Iratus: Lord of the Dead is a dark, challenging turn-based roguelike RPG where you play as an evil necromancer escaping from your dungeon prison to once again embark on the domination of the world.
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I did a run of the tutorial difficulty and half of a run on standard, for ~15 hours of play time.
Iratus follows the Darkest Dungeon formula fairly closely, but instead of trying to survive eldritch horrors, you are the horror. There's a lot to like about the idea, and Iratus does a good enough job with the units and combat itself. In fact, I think it actually does a better job than Darkest Dungeons in those regards.
Unfortunately, nothing else is quite up to par. The voice-overs have none of Wayne June's charm, and are sometimes even outright grating or uncomfortable. The artwork is serviceable, but not particularly memorable. There are some issues with the English in a few ability or item descriptions, which occasionally make it difficult to determine how things function. It feels like they had a writer fluent in English handle most of the game, but then a different dev went back in and added a few things without putting them through the normal writing process.
Most damningly, Iratus misses out on one of the most necessary characteristics for a roguelike -- variance between runs. Once you unlock a unit type, you are always able to build it as long as you have the necessary resources, and you generally will. You'll generally even be able to make a new unit of the same level as the ones you've been using due to enemy brain drops, further reducing any feelings of uniqueness to a run. There are few truly random events, and they rarely have long lasting effects. I don't think I saw a single item in the second run that I hadn't received in the first. As far as I can tell, you'll fight the same bosses each time as well. Each run needs to feel substantially different for a roguelike to be worth it-- otherwise, I'd rather just play a game that's designed for a single playthrough. Games like ToME handle that mainly through having a massive variety in classes, and DCSS/Brogue through forcing you to react to what's available in a run. Iratus doesn't really do either.
If you enjoy the Darkest Dungeon formula and just want more of that style of combat, I think Iratus is worth a shot for you. Similarly, if you prefer less variance, you may get more out of the game. For me, there just wasn't quite enough run variety or charm to counterbalance the inherently frustrating nature of this style of game.
Iratus follows the Darkest Dungeon formula fairly closely, but instead of trying to survive eldritch horrors, you are the horror. There's a lot to like about the idea, and Iratus does a good enough job with the units and combat itself. In fact, I think it actually does a better job than Darkest Dungeons in those regards.
Unfortunately, nothing else is quite up to par. The voice-overs have none of Wayne June's charm, and are sometimes even outright grating or uncomfortable. The artwork is serviceable, but not particularly memorable. There are some issues with the English in a few ability or item descriptions, which occasionally make it difficult to determine how things function. It feels like they had a writer fluent in English handle most of the game, but then a different dev went back in and added a few things without putting them through the normal writing process.
Most damningly, Iratus misses out on one of the most necessary characteristics for a roguelike -- variance between runs. Once you unlock a unit type, you are always able to build it as long as you have the necessary resources, and you generally will. You'll generally even be able to make a new unit of the same level as the ones you've been using due to enemy brain drops, further reducing any feelings of uniqueness to a run. There are few truly random events, and they rarely have long lasting effects. I don't think I saw a single item in the second run that I hadn't received in the first. As far as I can tell, you'll fight the same bosses each time as well. Each run needs to feel substantially different for a roguelike to be worth it-- otherwise, I'd rather just play a game that's designed for a single playthrough. Games like ToME handle that mainly through having a massive variety in classes, and DCSS/Brogue through forcing you to react to what's available in a run. Iratus doesn't really do either.
If you enjoy the Darkest Dungeon formula and just want more of that style of combat, I think Iratus is worth a shot for you. Similarly, if you prefer less variance, you may get more out of the game. For me, there just wasn't quite enough run variety or charm to counterbalance the inherently frustrating nature of this style of game.
O jogo é de fato divertido, tem muita coisa pra fazer, e em dificuldades elevadas realmente é desafiador, tendo que realmente pensar em uma build boa, pensar numa estratégia e usar os artefatos necessários para passar, a história do jogo é meio rasa, mas não impacta tanto no jogo. Os inimigos podem ser bem crueis quando eles querem estragar suas partidas, e há uma relativa variedade em cada mapa.
Em contrapartida, os seus lacaios muitas vezes são meio genéricos, mesmo que alguns são interessantes, a ideia de eles serem descartaveis não da uma profundidade pra eles, o que mesmo sendo esse o objetivo, não fica muito legal. O jogo é relativamente rápido pelo tanto de coisa que tem pra fazer, você nunca vai conseguir chegar no nivel maximo de algum personagem pelo motivo de que o jogo tem contado a quantidade de batalhas, nem upar você mesmo, ou upar as construções, exatamente pelo jogo ter muita coisa pra fazer e você ter batalhas limitadas, não permite você explorar tudo do jogo, o que desanima você jogar sabendo disso.
Enfim, o jogo, se for comparado como sempre é, com Darkest DUngeon, ele fica para trás por varios motivos, mas analsando ele como um jogo isolado, é um bom e tem um fator replay interessante, que te instiga a criar novas estratégias, tentar passar pelas dificuldades mais altas, é um bom jogo para jogar sem pressa
Em contrapartida, os seus lacaios muitas vezes são meio genéricos, mesmo que alguns são interessantes, a ideia de eles serem descartaveis não da uma profundidade pra eles, o que mesmo sendo esse o objetivo, não fica muito legal. O jogo é relativamente rápido pelo tanto de coisa que tem pra fazer, você nunca vai conseguir chegar no nivel maximo de algum personagem pelo motivo de que o jogo tem contado a quantidade de batalhas, nem upar você mesmo, ou upar as construções, exatamente pelo jogo ter muita coisa pra fazer e você ter batalhas limitadas, não permite você explorar tudo do jogo, o que desanima você jogar sabendo disso.
Enfim, o jogo, se for comparado como sempre é, com Darkest DUngeon, ele fica para trás por varios motivos, mas analsando ele como um jogo isolado, é um bom e tem um fator replay interessante, que te instiga a criar novas estratégias, tentar passar pelas dificuldades mais altas, é um bom jogo para jogar sem pressa