Posts Tagged ‘Tales of Maj’Eyal’

Change hurts so good in Tales of Maj’Eyal’s coming DLC

Tales of Maj'eyal

Change has certainly been a good thing for the long-running roguelike now known as Tales of Maj’Eyal (aka TOME). Once a mere Middle-earth tribute, it has warped and twisted itself until nearly unrecognisable. The next paid expansion for the game is taking that to new extremes. In the Forbidden Cults expansion – due on May 16th – you’ll get to mutate your body, grow tentacles from god-knows-where, harness entropy itself and read all manner of forbidden texts. Tzeench would be proud.

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Doom And Demonology: Tales Of Maj’Eyal DLC

Tales Of Maj’Eyal (TOME) is a proper roguelike rather than a roguelite or roguelike-like. I have nothing against Diet Roguelike but we’re reaching the point at which the new FIFA might chuck in a perma-relegation mode and claim to have roguelike tendencies. The truth is, I’m chuffed that aspects of Rogue have infiltrated the wider world of gaming but sometimes I like to retreat back into the ADOM/Hack/SLASHEM bubble so that I can send some serious time getting my ASCII on. TOME has tile graphics rather than venerable ASCII but it’s one of the modern giants of the genre, capable of absorbing entire weekends of my life. Today, it expands.

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Wot I Think: Tales Of Maj’Eyal

TOME is a roguelike. It’s not a roguelikelike or a roguelite. It’s not a platform game with permadeath and procedural bits and pieces. It’s a top-down, tile-based RPG, with a variety of races and classes to master, and a mean streak wider than Rushmore Jefferson’s nostrils. You won’t have to squint at ASCII imagery or memorise a hundred key bindings to play it either – TOME has integrated tile graphics and a dapper interface. Here’s wot I think.

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