2230: A Reminder that Dungeon Travelers 2 is Excellent

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I forget why I paused my playthrough of Dungeon Travelers 2 a while back, but it certainly wasn’t because I didn’t like it. On the contrary, I absolutely love it, and have been really enjoying getting back into it sporadically in the evenings over the last week or so.

For those who missed my previous enthusings on the subject of this game, allow me to explain.

Dungeon Travelers 2 is an old-school “gridder” dungeon crawler for PlayStation Vita, developed by Sting and published by Atlus. Absolutely no-one would have heard of it were it not for Polygon’s Phil Kollar writing an indignant article called “Atlus can do better than this creepy, porn-lite dungeon crawler” a while back, after which everyone who thought Kollar was being a shallow, judgemental douchebag promptly preordered the game and eagerly awaited its arrival. While a lot of this immediate backlash was simply to spite Kollar’s terrible article — which didn’t even make an effort to understand anything about the game beyond “it has somewhat suggestive images in it” — those in the know were quick to point out that developer Sting has an impeccable pedigree when it comes to mechanically solid and interesting role-playing games that are often just a little bit unusual, making them very memorable.

Structurally, Dungeon Travelers 2 is fairly business as usual for the gridder genre; it’s the moment to moment gameplay where it shines, and particularly the variety of ways in which it’s possible to play. Heavily based on party composition and character classes, the frequent combat in the game is not the sort of thing you can get through by mashing the “Attack” button — indeed, this is a game that will happily obliterate your entire party in the very first dungeon if you don’t take appropriate precautions and play cautiously, remembering that in dungeon crawlers, it is usually inadvisable to attempt to clear out an entire dungeon in one single expedition.

No, rather Dungeon Travelers 2‘s combat is based very much on making appropriate use of your party’s abilities, both active and passive. There’s a certain amount of MMO-style conceit in there, too; unlike many turn-based RPGs, it is absolutely possible to have a tank up front maintaining the attention of the enemies as much as possible, while the back row rains down death from a distance.

Timing is absolutely key, too, even though the game is strictly turn-based. Spells and certain abilities don’t cast immediately; they have a period of time during which the caster has to chant the spell or song, and it’s only after this that it activates. Spells can be interrupted by a significant amount of damage or being afflicted with a status effect such as Stun or Silence — see, told you it was MMO-ish.

A lot of the passive abilities are really interesting, too. There’s one of the Berserker tank abilities that afflicts enemies with some significant stat debuffs when they hit you, and others that counterattack with nasty status effects or even outright damage in return. Certain buffs and debuffs can make these procs (there I go with the MMO lingo again) more or less likely to trigger, so effective combat is a case of judging the situation and making your party handle it in the most efficient manner.

A good example comes from the Girimekhala boss I fought in my last play session. She had a bunch of really unpleasant abilities, including a heavy physical attack on a whole row of party members, another heavy physical attack on characters adjacent in the turn order, a dance that lowered party stats and inflicted damage every round, and an ability similar to the Berserker’s counter-debuff mentioned above.

The first couple of times I fought Girimekhala, I went all-out attack and was quickly obliterated; tanks can’t tank very well if their stats are shot to shit, and once they went down, the back line quickly followed.

What I ended up doing was have Alisia the Valkyrie (defense tank) use her Cover ability for a one-off (until recast) chance to take damage in place of a party member, her Parry ability to completely nullify damage from one physical attack, and her Material Barrier ability to shield the entire party against physical damage. I then activated Grishna’s Blood Rage ability to boost her maximum HP so she could soak up some damage, too; as a Berserker, her defence isn’t anywhere near as good as a Valkyrie, but she makes up for this with her auto-debuff ability and strong offensive abilities which, while not very useful in this battle as they would always be countered, are often a big help.

Meanwhile, the back row got to work. Melvy the Witch (one of the strongest caster classes) repeatedly cast heavy damage single-target spells on Girimekhala, and acted as the main DPS (or DPT if we’re being picky, I guess) of the group. Fiora the Priestess, meanwhile, simply acted as a healbot, throwing out Circle Heal every turn to cure any damage that had managed to get through Alisia’s monstrous physical resistance. And Conette the Diva (support class) sang a song that helped Melvy and Fiora to chant their spells more quickly as well as using her Cook ability from her base Maid class to keep everyone’s TP (needed to use abilities or cast spells) topped up.

Puzzling this out and putting the plan into action was extremely satisfying, and much more interesting than simply throwing attacks out and occasionally healing. This fight simply wasn’t possible to win with an all-out attack strategy; as you’ll see from my description above, only one out of my five party members was inflicting damage on the boss, with the others all simply supporting the group in various ways. Thankfully Melvy’s magic damage as a Witch is absolutely astronomical, so her burst damage more than made up for the relative infrequency of hits on the boss.

To cut a long story short, Phil Kollar could not have been more wrong about Dungeon Travelers 2. While it is filled with suggestive artwork and distinctly ecchi scenes both involving the main characters and when you defeat the monstergirl bosses, that’s certainly not a reason to write it off or wag your finger at publisher Atlus, telling them they “can do better”. In fact, it’s absolutely one of the best examples of the dungeon crawler genre I’ve had the pleasure of playing to date, although be ready for a seriously stiff challenge, particularly once you start getting into the optional dungeons and boss fights.


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