Developing a game for an established genre is a difficult task. You have to design the game, drawing from titles you’ve enjoyed in the past and integrating those concepts with your own ideas. You need to polish and refine established gameplay to make the game fresh and interesting while remaining true to the core experience fans expect. I imagine the most frustrating moment for a developer comes when some jerkface reviewer comes along, appraises their efforts, and calls the whole thing a “Diablo Clone”.
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Actually, “clone” isn’t fair at all. Diablo “clones” are just games which belong to a genre nobody has bothered to name. They get lumped in the with “RPG” games, which doesn’t make any sense. For whatever reason, “RPG” has come to mean “game where you level up”, which is a genre so broad as to be meaningless.
Pedantic etymology aside, Depths of Peril is a particularly good example of whatever kind of game you want to call it. It’s the first one I’ve seen in years that had the guts to innovate and evolve the gameplay set down by Blizzard Entertainment a decade ago. (Fate was the last Diablo clone I played. My review is here. Dungeon Siege is another I’ve played, and the review for that can be found between the following quotation marks, “Meh.”)
Appraising games like this is like judging chili recipes. Each one is a slightly different mix of the same essential ingredients: Wilderness areas with little side-dungeons to explore. Fixed character classes with set appearances. Random loot drops. Quest-dispensing NPC’s in town. Common, Rare, and Unique item types, along with collect-them-all item “sets”. NPC hirelings to accompany you. Elite and unique monsters. Health and mana potions. A smattering of attribute and skill points to “spend” on each level up. And so on. The ratios of the ingredients change, but in the end they’re all making the same thing.
Depths of Peril hits all of these key notes you’d expect, offering up a nicely polished experience built atop familiar and established gameplay. But the thing that sets Depths of Peril apart is the fact that it’s not really an RPG. It’s a strategy game.
Continue reading 〉〉 “Depths of Peril:
First Impressions”
T w e n t y S i d e d

