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Steam substance abuser Murdos describes Dread Delusion as “ Vaporwave Vvardenfell . ” Even with the roughly 15 years of penning experience I have under my belt , I struggle to think of a more minded verbal description .
Dread Delusion is an RPG built in have it away homage to secret plan of the 2000s , a bygone era of RPGs made before you could just see your favourite YouTuber speed - take to the woods a biz ’s level in one four - hour - foresighted video recording . It seeks to capture the feeling many players experience play The Elder Scrolls III : Morrowind or Baldur ’s Gate 2 back in the day , a feeling of antic whimsey where the world of the game is alien and strange and yours to search .
I can say that Dread Delusion most certainly succeeds in this aspect .
The game feels strange , unknowable , and unmated in a way that feels very homely to me . Much of the secret plan ’s conversance add up from its graphics . It is purposefully designed to look outdated , with pocket-sized textured , low - poly models and frizzy , ancient - sound sound . It was created to feel at home in a time that upsets me to admit was over 20 old age ago , and you could easy slip it as having been released in the late 90s or former 2000s .
The game is purposefully artefacted so heavily that part of me wonder if it could have captured the same feeling it attempt to get if it had been made with more modern graphics . Could Dread Delusion feel as alien and strange yet utterly familiar as the Graeco-Roman RPGs it seeks to emulate if not for its humbled - poly optic presentation ?
I ca n’t know for indisputable , but I imagine if any biz could feel as wonderfully unearthly as sure-enough - time RPGs were with modern graphics , it would plausibly be Dread Delusion . The game ’s foe and surround are phenomenally foreign and interesting to look at , further construction upon the strong define Dread Delusion has go for it .
Dread Delusion ’s story and circumstance are extra , dark , uncomfortable , and odd , and I really delight it . The game follow your pursuit as a captive to the Inquisition , an decree dedicated to keep gods from return nearly 40 years after a terrible war that killed them off and absent their influence from the land . You go after down a legendary former soldier and soldier of fortune , one of the most grave people animated , and attempt to stop her from unleashing a weapon that could destroy the world .
While I was n’t always keen on the secret plan ’s character reference authorship ( I feel some characters are write a picayune too predictably or tropey , ) I regain myself deep occupy with the secret plan ’s story and the stories of its many side quests . This is even true despite one major flaw I felt the game suffer from , specifically within its storytelling .
Dread Delusion seems to be afraid to allow players to suffer any import for their action .
I ’ll use an early missionary station in the plot as an example , doing my good not to muff the quest for anyone who ends up start the secret plan . While investigate rumors of adoration of the old Supreme Being in a hamlet , I stalked a hooded figure under the blanket of darkness to find an ancient shrine to the god ’s stiff and grounds that they were strain to bring the god back .
At least , that ’s how it played out . Had things gone my room , I do n’t think I would have made it that far on my own . My first instinct was to assault the hooded figure , something the game would not allow me to do . I think I spoke to the digit , who told me I ’d good get back or there would be consequence !
I must have approached the figure there or four more times while stalking them , only to be told the same matter . I was also most definitely spotted by the pattern within their clandestine shrine , which actuate no hostile reaction and just the same personal credit line of dialog when approaching them .
In state of affairs like these , Dread Delusion denounce its hope of an open - world adventure where quest have multiple avenues to dispatch . It would be very easy to program a few alternate way to complete the quest , depending on player fundamental interaction . Have the hooded name devolve a promissory note that reveals the cave ’s location if the role player assail them . Have mystical correspondence , target out where the cave would be if the player got spotted and scared the hooded figure away from their shrine . Have the hooded flesh approach the player within the cave and allow a smaller rendering of the fundamental interaction that total shortly after .
This is something that continue throughout each and every pursuance in the game , with the game barring you both from the possible action of messing up but also from possible shortcuts that could be attain through less obvious agency . There ’s no killing NPCs , no steal a secret greenback detailing hidden answer to a seeking , and there are n’t even any alternative path to quest closing , menses . Thus , every quest in the biz find unbelievably linear as you are only represent with one path forward through objectives or duologue , with no means of circumnavigating .
That is n’t to say the biz is altogether devoid of player choice . The order in which you fill out quest is for the most part up to you , and the public is whole open , admit you to navigate freely once you get past the first drawbridge . There are certain large decision that greatly impact the end of the account ( with over 30 different endings to choose from , ) and most quest do end with a decision to be made .
I only care the decisions were less ending - based and more focussed on how to proceed . There are plenty of time I feel like there were more obvious ways to complete a job given to me but with no way to go about it . I felt as though I was often being railroad through the developer ’s designed path toward quest competition .
For a game about roleplaying , this felt needlessly narrowing , though I ca n’t say it guide away too much from the other aspects that made Dread Delusion great .
Finally , it ’s deserving pointing out that Dread Delusion feature no pursuance pointers , no built - in HUD compass , and no map unless you ’re ready to work for it . All pursuit emplacement are let on through direction given in dialogue . For some , this is going to be an exciting and alone feature , and while I enjoyed it , I can certainly see how it would be just one of a few polarizing aspects of Dread Delusion .
The Final Word
Though some aspects of the game may be polarizing , Dread Delusion is undoubtedly a unique and exciting title , built for fan of classical RPGs to love . Some will roll in the hay it , and some will hate the game ’s retro aesthetic , but no RPG enthusiast can deny the biz ’s excellent man - construction and charter stories .
Try Hard Guides invite a PC review code for this secret plan . find oneself more elaborate tone at popular and upcoming titles in ourGame Reviewspage ! Dread Delusion is available onSteam .