The hit-detection is dodgy, scenery seems to exist simply to snag on the hero's trouser leg, and, as we previously discussed, enemies often appear out of thin air.īut Dungeon Hunter's problems run deeper than just bugs and protracted loading times. The loading times are painfully long, for instance, and for a game with such rudimentary isometric graphics it's surprisingly susceptible to slowdown and perfomance hitches in the height of battle. I wish that this was an isolated instance, but Dungeon Hunter: Alliance - Gameloft's crude clone of Diablo, complete with random loot drops, endless critters to bash, a tree of skills, and a row of spells - frequently falls apart. The troll blips in and out of existence about six times before I give up and switch to a sword. We keep up this charade, repeating it over and over again, until it sinks in: Ubisoft has simply published a shambles. The ugly monster proceeds to teleport across the level and magic back into existence on the other side of the room: only now with a fully-replenished health bar. I give chase and then, *poof*, the troll disappears into thin air. It works well for a moment, but he soon cottons on and starts to scamper away. So I switch to a crossbow and decide to hang back and attack from afar. He may be slow and dimwitted, but his giant mitts do critical damage if they connect with my Level 5 rogue's bonce. I'm deep within the Goblin King's lair, and after wailing on about 150 identical goblin minions I'm importuned by a lumbering troll. There was one very specific moment when I realised that Gameloft's action role-player Dungeon Hunter isn't just a bad game - it's a miserable, technically incompetent mess.
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