Why is nobody talking about this game? Why is this not one of the most popular games out right now? My god what a game this is. So rich and deep, a painstakingly crafted ocean of unforgiving brutality. So many easy rogue-likes out there softened my meek and tender body only to play Barony and die to rats in level 1 of this masterpiece. So many interesting interconnecting systems at play here to take into consideration when entering the mine. The quality/durability system: That moldy apple looks way more appetizing when you're starving to death. Your weapon of choice might not last you too long without carefully deciding how many backups you should feasibly carry at the cost of space and movement speed. This system is used to make you agonize over what to use and carry and it belongs here because it's done intelligently as a means to curb your success and temper your risk assessment. You will be tested and you WILL fail. This is the first hurdle in Barony and as a familiar mechanic in games it's used well enough to kill you at any point in the game. The appraisal system: An absolute gem of a game mechanic. You must start early by identifying simple foods even if you don't need to eat. Otherwise you'll don an amulet that chokes you to death and can't be removed because it's cursed but you didn't know that because you didn't hold a piece of cheese until you learned it's age and backstory. This mitigates the number of items you can use in a run by essentially making a large portion of them completely off limits if you want to live long enough to die to a boulder in the next 30 seconds. Conversely, nurturing your ability to identify items allows you safe(r) access to run saving loot and makes you feel like you earned the right not to die for the next 30 seconds. Cursed and blessed items are both commodities for your party and a single misuse can hamper you for hours or completely kill you. You WILL learn not to equip anything you can't appraise. But before that point, you will die regretting your hubris. The player races: This system really starts to shine in multiplayer mode where the needs of the party and the loot of the world truly create a brilliant type of synergy. If only one player needs food, another needs blood, the third eats kindling, and the last eats nothing then you all have the unique ability to help each other survive and interact with different aspects of the game. Conversely, a party of four hungry humans is a run where the probable cause of a team wipe is a LOT less likely to be combat. Synergy is so essential here and I truly love how the races can work together or against themselves if chosen poorly. I love taking my time and needing nothing so I really love being a skeleton. I feed my party and this allows me to play at a slower pace. Look at those mortals, how they want for sustenance. Pathetic. The class/stat system: No class is equipped to handle every threat or excel in every facet. Some classes aren't even centered around combat. The late game trajectory of your build is malleable and your focus should change based on what your party can feasibly bring to the table. In multiplayer my absolute favorite class is the merchant. Merchants can't really fight well but if your party helps you max out the trading skill and you start selling gems you essentially win the game if you can finesse the shop owners before your party starves to death waiting for you to buy, appraise and then sell everything in the universe. Plus your build is essentially whatever you want with an emphasis on utility. Merchants are ducks. They walk, they fly, they swim. They do a little bit of everything without doing anything extremely well. Yet they still have their unique niche being allied to all shops regardless of race. Like, how cool is that? Every class has a place somewhere. While the party all dies in their petty squabbles we merchants get comfortable counting the coin from our hauls, and with our opulence we fund the war effort and make victory not a question of "if", but "what do I get out of it?" I really only wanted to touch on these fundamental surface level systems because that's what you're presented with starting out in Barony. I really appreciate them for what they are and how they're done. I really want you to appreciate them too. The rest like enchanting, brewing, tinkering, magic, stealth, damage resistances and vulnerabilities, unique items, alternate floors, followers, techs, skill grinding techniques, etc. Those are all deeper in the game and worth carefully mastering to improve your odds of success and will enrich your experience deeply. I really love Barony and want to see it become everything it deserves to be. I find myself charmed by its game play and aesthetics. Every death makes me want for more. Thank you Turning Wheel for making a game that reminds me why I love rogue-likes. Every wipe makes me say "What a game."
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