Genre: Indie, Role-Playing Game (RPG)

Developer: Lovely Hellplace

Publisher: DreadXP

Release Date: May 14, 2024

Players: Single-Player

Review Date: February 12, 2026

Format: PC

Playtime (To Date): 38.3 Hours

MSRP (To Date): $19.99

Sometimes, revisiting the classics can invigorate those lost feelings of nostalgia, especially with video games. Often, in the constant and hectic release of new titles, the tried and true methods of what once were feel even more rewarding. Developers have certainly caught on. There has been somewhat of a classic game revival, not just in terms of older games being remastered, such as the case with The Elder Scrolls IV: Oblivion, but also games that use older design and gameplay but are completely new titles like Signalis.

That is probably the best way to describe Dread Delusion. It has a more simplistic design reminiscent of GoldenEye 007 for the Nintendo 64 or one of the older editions of the Elder Scrolls series, Daggerfall, even though this title was released only a few years ago. 

Gameplay: 1

This design goes even further than just graphics. If you have ever played one of those older titles, the game will immediately feel familiar. At its core, the mechanics are simple. Not to be mistaken as a bad thing. You have all the classic elements of a fantasy RPG classic: Melee, magic, persuasion, archery and throwing, stealth, basic crafting for upgrading loot, and alchemy for potions, along with wisdom that serves like persuasion checks. This is combined with a fast travel and map system that requires you to work to reap their rewards. It does not make fast travel an immediate tool to be squandered, infact the multiple types were reminiscent of Morrowind’s system that required a bit more memory work from players to really take advantage of effectively hopping across the large map. 

The varied skill tree lets you handle combat anyway you want. A certain strategy is more useful, but each finds value across the Skyrealms and its multitude of enemies. The only issue with the gameplay is really how easy the enemies are to completely evade. Not in terms of using stealth, but the player is literally able to outrun them in almost any scenario. It makes the combat less impactful when basic movement can be used to avoid almost every enemy encounter. That being said, the combat is still fluid between all of the class types and variations. I found myself using almost all of the melee, stealth, and magic combinations throughout the game because of the advantages each gave in different scenarios. Slaying enemies also offers rewards as basic loot, such as consumables and coins. 

The dialogue also offers rewards in a familiar style, allowing players to enter different areas or receive more useful equipment. 

Story: 2

The dialogue has an important part of the game’s story as well. Without spoiling too much, players are put directly in the hot seat. Multiple instances will have them choose the fate of not only gods but the people they reign over. This is true for the main quest, but it is most common in side quests for almost every region of the map you unlock. These interactions put players deciding the harsh realities of life with the help of divine intervention, but be careful, as each reward comes at a high price demanded by these gods. 

These interactions build the tension of the main story that has the player hunt down a notorious outlaw and pirate. Along the way, you will assemble a team of former pirates who each lend their expertise in helping you bring down Vela Collase, their former captain. As I said earlier, the other quests you encounter are easy to get lost in and rediscover as you may travel back with new abilities that get you one step further. 

Atmosphere: 2

The graphics do more than make the game run well. They are part of the atmosphere. The world the players navigate is supposed to be familiar and also unrecognizable. It is, in all intents, a delusion, twisted in an ever-present darkness that makes even the vegetation feel corrupted. 

It is unnerving how recognizable the setting is without having an easy way to define it. It unsettles without removing the player from the plausible. You may never see your character, which I would have enjoyed as my equipment progressed, but the environment will keep players more than focused, especially with the incredible soundtrack made by Daniel Staley.

Value: 2

Buy the game. Simple as that. For less than $20, I managed to get 38.3 hours of a single playthrough. Easily worth it considering a lot of choices in-game are binary and have different outcomes, meaning two playthroughs are required at a minimum to experience everything in the game. While the second playthrough would most likely be completed quicker, I would wager around 45 hours to experience everything without using walkthroughs. That being said, one playthrough is more than satisfying. 

Duration: 2

The game is the perfect length to deliver an excellent story and gameplay through skill progression. Only once did I feel agitated by the progression, but entirely because I missed a step while puzzle solving, which is from my end, not poor game design (the giant squid part for those curious readers). I will remind those who intend on picking it up that it does not hold your hand as recent RPG titles do. It is on you to solve puzzles and locate quest objectives, which is never too difficult if you keep at it. It’s one of those games that is simply better when you do not look up tutorials or walkthroughs. 

Total Score: 9/10

I had zero expectations for this game. It sat for a while on my Steam wishlist, and I received it as a Christmas gift. Drawn entirely to it from the art, design, and RPG tag, I did not have enough info to pull the trigger, what a mistake. It did nothing short of blow me away with how well all of its mechanics and design come together. The simplest explanation is that it is entirely itself and does not apologize. 

For those indie devs looking to make an RPG, use this game as a baseline; it has simple skill progression and mechanics, really the barebones every good RPG should have, and mixes them perfectly with interesting design visually and with the music and sound effects. It tells a story that I am sure is a variation of different lore, but feels rewardingly distinct. It is lore without drowning the audience, constantly being referenced without being a burden that is rehashed. 

It is a perfect blend of showing what can be seen and allowing exposition to draw intrigue. It stands as the prime example of perfecting everything contained within its universe and not using gimmicks to ignore the flaws; complexity does not define greatness, but mastery of form, even if it is simple. 

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