Necromancer’s Sword, Review: Defy Death
We analyze Sword of the Necromancer, an RPG in the style of the dungeon explorer, with some roguelike aspect and a very deep story.
You’ve probably heard of Sword of the Necromancer in May last year, its success on the Kickstarter platform attracted a lot of attention, Since their initial goal of 15,000 euros they have managed to raise more than 200,000 euros. This may be due to increased expectations for a very diverse standalone video game, with more content and mechanics more adapted to dungeon-crawler and roguelike, but its content is more prominent in the narrative, in its visual style and in certain points of the gameplay that make it entertaining. It is developed by Grimorio of Games, which is also responsible for Super Hyperactive Ninja, and produced and published by JanduSoft, both based in Barcelona. On January 28, it was released on Steam, PlayStation 4, Xbox One and Nintendo Switch platforms. We will begin with a very deep and dramatic story. We will have to fold Necromancer’s Sword, turn our enemies into allies and help our friend to bring her back from the dead as soon as possible.
Legend has it that a heretic, deep in the mountains, decided to transgress the will of the gods in order to attain eternal life. The heretic successfully fulfilled his ability and among the tools he created was one of the Necromancer Swords. After this legend we move to the present day. Tama is an ancient bandit tasked with accompanying Priestess Koko on his pilgrimage across the continent. During her journey, Koko dies, and Tama decides to bring the body courtesy of the Necromancer, where many legends say that there is this power capable of resurrecting the dead. Full of despair, Tama enters the dungeon with the aim of gaining the forbidden power of necromancy and using it to recover Koko, yes, ignoring all of the dangers that lie in the shadows.
Tama and Koko: true living love
Undoubtedly the weight of the magazine and the story presented by Sword of the Necromancer is one of the strongest attributes in this game. Her story is completely dramatic and very deep with a love story, lots of emotion and a plot that will leave you trapped in knowing everything that happened. And because? Well, because the game will not tell you the whole story from the beginning, and we will in fact release memories during this adventure. These memories will be illustrated by some well-designed cinematic of anime drawings, with voices in English and a translation into Spanish, which will tell us much more about their history, their adventure and help us to know and understand our main characters Tama and Koko more. Of course, if you want to share this story with a friend, the game allows you to share a screen co-op with Remote Play Together, but unfortunately for us this option did not work for us (We know if it worked in beta and depending on the controller configurations it works or not, so we’ll wait to continue testing it later).
One of the hallmarks of the roguelike is that it needs to have a relaxation point and an area where our character feels safe and can become even stronger, as well as being able to access various options and attributes that allow us to more gameplay. different. Sword of the Necromancer gives us this area through the Altar. We will have two places here that will be central: the inventory and forgery, although we will also have a library where all the memories we unlock and where we can recall them will be stored. Inventory is very important because in our fight which we will explain later, we will only be able to access four objects we have equipped and four others in a complementary and optional bag, so if that is what we want to think on a good strategy, the inventory will help us a lot. Once inside a fort, we can access the inventory if it is visible in a room or when we are applauded.
For forging, we can improve weapons, relics and shields, adding attributes in exchange for materials or we can find these materials by breaking boxes in the dunes. The idea of forgery is very good, in fact, it gives that roguelike point that we need to give our character a more powerful feeling, but it is true that, In all my adventures I didn’t have to prove anything or find enough material to do it. So the improvement of my character has always been the same, taking into account that if you play easily, as is normal / difficult, if you die in a fortress you will be punished for losing all things and lowering the level, as that provides farming and / or keeping things in inventory can be very helpful. Nevertheless, the roguelike progress that the video game claims to offer is not entirely clear, and we do not appreciate it. great rewards for exploring an entire fort to feel more powerful.
Sword of the Necromancer is presented as a role-playing action game in which it will consist of exploring dungeons with roguelike elements, and it should be noted that the whole story should be enjoyed in order to enjoy the whole story. We will have to complete various races and there will be content over and over and over again, with no news. The roguelike can be seen in that the dunes are completely procedurally complex, so each race and exploration looks different. If we focus on our equipment, we will need to include the four objects we need to have assets up to a maximum of eight objects we can carry with us. The articles we store in the bag will not be used and, therefore, will not give any passive or active effect. We can exchange things at any time, but it will be a slow process and we ignore it on more than one occasion.
Our resting place: El Altar
The feature to highlight is the Necromancer Sword, a powerful sword that we managed to get and will help us resurrect enemies to become allies, but it is not necessary to recruit monsters. Between swords, potions and monsters, the inventory is quite limited and finally a favorite extra protection later, don’t kill an enemy by your side and a slow responding AI. Anyway, the idea is good, but we have not seen attractive gameplay fun, but entertaining and a bit monotonous.
As for our character, there are a number of traits to take into account, including the soul points (better known as Dash), the life expressed in hearts and the level. The level of the character will improve with the level up, this will give us better statistics: increase life, more soul points, strength, magic, among other things. If we play easily we will be able to maintain our level and continue, which I thought was good for a safer experience, and in any difficulty we will have the option in case of death to start the game at the last level played last time. It is not understood, however, that the character is more powerful or that the enemies are more vulnerable. I also did not know if the enemies had adapted to our level as I never knew more information from the enemy than his signal while attacking.
Continuing with the enemies, it is true that there is variety, but we will always face them at different levels in the dunes, with the only difference that it changes color according to its state: electricity, freezing, fire, among other things. Nonetheless, some mechanics become interesting and make us think of strategies so that we know how to finish that room before we move on. We got the key to the plant, and now? Now we will have to find the palm room to end it and reach the next level of the dungeon. The bosses have good fun mechanics and you can easily understand the difficulty we are playing accordingly. When removed, two fields appear, one is inventory and the other is to return to the altar. When we think that returning to the altar was a safe and relaxing option, it is so in the middle, because if you return to the altar you will lose the last enemy and you have to end it when you enter the dungeon. again. . It’s more of a way to relax and farm or level materials.
We already announced it at the beginning, maybe its content was pretty scarce or even the adaptation for the roguelike genre is obsolete at various points, but what stands out is its visual style. This is quite attractive and charming, but watching a few seconds of gameplay draws a lot of attention, and that is that his Pixel Art and the tonality of the colors used to create the world and its characters are very beautiful. The dungeons look the same, without much detail and fairness, but still the quality presented is adequate for the game they were trying to design. As for the sound part, it will always be with us, both the music and the sound effects. They can be a little repetitive and have very sudden changes every time you change fields or when you go to an enemy, something from our point of view is very unnecessary. What stands out is that dubbing of voice among the various memories we have unlocked, as well as the anime design they created for the characters.