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Dungeons and Dragons

Dungeons & Dragons photo
Dungeons & Dragons

New experimental rules bring Underdark specializations to D&D

Perfect for the Out of the Abyss book
Nov 03
// Zack Furniss
I've fallen a bit off of covering all things Dungeons & Dragons due to a dearth of time, but I'm jumping back in with this month's Unearthed Arcana. This one is all about bringing your character to the subterranean Underd...

Review: Sword Coast Legends

Oct 31 // Zack Furniss
Sword Coast Legend (PC[reviewed], PS4, Xbox One)Developer: n-Space, Digital ExtremesPublisher: Digital ExtremesMSRP: $39.99Released: October 20, 2015 (PC), 2016 (PS4, Xbox One) Let's skip past the initiative roll and go straight to the most baffling decision n-Space made. Dungeons & Dragons' 5th edition came out last year and has remained hugely popular since then. This leaves an opportunity for n-Space to both attract new fans and provide old fans with the oft-dreamed of digital stomping ground. It would be difficult to achieve, but if traditional D&D and Sword Coast Legends offered even a semblance of parity, people would be willing to forgo the magic of an evening's revelry with real friends in exchange for the convenience of playing online. Instead, there's an uncomfortable content divide. Even as you start creating a character, it feels like half of the game is missing. There are only 5 available races at launch, as opposed to the 9 that are in the Player's Handbook  (12 if we count the races added in the Elemental Evil Player's Guide). This feels even seedier when one of the first NPCs you meet in the single-player campaign is a Tiefling, one of the races that you can't choose. Likewise, only 6 out of 12 character classes are available. Tieflings are confirmed to be coming soon, but this piecemeal distribution feels seedy. For now, upcoming DLC will be free, but I wouldn't be surprised if we see future races and classes for sale. Once you get past your race and class, you'll choose your abilities from skill trees that don't match up with what you can choose in the pen-and-paper game. These abilities are used in an isometric, real-time combat system that feels like a somersault through tar. It falls somewhere in between the turn-based combat of Divinity: Original Sin and the instant gratification of Diablo. I generally don't mind slower combat but this could have been fairly titled Cooldown: The Game since you never have much more to do than wait for powerful attacks to be ready again. You can set it up to be a more tactical game by setting up different pause rules (such as pausing after every attack, or when a character dies), but since every enemy seems to have too many hit points, that doesn't feel much better. Most dungeons go on like this: your rogue searches ahead for traps and secret doors, you eventually encounter enemies, and you kill them with monotonous MMO-style combat. If you're lucky, you might have to solve a puzzle. If you're really lucky, said puzzle will make you think for fifteen seconds. Usually you're just matching runes to open doors, though there are a couple of tricky segments. These are never fun, just time-consuming. Did we really have to do the "turn off a 3x3 grid of lights" puzzle again? No! No! The single-player campaign isn't especially exciting, but the story is serviceable. Your character is a member of guild that's been plagued with bad dreams, and you'll battle monsters and demons across Faerûn and the Underdark. Curiously few dragons, though. Plot beats are predictable, but the cast of characters are entertaining enough to keep you going. Hommet, the cordial, sarcastic Necromancer, is a highlight. You'll have plenty to do if you want to finish all of the side-quests and find all sorts of fancy loot, but the core combat isn't compelling enough to warrant a replay. I finished in about 25 hours, which felt too long by half. There's also drop-in, drop-out multiplayer that works consistently, which helps break the monotony. After trudging through the campaign, I played with the creation tools. I could forgive a forgettable campaign if I was going to be able to forge my own. These too are a letdown. Though you can create your own quests with your own flavor text, the system feels limited. Everything is prefabricated and it's difficult to create a module that is significantly different from someone else's. In the end, all you can really do is have your players kill x amount of things, find x amount of things, or kill a boss. There are no skill checks, so the imagination possible in pen-and-paper is restricted here. Most player-created modules can be played without a Dungeon Master, but it's more fun when one is present. Dungeon Masters play as small wisps visible to the other players, mischievously whipping from room to room. You can place traps, enemies, and all sorts of weird little objects just to be strange. I quite enjoyed surrounding my players with treasure chests as they tried fighting a demon spider, tantalizing them with untold riches if they could survive the battle. Of course, I made half of them mimics, and all but one of the rest disappear. Moments like these show the promise of more open tools, and give me hope for the game's future. It really doesn't help that Sword Coast Legends looks so completely dull. The vibrant colors do help to offset this, but it looks as though it could have come out in the mid-2000s. Environments fare much better than the character models, which look and move like rigid action figures. In a game where you're going to be spending so much time in dungeons, it'd be nice if they were somewhat different from one another. Particle effects also suffer, and make the combat feel even less crunchy. Spells feel neither tactile nor tactical. Inon Zur's music is often sweeping and memorable, and is a definite highlight. Every so often, the right song comes on and the game clicks, becoming a Diablo-lite where you can mindlessly clear dungeon after dungeon, and it's not so bad. But then you remember that it's a game about telling instead of showing, where flavor text reminds you that the nice little town you keep going to is supposed to be rowdy and full of pirates. Where you'll once again kill entirely too many rats. I experienced a great deal of bugs in my time with Sword Coast Legends. Items would fail to be clickable, enemies would be invisible (and no, it wasn't a failed perception roll), it crashed to desktop a few times, and there's a widespread need for polish. A few more months on the anvil were clearly needed to hammer out the unfinished edges. In fact, in a few more months (or even years), Sword Coast Legends' creation tools might be a powerhouse. If n-Space remains steadfast and keeps working on them, this might eventually be the digital Dungeons & Dragons many were hoping for. People won't mind buying new adventures, classes, and races if they come out alongside new pen-and-paper releases! But don't blow all of your goodwill with sectioned-off content. As a Dungeon Master, I'm selfishly rooting for you. Just no more gods-damned 3x3 light grid puzzles.
Sword Coast Legends photo
Underbaked in the Underdark
The elevator pitch for Sword Coast Legends was concocted in a cauldron specifically to make the Zack Furnisses of the world greedily salivate. "That 5th edition D&D that you love Dungon Mastering for your players?" n...

Sword Coast Legends photo
Sword Coast Legends

Sword Coast Legends is taking a short rest, releasing October 20

In terms less nerdy, it's been delayed
Sep 23
// Zack Furniss
Oh, Sword Coast Legends. Your Dungeon Master mode impressed me more than I thought it would, and the time I spent with you over the weekend was but a taste of your possible wonders. While I still have some concerns, I wa...
Dungeons & Dragons photo
Dungeons & Dragons

D&D's Ranger class is undergoing maintenance

Because people haaaated Beast Master
Sep 09
// Zack Furniss
This month's Unearthed Arcana (new, possibly volatile rules) brings some changes to the Ranger class in Dungeons & Dragons.  When the Fifth Edition hit shelves, many players agreed that the Ranger class and spec...

Dungeons & Dragons photo
Dungeons & Dragons

D&D Forgotten Realms CRPGs are now available on

Get the graph paper ready
Aug 20
// Zack Furniss
Aside from a bit of Baldur's Gate and Neverwinter Nights, I never had the chance to play most of the Dungeon & Dragons game that came out for the PC. and Wizards of the Coast are giving people the o...
Sword Coast Legends photo
Sword Coast Legends

Protect your brain from Sword Coast Legends' Mind Flayers

Straight from the Tower of Latria
Aug 17
// Zack Furniss
The Dungeons & Dragons sort-of tabletop simulator Sword Coast Legends is just over a month away now. With this upcoming release speeding ever-forward, developers n-Space and Digital Extremes have begun to ...
Dungeons & Dragons photo
Dungeons & Dragons

Newest D&D rules take you to a world of Modern Magic

Technomancy, homie
Aug 16
// Zack Furniss
Over on the Dungeons & Dragons website, they've been running a monthly feature called Unearthed Arcana. These articles include new rules that may eventually be published, new settings, player classes, and all sorts of coo...
Sword Coast Legends photo
Sword Coast Legends

Sword Coast Legends facing slight delay

You'll have to wait three more weeks
Aug 05
// Zack Furniss
Sword Coast Legends, n-Space's upcoming Dungeons & Dragons co-op RPG, is coming out just a tad later than expected. Though the PS4 and Xbox One versions have always had an ethereal grasp on a nebulous "late 2015" release,...
Dungeons & Dragons photo
Dungeons & Dragons

D&D Sword Coast Adventurer's Guide releasing in November

New class options and backgrounds
Aug 04
// Zack Furniss
Since Dungeons & Dragons has been an inspiration for approximately 20,842 video games, I'm going to start covering all forthcoming 5E releases. I know there's at least a few of you in the audience who either take on ...

Neverwinter: Strongholds might get me back into the game

Jul 31 // Joe Parlock
Building your Stronghold [embed]296961:59747:0[/embed] With the goal of providing “interesting and meaningful experiences to guilds”, the process of creating and upgrading your guild’s stronghold is at the heart of the expansion. All buildable structures and upgrades are ultimately decided by the leaders of the guild, but those goals are worked towards by every member through the “Coffers” system. Coffers are the total resources available to a guild to help build up their stronghold, and they’re separated into three categories: materials, which are found in the lands surrounding your stronghold such as lumber; treasures, which are earned by playing through the campaign zones of the wider game such as the Dread Ring campaign; and stockpiles, the normal loot, gold, and astral diamonds players earn throughout the game. Finding these resources ensures creating a good stronghold for your guild isn’t just a case of the leaders fiddling with the UI; every member of the guild would have a role to play, be it collecting resources or planning out where structures will go.  Once there are enough resources to build a new structure in the stronghold, or to upgrade an already existing one, the guild leaders can then start the work of upgrading, while also setting the next goal for the guild to work towards. However, the amount of upgrades you can apply to a structure depends on the overall level of the guild’s keep. While structures have a maximum level of 10, the keep can grow up to level 20. However, structures can’t out-level the keep, so sometimes an effort must be made to upgrade the keep rather than simply rushing for all the new and shiny buildings. As players donate these hard-earned resources to their guild’s coffers, they are awarded guild marks with which they can buy new gear and items for themselves at the marketplace. It’s a way of incentivising altruism among the guild, and is one of the few times in the game players can make decisions for themselves that aren’t directly linked to the decisions of their wider guild. Another way the guild must coordinate in building their stronghold is in the new added boons. Boons are passive bonuses granted to players, and in Strongholds, structures can be built to grant the entire guild specific types of boons. There are currently four categories: offense, defense, utility, and Player vs. Player (PvP). The catch is not every type of boon would available for a guild at the same time, as there are only a limited number of boon structures that can be made. This requires decisions to be made about how players within the guild will be buffed. An example given would be a raiding guild may put more emphasis into PvP or offensive boons to increase their power. The boons in each category would be optional for each individual player, however what type of boon is available is up to the guild. It’s a neat mechanic, as now other players who you’d regularly play with have an active impact on how your character works, and how these buffs influence your character may well change in the future. Should the guild decide to change an offensive boon structure to a defensive one, the boons you previously had would no longer apply. It’s interesting, however I could also see it causing some conflict within guilds. The area given to a guild to build its stronghold on is the biggest zone Neverwinter has ever seen: it is three times bigger than the biggest previous one. The zone is split into multiple, smaller themed areas, each with their own enemies and quests. For example, there may be faetouched areas, or there may be areas that are more desolate, and different enemies may be encountered in each one. It’s nice to see some variance in the zone, as Neverwinter does have a problem of each zone being its own themed thing that gets boring sometimes: the snowy zone, the desert zone, or the city zone and nothing but that. Some areas will be sealed off and hidden until the stronghold has been built up and expanded on, but what’s interesting is that the future of the zone isn’t entirely known even to Perfect World yet. The strongholds system is planned to be expanded upon over the course of at least the next two expansions: Strongholds and a currently unannounced expansion after that. According to them, being “done” with building a stronghold simply isn’t possible, as new structures and boons will be made available in future updates.  While there is a storyline planned out for Strongholds and the expansion after that, the specifics of what sort of boons and structures will be included in them are apparently down to player feedback and community suggestions. New Player vs. Environment Content Building up a guild’s stronghold isn’t the only new addition to Neverwinter. Alongside it comes a new range of player vs. environment content, much like in the previous expansions before it. However, a lot of this will still directly help your stronghold grow. Firstly, the act of actually acquiring your guild’s new keep will be part of a quest line that changes as the stronghold grows. At first, your guild and a travelling band of Orcs will both arrive at the same time, causing there to be multiple skirmishes and missions available. Finding guards, protecting farms, and driving off Orcs to ensure that your keep is safe in the early days. As the keep levels up, new enemies will start to appear in the zone. For example, the second phase of the zone involves mercenaries appearing to try and steal the keep from you, giving you multiple quests involving dealing with them. The zone’s campaign appears to play out in much the same way as previous campaign zones such as the Dread Ring have, however there is also the added dimension of it being dependent on your keep’s level. Of course, there will also be a series of daily quests available from your stronghold’s steward too, and they will also help guide players to the next of their campaign quests. Greed of the Dragonflight That’s all pretty standard expansion stuff: more of what Neverwinter players will be used to. What’s particularly interesting is the major new boss fight that occurs in the Strongholds zone. Dubbed Greed of the Dragonflight, the boss is designed to be played by guilds of 40 or more players who must coordinate and plan out how to take down four powerful dragons simultaneously across the map. If one dragon is killed, the other three will flee shortly afterwards, requiring guilds to figure out which players are best suited to take on each dragon, and make sure all four of them die at the same time. Doing so will net the guild huge rewards, some of the most powerful items in the game, according to Perfect World. However, failure to nab all for dragons doesn’t mean nothing was gained. Due to some guilds not having enough players to take down all four dragons, there is a sliding scale of what rewards are given. The more dragons the guild can kill, the better the loot given. What I saw of this event reminded me of my favourite bit of Neverwinter: the timed boss events. Instances are great, questing is fun, but seeing the alert to head to an area of the map to slay as big-as-hell lizard was always really cool to me. It’s involving, it’s hectic, and it looks as though adding in the extra element of needing to size up who takes on which dragon will make it all the more satisfying when the guild succeeds. The difference between normal timed events and Greed of the Dragonflight is that it isn’t only a timed event. Due to a large amount of player requests, Perfect World is allowing guilds to trigger the event manually whenever they like, and so it could become a pretty big part of guild social life somewhere down the line. A New PvP mode inspired by MOBAs Player vs. Player in Neverwinter has been the centre of Perfect World’s attention for a while now: originally offering a fairly basic 5v5 arena mode, an open-world PvP was later added in Icewind Dale, and of course Strongholds will be adding even more for those who like stomping other players. The PvP added to Strongholds is a 20v20 Guild vs. Guild mode, which when I first heard about it reminded me a lot of Guild Wars 2’s World vs. World feature. However, it appears as though the new mode is being more inspired by the likes of Dota and League of Legends. This isn’t a compulsory feature, guilds must queue up to enter the mode. Once in the game, guilds will find their strongholds and surrounding lands “glued together”, with a river separating the two. The MOBA inspiration comes on the emphasis of controlling the various lanes between the two strongholds, while pushing forward and sieging the enemy guild. Perfect World has also catered to smaller guilds that might not have 20 players online at a time. When in queueing, if a guild has enough players to spare, they will be transferred temporarily to the other guild and fight for them instead. It’s a nice way of evening the playing field, but it will also be interesting to see where their alliances lie once the match is underway. It’s worth noting I didn’t get to actually see any PvP in action, due to the problems setting up a game with 40 players just to show me it would’ve caused. As such, all of this is only how it was described to me by Overmyer. Final Thoughts As previously mentioned, I’ve got a fair amount of experience with Neverwinter, however the lack of something to keep me interested once I’d finished the story quests meant I dropped out of the game soon after. Guilds have always been something in MMOs I’ve had an interest in, but never found the right match – I always ended up in quiet, inactive guilds where nothing ever happened. Strongholds looks like it wants to solve both of my problems, while giving me more of the solo content that got me into the game at first. I’m somewhat concerned that finding decent guilds might still be tricky, but maybe the new toys guilds can play with will convince people to give running guilds a go. PvP has never been a big interest of mine. I got into Rift’s quite a bit, but still eventually found myself going back to questing. Neverwinter in particular has been quite notorious for equipment you can buy in the store being perceived to be more powerful than stuff you can earn in-game, which always put me off PvP. However, if it’s true that the rewards from Greed of the Dragonflight are some of the strongest in the game, it could go a way to fix that problem. Overall, I’m excited. I’m definitely going to be going back into it just to see how all of these new mechanics change how people interact within guilds, if at all. Plus Dragonflight is a condensed version of everything I like about Neverwinter, which is great. Neverwinter: Strongholds will be released on August 11 as the next free expansion on PC. Neverwinter is free-to-play on both Xbox One and PC.
Neverwinter: Strongholds photo
An in-depth look at all the new stuff
On August 11, Perfect World will be releasing the latest expansion to their Dungeons & Dragons-based MMO Neverwinter, Strongholds. With its action-based combat, fantastic locations, and relatively simple mechanics, N...

Sword Coast Legends photo
Sword Coast Legends

Here's a full dungeon crawl in Sword Coast Legends

My dicebag is shaking with excitement
Jul 13
// Zack Furniss
Ever since I had a chance to play Sword Coast Legends at E3, I've wanted to watch a dungeon run from the perspectives of both Adventurer and Dungeon Master at my own leisure. I guess I failed a perception check and ...
Neverwinter photo

The Xbox One version of Neverwinter is now only one expansion behind

Rise of Tiamat has just launched
Jul 02
// Joe Parlock
While the PC version of the pretty dang good MMO Neverwinter is waiting for news about its newest expansion, the Xbox One port unfortunately is playing catchup. Perfect World have announced that Rise of Tiamat, the fifth modu...
Sword Coast Legends photo
Sword Coast Legends

Sword Coast Legends' Dungeon Master surpassed my expectations

A critical success?
Jun 20
// Zack Furniss
I was supposed to Dungeon Master a session of Dungeons & Dragons tonight, but that post-E3 fatigue comes in hard. So why not tell you about my hands-on session with n-Space's Sword Coast Legends, a new asymmetri...
Neverwinter: Strongholds photo
Neverwinter: Strongholds

Neverwinter: Strongholds is whipping guilds into shape

With just a hint of Draenor
Jun 12
// Joe Parlock
Dang, Cryptic and Perfect World sure are pumping out the expansions for Their pretty awesome MMO Neverwinter pretty fast. Hot on the heels of Elemental Evil and the Xbox One release of the game, Cryptic has announced their s...
Sword Coast Legends photo
Sword Coast Legends

Sword Coast Legends releases September 8, new trailer

Put away the pens and paper
Jun 09
// Zack Furniss
I'm loving being a Dungeon Master in the Fifth Edition of Dungeons & Dragons thus far, even if time has done its best to keep me and my adventurers playing Hoard of the Dragon Queen. I'm casting a sideways glance towards...
Neverwinter photo

Neverwinter Xbox One Closed Beta starts in February, sign up now!

Is Neverwinter about living in Los Angeles?
Jan 15
// Mike Cosimano
If you've got an Xbox One and have been hankering to play the Dungeons and Dragons MMO Neverwinter on a console, you might want to go ahead and register for the Xbox One closed beta. Registration begins today and the beta wil...
Loud story generator photo
Loud story generator

I am a peaceful gnome bard with body image issues, what are you?

Jan 09
// Steven Hansen
Random generators. Without them, there would be no Childish Gambino. Probably other things. If you're looking for your next backstory in a rousing game of Dungeons and Dragons and can't be bothered imagineering one up, look n...
Neverwinter photo

Xbox One's adding Neverwinter to its stable of free-to-play games

Perfect World's stepping outside the PC crowd
Jul 30
// Brett Makedonski
Xbox One has a handful of free-to-play titles, and all of them were built specifically for the console. That'll change in the first half of 2015 as Neverwinter, a popular PC action MMO role-playing game, hits the Microsoft pl...
Dungeons & Dragons photo
Dungeons & Dragons

Come to my basement and play some Dungeons & Dragons Fifth Edition with me now

And here I am still playing with 2e books I buy at consignment stores
Jul 16
// Brittany Vincent
The new edition of the venerable Dungeons & Dragons tabletop RPG kicks off its lineup with the Dungeons & Dragons Starter Set. Think of this as the demo to the full game, as it includes a 64-page adventure book with ...
Capcom photo
Producer ponders revival for Final Fight and Dungeons & Dragons
With the arrival of the new generation, Capcom is looking to try new strategies for how to better satisfy its audience. And while Deep Down is an interesting experiment, a producer at Capcom has some other ideas in mind -- an...

Baldur's Gate II Enhanced photo
Baldur's Gate II Enhanced

Baldur's Gate II: Enhanced Edition is coming in November

Be the Lord of Murder in HD
Oct 07
// Joshua Derocher
After being put on hold due to contractual issues with the first Baldur's Gate: Enhanced Edition, the much-loved sequel is finally getting an enhanced release. Baldur's Gate II: Enhanced Edition will be coming to PC and Mac ...

Grab an exclusive Neverwinter item from Destructoid!

Jul 01 // mrandydixon
To claim your code from Destructoid: Login to your Destructoid account (or sign up if you're new) Head on over to our code giveaways page Click the big red button! Once you've secured your code from Dtoid, do this: Redeem your key here Login to your PWE account Enter your key into the Redeem Key field and hit Submit Launch the game and login to your character If you have not yet done so, progress through the Tutorial until you talk to Sgt. Knox in Protector's Enclave Visit the Reward Claims Agent, directly across from Sgt. Knox, to claim your pack Items will also be sent to your in-game mail Have fun!
Neverwinter items photo
An exclusive eye patch, some potions, and more!
Neverwinter is finally out of beta and in the hands of the masses, and to celebrate, our friends at Perfect World have given us 10,000 codes for some in-game items just for Dtoiders! Included in the pack are a Dtoid-exclusive...

Review: Dungeons and Dragons: Chronicles of Mystara

Jun 18 // Jonathan Holmes
[embed]255658:49232:0[/embed] Dungeons and Dragons: Chronicles of Mystara (PC, PlayStation 3 [reviewed], Wii U, Xbox 360)Developer: CapcomPublisher: CapcomReleased: June 18, 2013 (PC, PS3, Wii U) / June 19, 2013 (Xbox 360)MSRP: $14.99 Dungeons and Dragons: Chronicles of Mystara features two similar games, Dungeons and Dragons:Shadow Over Mystara and its predecessor Dungeons and Dragons: Tower of Doom. is the ultimate evolution of the Capcom beat 'em up. Along with Battle Circuit, it stands as one of the final iterations of the Final Fight design. There are even Holly Wood-style jerks that run on screen, throw a bombs at your face, and run away (a Final Fight trademark troll post). Captain Commando, Cadillacs and Dinosaurs, and The Punisher (co-starring Nick Fury) were all building up to this. It was released in a time when the competitive fighting game had all but replaced the cooperative combat genre as the biggest money maker in the industry. Shadow Over Mystara acknowledges that by incorporating a few Street Fighter-style moves into the controls, while never shying from its Dungeons and Dragons namesake. Choose one of 6 well-balanced character classes (Warrior, Dwarf, Cleric, Elf, Magic User, Thief), team up with up to 3 other party members (local co-op or online), fight a large variety of enemies (Manticores, Kobolds, Displacer Beasts, etc), gain experience, abilities, and loot, repeat.  The fighting system is fairly simple (no 50 hit Guardian Heroes-style combos here), but there are plenty of different moves to utilize (slide, dash, dodge, block, shoryuken, etc) and character specific moves (Theif can steal, Magic User has specific spells, Cleric can turn undead, etc) to master. If you just jump right in without reading the manual, you'll definitely miss a lot of the specifics on what each character can do. There are also plenty of random (sometimes hidden) items to find that have abilities and attributes all their own (like the Dragon Slayer Sword. Still can't find that one). The game takes about two hours to get through on the first try, with multiple branching paths, shops, and plenty of little secrets to enjoy as you go. No two games of Shadow Over Mystara ever have to be exactly the same. You can even shrink down to the size of a pixie if you play your cards right. That said, a lot of levels are mandatory on each run, so if you don't enjoy bashing the same Owlbears in the face over and over again, then you may get a case of the grumbles after the 3rd or 4th replay.  The art and music are among the finest in the genre. It's a decidedly different style than you often find in beat 'em ups today. It's clear that Capcom spared no expense on the visuals, with highly detailed individual sprites and traditional yet vibrant character designs. It's the tech of the time that holds the game back, limiting how many frames of animation could be stored in the RAM. The giant boss at the end looks particularly stiff by today's standards. It's interesting contrast to the visual style we see in most beat 'em ups today, where the only things limiting the graphics are the time, budget, and skill of the artists creating them. It's also interesting to experience just how much less fun it is to play an arcade game of this type in on today's consoles, where replays are endless and success is inevitable for all who choose to persevere. All coin-enabled continue arcade games suffer from this problem when ported on home consoles. The only way to try to remedy the issue is to limit continues (which is more annoying that anything else), or to actually charge you per continue via in-game purchases with real money (which would be extremely disrespectful to the player). These games were designed to be exciting and stressful because in-game mistakes meant actual financial losses. Take that out of the equation and it feels like God-mode is always on.  Capcom added a loot/achievement hunting metagame to try and keep players engaged. There are tons of unlockables (like original D&D monster art and a bonus survival mode) that you can only score by collecting in-game experience. There's also some encouragement to collect every item (which is something that will require exploration upon multiple replays to achieve), coupled with online online leaderboards. None of these things change the core game in any way, but they may work to sway you into jumping back into the fray for one more play when you might have otherwise felt like hanging up your sword.  Oops, almost forgot to talk about Tower of Doom! There is almost no need to play this game when you have Shadow Over Mystara on hand. It's got fewer playable characters, is slower, has a worse UI, and is generally less fun. It has a few unique traits that make it worth checking out once, but it looks pretty unappealing in the "shadow" of its superior sequel.  Still, Chronicles of Mystara is worth the purchase for any fans of beautiful sprite-based artwork or classic beat 'em ups. Its only flaws come from the technical limitations of its time and the design decisions that defined the arcade era. Gauntlet, Golden Axe, and Cadash all suffer from similar issues. Thankfully, Shadow Over Mystara trounces them all. It's the king of D&D-themed arcade action games, and should be respected as such.
Dungeons and Dragons photo
Outdated but not outclassed
Part of the appeal of Dungeons and Dragons (the table top RPG) is that it takes you out of the modern day of 24 hour news cycles and constant connection to everyone everywhere through multiple simultaneous internet portals. I...

Neverwinter release photo
Neverwinter release

Neverwinter out on June 20, first expansion revealed

The expansion is green!
Jun 06
// Joshua Derocher
You should go play Neverwinter -- it's awesome. Right now it's in open beta, but on June 20 it will be officially released. Part of this release includes a new end-game area that will combine "PvE, PvP and dungeon delving int...
Dungeons and Dragons photo
Dungeons and Dragons

Chronicles of Mystara trailer showcases the Dwarf

No magic? No problem
May 24
// Chris Carter
Dungeons and Dragons: Chronicles of Mystara is coming soon for the PS3, Xbox 360, Wii U, and PC, and you can get a closer look at the Dwarf character in the trailer above. As his description suggests, the Dwarf is a front-li...

DeNA's next two games are G.I. Joe and Dungeons & Dragons

Give him the stick!
May 24
// Hamza CTZ Aziz
DeNA is continuing their partnership with Hasbro by releasing two new titles: G.I. Joe Battleground and Dungeons & Dragons Arena of War. G.I. Joe I expect will be much like the Transformers game where you collect and bat...
Videogames are evil photo
Videogames are evil

Dungeons & Dragons destroys peoples lives

It's evil I tells ya
Apr 20
// Taylor Stein
Crazy alert: radical TV preacher Pat Robertson is at it again. In a new video aimed at warning the world of hidden evils, Robertson asserts that Dungeons & Dragons is a "demonic" videogame. In previous discussions throug...
Neverwinter photo

Neverwinter goes into open beta on April 30

With one more closed beta event on the way
Apr 05
// Hamza CTZ Aziz
Apparently a lot of you like Neverwinter, the upcoming free-to-play MMORPG. Seriously, we ran out of closed beta codes for the game within minutes! Well for those of you who missed the special closed beta weekend events, you...
Chronicles of Mystara photo
Chronicles of Mystara

PAX: Capcom breathes new life into D&D arcade classics

A nostalgic four-player romp
Mar 22
// Fraser Brown
Capcom announced today at PAX that Dungeons & Dragons: Tower of Doom and Shadow over Mystara, its sequel, would be getting remastered into an HD double-pack for modern platforms. These two four-player arcade brawler...

Here are 5,000 Beta Weekend 3 codes for Neverwinter!

Mar 21 // mrandydixon
[embed]249271:47689:0[/embed] Neverwinter key redemption instructions: Go to For new accounts: Create your account information and submitFor existing accounts: Login to your account Enter your key here - Download the game client here - Install and play! Once you've put in some time with the game, be sure to share your experience in the comments below! And if you like what you see, check out the Neverwinter Founders Packs! Have fun! Note - Codes not redeemable in the following regions: China, Egypt, Russia, Hong Kong, North and South Korea, Macao, Taiwan, and Vietnam.
Neverwinter BW3 keys photo
Grab a key for the upcoming D&D MMO, courtesy of Dtoid!
[Update: Codes expired! Hope you had fun!] Destructoid has partnered with our friends at Perfect World to bring you 5,000 codes for this weekend's leg of the Neverwinter beta! Set in The Forgotten Realms campaign for Dungeons...

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