Monday 22 June 2015

Crypt Of The NecroDancer

Crypt Of The NecroDancer

It’s funny how just one gameplay mechanic can completely transform a genre, with past examples including the Arkham series’ combat system and the ability to rewind time in recent Prince Of Persia games. Crypt Of The NecroDancer does this with roguelike dungeon-crawling by adding a single element unique to the genre: rhythm-based gameplay.


As in most other roguelikes, you explore randomly generated dungeons, with each step you take counting as a turn in the game and advancing the dungeon’s various enemies one step in the process. Traditionally, then, this has meant it's been possible to take a breather and assess your situation, as time essentially stops until you take your next step. Not so here. Instead, your journey through these dungeons is played to the beat of music: either the incredible chiptune score by Canabalt and Super Meat Boy composer Dannay Baranowsky, or your own custom soundtrack made up of your own MP3s.

Each of your steps has to be made to the beat, otherwise it won’t count. While this may not seem like such a big deal since standing still remains an option, there are two major motives to keep moving. One. you miss a beat you lose your combo, which prevents you from earning masses of cash from fallen enemies. Two, unlike other games in the genre, standing still doesn’t freeze time: all enemies continue to move to the beat of the music.

The result is a complete transformation of a genre that is often accused of being plodding and methodical, instead turning it into something frequently manic and stressful. Although its enemies have rather simple attack patterns and can be defeated in a straightforward manner, this all goes out the window when there's a fast beat forcing you to keep moving. With the added combination of limited energy and a single life, much like in Spelunky, you will die regularly, and you will happily choose to start all over again. And again.

While its stages can look a little dull and low-budget at times, and some of its enemy design is uninspired with blobs, skeletons and dragons, there’s still the occasional charming moment, such as the shop owner who can be heard singing as you approach him. The proof is in the playing though, give this lovely new twist on roguelikes a chance, even if you’ve previously found the genre a chore.

A fantastically addictive merge of genres.