Labyrinth of Zangetsu

Labyrinth of Zangetsu

released on Sep 29, 2022

Labyrinth of Zangetsu

released on Sep 29, 2022

Labyrinth of Zangetsu is new 3D dungeon RPG by Acquire. Its gameplay systems are a return to the "roots" of hack-and-slash. It is a title that emphasizes "wa" (the Japanese-style), which is Acquire’s specialty. It depicts a “deep” world view illustrated by ink painting brush strokes. And features a “mixture of wa” sound that channels the music of Japan’s various eras, from "gagaku" (traditional Japanese music and dance) to "noh" (traditional Japanese masked dance-drama). Labyrinth of Zangetsu is developed based on these four keywords.


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A Wizardry clone that modernizes the traditional systems and gives them a beautiful coat of paint, but utterly fails at dungeon and item design. Also hampered by lackluster dungeon graphics past the first dungeon and a weird difficulty curve.

Nearly every non-spellcaster class possesses a variety of in-battle skills, giving attackers more to do than hack away every turn forever. Each class has a niche: Warriors are tanks with extremely strong single-target physical attacks but no other options; Samurai have excellent damage output but poor defense for a frontliner; Monks have a grab bag of special attacks but no strong single-target attacks; and so on. Besides ensuring niche protection, this encourages you to multi-class. Unlike in Wizardry, multi-classing is a fully functional system that works about how you'd expect it to, though halflings' and half-onis' wacky statlines make it hard for them to meet the prerequisites of some classes.

Other key modernizations: fixed encounters are visible as pools of fog; item information is fully exposed; level drain and aging (but not, surprisingly, permadeath!) are out; ironman mode is a toggle rather than an obligation. Unfortunately, the game's big gimmick, max-HP-reducing attacks, doesn't really work: the only way to restore your max HP is to return to town, and there's rarely a compelling reason not to return to town, so when you get hit with one (which is pretty rare), you just return to town.

The art is excellent. Enemies look cool; the character portraits, while few, are good; the UI is fairly stylish (if you can excuse the inexplicable bloom). Dungeon graphics are a bit weaker: the first major dungeon is a gorgeous blend of 2D and 3D, but everything after looks like PS2 textures as seen through a crappy black-and-white filter. The music is outstanding, but the battle theme's lead-in is longer than the average encounter; it wore on me before the game was out.

The big problem: the dungeons are really boring. Like, less interesting than the ones in Wizardry 1, the decades-old game that founded the genre. The penultimate dungeon was decent aside from some truly heinous mandatory secret doors, but it takes maybe eight hours to get there, and then the final dungeon sucks again (mostly because it's incredibly short, leaving you to grind to fight the final boss).

Equipment drops are unvaried and largely boring until the final dungeon, which hands out special items like candy. A DRPG with boring items is almost as bad as a DRPG with boring dungeons, and this game is both.

Also, there were a few large difficulty spikes. The first, a quartet of heavy-hitting minibosses partway through the second dungeon, made me drop the game until I came back and spent an hour grinding. The second, a pair of even heavier-hitting minibosses at the start of the final dungeon, was maybe half that. The last, the final boss whose AoE attacks can take out endgame-level thieves and wizards in a single round, took a few hours. The common thread here is that there isn't really any way around it: if you don't have enough HP, you gotta grind (and probably reclass your characters so they can level faster and get more HP). I'm not particularly enthused about spending four or five hours in a 15-hour game grinding, especially when said game costs $40.

The localization has some small technical issues, but it reads well.

Overall verdict: absolutely not worth your time or money, but a sequel with better dungeon design might be.