Necropolis is influenced by Dark Souls and roguelike games. This is an intriguing mix in principle, but in fact, the creators focused mostly on the general framework of the game, and the game lacks depth.
We begin the game by selecting a hero, however our choice merely influences the colors of the character’s attire and moniker. Unfortunately, there are no various classes – we always start with a sword and a shield. Our aim is to make our way through the mystery structure’s corridors and halls. We go through the rooms, fighting adversaries until we reach the elevator heading to the bottom floor. The experience comes to an end when we reach the top level, which can take up to four hours. So long as we don’t perish. Dying means having to restart the journey, which becomes tiresome after a few deaths. Although the stages are largely produced at random, the overall ambiance and style of each level, as well as the adversaries and weapons, stay the same or comparable. As a result, we notice the reproducibility fast. The fighting model is pretty great – it is simplest to compare it to the system from Dark Souls, however it is less developed in Necropolis. However, we must target our punches properly so that we do not expose ourselves to the opponent’s onslaught. The ability to deal with opponents calmly and methodically is rewarded.
When you accomplish two or three of the 10 stages, the journey gets considerably more intriguing. At this point, we generally have decent equipment, which makes the combat more effective and enjoyable. It’s a shame the creators didn’t plan extended duels with formidable opponents. The majority of the game consists of clashes with basic opponents, who are luckily enough varied. Fans of boss fights, on the other hand, will be disappointed. However, there aren’t many different kinds of weaponry. The most prevalent combat instruments are swords, axes, long staffs, and crossbows. Worse, many of them had similar or even identical strikes. We change the short sword three times, with the sole difference being that one delivers slightly more damage. We also come across scrolls containing spells, typically hidden ones. This means that you can cast a magic without knowing how it works. This might have unexpectedly pleasant or bothersome consequences. However, we also come across artifacts that assist us in identifying certain pieces of equipment. Books acquired for a particular currency – gained after each death – are the sole feature linked to character development. In most situations, they simply boost the hero’s stats. There are no unique talents, skill improvements, or a true magic system.
The benefit of Necropolis is undeniably its distinctive and uncommon graphic style. The trip is enhanced by the simple style. The environment is largely composed of huge, clean textures. The environment appears clean despite the lack of information. The character design makes them appear like paper dolls at times. The game also appears to be developed with collaboration in mind, which makes it less frustrating. When we are killed, our companions can bring us back to life. You can arrange with your allies for selected participants to play cautiously and remain back to support if needed from the start of the game.
After a few successful games with other players, it’s tough to return to solitary play. Necropolis is intriguing for a few hours because to its too limited arsenal, lack of extra classes, and exciting boss fights. The game was then placed on a virtual shelf.