Dungeon Hunter: Alliance

Review

posted 5/17/2011 by Jeremy Duff
other articles by Jeremy Duff
One Page Platforms: PS3
 Gameloft, a juggernaut in the mobile gaming industry, isn’t content with just claiming their share of the gaming industry on cellular devices. The company is making a steady push to establish their selves as a player in gaming, period, be it mobile or console. After an impressive PSN debut with Modern Combat: Domination, the French developer is back with another one of their original IP’s in the form of Dungeon Hunter: alliance for the PlayStation Network.

Dungeon Hunter was originally released on the iOS platform back in late 2009; the title took iPhone and iPod Touch users by surprise, providing an incredible action-RPG experience comparable to the famed Diablo series, only in portable form. To put it in terms that I know I use far too much, the game was a lot better than it had any right to be. Sure, the adventure was the definition of linear and “by the book," but it was solid and most importantly: a lot of fun. Dungeon Hunter: Alliance is an updated version of that original game which includes a slightly revamped storyline and the addition of both offline and online cooperative multiplayer. In addition to the new features, all of the game’s visuals have been improved to meet the standards of modern generation titles; running in 720P the game looks leaps and bounds better than its mobile, source material.


The game tells the tale of the mythical world of Gothicus. Following the death of their King, the kingdom has fallen into a period of darkness under the oppressive fist of a mourning queen who has taken to destroying the empire built by her deceased husband. Many years have passed since the King fell and the people of Gothicus have nearly given up all hope. Thanks to the power of a fairy by the name of Celeste, the King (your created character) is awakened within his tomb and brought back to the world that he once ruled. While it is far from the most original story, it more than serves its purpose to set the backdrop for the adventure that lies ahead for gamers.

Players will be put in charge of creating their character who assumes the role of the awakened King. After deciding on a name, you are given a choice between one of three classes which will determine the fighting style and weapon choices for your character. You will choose between a warrior, mage and a rogue. Each class plays exactly as you would expect them to based on the precedents set by the genre. The warrior is your typical offensive powerhouse, the mage relies more on magical abilities and spells, and the rogue is all about speed and precise striking. Once your character has been created, you will awake from your eternal slumber and enter into a the bowels of the Royal Tomb. After fighting your way to the surface, while being briefed on the current-world situation awaiting you above, you will begin an adventure driven by quests and missions provided by townsfolk and former followers. The main story of the game is driven by a linear string of missions, all driving the main tale portrayed by the game, but the adventure will also offer players with many optional excursions that will allow them to extend their experience if they wish.


If you have played one game in the genre, you should know exactly what to expect. Dungeon Hunter does little to break the mold set for the loot-dropping, action-RPG genre and that may be one of the smartest decisions that Gameloft made in the development of the title. The title follows the mold to a “T”. You have a wide variety of missions, experience leveling and attribute points, and an in-game economic system driven by the discovery and barter of rare goods and items. If there is anything else that you can think of that should be in a game like this, it is here. Health potions? Check. Numerous visits to the same environments? Check. While it does the expected, it does it well; well enough in fact that Dungeon Hunter could serve as a poster child for “how” to make a game in this genre, at least from a basic standpoint.
Page 3 of 2