A game that probably had a larger influence on things I like than I realized up to this point. It clearly made the way for a lot of ARPGs, looters, the slower pace of things like Dark Souls. The game comes with an everpresent feeling of dread, between it’s bleak atmosphere, the limited character movement, the fact that enemy models disappear if they’re outside of your character’s line of sight or the radius of a light source, not to mention the lack of map markers, meaning you’re always having to take it slow, venturing forth into the unknown, something that doesn’t go away on subsequent playthroughs since the maps and dungeons generate procedurally per each playthrough. The enemies as well can be brutally unforgiving. If you’re reckless they’ll chew you up and spit you out, but never do they feel unfair (except Duriel, fuck Duriel). It’s a game with a lot more patience and trust in the player than your average looter today, and I think despite a handful of dated little wrinkles in it’s design (much of which is smoothed out in Resurrected), it’s proven itself for the most part timeless.

Reviewed on Oct 22, 2022


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