Devils & Demons reviews

Translated by
Microsoft from French
Here is a good tactical game (tactical squad) and not really a RPG (RPG) classic since no equipment management (no weapons or other equipping!) or system of Montee of characteristics (LVL up) on his characters. You can only find (loot) 3 things on combat zones: gold, a potion of life or mana. Either on the bodies of our victims, or on the map in chests and some places of the decor (hollow of a tree, table, library...) that some "explorers" will search on each map but it is not essential in the end. There is a linear main inquiry but with always a side of the small random fighting cards for who wants a little gold or a little more experience for the group. Because it is the group that rises level, we finish the game around the level 20/25 but we can go up to level 30 for the "grindeur". And depending on the level of the group, you can buy/improve spells (3) and liabilities (3) for each character. Gold is essential because you will never have enough to mount all your spells/liabilities! We will have access to 9 different characters in the game (one of which has the very end of the game) for a team of 5 Max for the fights. Even while keeping/improving the 5 same characters we can not take everything and so we will have to make choices! This may seem frustrating but the mecanic to make choices think about works well I find and allows the game to be pretty "tense" until the end. On the other hand, it is difficult to play with all the rotating/discovering characters since we can not improve them all unless you want to spend (dozens) hours in the auxiliary fights to recuperate (farmer) some gold. The characters all have different spells/abilities without "classes" proper. The roles of the Trinity "care/tank/DPS" are therefore not here as restrictive because everyone can make reasonable damage and have a support or powers/buff/debuff... Most abilities can seem useful or/and fun (like the perso that throws "potions" in "AoE" whether for care or damage ^ ^). 1 or 2 characters that offer care will surely be unavoidable for most. This is all for the personalization/management part of the group but it allows to concentrate on the battles that will be numerous and varied both at the level of the decors, maps as for the scripted appearance (spawn) of the monsters. The bestiary is a little light (about 20/25 enemies) with 3 big monsters including a dragon but it does not "sweat" I find the epic side of the creature. The battle maps of the campaign (50/60 I think) are all different (it's worth noting compared to other games less diversifies) and offers a certain scenaristic frame. The scenario follows rather easily but is secondary to me and is only a pretext for the fights ^ ^. The main game is therefore in the fights and the management of the enemies with the abilities of his group and in this area I find that it is rather a success! Even with little choice at the beginning for each perso we end up with many possibilities when it comes to coordinating his group taking into account the enemies, movements, the racks and the potential of damage/support of each... Each character has 2 PA (action point) to choose between attack/spell or movement, the possibility (and therefore the tactical advantage!) to make 2 attacks makes all the more the positioning of these characters important (strategic limit) of a turn on the other. The fights of the campaign are chained for 20/30h of game for the inhabitants/fast I would say but much more for the optimisers/slow/explorers/grindeur like me (I am a slow optimisator...). The final battle will be a good challenge for the majority of the players I think ^ ^. Note that after the final fight we can continue to play the random fights on the General map (for who wants to finish the completions for example). In the end we have a game where we spend most of his playing time in fast and dynamic fights. The impression that I have left is that it is nice to focus on the action without too much preparation (those who spend hours comparing the character of their equipment "stuff" will understand). The bias "small tactical RPG game simplified" wanted developpers is not at the detriment of a certain prondeur of the gameplay so will be pleasing to those able to let go the management of their inventory ^ ^.
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