Video Game RPG

Double Dungeons

Reviewed by Michael LoCascio I must admit that I can occasionally be a sucker for good box art. Now, this generally wasn't a concern when it came to buying Turbografx-16 titles (ever see Cosmic Fantasy 2's box art? Ick. .). But Double Dungeons was one game that lured me in from the first look. The front picture displayed a warrior with sword in hand, confronting a wolf in a serpent, inside of a some sort of bleak passageway that had a skeleton chained up against its wall. Seemed like my kind of game, especially considering how few role playing games there were for the TG-16. Thankfully, I did end up getting my money's worth from Double Dungeons. Although NEC officially labeled this title a role-playing game, Double Dungeons is really a very simple and straightforward game at heart. You play a nameless warrior who must conquer the evil that dwells within twenty-two humongous labyrinths. The first twenty-one dungeons can be conquered in any order that you wish, but the final maze can only be accessed after all the others have been completed. There is a specific 'mission' that the game assigns to each dungeon, but your goal is basically the same in every level: find the boss and defeat it. You play the game from a first-person perspective. The bleak walls of the dungeons smoothly scroll towards you as you roam about the seemingly never-ending mazes in search of the bosses' chambers. There are dozens of bizarre creatures that you'll meet up with during your journeys; defeat them and you receive experience points and gold. Combat is extremely simple: press a button, the enemy flashes, and text appears on the screen telling you how much damage you did. Then it's the enemies turn. Some of these monstrosities can be pretty tough, but engaging them in combat is the only way to strengthen your character up sufficiently and to acquire money to use in item shops. Along with the shops, you may occasionally stumble upon an inn, where you can rest and regain your energy. The scrolling in Double Dungeons is nice, but the enemy characters are poorly-drawn. Also, every single wall in every single dungeon looks exactly the same. With some of these mazes taking well over a dozen hours to complete, you can imagine how tedious the game can become (there is a password feature so that you can record your progress). Not only does every maze look the same, but the repetitive music always remains the same, the monsters from one maze to another rarely ever vary, and the same items and weapons reappear over and over again. You don't even get to keep any experience or weapons after you beat a dungeon; when a new stage commences, you must start saving up all over again. The monotony of the game can be somewhat alleviated by getting a friend to tackle the dungeons with you. Double Dungeons is a two-player game, and I've spent many late nights with friends of mine trying to solve these maddening mazes. Two-player mode can make the game a lot more enjoyable - but make sure you're playing with a person who can tolerate the repetitiveness of the dungeons. As mentioned before, the music that plays while you're exploring the dungeons can get on your nerves very quickly. However, the theme that plays during the title screen is incredible: very powerful and daunting. It sets the mood for Double Dungeons perfectly - I just wish that the tracks played throughout the rest of the game could live up to it. NEC probably tried to add some variety to the game with the little 'quests' that you're supposed to tackle in each dungeon, but the quests mean absolutely nothing to the game play until you reach the level bosses (for instance, if your mission is to destroy an evil dragon, you'll play through a ten-hour dungeon that is exactly like the previous level that required you to find a hidden treasure chest - except that you'll fight a dragon at the end of it). The game begins each dungeon with a 'prologue' and concludes them with 'epilogues'. These little text snippets are usually so poorly translated that the only purpose that they serve is to give the gamer a good laugh. For example, one dungeon demanded that you kill a demon that has possessed a young girl (or something like that). The epilogue to the dungeon went something like this: 'The demon had possessed the girl. The warrior cannot forgive the demon. ' That's not an exact quote (my version is far more eloquent), but I didn't feel like playing through a ten-hour dungeon just to see it. Besides, I think you get the point. As monotonous as it can be, Double Dungeons can be a pretty addictive experience, especially when a friend tags along in two-player mode. As long as you both have enough patience to take your time with the game, you'll probably have plenty of fun with it. Besides, you'll have those wonderful epilogue texts just in case you need some extra incentive. Overall: 7 out of 10

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