Dysmantle is one of the most enjoyable open-world RPGs I’ve had the privilege of playing. 10Tons absolutely killed it with this fresh and constantly entertaining game that asked itself what would happen if Minecraft met DayZ (minus the PvP). The game sees the player attempting to escape from an island that’s been abandoned by all save the undead. The player must activate a series of towers across the map to lift the emergency blockades and escape to safety… it’s not as simple as that, however, as access to certain integral checkpoints can only be made possible with certain abilities and tools that the player gains along the way. Almost everything can be used as a resource in this game, resources that can be put towards upgrading the player’s arsenal of survival gear and weapons, making the “equipment tree” highly rewarding and exciting to fill out.
I think what sets Dysmantle apart from so many other, lesser RPGs that I’ve played, is the game’s unbelievable replay value and reward system. RPG games can often feel incredibly empty or bleak, as seen in the failure of Infestation or any RPG with the dreaded “hunger bar,” or incredibly “grindy” for little payoff as observed upon No Man’s Sky’s sloppy initial release. RPG games are a slippery slope for developers, as it requires the inclusion of an immersive story, fluid mechanics, an abundance of explorable content, and a leveling system that motivates further exploration. Dysmantle boasts all these attributes.
The design of the game’s progression is outstanding, utilizing the “completely open world, but you’ll get killed in half a second if you go to X region too soon” formula of games such as Witcher 3, a method of game design that gives players the outright freedom that so many desire from RPG games. The fact that Dysmantle can be completed, more or less, at the player’s desired pace, adds to its brilliance, gifting players the agency to decide if they want to simply speedrun their way to escape, or if they want to get a bit cozy and “100%” the game. The method of acquiring and storing materials is convenient as well, as your total storage of materials (via campsites which can be discovered and unlocked around the map) is never limited, solely the number of materials you can carry in your backpack as you travel (the backpacks can also be upgraded to add space or slots for material bunches). The world is rife with mysteries both ancient and contemporary to be solved, ponds and lakes to be fished, farms to cultivate, cryptic messages to uncover, exciting and rewarding challenges, and a discoverable recipe book that would make Bobby Flay weep.
Dysmantle also looks fantastic, leaning into the creamy, vibrant colors and mechanics that the Proprietary Engine provides. The interactable objects in the environment and the movement from the player never feels glitchy or stagnant and I found almost no bugs during my many hours on the title. I also adored the inclusion of cutscenes and easter eggs around the map, very covertly crafting a tight and intriguing narrative that managed to keep the player reminded of their exfiltration goal while still pulling on those strings of curiosity that keeps us saying “I’ll play for just 30 more minutes then head to the exit” all night long.
The sole flaw that I managed to find in this, otherwise, outstanding game, was the combat and AI. While the missions and opportunities for exploitation of resources were second-to-none, the enemies battled by the player can sometimes feel too robotic or unreasonable, and the combat can feel clunky. The zombies in Dysmantle seem to have a 30-degree field of vision, making it relatively easy to sneak by most of them; however, once the player is seen, they will be chased until the ends of the Earth with the enemy somehow being able to track the players movements and trajectory around rocks, plateaus, and buildings despite an obviously broken line of sight. Another issue with the combat that I found was a way to sort of “cheese” the zombie dodges so-to-speak. There is a roll mechanic in Dysmantle that allows the player to quickly dodge an attack by diving in any desired direction. However, I found that the player can actually spam this mechanic and essentially be impossible to be 2hit by enemies. I have a clip of a 15-zombie train following me around, trying in vain to hit me, as I rolled halfway across the map. This phenomenon would be fairly easy to patch out, of course, but it does detract from the studio’s obvious intent at requiring a certain amount of level progression before even being able to step foot in certain areas.
I cannot speak highly enough about Dysmantle. It is an exceptional and fresh game that certainly scratched my itch for a great RPG title. I will undoubtedly replay this game and see how few days it can take me to escape, or if I can find all the ancient ruins around the map. I more than recommend this title for lovers of a nice, challenging open-world game.
Score: 8.5/10
For more information, please visit: http://dysmantle.com/
I've been playing video games since I got a Playstation 2 when I was about 5 or 6 years old. The original Star Wars: Battlefront series and the Spyro series initially ignited my interest in gaming, but it wasn't until I got older that I truly appreciated the subtle details that make video games such a unique form of entertainment. My favorite type of video game would have to be any lengthy and plot-driven open world game, with my favorite games of all time being Batman: Arkham City, The Witcher 3: Wild Hunt, Assassin's Creed: Revelations, and Firewatch.
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