This is a pretty good time with friends. The game obviously takes a ton of inspiration from the classics like rogue and nethack, and the devs have put a lot of effort into keeping Barony as true as possible to the roguelike genre (despite being a first-person and real-time game). It's extremely punishing and difficult, in a classic roguelike sort of way.

The choice to include the minotaur (a clock mechanic in the form of a monster that appears if you spend too much time on a floor) in addition to the hunger clock is a strange one. This isn't a huge deal though, since you can disable either or both.

The skill system (the same system Oblivion uses) doesn't seem to fit the game very well. Grinding magic by spamming cheap spells, for instance, is tedious and not something I want to do in a game that could come to an end and completely restart at any moment.
Barony's biggest flaw, in my opinion, is the lack of variety. I feel like I find the exact same weapons, spells, potions, etc. during every run. There are a few different builds, but by mid-game, characters of the same archetype are all basically identical. This is similar to how Nethack works, but in Nethack, there is a ton of variety in terms of player actions, complex interactions, and secrets. DCSS can get away with having similar levels (like barony) by having a huge variety of unique items, enemies, and playstyles. This makes Barony feel like it doesn't have that "one more run" replayability of classic roguelikes; it often just leaves me feeling bored and uninterested after a run ends.

It might not be fair to compare this to more mature roguelikes. I'm sure in 15 years this will be one of the best games of all time.

Reviewed on Jan 25, 2023


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