Mistover’s tense dungeon exploration and positional RPG combat are incredible. In the best of circumstances with a good team, this is one of the most fun dungeon crawlers I have ever played. Regrettably, those best of circumstances are not a guarantee, and the random generation of characters can rob the game of so much of its appeal. The inconsistency brought about by RNG drags the game down from excellent to merely pretty good. Anyone looking for a more consistent or relaxed experience would do best to stay away, but there’s still a worthwhile thrill for anyone willing to put in the time to get a truly great run going in Mistover.
This game asks you to always pay attention to what you are doing.
Many people compare this to Darkest Dungeon, which is understandable given the art style, but the similarities to Darkest Dungeon give this game some expectations that this game is not trying to fill.
Mistover is about being observant, a great part of the illumination mechanic lies in that you can't plan ahead well if you don't know where are you going. Whereas in darkest dungeon light fills a different role completely, DD plays more upon the stress of navigating the dungeons, rather than on the navigation itself.
The fullness mechanic is there for you to plan your meals, you can't just eat when at 0 if you didn't bring a lot of food, and even then unused food may become polluted by mist at the end of the dungeon, giving you an incentive to plan out your resources.
The game asks you to pay attention and tries to veer you away from relying on a set skill rotation. While I do find the equipment system a little sparse, it's enough to keep you wondering what will you find next, since all stat gains, meager as they may be feel really important.
Other mechanic to plan around is the doomsday clock, this ensures you're not blindly grinding for stuff, it keeps you at a place where you can't be too comfortable grinding lower level dungeons lest you incur the end of the world.
Admittedly I want to give this game an 8/10, but due to the nature of the scores, I'll give it a 10 to balance out some of the negative reviews.
I bought the full game and I've been having a ton of fun with it.
i love the art style, character design and the soundtrack is excellent, it really brings to life the dark atmosphere of the world you're in.
I'm honestly surprised with the amount of depth the game has.
The battles and exploration are very engaging and fun. It can get really tense sometimes and it feels so damn good when you clear out a dungeon of all the loot and everyone is still alive and breathing.
The game rewards you for playing patiently and smart. Forget about the Doomsday Clock, if you prepare wisely before every expedition, you'll do just fine.
High recommendation for anyone looking for an atmospheric, fun and challenging rougelike.
Mistover follows too closely in the footsteps of a game that overshadows it in every possible way. Its combat is unspectacular and its dungeon-crawling suffers from a lack of atmosphere and a bunch of harsh gameplay systems that ensure you never really feel like you're relaxing into a rhythm, getting any sort of foothold or extracting any real or lasting joy from proceedings. If you're going to studiously pay homage to a game as expertly-crafted as Darkest Dungeon you'd best bring your A-game, and, unfortunately, in this instance, developer Krafton has failed to do that.
There are a few great ideas in this game to take Darkest Dungeon’s format and improve upon it but instead, Mistover flounders in its wake, trying desperately to grasp at a market which will find it lacklustre.
Enjoying so far! Played the demo and now playing the complet **** only aspect i ask some developers attention is regarding the party formation, specifically to the possibilities to make some defensive formations, mage users well protect on the back row, tanks and warriors on the mid and the front rows, this kind of stuff. If you enjoyed Darkest Dungeon art and likes dungeon crawling with some management mechanics, endtimes theme, you will probably like this game a lot.
Mistover excels in some areas, but is greatly flawed in others. Character designs and the overall art is beautiful, while this is a subjective matter so I won't be able to speak for everyone. The combat system is fun, with enough variables in its positioning system to make each encounter unique and interesting. There are some rng elements that can occasionally spell disaster for your party however, but this is usually part of fun for an rpg game. However, this game in particular takes the punishing challenge a bit too far. First of all, this game only has auto-save, so every single progress cannot be undone. Since characters can permanently die in this game, every battle and trap you fall for can't be taken without risk and you have to be extremely cautious at all times. This would be fine on its own since it thematically matches the tone of the game, but they had to add a secondary punishment system known as the doomsday clock. The doomsday clock ticks towards doom for failing certain things while in dungeons such as not killing all the enemies, finding every item and chest, for using over-leveled characters in a low-level area, and also lastly for having a character permanently die. If the doomsday clock ticks all the way to the end, get this, the game is over. Like, actually over as in your save-data will automatically be erased. And the punishments are harsh enough where if you potentially lose your party even once, you won't have enough leeway to finish the game anymore. This is an rpg that can take 10 to 20 hours to complete, so this is not funny. It also forces players to slog through every single monster encounter, making skills that allow you to sneak past them feel useless. It makes the rng elements literally game ending, since getting unlucky means you won't be able to recover your progress. There are even bosses that have skills that can wipe out your party in one blow if certain conditions are met. This actually happened to me about 6 hours into the game. This kind of design choice should not belong in a game like this. I like the idea of creating heavy risks in a game, but right now the current system just doesn't work and will cause more frustration and annoyance than anything else. If it can be tweaked, this game would become a much better hidden gem of this year for rpg fans.
Enemies hit for so much damage while your team struggles to deal 30 damage to enemies who CRIT every other turn. Also you can’t ever bring enough food with you so your just kinda at the mercy of the game not letting you do full runs. **** this game Darkest Dungeon it is not.
I highly recommend downloading the free demo to determine if this type of game is for you. While I have played and decently enjoyed similar games (i.e. Darkest Dungeon), this one adds mechanics that tip the balance from "challenging" into "tedious". The strategy is deep and interesting, but the game loop itself is suffocating. You are fighting constantly depleting resources more than you are fighting new battles. You feel pressured not to completely explore or "clear" dungeons because every enemy you kill will just keep respawning until you leave (with no worthwhile reward). I love strategy games and dungeon crawlers, but MISTOVER manages to overshadow its strength—strategy—with poorly executed, frustrating, unrewarding dungeon crawling. Playing this felt more like a chore than a game, and I put it down within a couple days.
Summary''MIST-ical' RPG with expeditions for finding the key to survival. Choose your next step wisely and keep in mind that your every move will change the future. Create your own 'Corps' and explore through various regions in the Pillar of Despair: forests, lakes, mountains, cities, cathedrals, castles, and much more.