Reviews from

in the past


In an unique instance, ChunSoft collaborated with Namco and Arika for a spiritual sequel of arcade classic Tower of Druaga, in the form of their flagship Mystery Dungeon series, making one of those "you got peanut butter on my chocolate" combos that actually work damn well.

You play as ever gilded-plated Gilgamesh -- Gil for short -- venturing back to the former location of the tower after a bizarre event took Princess Ki again, only except of going up our hero ventures to the unknown cursed nethers.

Nightmare of Druaga is a BRUTAL entry, just like Mystery Dungeon games can be, and the dark fantasy setting on this one does wonders with the pacing. You will often be poisoned, cursed, and surrounded by lethal fiends that won't hesitate to take all your gold and items you worked hard to acquire on your journey.

This is one game that is often overlooked and is darn well worth your time if you like a darn good challenge and classic chivalric fantasy.

Primeiro Mistery Dungeon que joguei na vida e ainda é o meu favorito. Muito difícil e punitivo, divertido e incrivelmente charmoso. Deve ser meu dungeon-crawler/roguelike favorito

não recomendo, mas jogaria de novo sem pensar duas vezes.

The Nightmare of Druaga - a joint effort between Chunsoft, Matrix Software & Arika and part of the Mystery Dungeon series, is also a sequel (20 years later) to Namco's highly influential The Tower of Druaga. However - its mazes actually kept the hand-crafted, cramped designs and find-the-key objectives of the first, albeit drowned in MD mechanics (hub town, roguelike setbacks, elevation, item retention) as well as brand new ones (weapon/armor enhancement, synthesis, offerings) which even include adaptions from classic Druaga (destructible walls, will o wisps, time limits). Two similar 'revisions' also form the best of this feature jumble: Their equipment-based skill system, a set of special abilities capable of transferring to other gear, and bonus dungeons: high risk, high reward floors that forgo EXP in favor of better loot (reminiscent of Dark Cloud's extra areas).

Losing its randomly generated floors - though, left gameplay with a void in variety that its level design and puzzles couldn't quite fill. But apart from the very basics, and despite its notorious difficulty, this works as a summary of all the ideas they've tried so far with the Mystery Dungeon games.

Remarkably focused Rogue-ish dungeon crawling with warm-blanket atmosphere. The resources you have, and the movements you make, all carry enough meaning to make each input something to agonize over. Got repetitive for me towards the end of my time with it, but mostly 'cause I did a lot of dying.