
We all worship the deluxe son et lumière of today’s games. Battles suck us in with explosive imagery, lavish cutscenes frame every encounter and voice artists declaim stories to rend our hearts. Wouldn’t it be embarrassing, then, if that were all shown to be a charade? If a game came along that created more engaging action, more meaningful encounters and a more moving story, but without any of that baroque dressing-up. Wouldn’t we all, gawping at ray-traced, rag-draped, sweaty warriors, be caught with our trousers down and/or skirts up? Metaphorically? Well, Dungeon Encounters is that game.
Immediately striking is the confidence with which Dungeon Encounters sets about its mission. There is no accident to its spartan approach to the RPG. The barest of excuses for a story, for example, is delivered with no shame: it is asserted right away in a small box labelled “Story”. (Summary: there was a town; a labyrinth appeared.) The save game list is titled “Expedition Chronicles” as if it were a thematic artefact of the scenario and not a functional artefact of the game. A common enough idea, yes, but in most games, that’s a way to try and maintain the illusion while covering off some video game housekeeping: here, it’s about 50% of the world-building. Dungeon Encounters – even in its name – is proudly bare-bones, but it’s deceptively meaty.

Looking at some of the Square Enix names behind this game, there’s no impudence in their rebellion against JRPG canon. They are of the canon and could hardly be more so: Hiroyuki Ito, Hiroaki Kato, Ryoma Ito and Nobuo Uematsu – each has worked on multiple Final Fantasy titles. This roster explains why a game so plain in concept is so sumptuously rich in practice.
On paper, the game is wildly simple: you take a party of four and lead them down the levels of the labyrinth. You can see the layout as you explore, numbers indicating monster encounters, events or locations. These are not randomised and in many cases could be identified by simple icons. The boldness of this refusal to elaborate on the underlying mechanics gets right to the spirit of Dungeon Encounters. There isn’t even a map. If you’ve heard about people hand-drawing game maps on graph paper in the olden days and wondered what that would be like, this is your chance to find out.

In battle, you can choose physical or magical attacks, and characters have both physical and magical defence stats. When one defence reaches zero, HP can be reduced using that same type of attack. So if a creature has no magical defence left, magical attacks will now reduce its HP. Encounters use the Active Time Battle system Hiroyuki Ito created for Final Fantasy IV in 1991, where combatants take turns based on their own timers rather than in strict sequence – an old mechanic that is proven here still to be highly effective.
That’s the core of Dungeon Encounters summed up, but the developers squeeze every last delicious drop out of the formula, layering on enough audiovisual decoration to enhance the experience but not mask it. Is it a glorified spreadsheet? Perhaps, but it’s a really good one.
The music is, with absolute respect, in the genre “video game music”. The running theme of Dungeon Encounters is that video game basics go a very long way. Uematsu’s soundtrack drives when it needs to, and settles in between. The retro-rock guitar wailings call back to gaming’s founding era and contribute to an almost comical reductionism, in which Dungeon Encounters appears so plainly to be a game that could have been made in the 1980s. The music and sound effects together do an incredible amount of work, transforming what you see in these absurdly simplistic screenshots into a palpable, thriving thing.

Graphical simplicity doesn’t mean there’s no work to do. The game elements need to be clear and easy to parse; all those numbers need to be legible on the Switch’s handheld screen. On both those counts, Dungeon Encounters does the job. It’s more evidence of how deliberately and precisely the developers have made their design decisions. There’s no corner-cutting, the hard work has just been targeted at something other than big monster models and voiced dialogue.
Despite the generally parsimonious approach, the graphics are not cruelly spartan or disrespecting of players for the sake of making a point: the game looks beautiful. The texture of the dungeon board is sumptuous and the colour-ways of the different stages are harmonious and attractive. Animated flourishes like wind-swept blades of grass lift the scene further into life.
For all the focus on the functional, the character imagery and flavour text, while brief, is of the highest calibre. Dungeoneers have evocative, stylish and varied portraits in the menus and slick models on the board. The fleeting text bios are efficient, generously supplying quirky emotional hooks in exchange for the seconds spent reading.

Screenshots never capture enough of a game, but they are especially inadequate for Dungeon Encounters. Apart from the sound, the sense of movement, and the feel of the controls, there is the aesthetic experience of the systems behind the numbers. Numbers here earn great significance beyond their logical values, taking on an emotional weight. In the early game, we are taught that the impact of 10 points is substantial, when a single point is often the deciding factor in an encounter. Before long, your attacks go over 100 points at once and it feels potent. It’s around then that you may catch a glimpse in the shop of items described in the hundreds of thousands, and start wondering nervously what exactly is down on level 99 of the labyrinth.
This, of course, is the classic JRPG stats system. Imbue numbers with meaning through their effect in battle, then increase the numbers, and you can feel how far you’ve come. You can see how much your accomplishments dwarf your beginnings. It’s not the epic vista that puts you on top of the world, it’s the climb.
Dungeon Encounters leverages this to its full. You will care about your companions and their absurdly truncated back stories because you'll have felt what they’ve been through. Tiny snippets of flavour text grow into significance over the protracted journey. A fallen hero is inarguably returned to grace by the struggle to the dungeon depths. A vengeful sister is calmed by the catharsis of futile exhaustion. Regret becomes redemption, loss companionship, defeat victory, poverty wealth. Not bad for a glorified spreadsheet.
Conclusion
Dungeon Encounters is a masterstroke of game design, character and narrative – it’s storytelling in the way only games can be. It teaches how scale is felt in a game, and it teaches, through their absence, the roles of rich visuals and verbose storytelling. Next time we play an RPG with baroque graphics and forests of text, we will understand a little more deeply where a game’s atmosphere really comes from.
Comments 58
Removed - trolling/baiting
If it wasn't for the price and the music, I might have been tempted to give it a try.
I’m mildly interested and curious about this drive to get back to the basics as it were. RPGs (J and W) have gotten bloated so this isn’t a bad thing.
on my list to try
I love the idea behind this, and it seems like a natural fit for the Switch. Shame I've just been on a buying spree on the Switch and PC, but I'll keep an eye on this.
Put 30 hours into this, took a bit of a gamble but it really is a gem. Majority of those who bash it either haven’t played or haven’t got far enough through.
If an RPG looked like a Scrabble Board...😉 All jokes aside, I might actually give this one a go eventually.
Selling a game that takes place on a sepia toned grid, with "characters" that exist as talking heads, as new for $30 in the year 2021? This game makes me feel like I'm being pranked.
I'm interested in this and Voice of Cards. Probably wait to pick either up. I'm all for stripping away the excess of some of these games. Tight, focused concepts executed well is pretty much what I want now.
@RudeAnimat0r Came here to say pretty much the same thing. It's a really interesting concept to boil down games to the most essential bits and focus on what makes a game worth playing. Obviously much flashier, but I feel like both Metroid Dread and Doom Eternal did a good job of returning video games to a time where they had a stronger focus on one well executed concept. I'm glad to see developers being riskier and stripping away more by essentially taking us back to before video games.
You know, if you want a traditional dungeon crawler with JRPG flair you could just play the 3DS Etrian Odyssey games. Fully animated enemy models, deep combat system, great music, punishing difficulty. Also you can draw your own map on the touchscreen rather than having to get out graph paper.
This game seems rather cynical given the way it highlights the fact that the role playing genre has devolved into little more than a character sheet and combat rules. I find that disheartening.
I disagree with, "The texture of the dungeon board is sumptuous". I think they should have made it look like a hand drawn map or like a map that would be used for a D&D game. With just a little more effort, it could have looked a lot more interesting, visually.
My impression so far ( just 2 hours in), the characters feel very "samey". I appreciate the flavor text they include for each one, but there seems to be little difference between them. It seems to be a matter of what gear each one has equipped.
So far, I like it. It's a little overpriced, but its fine. For some reason, this game makes me want to revisit Legend of Legacy. I never finished it.
Cool review.
The ATB system might be my least favorite aspect of the Final Fantasy series, and that's all this game is. Hard pass.
@Fudge_Fujiyama have you played it? One of the most addicting experiences of the past 10 years.
I really want to give this a go, but I’m really not much of a fan of the ATB system.
This is on my wish list. No frills and I dig it.
@Deerock69 You can change it to "wait", rather than "active". Not trying to sell you on the game, just fyi.
@Fighter_Hayabusa
It’s possible to make the game traditionally turn based?
Edit: When you set it to wait, does that make it so the game “pauses” when one of your gauges fill?
Isn't this just the lowest common denominator at a premium price? If you really want all this game offers and done better go with Etrian Odyssey and their ilk. For the 10$ or less range this wouldn't be outrageous. If it doesn't already have a demo its going to need one to help sell this one. Interestingly enough there seems to be a trend at Square to make simpler or back to basics games. There is also that cards one as well. I played the demo for it and it wasn't bad but I also not interested enough to spend money on it. If I wanted a game that could have been released in the 80's I will go myabandonware.com and play for free or pull out the ds/d3s and the fore mention Etrian Odyssey or the Tower.
@Screen
Correct. Wait= turn based combat
Normally, I prefer it to be active in JRPGs, but this game's combat UI makes it tough to tell who's turn it is. Just for reference- I'm playing in handheld mode on both OLED and Lite systems. I switched it to "wait" and it fixed the problem for me.
The game doesnt look that beautiful .-.
@Fighter_Hayabusa
Thanks for letting us know. This fact alone changed the game for a no go to maybe for me (just find asking price just a tad high)
@Fighter_Hayabusa
Good to know, thanks. But I pre-purchased that Yoko Taro card RPG. That's my experimental RPG of the day.
I am not a jrpg fan by any means, I played xenoblade chronicles x and that's about it. My main genres are shmups, racing sims, dungeon crawlers, retro stuff, and yes I do love a good spreadsheet and I absolutely love dungeon encounters!
@SmaggTheSmug Ah, but it actually shows how much FUN JRPGs are when you take away the flash, pretentious plot, and Waifus.
A story: I built my team of warriors based on their portraits, because that's about all you have to go on and there aren't any classes in the game that makes any choice better than any other choice. I began my descent. Around the 2nd floor, I picked up a weapon that was hugely overpowered for the floor I was on. I was able to make pretty short work of the next few floors. I was tearing through the map with confidence. Then, at around the 12th floor, I swaggered my way into a fight that was too much for me. My awesome weapon wasn't awesome enough anymore, and I had neglected to equip the rest of my team with better weapons on the way down. They were too strong to run, and my party was decimated. The game autosaves as you go, so that was it. My hours of play gone.
Now with many games, that would be it for me. I'd turn off the game, walk away and never turn back. But the game lets me form a second party, back at level 2 with base weapons. If I can get that party down to the same floor I died on, I can rescue them. It's still a big ask, but I wanna do it. I'm going back down to save my awesome panther-guy. But now I'm armed with the knowledge my experiences have taught me.
That's some compelling gameplay for a bare-bones minimalist RPG. The story is all in my head, but it's a darned good story.
Somebody emailed me about this game, a week or so ago, suggesting that it looks as though someone at Squenix has taken up the AGameAWeek mentality, and this is the fruits of their labour.
Powerpoint RPG the Game
So this basically does what Crimson Shroud already did, but with a higher price point and less fancy graphics?
@bimboliquido I think the real question here is why in 2021 you'd choose the dungeon crawler with barebones presentation, especially when many more polished entries in the genre exist without sacrificing mechanical depth.
Probably my favorite this entire year (which isn't all that high praise in itself though), but yeah it was not quite the dungeon crawler I was expecting it to be, more like a mix of a dungeon crawler, puzzle game and a strategy game. It's been a joy to figure out how things work in this strange world, and I really do like how the game has the guts to actually be mean to the player, just removing that safety net made it so much more interesting for me.
I really like how the game's mechanics in itself kind of lead to a story told naturally through gameplay in itself, the way you may be forced to leave people behind in the dungeon, your main party gets themselves killed and then the person left behind will join the rescue party in the middle of it all.
And yeah I really liked the artwork in this game.
They say that is it a glorified spreadsheet like it is a bad thing. I mean the genre itself is born out of glorified spreadsheets and tables made by hand and referenced in tomes while spinning a tale of your imagination.
Are people actually complaining that this is $30? Seems fair to me! Still unsure whether I’m going to give it a whirl but I love the simplicity concept. And yes! As some have mentioned- the imagination it will require!
@Pak-Man Unfortunately my main gripe with the genre (menu selection style "combat" and little if any input in the story and character progression) seem to be present here. I consider most Japanese RPGs to be pretty shallow affairs once you take away the overly talky story bits and flashy spell effects.
Am I the only one feeling the battles are all the same?
I've only played for 6 hours, but I don't really see the tactical part of battles.
Only PD and MD, don't see much options there, at least for now.
I hope it will get more complex as I walk trought.
Strip it to bare bones, but still charge almost full price? Pass.
Looks awesome. I'll buy it eventually.
"Excellent presentation"
This looks interesting!
I want to try it.
Looking at this makes me want to build a tabletop board game. Not sure I want to play this though.
@jade_cricket Exactly what I thought at first glance. Etrian Odyssey!
When I've got money again, I'm definitely going to pick this up. This will be a good replacement for off-weekends for D&D, I think. I'll have a lot of fun making up dumb stories and worlds in my head as I play. It reminds me of being a kid again. =^w^=
So it's basically like Etrian Odyssey meets Final Fantasy and D&D. If you ask me, that sounds pretty great.
It's even more bare-bones than Etrian Odyssey, but the challenge and the punishment contained therein is very similar. It really reminds me of the old PC dungeon crawlers like Might and Magic or Ultima. Like- the REALLY old ones, where they couldn't even afford the memory space to give you a lot of story details.
@CharlieGirl But now you could pay the same price and play 20-30 year old games on rental instead!
@Fudge_Fujiyama I can assure you, I am certainly not offended. There’s just a whole load of people slamming this game without even playing it. I, too, was on the fence and had never played nor seen anything like it but for £20 (not a premium price, considering most games are £50-60 even £70 for PS5) I figured it’s worth a shot. Right now, it’s sitting as one of the top 5 games of the year for me.
Up to floor 18 and loving it so far, highly addictive gameplay.
I think price is very subjective, I picked the game up for £20, discounted form £25 in the UK eshop. I'll probably get at least 50 hours out of it and I enjoy JRPGs so less than 50p per hour play time is a no brainer. Others may think £50 on Metroid is a worth it for much less play time and that's completely fine.
The battle system is great in this game, it's based around short battles, the longer they go on the more certain you will die as HP is a precious resource and there are no reload points so balancing offence and defence so you can defeat enemies before they break through your defences is key. The ATB system makes sense with the speed element here and the fast paced guitar based music adds to the excitement. Overall it's about picking your battles and ensuring you are wisely investing your PP points. Would highly recommend to any JRPG fan!
The game mechanics themselves sound fine (although nothing exceptional from what was described here), and the minimalist approach is interesting, but leaving out a real story in an RPG is going too far! The lack of certain quality of life features like a real map and a legitimate save system is also appalling. It's like the tried to trim the fat of the genre but would up cutting out too much of the lean as well, or like they took the worst features of the mediocre "Etrian Odyssey" series and made them even worse. I'll pass.
@Thaliard Yes, but the problem is that a good story is one of those most essential bits for an RPG that was not included here.
@BulbasaurusRex
I mean it somewhat depends on what the RPG is going for to be fair, It is generally pretty darn important, but isn't always the be all and end all. In this case because of what it is going for, it wont be as critical.
But yes typically speaking I too would want a good story, but it doesn't mean I'd ignore one that doesn't, sometimes the best games are light on story and open to your interpretation for the story.
I'm glad this got reviewed well although it is definitely priced too high for what it is.
@BulbasaurusRex My two favorite JRPGs are Final Fantasy I and Dragon Quest IX. Don't tell me a good story is one of the most essential bits. Granted, there are a lot of great stories in RPGs, but you can put a great story in any game. Catherine, a puzzle game, has one of the most mature and interesting stories I've ever experienced. RPGs are defined by playing a role and giving the player choices to define their character or characters.
@Thaliard Do you really need a story that is more than, "A bunch of potential murder hobos wander into town and are quickly pointed to the most dangerous spot known by the townspeople in the hopes they will die there and leave them (the townspeople) alone"?
Can someone who has played it tell me if each game uses the same dungeon floor plan, or if it is random?
@Kiwi_Unlimited looking online, key coordinates are definitely the same. I think enemy encounters may cycle through a couple of locations as you visit the floors again, but there are no random encounters. Also, there are clues based on images of map layouts and some of the maps are clearly designed as levels so I would guess they are always the same layouts in their entirety.
one of the best square game in a while tbh
@Robokku. Thank you
Looking forward to sinking my teeth into this one when i knock a couple more games off my backlog. Shame there is no physical (that i know of) though. This looks right up my alley.
I just got the physical version from Play-Asia and I’ve only put 2 hours into it and I am hooked (like i haven’t been for years). I’ve played a lot of Square RPGS over the years and this is up there with my favourites (so far). The strategy that develops from what appears a slight battle system is so compelling and the way you inevitably make your own story is a design master stroke and reminded me of how I did similar in Dungeon Master around 35 years ago
The production values are world class too.
Worth every penny IMHO and should be a 9.
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