t’s no secret that I’m a bit inexperienced when it comes to the Etrian Odyssey series, I’ve played many many similar games, but having not really spend much time with Nintendo’s handhelds over the years, the series has mostly past me by. The same also applies to the Mystery Dungeon series, although I had a brief relationship with the first European Pokemon entry and, again, have played a fair few similar titles, most memorably Sorcery Saga: Curse of the Great Curry God (which I found to be quaint and humorous, if a little frustrating at times). Both genre’s appear, to me at least, to be rather punishing, or challenging (depending upon how you want to look at things), but really rather rewarding once you get around their mechanics. But what’s interesting here is that Spike Chunsoft (who mash out a huge number of games in both genres) have now made an attempt to combine the two with Etrian Mystery Dungeon.
This particular release takes more cues from the Mystery Dungeon series than the other half of the relationship, with the latter offering up the games character design, however the vast majority of the games graphical style, that being when you are in dungeons, is also taken from Mystery Dungeon and is definitely a case of function over form. This leaves the game looking uncluttered, which is definetly a good thing as there can be a lot to take in whilst exploring Etrian Mystery Dungeons… dungeons.
The �Rogue-like� nature of these sorts of games is what makes them challenging, which is what attracts most people to them. It’s far too easy to head into a dungeon unprepared and quickly find yourself overwhelmed and out of your depth. The games mechanics want you to explore but can just as easily punish you for doing so as your stamina slowly depletes and then chips away at your health. Being limited to the number of items you can carry means no trip back to town is wasted, although it will refresh your progress in any dungeon you are in. Speaking of the dungeons themselves, Etrian Mystery Dungeon has randomly generated dungeons for you to explore, thankfully though they don’t always remain that way, if you’re happy to spend the �En� (the games currency) you can place a Fort on any level that you have already explored, which will then prevent the dungeon from being randomly generated on further visits, making gathering resources and completing quests much easier.
Progression is split up in two manners, you can obtain Missions, these tend to be designed to further progression through the game itself, usually in advancing the story or unlocking somewhere new to explore, whilst Quests give you tasks to do in locations you have already visited, providing you with rewards of cash or items. It’s this element of segregation that encourages you to take the �baby steps� approach to advancing through the game that results in you feeling like you aren’t getting very far, but take a chance every now and then to push further and you’ll be rewarded with the sense that your party is actually stronger than you’d assumed they were.
Forts come in handy with character progression too. You can have a Guild featuring a number of members, however you can only take four characters in a party to go and explore, those left at your Guild HQ will gain some experience whilst you are away, but they’re progression will be incredibly slow, however by placing upto 4 members into a Fort, they will gain more XP by just being �out in the field� so to speak and level at a higher rate than those left at HQ, this all means its much much easier to juggle different combinations of parties allowing you to tailor your exploration group for each time you head into a dungeon rather than feeling like you are stuck with the initial four members that you create.
The game is constantly trying to throw new challenges at you, from random floors (usually on lower floors of a dungeon) containing monsters that have received a buff, to rooms that contain an inordinately larger number of enemies than others. Boss figthts too can be difficult and tend to thrown the games �just hit whatever enemies closest� mechanics on their head by requiring you to take control of each party member individually (something you can do at any other time too, if you so wish) and act in a strategic manner, providing buffs for your party, drawing attention to particular team members or areas of a room to take advantage of traps, that kind of thing. Things don’t tend to let up if you find yourself in the unfortunate situation where a party member is defeated either, as the creature that deals the killer blow will receive a strengthening buff resulting in them being not only hitting you harder but being able to take more damage. Etrian Mystery Dungeon’s quaint appearance is certainly misleading, whereas Dark Souls (which shares many similarities with the dungeon crawler genre despite its playing perspective) looks foreboding, Etrian Mystery Dungeon looks cute, cuddly and easy. These things it is not, and some might say its all the better for it.