Dungeon Hunter 4 [Free] looks to bring some balance back to the series with the return of an actual story and a greater emphasis on
traditional dungeon crawling.
Much like The Legend of Zelda: Breath of the Wild did away with
traditional dungeon mechanics, Pokémon Sun and Moon eschewed traditional gym battles for trials that include battling, collectin rare items, and other fetch quests.
Don't
expect traditional dungeons with keys and locked doors or hidden Heart Containers either, instead tasking you with visiting key areas and completing dozens of Shrines - which you get a taste of early in the game - for new Spirit Orbs to trade for permanent upgrades and other abilities.
While traditional dungeons still appear in very unconventional ways, the shrines offer another dimension to the game that you'll be thankful for once you realize just how big Hyrule actually is.
Whilst Trillion was a unique RPG with an aim of defeating a boss with one trillion health points, MeiQ is a more
traditional dungeon crawler.
There's also not an overwhelming sense of urgency with VIIR like there is with other,
more traditional dungeon crawlers.
The second installment in the Legend of Grimrock franchise reminds us why hardcore,
traditional dungeon crawlers can be so addictive and beautiful experiences.
The compulsive loot hunting and brisk combat that drive Dragon's Crown have also fueled beloved franchises such as Diablo and Dungeon Siege, and there are gimmicks and activities that add variety to
the traditional dungeon - crawling experience.
With TDS being
a traditional dungeon crawler in the truest sense, one can expect a labyrinth of hallways and rooms with traps, puzzles and all sorts of nasty creatures awaiting them at every possible turn.
The developers have altered
the traditional dungeon - crawler format by implementing new systems that make the game feel more dynamic.
Touting itself as as «the next step in the evolution of
the traditional dungeon...
Do you agree that Zelda games need more
traditional dungeons?
This job posting is also an interesting deviation due to the fact that Breath of the Wild abandoned
the traditional dungeon format of many of the Zelda games, instead opting for a more open environment.
They also serve as the closest thing to
traditional dungeons in the game, though they're more akin to four gigantic puzzle rooms with concluding boss fights than the intricate, deadly sprawls offered in past games.
I think other than lacking in the story department and
traditional dungeons, this is hands down the best Zelda gameplay-wise.
For me, all they need to do is make a more compact «open world» with
the traditional dungeons / item progression.
Stranger of Sword City (Vita): From the dungeon crawling geniuses behind Demon Gaze, this new title takes a decidedly more Western approach to
the traditional dungeon crawler and infuses the game with dark fantasy themes, new gameplay elements, and the ability to compete with fellow players through a leaderboard system.
More controversial was the Temple of the Ocean King, a different take on
the traditional dungeon mechanic that incorporates time limits, stealth, and near - invincible bad guys that can wipe out Link with one hit.
For fans, hearing Nep remark about how plentiful her own adventures have become will be a bigger reward than
the traditional dungeon crawling.
Each one offers a traditional one - room Zelda puzzle that you can imagine from
a traditional dungeon, but using Breath of the Wild's new tools.
This is
traditional dungeon crawling right there.
This new take on
the traditional dungeon - raiding game promises intense action and a witty storyline.