Dark Alliance Is a Familiar ARPG/Brawler With Some Unique Flavors

3 years 1 month ago

Combat in a tabletop RPG isn't exactly what you'd call "high-octane." There are thrilling moments to be had, of course – I've lost count of the number of times I've been at a D&D table that erupts into cheers or anguished cries after a particularly important dice roll – but it ultimately boils down to moving around an inch at a time, hemming and hawing over tactical decisions, and then maybe doing some light math. With D&D: Dark Alliance, developer Tuque Studios means to flesh out what those six-second rounds really look like after a DM says, "Roll Initiative" - and, based on a recent hands-on demo, it seems to be shaping up into a familiar and fun take on the co-op action-RPG, with a couple of unique twists to boot.

Starring the Companions of the Hall from the ‘80s/'90s D&D novels and taking place after the events of what may be author R.A. Salvatore’s best-known D&D book, The Crystal Shard, Dark Alliance sees hordes upon hordes of power-hungry monsters invade the northern region of Icewind Dale to form a [looks directly into camera] Dark Alliance in search of that dangerous relic. Our demo had us facing off against Goblins, Gnolls (demonic, canine-esque humanoids), and a handful of Verbeeg - the smallest (and maybe grossest) of this D&D setting’s Giant folk - though we know other classic D&D monsters like Beholders and Dragons will make appearances as well.

Combat makes up the bulk of Dark Alliance’s gameplay, and will be recognizable to anyone familiar with third-person brawlers, with or without co-op. Each of the four playable Companions - the famed Rogue Drizzt Do'urden¹, Warrior king Bruenor Battlehammer, and his adoptive children, the Barbarian Wulfgar and the Ranger Cattie Brie – each have a strong attack, light attack, dodge, a couple of special abilities that run on cooldown timers, and a powerful Ultimate that you charge up with each kill. It’s not entirely simplistic, though - each character also has unique combos and strikes they can perform by, say, holding the Light Attack button or attacking while moving in a specific direction. “I call it the ‘Emergent Combat System,’” says Jeff Hattem, Tuque’s founder and Creative Director on Dark Alliance. “You don’t necessarily need to memorize button presses - you just go with the flow and it’s gonna feel cool.”

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Author
Jon Ryan

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