Adventure Time Explore the Dungeon Because I Dont Know Review
WayForward's 2d video game have on Adventure Fourth dimension switches format from the Zelda II wannabe that final year'southward Hey Ice King, Why'd You Steal Our Garbage? adopted, instead taking the grade of a Gauntlet-inspired multiplayer RPG. In light of this new approach, we thought information technology would be advisable to ask husband-and-wife Adventure Fourth dimension David and Nadia Oxford to tackle both the game and the review together.
DAVID: Let's start by addressing the Tree Trunks in the room. Adventure Time: Explore the Dungeon Because I DON'T KNOW! should never take been a retail game. Maybe if WayForward were going with the whole "Special Edition" package for fans it would brand sense, but even then, we likely would have been ownership it more than for the bonus swag than equally a game that comes with bonus fun stuff. But they only did that for the Nintendo 3DS version, so I'thousand not really sure what to recollect.
Mind, that isn't to say this is a bad game; it's simply the kind of thing that would have thrived equally a download-only title (eShop and the similar however) with a lower price point. The semi-premium $40 they're asking for it doesn't make sense.
NADIA: Yeah, totally in agreement, even though it physically pains me to say annihilation negative about a title that spoofs Dragon Warrior II's title screen so beautifully. Heck, given the game's overall retro theme (8-flake graphics, Gauntlet-fashion gameplay), now I want an Enix-era turn-based Gamble Time RPG more than I want my ain Rainicorn.
DAVID: You have to give the developers credit: Hazard Time is one of those cases that'due south tough to win on a graphical standpoint, since the source material'southward blitheness wouldn't translate well into 3D polygon models. Matching the 8- or 16-fleck style here to match the Gauntlet-fashion theme was an inspired selection.
NADIA: I take no major complaints virtually the graphics. Marceline'due south umbrella (seen only when she's above ground and in the dominicus) is ambrosial. Far as I'm concerned, a game can utilize any style it wants every bit long every bit it shows me a good fourth dimension (which is why I've dropped a off-white sum of money on dissimilar iterations of Cave Story, and volition go on to do and so until the lord's day turns into a bloody reddish lump).
But gameplay is where things become sticky with Explore the Dungeon Because I DON'T KNOW!. It takes its sweet time getting you fired upwardly. For the first couple of levels, you're similar, "Ha ha! I'm Jake! I'm stretching over pits and using a kitten gun confronting skeletons and birds with shivs for beaks!" Then you hitting level thirteen, and information technology's more like, "I'm Jake. I'm stretching over pits. I'm using a kitten gun against birds with shivs for beaks."
The first 20 levels utilize identical textures, present very piffling enemy variety, and spread those enemies far apart and so you lot spend more time getting to them than you do actually fighting them. Worse, the levels are big, the characters movement excruciatingly slowly, and Glob aid y'all if yous're non using someone capable of floating over pits and other traps.
DAVID: Which is basically Marceline in a nutshell, as she pretty much owns this entire game (almost accordingly, equally she seems like she'd fit in well with WayForward's growing bandage of femme protagonists). She may have a few disadvantages, like less health and an disability to block, only everything else she has going on makes upwardly for it in spades, not the least of which being that she's the fastest character and, as noted, tin can float over pits.
Crossing pits isn't unique to her. Amongst your starting foursome, Jake tin do it also, just he'south much slower at it -- and slower in general. It really kind of kills the pacing when one player is so much faster than the others (more and so if they have the speed token) equally one player zips around the map fighting enemies and grabbing treasure while the others struggle to keep upward.
In general, the need to utilize the speed tokens to achieve a decent speed shows just how much of a slog normal gameplay is. And as noted, this is even more problematic in the early going when at that place are fewer enemies around the dungeons to aid intermission upward the unproblematic act of moving around.
NADIA: Interestingly, I found the game less monotonous when I was playing alone and equipped Marcy with a speed token to double my walking (floating?) speed. I'thou not certain why WayForward didn't simply make all the characters move faster, period. Frankly, if I'd not been playing alone with a juiced-upward Marcy, there's no way I would have been able to terminate the second dominate fight, which involves outrunning an aroused prison house mob. Having a second player trailing behind at normal speed only slows things down also much, even with the speed-boosting honey free energy drinks scattered here and there.
Explore the Dungeon Because I DON'T KNOW! does pick up quite a chip by the Ice Caves level, but enemies are still tedious to take down because they require so many hits. It doesn't help that upgrading your characters' stats is borderline impossible because the upgrades are expensive, treasure is dished out in small quantities, and if yous don't use what y'all've got when you surface every 5 levels, Princess Bubblegum takes everything you've got before y'all descend again. She calls it "candy tax."
Allow the candy people pay the candy tax. I pay the half-demon vampire tax.
DAVID: Candy Kingdom economics suck. You're ever picking upwardly treasure, and even if you're sharing it between two players every bit needed, one of yous might be lucky enough to purchase i or 2 good upgrades here or at that place, or an detail. And that might even be okay, except each graphic symbol levels up independently, and so trying to make whatever progress across the board is going to be nigh incommunicable, short of perhaps getting 4 people playing.
That brings us to another upshot in the game: Multiplayer is local-only. A game like this feels like it'due south made for multiplayer, and online multiplayer at that. Run into: Diablo. Unfortunately, no version of the game has anything similar this. On the other paw, when you've got bosses like the aroused prison house mob, they're just as likely to get swallowed up without speed boosters, and then it's a chip of a lose-lose suggestion either way.
The more I think nigh information technology, actually, the more I'thou at a loss. The game seems similar it should be a total-on multiplayer boom, since it features a number of Adventure Time characters, and is merely overall filled with great Adventure Time jokes. Only for every reference, there's a problem with the game'due south mechanics.
The Nitty Gritty:
Visuals: The Super Nintendo-style sprites fit in well with the retro hack-and-slash gameplay. The whole package feels like it'd exist at dwelling on a xvi-bit system, which might make you all the more wary of paying full retail price for the game.
Sound: The music doesn't stick to your brain, nor does it arrive the way. The voice acting is perfect, though the audio clips get repetitive later on a while. Marceline sings ofttimes, which is proficient.
Interface: Movement with the control stick. Assault with a button. It doesn't go much more complicated than that. Response time is fine.
Lasting Entreatment: Man, there are over 100 levels to explore here, so wait to stay busy for hours. The question is whether or not yous'll be entertained enough to stick around that long.
NADIA: Yeah, Adventure Time: Explore the Dungeon Because I Don't Know! dishes out a lot of love to the Run a risk Time universe, but gameplay-wise, it's merely okay. Information technology's not quite the game Adventure Time deserves, only neither will information technology eat your infant similar a baby-eating fox.
iii/5
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Source: https://www.usgamer.net/articles/adventure-time-explore-the-dungeon-because-i-dont-know-review
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