Top Critic Average
A stylish roguelike both made and hampered by its own pacing.
Necropolis pulls many ideas together to ultimately deliver a satisfactory, short dungeon-diving experience that’s best enjoyed with friends. Some of its ideas conflict with each other (such as permadeath and teammate revival), its procedural generation doesn’t offer much in the way of replayability, and its intentional vagueness can be frustrating, but it’s good for at least a few monster-smashing runs before it gets old thanks to enjoyable combat mechanics, cheeky humor, and the promise of mystery.
Ghoulish creature design and fun combat are weakened by long boring stretches, clueless AI, and snickering obscurity.
An interesting attempt to cross Dark Souls with a roguelike, but it’s not a very well mixed cocktail and the ingredients really needed to be chosen with more care.
Roguelike hack-and-slasher Necropolis offers intense combat and a quirky setting, along with repetition, confusion, and permadeath difficulty.
Necropolis fails to capture the magic of its influences
At one point, I drank a “mysterious potion” that informed me that my character felt “repellent.” I can think of no better word to describe Necropolis.
Can you play Necropolis by yourself? Only if you're really dedicated to the idea of running the same series of floors over and over with the intention of making progress. Without company, the initial dungeons begin to blend together a bit, and restarting isn't so much a pain from a pure skill-based roguelike standpoint, but a crisis of variety.
A game that tries too hard to be what it's not. A roguelike game trying to be a soulslike. Losing its identity, the result is simply a missed shot, nor good or bad enough to be worth remembering.
Review in Italian | Read full review
It’s a clumsy, dull, shallow, lacklustre trudge through cold soup. And fails at the most important aspect of any game in the genre: making me want to have another go.