

The people dedicated enough to want to form a multiplayer group have already done so on another platform, and spending hundreds more dollars to do it again just seems illogical and unlikely.Īt the very least, Dungeon Hunter: Alliance does have a niche to satisfy, and it’s at least nice to have some option for a multiplayer RPG right at the Vita’s launch. There are no big changes that would entice older fans of the game to drop money on it a second or third time. PS Vita’s version of Dungeon Hunter seems even less relevant when considering that it’s virtually a direct port of the PSN version, which wasn’t too much better than the cellphone version. In a world where handhelds such as the Vita and 3DS are struggling to convince a certain horde of millions of people that they are superior gaming machines than cellphones, what kind of message does that send? When we’re talking about a re-rehash an iOS title, Dungeon Hunter: Alliance isn’t doing the Vita many favors by appearing in 2012 as a $40 game.

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With the PS3 version being 15 bones, this version coming along almost a year later should have been no more than $12, and even that might be a tad high. American retailers have the Vita version of this listed for $40 US. The PS3 version might have gotten away with this, since it was a PSN download-only title for a budget-friendly price of $15, but in Japan, this puppy is selling for 3,000 yen in shops and 2,400 yen in the PSN store (about $40 and $32, respectively). But in Dungeon Hunter, the textures are weird, the most elaborate spell effects aren’t that great, and there’s nothing that stands out as looking even acceptable. Nippon Ichi’s ClaDun is a great example of this its 8-bit look has charm, the player has no trouble telling what’s what, and the environments provide variety. New games can look dated and still look good. You won’t get lost in the directional sense, but you won’t get lost in the immersion sense either. Indoor locations have a way of looking especially samey. Characters, whether friendly or hostile, will all have one thing in common: a blurry face. Inside the dungeons or out about in town, there is this constant blurriness, as if the screen has a giant smudge across it. It’s not just visually unsatisfying in the way that some old games don’t seem to look as sharp as we remember them upon replay, and it’s not just a decent-looking game that falls short of the system’s most stunning graphic displays no, quite simply, it looks bad. There’s no shame in getting beaten once in a while in DH:A, and in a group, I’d suppose it would serve as a lead in to those post-fight conversations that always begin with “Duuuuude.”ĭungeon Hunter is ugly. They’ve got strong, diverse attacks and never go down easily. Boss battles provide good thrills as well. There is a certain thrill to surviving a swarm like that, multiplied greatly for those lucky enough to have a friend or two playing alongside. They might not always have the strength to compete with your hero, but that’s more than made up for when there’s like 17 of them simultaneously charging one of you. There is a certain excitement to watching that level progress bar go up little by little, and grindaholics might find themselves addicted to the cycle of fighting and growing, fighting and growing, time out to buy and sell stuff, fighting and growing….Įnemies attack in great numbers in DH: Alliance, so there’s no shortage of challenge, especially in a single player run. Upon leveling up, characters are given a few points which they can distribute as they please, adding a nice, addictive element to the progress scheme. As expected of a game like this, enemies will drop all sorts of items, some of which will prove useful, but most of which will end up being sold for a few coins back in the village. Still only three characters, and they’re still all dudes, same story, same…virtually everything.ĭungeon Hunter: Alliance is a simple title in which the goal is generally to slice one’s way to the end of a dungeon, take down a powerful boss, and call it a day. Other than that, it’s pretty much the same game. It’s nice that it’s not mandatory, because it’s hard to make it work well, especially in the heat of battle. This isn’t the only way to do that, as the right analog stick does that same thing, if you’d prefer. Most prominently, dragging one’s finger across the back panel can aim the player’s fairy helper. PlayStation Move implementation has been replaced with touchscreen features.

Not much has changed in the move from PS3 (via PSN) to PS Vita.
