A sword that can raise the dead? That’s the opposite of what they usually do! Gosh, if only we had something like that, we could resurrect all our enemies so we can enjoy destroying them again. But we digress. The titular Sword of the Necromancer and its ability to is the hook upon which this game enacts its otherwise familiar dungeon-crawling roguelike gameplay. Unfortunately, it’s a mechanic which is so underutilised that it may as well not even be there.
The story and presentation are the best part of the game. Proceedings begin with a genuinely brilliant animated opening that rather belies the appearance and feel of the game proper. The princess Koko has sadly carked it and it’s up to your player character, Tama, to use the Sword of the Necromancer and raise her from the dead. To quote the most beloved mascot in gaming history, what could possibly go wrong? Famously, raising the dead always tends to pass without incident, right?
What this amounts to is a roguelike dungeon crawl with so little focus it’s almost embarrassing. That’s really not to undermine the no-doubt hard work and passion of the developers, but there’s just nothing whatsoever to get your teeth into in Sword of the Necromancer. It’s hamstrung by one major and completely insane design flaw; you can only carry four items. This would maybe, maybe be OK, but the central mechanic of the game – resurrected monsters that fight on your side – take up a slot each.
We’ll come back to this nonsense shortly, but an explanation is in order. General combat sees you slashing at your enemies ala Zelda, but upon defeat, it’s possible to reanimate their corpses in order to fight alongside you. Resurrected enemies level up as they fight, but they’re easily killed. We’d say it’s best not to get attached to them, but you won’t really need them anyway as their A.I is rubbish and they couldn’t hit the side of a barn – a major problem given that the third boss is the side of a barn.
Okay, obviously that’s untrue, but we’re trying to inject some entertainment value into this review of a game that it’s shockingly difficult to write anything interesting about. You’ve seen all of it before, and done much better. It has the ostensible structure of Enter the Gungeon, but with none of the gameplay variation that makes that title so compelling. Kill enemies, get a key, fight a boss, go to the next floor. Between floors, you’re able to send items back to the “hub” area to use, abuse and upgrade for your next attempt, but there’s very little more to it than that. You’ve got a fun, speedy dash move to help you get in and out of enemy range, but it’s very limited and on a cool-down, so you can’t even zip about the dungeon when you’ve cleared it out. That’s such a basic thing and would have made the game far breezier and more fun.
It wouldn’t be enough to save it, sadly. We could reel off a laundry list of complaints. The aforementioned item limit essentially means that the item synergies and gameplay diversity that literally define this genre are conspicuously absent. Summoned monsters taking up a slot and being basically useless – even with gradually-accrued upgrades - essentially writes off any reason to engage with Sword of the Necromancer’s primary selling point. You can kill the normal enemies and bosses very easily with your sword, as long as you’re patient. Which begs the question – why even attach a roguelike structure? It’s buggy, too. The second boss got stuck in a wall, unable to attack us while we spammed the A button and gradually whittled down its health with absolutely no resistance.
We could give some of this a marginal pass if there were some pretty aesthetics or interesting environments, but barring some palette changes every floor looks more or less exactly the same, with character and enemy sprites that are just about acceptable. It’s all so uninspiring and that’s a terrific shame, because as we mentioned, the storyline is pretty interesting. You’ll find lore documents scattered around, and well-drawn (though strangely low-res) cutscenes with warm, heartfelt voice acting enrich the proceedings.
We only wish they were in service of a far, far superior game. It’s so barren that we were absolutely convinced that we must have missed something. So we dug, and dug, and dug… and turned up empty.
Conclusion
With nothing to offer besides some pleasant storytelling, we cannot recommend Sword of the Necromancer on any meaningful level. It’s not horrible, but it’s bereft of both meaningful content and any manner of unique execution. A sequel or heavily-modified relaunch could salvage the game into something much stronger, as the core idea of resurrecting fallen monsters is a decent one, but its treatment here renders it irrelevant. What a shame. This could have been something special. It's not a complete and total disaster – occasionally, when the screen is a little busier, you might feel a flicker of engagement as you dash between combatants – but overall, we'll be leaving this one for dead.
Comments 18
Darn - what a waste of such an awesome title
Oof, I was looking forward to this. Maybe on a sale or something.
Was absolutely not expecting this to be a decent title, despite the developer being very approachable.
The anime intro was really good but the gameplay was never very interesting looking
Yeah, I wasn't expecting much based on the footage I saw. Pity, that.
I knew it from the moment i saw this game! That it won't be what i was expecting. Glad i waited for this review. Will check other sites to see theirs as well before concluding finally.
Pretty much exactly what I was expecting to be honest. Would love to have been proved wrong though.
I'm not surprised, but still irritated, after seeing the trailer:
Pretty cool right? Nice animated cut scenes! If only cut scenes were gameplay.
I have no idea how much these cut scenes cost to produce, but I feel like when you're a small indie studio you should save your money and work on the actual game, not flashy packaging.
I watched the video on the eShop and thought the gameplay, particularly the sword swinging, looked slow for a game of this type. I've been trying to shed my hatred of rogue-likes and give them a chance lately, but this one didn't seem to do anything interesting, and this review has solidified it--hard pass.
@nimnio "I have no idea how much these cut scenes cost to produce, but I feel like when you're a small indie studio you should save your money and work on the actual game, not flashy packaging".
Well said. I really couldn’t agree more.
I've been fun having with this game! I'm really surprised it's scored so low here. The monsters I've been summoning have decent AI and do a great job of killing everything in the room for me. I've been a huge fan of the ranged weapons in the game such as the magic tomes and bows and prefer them over the melee attacks. This review also doesn't even seem to mention the co-op or IR codes...
I played the demo when they announced this on Switch:
“I played the demo... There's more flow in making combos in Wizard of Legend than this game, but not to compare this to another game. In general it felt real difficult trying to do combos, and there's this god awful sound effect that's not like a sword when using the necromancer sword.
I also found it disappointing that I had to get rid of an item in an inventory slot for potion I was going to immediately use anyway.
I feel I'm being a bit nitpicky, but all in all, I think I'll pass on this. Great concept though!”
I remember it being a HARD pass then. I’m not surprised by this score.
The story on the eshop description sounded like a straight rip of Shadow of the Colossus so I didn’t expect the game to innovate much in any regard.
Thats rough, buddy
@nimnio wouldve been sold if it was just an ad.
@stuartgipp Don't know if the team is aware, but your new Audi ad auto plays music on mobile. Really annoying to be scrolling and start blasting a commercial mid article.
Funny is so why are the LE SoldOut and no-where to find. I think people are passing their preferences as a Gold standard but really it's not. Example movie reviewers how many really take that to heart. I've seen movies they said was bad become blockbuster. So that tells you they have unconscious bias to start with with.
I got it on a deep sale on a binge, and I have to say I like it so far. It is fairly basic but fun and the animations are just lovely. The purposefully low res cut scenes remind me of PKMN Black and White, and I love it.
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