3 talismans left before I could fight the last boss, and I already sunk like 11 hours in before I know it. Wanna write some impressions...
I'm a big fan of old-school BEUs and regard D&D shadow over mystara and AvP as the cream of the crop. I used to play these games over and over for years. To me, repetitiveness in BEUs is not a problem as long as they have good level designs, memorable bosses and solid combat mechanics, because I play them with the goal of being able to finish the games on 1 credit in mind.
When I first heard DC has a leveling and enemy scaling system, I was worried b/c BEUs with leveling usually makes a simple replay difficult or more specifically, unbalanced (going back to stage 1 with a high level character = snoozefest) While I'm only level 25 for now and don't know what they have in store on higher difficulties and such to mitigate this, I can see that this is somewhat of a problem for DC as well. Of course, I can understand it is two fairly different design paradigms between a linear BEU against a BEU with a growth system and selectable stages.
to better explain how I feel, the entire "campaign" flows like this:
- you have to play the first 9 stages on route A offline before you can unlock stables for online
- after that, all 9 stages will have their B route available. I was worried that B routes will be exactly the same as route A except the bosses. Fortunately they're a totally different level and have different enemy layouts, except that being in the same area of the world route A and B have the same setting.
- at this point everything on route A will be scaled to level 17 on normal. This is their way of making the game less boring when you need to go back to route As to wrap up sidequests or to grind.
- you have to defeat the route B bosses on all 9 stages under certain conditions (mostly under a time limit) in order to obtain a talisman. After you collected all 9 talismans, you will be able to fight the final boss.
I can imagine once you reach the level cap on normal (35), most stages will become a cakewalk and thus you cannot derive the same level of fun as your first run in subsquent replays. I know the game is not structured like a linear BEU and I cannot expect it to be replayable like one, but boy how I wish they included some sort of an arcade mode!!
I was also a little disappointed to find out there's a lack of special joystick motion moves. To me there is an inexplicable charm to do fighting game moves in BEU games. However battles usually get quite chaotic, and there is enough moves on the movelists to get you in and out of any situation. You could die very easily if you try to just button-mash your way through. At the end of the day, giving players the different maneuver options in combat is what separates the best brawlers from the rest. So in this regard I think the game redeemed itself in my eyes.
One last peeve I have about DC is the loot system. I like loots when they're handed out sparingly enough so that it actually feels satisfying. In this game you get loots at the end of every stage, and on average you will gain 3-5 pieces of weapons and 2-3 pieces of armor. All gears are ranked and limited by levels. The problem is, a level 20 rank B weapon is likely better than a level 17 rank S weapon, even rank B stuff are probably 10 times more common. To put things in perspective, you usually gain enough exp to level up once after clearing 1 stage, so you're also constantly having to micromanage and refresh you gears. This creates a problem where you're never attached to a single piece of your equipment since they're all treated like disposables, and also negates the effect of having a different graphic for different weapons. They might look different but who cares if they lack identity?
Phew that was a long rant. I'm sure I will have more to bitch about after spending some more time with the game, but for someone like me that had been wishing for some sort of spirtial sequel to D&D SOM, this is as good as it gets.