Don't be discouraged by the numbered entry of this Dark Quest console release. While it may be the third in a series it is easily a standalone adventure still worthy of your attention. Melding the quest focused traversal of tabletop RPGs, light deckbuilding mechanics, and RNG based roguelike elements 'Dark Quest III" has you controlling a band of heroes or heroines as they battle against a malevolent evil in the guise of a power-hungry wizard.
It is this wizard turned to the dark side in vague Voldemort fashion that is the adventure's master. Through his ongoing narration via multiple choice encounters and situations you will build up your troupe of mismatched characters as they continue to travel the lands to the point of confronting the vile wizard himself. Hopefully defeating him, and returning to claim the fortune and fame ...
The setup in this seemingly overwhelming undertaking that is 'Dark Quest III' is simple once you learn the gameplay gimmicks, and gameplay loop. At the start of the adventure you choose from four out of twelve heroes/heroines who are of specific classes with cards centered around said classes. This includes your bog standard Barbarian, Dwarf, Wizard, and Archer to start with. Only opening up to a more diverse casting when you stumble upon, and rescue them in-game. Making each character unique in play style, and useful according to their individual range and attack archetypes.
As you progress through multiple choice encounters, and pop-up situations you'll find the opportunity to build upon your troupe's cards, and equipment as well as buff them up with boss earned runes. Amassing coin and crystals on occasion as well which can, in turn, be put to use in unlocking more permanent upgrades via the locales you find yourself in.
The Heroes & Heroines ...
Each hero or heroine comes with predetermined base stats including that of health, damage, defense, and speed. These base attributes coincide with card based skills that can be enhanced further by defeating mobs of enemies, and applying the won upgrades to either the attack cards or hero cards. Some cards, such as the attack cards, will act as basic damage dealing options of the melee or magic kind while others, like the hero cards, are more gimmicky with things like defensive parry options, throwing weapons, or other useful actions that can aid in combat.
In addition to these core cards comes complimentary equipment cards, runes, and potions. Equipment cards offer weapons or gear with bonus stats that can be applied to a single characters whereas runes earned from defeated bosses will affect the whole gang of onboard heroes/heroines adding to the health pool, defense or offense. Leaving the potions to act as limited use boosts to offense, and defense when obtained through multiple choice situations.
In the way of progress the narrative and multiple choice based encounters or situations drive forward your trek from start to finish. Offering up optional battles, boss fights, vendors, traps, secret areas, treasures, and other things that require the RNG of dice rolling to pursue. It is through the dice that your fate is often times sealed as it is the one force you cannot counter, but must rely on to continue onward. The only thing staving off death being the maintenance of heroes/heroines, and the upgrading of the cards and equipment per turn.
Thankfully earned crystals can offer an ongoing advantage should you fail. By spending crystals on permanent area upgrades you'll gain access to helpful perks that will be there the next go around. Things like bonus gold or crystals as well as health regen, and even special equipment or cosmetics can be unlocked permanently for the right price. Thus it incentivizes the grind, and makes these mostly manageable mini-sessions of gameplay be more gamer friendly. Offering up a board game inspired experience with a blend of light deckbuilding, and roguelike features.
The Verdict ...
Dark Quest III is a delightful take on the roguelike genre. It incorporates a well connected trio of features taken from and inspired by the TTRPGs of yesteryear, deckbuilding games new and old as well as modern roguelikes. It's light on the story, and heavy on the interaction. Making each choice paramount in meeting that end goal. While there is a grind required to get you where you need to be in order to win it is still fun enough of a journey getting to that point. The really good thing is that this is the type of game that can be digested in short lived sessions, and is in no way comparative to TTRPG campaigns that last for hours, days, or weeks on end. Mind you, it still encapsulates such a rich experience, regardless. To that end it gains my respect as a gamer, and my recommendation as a reviewer! Pick it up in a day or two when it releases!
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