Today is the day, my friend. Deep Dungeon IV: Kuro no Yōjutsushi is officially on the agenda. I hope you’re prepared for the impeccable pixel delights of 1990’s video game tech!
Oh, I’m ready! With any luck, we’ll find a gem in here. Though seeing as this game is known for being… shall we say, less than stellar, I’m bracing myself for an interesting journey at least.
Agreed. Let’s jump into this so-called epic adventure. So, nameless hero, it’s time to wander through wilderness and dungeons in search of… our long-lost father’s avenger?
That’s right. By the majestic pixels of yore, let’s do this! (They both press start and navigate the introductory town.)
This 3D navigation is giving me Bard’s Tale vibes, but uh, a little less polished…oh, here’s our first enemy encounter. Goblin time!
(laughs) Ah, the smooth, laggy transition into turn-based combat. I feel nostalgic and slightly seasick! Alright, Mr. Goblin, prepare to meet thy doom.
Turn-based combat is charmingly slow, isn’t it? What did that goblin attack us with, harsh language? Anyway, victory is ours! Onward!
We might need a bit of patience for this one. Speaking of which, did you see the latest issue of Nintendo Power? They said Deep Dungeon IV was… well, politely put, “challenging.”
(laughs) Challenging indeed. Looks like we’ve found the downside of RPG real estate. Speaking of challenges, we’re at another random encounter. Oops, game froze for a second there—well, nothing’s perfect in a dungeon crawl.
That tells us “interesting” things about the developers, Asmik Ace Entertainment. I read that they’ve been dabbling in all sorts of niche video game genres, but the RPG love doesn’t seem to quite hit the mark here!
Agreed, the tech may be lacking, but let’s give them credit for trying to bring that first-person dungeon-crawling experience. I just wish these dungeons weren’t labyrinthine nightmares of repetitiveness.
Here comes the deep lore! Oh, wait, that’s the same bit of text we encountered three rooms back… About discovering treasures, though, if I may add a super game tip: Use the Search command everywhere. Who would have guessed that searching the same barrel twice yields an ancient relic?
Ah, the thrill of repetitive search commands! Still, it does remind me of Wizardry in its better moments. But let’s talk multiplayer—or lack thereof.
Indeed, a game like this could use a partner to feign our shared misery. Without any co-op mode, it’s up to us to share sarcasm and tips, like balancing strength and agility—an uneven mix is disastrous for the turn-based battles ahead.
Totally. Alright, we’ve grinded enough. Boss time! Spoilers ahead, brace yourself. The evil sorcerer at the end battle, who killed our father—did not see that cliché coming! (winky face)
The greatest sorcerer? More like the greatest letdown! I expected a dramatic showdown. Instead, we got a strategically-place potion and, ta-da, he’s more of a pushover than a challenge.
Culmination of our epic journey—a slightly larger mage sprite that attacks with… sparkles? A bit of an anticlimax, but hey, we reached the end of this incoherent dungeon maze.
While it’s far from top-tier, let’s give it credit for the ambitious scope. But as it stands, more time wrestling lag and poor graphics than appreciating the quest.
All in all, a forgettable title in the pantheon of NES RPGs. Nostalgic in its flaws, maybe that’s why we laugh about it as one of the worst. In a decade where tech pushes boundaries, this game firmly stays within them.
A classic, if only in a what-not-to-do sense. Yet, it’s the missteps that make us appreciate the good stuff even more. Here’s to the pursuit of better gaming experiences!
Cheers to that and all the grand adventures awaiting us. Onward to the next challenge!