Steam store link (OST as the preorder bonus)
PS4+X1 later this summer
Death with Friends trailer
ArsTechnica preview
Idigitaltimes preview:
Bleeding Cool preview.
PS4+X1 later this summer
Death with Friends trailer
ArsTechnica preview
The other big difference from the Souls world: fully procedural levels. Harebrained decided to make its Necropolis fully randomized because they wanted a Souls-like game where permadeath was a primary feature—meaning, instead of mastering pre-defined levels and monster placement and seeking out restorative "bonfires," players had to prepare for random, increasingly difficult chaos every time they died. Still, players accumulate a currency of special "tokens" that carries over from session to session, which can be used to purchase "tomes" that unlock certain power-ups. Those tokens can also be blown to unlock certain rare treasure chests—which could contain valuable armor or weapons, or just junk.
A complete run of the game contains seven levels, each larger and tougher than the last, which are all made of pre-built parts that fit together like a neat jigsaw puzzle. The game's opening levels are total snoozers—all flat-floored caves with easy-to-track enemies—but later levels introduce some incredible 3D layouts, full of branching paths, high-up vistas, and beautiful design that gets a lot of mileage out of the Unity-powered engine's impressive draw distance.
Harebrained isn't reinventing the Dark Souls wheel with Necropolis by any stretch. Instead, what it has done, at least based on my preview time, is isolate and pull out a new kind of "fun factor" in its brutally hard play by making it easy to put friends into the mix and scale the challenge accordingly when they show up. I appreciate the single-player mode's challenge and play-it-again roguelike appeal, especially now that I've seen more of the impressive, later level designs that its modular system can invent on the fly, but I already see myself planning multiplayer parties based on this bad boy, and I cannot wait for the game to launch on Steam, PS4, and Xbox One "this summer." E3 has yet to begin, but I already have a best-of-show contender on my mind.
Idigitaltimes preview:
Harebrained Scheme Games is taking a slightly different approach, meshing the core Souls combat with mechanics popularized by Spelunky and Diablo to create a procedurally-generated, multiplayer adventure, Necropolis.
When I say Necropolis makes use of the core combat mechanics of the Souls franchise I mean it’s literally a duplicate of the standard Dark Souls control scheme. Your shield is controlled via the left shoulder/trigger, for parrying and blocking (respectively), while quick and strong attacks are mapped to R1 and R2. Players can lock-on to an enemy, or change their current target, using the right analog stick. Dodge is mapped to the circle button and careful management of your stamina is practically a requirement.
Bleeding Cool preview.
“Its basically Dark Souls meets Spelunky” was how this game was first described to me, and I have to say it lives up to that comparison. Necropolis is a roguelike third-person action game in which you (and up to three friends, or none) play as a thief trying to find the exit to a magical dungeon that reconstructs itself every time you play. It also reconstructs itself when you die, for that Dark Souls-esque punishment factor.
All items are randomized – a red potion might heal you on one run and then paralyze you the next. Scrolls affect your enemies, which is nice, but are similarly randomized. All of the descriptions are fluff, so you have to actually use your equipment in order to learn what it does, and that will all change the second you die.