![]() You do all this from a hub, where you shop for potions, weapons and accessories, rest at your home and equip the spoils of victory and your expeditions, while a tavern offers up a place to join up with up to three other fighters, online or off, to tackle quests. ![]() You pick one of four classes (the ranged weapon wielding Empress and tank-like Warrior being part of the Frontline Fighters pack, the agile Shinobi and support class Witch being in the Advanced Attackers one) and embark on a series of quests that climax in extended boss sequences. And then that all comes so frequently undone by a baffling design decision. It's a co-op 2D action RPG that takes a number of cues from the likes of Monster Hunter, and at times it's absolutely brilliant stylish, frenetic and with a decent serving of neat ideas. It is confusing, though, as is so much about Dragon Marked for Death. Why is this? I'm not entirely sure, though there's probably good reasoning somewhere behind it. Each one has two character classes apiece, each exclusive to each particular SKU and each presumably available as DLC at some point down the line. Want to understand exactly what the deal is with the two different SKUs of Dragon Marked for Death, the latest from brilliant boutique developer Inti Creates, and there's not even an Excel document to hand. Trying to make sense of one of EA's launch schedule? You'll need a spreadsheet, of course. It's never the most promising thing when a game's given you a headache before you've even booted it up.
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