Not only is XP gained, but the resources scavenged are used to upgrade your tools of destruction for an even broader demolition.Īs simple and inelegant as this process is, the loop is irresistible. Whereas the addictive grind of other RPG’s lies in gaining XP from destroying enemies, Dysmantle does you the courtesy of granting XP for anything. Of course, these similarities become a minor notice in the grand scheme of what Dysmantle delivers. In actuality it feels a bit more like Diablo to play, only with a far narrower scope of character build and abilities. The simple standard and strong attack, the dodge roll, bonfires and enemy respawns clearly echo FromSoftware games, but with a budget isometric indie vibe. Considering that so many of its gameplay elements are borrowed from the likes of Souls and Zelda games, it’s quite a feat that it can stand out on its own.Īt first glance, Dysmantle doesn’t really seem like much. Possibly the greatest success of Dysmantle is in how its niche aspect dominates your impression of the game. This phenomenon would be fairly easy to patch out, of course, but it does detract from the studio’s obvious intent at requiring a certain amount of level progression before even being able to step foot in certain areas.Dysmantle PS5 Review – A Ridiculously Addictive Survival RPG That Will Dismantle All Your Free Time Break Stuff I have a clip of a 15-zombie train following me around, trying in vain to hit me, as I rolled halfway across the map. However, I found that the player can actually spam this mechanic and essentially be impossible to be 2hit by enemies. There is a roll mechanic in Dysmantle that allows the player to quickly dodge an attack by diving in any desired direction. Another issue with the combat that I found was a way to sort of “cheese” the zombie dodges so-to-speak. The zombies in Dysmantle seem to have a 30-degree field of vision, making it relatively easy to sneak by most of them however, once the player is seen, they will be chased until the ends of the Earth with the enemy somehow being able to track the players movements and trajectory around rocks, plateaus, and buildings despite an obviously broken line of sight. While the missions and opportunities for exploitation of resources were second-to-none, the enemies battled by the player can sometimes feel too robotic or unreasonable, and the combat can feel clunky. The sole flaw that I managed to find in this, otherwise, outstanding game, was the combat and AI. I also adored the inclusion of cutscenes and easter eggs around the map, very covertly crafting a tight and intriguing narrative that managed to keep the player reminded of their exfiltration goal while still pulling on those strings of curiosity that keeps us saying “I’ll play for just 30 more minutes then head to the exit” all night long. The interactable objects in the environment and the movement from the player never feels glitchy or stagnant and I found almost no bugs during my many hours on the title. The world is rife with mysteries both ancient and contemporary to be solved, ponds and lakes to be fished, farms to cultivate, cryptic messages to uncover, exciting and rewarding challenges, and a discoverable recipe book that would make Bobby Flay weep.ĭysmantle also looks fantastic, leaning into the creamy, vibrant colors and mechanics that the Proprietary Engine provides. The method of acquiring and storing materials is convenient as well, as your total storage of materials (via campsites which can be discovered and unlocked around the map) is never limited, solely the number of materials you can carry in your backpack as you travel (the backpacks can also be upgraded to add space or slots for material bunches). The fact that Dysmantle can be completed, more or less, at the player’s desired pace, adds to its brilliance, gifting players the agency to decide if they want to simply speedrun their way to escape, or if they want to get a bit cozy and “100%” the game. The design of the game’s progression is outstanding, utilizing the “completely open world, but you’ll get killed in half a second if you go to X region too soon” formula of games such as Witcher 3, a method of game design that gives players the outright freedom that so many desire from RPG games. RPG games are a slippery slope for developers, as it requires the inclusion of an immersive story, fluid mechanics, an abundance of explorable content, and a leveling system that motivates further exploration. RPG games can often feel incredibly empty or bleak, as seen in the failure of Infestation or any RPG with the dreaded “hunger bar,” or incredibly “grindy” for little payoff as observed upon No Man’s Sky’s sloppy initial release. I think what sets Dysmantle apart from so many other, lesser RPGs that I’ve played, is the game’s unbelievable replay value and reward system.
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