This does sound great. I've ended up with a deep dislike of the whole fantasy genre, not necessarily because it's inherently bad, but because game developers insist on rehashing the same damn setting, characters, play mechanics and in some cases storylines over and over again until it's eventually become as irritatingly repetitive and overused as World War 2.

*deep breath*
kelly's_h
16/05/08 @ 15:21
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I'd like to see this guy and Krotas trying to rip each others guts out.
miiiguel
16/05/08 @ 17:44
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Sounds/looks very nice, but the name sux...
hiddenranbir
16/05/08 @ 19:30
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Hopeful, look forward to it.
Aphexman
16/05/08 @ 19:33
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he looks like kratos from gow
Transcendent
16/05/08 @ 22:17
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The title is wonderfully satirical. And there needs to be more games where you play 'on the other side'.
farticusmaximus
17/05/08 @ 01:43
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The way they describe the combat and progression actually sounds a lot like the Conan console game, which I enjoyed quite a lot. Hopefully it will be a bit deeper though.

No mention of any kind of puzzle solving element. Are dungeon crawlers really enough to satisfy these days...?
bcolter
17/05/08 @ 02:36
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Keep us posted EG...
Reihn
17/05/08 @ 12:12
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Okay so this game *does* sound wonderfully promising, but . . . surely preview writing shouldn't be this praise-heavy.

This article reads like it was written by Firefly's mum - assuming, that is, that Firefly's mum had as good a command of the queens English as does Rob Fahey. ; )
aine
17/05/08 @ 12:21
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"We're not very good at blowing our own trumpet," he sighs

i know what he means, i've been trying to do that for years :(
bonker
17/05/08 @ 12:46
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"In order to keep it fresh throughout the game, Firefly is also building its RPG-style progression system entirely around combat moves. Rather than powering up statistics ("hmm, spend points on SPI or INT? Decisions, decisions...") as you progress, each level allows you to unlock upgrades to your combat moves. The team wants to make levelling up into a meaningful event, says Bradbury; something which visibly improves your character, giving you cool new combat animations and abilities."

I was getting stiff until this point. Anything 360-related with a sniff of RPGness about it gets me excited since I finished trawling through every last detail that Oblivion (RIP) could offer me (which was, y'know, fookin ages ago) but this kinda makes it sound like just another dumb bash-em-up.

I have no home.

*sob*
craziii
18/05/08 @ 02:12
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why bash the name? it is a dungeon crawler, just different than all of the others that are base on D&D. still a year off, this news is to soon.
Edited 1 times, most recently on 18/05/08 @ 03:27
Guv
18/05/08 @ 12:47
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Go Firefly! Gotten a bit bored with the bad spin off games trashing the Stronghold name by now so this seems like a step in the right direction.
haowan
19/05/08 @ 07:16
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The last thing fantasy needs is sombre, serious treatment.
penhalion
19/05/08 @ 11:01
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Serious question

What was Stronghold?

Yes I'm being serious. I can't place the name at all!

Comments: 1-34 of 34 in total

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