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Between borrowing the core gameplay loop of Monster Hunter and the free-to-play business concern model popularized by Fortnite, programmer Phoenix Labs makes no secret of the influence behind Dauntless. It's out now for PlayStation 4, Xbox One, and PC (I played the game on PC). A Switch version is scheduled to come out later this year.

On paper, an accessible action role-playing game with no toll-for-entry barrier sounds fantastic. And, for the first several hours, it is. Dauntless, which recently launched version 1.0 after a lengthy beta period, offers some incredibly satisfying behemoth-slaying gameplay. The problem is that it apace becomes slow and repetitive, mostly due to a lack of gameplay variety.

Until you hitting that wall, at that place's a lot to like. After a handful of hunts in Dauntless, I was feeling proficient virtually my progress. Each slain behemoth yielded crafting materials that allowed me to quickly upgrade from my beginner armor and weapons, giving me the strength needed to have on tougher monsters. That fundamental conceit is what drives progression, and will likely determine how long you're willing to play. For me, Dauntless started to fizzle a bit effectually the time I was able to arts and crafts weapons and sets of armor covering each of the element types present in the game.


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What you'll like

Fantastic combat

There are six dissimilar chemical element types present: blaze, frost, terra, shock, radiant, and umbral. Each behemoth aligns with one of them, and they take extra damage from the opposing element. Frost, for example, is weak to fire, and vice versa. This is as well true for terra/shock and radiant/umbral. For much of the early game, gearing up in order to be prepared for any element is the carrot on the stick, so to speak. The prospect of having all my bases covered was surprisingly motivating. And with a handful of different armor sets and weapons inside each element, there's no shortage of targets to aim for.

The actual hunting of behemoths is also a lot of fun. Combat is fast-paced, and each of the weapons boasts a unique play style. At the time of publication, there are vii different weapons, all with distinct movesets. For example, the axe favors a slower, more deliberate approach, while the chain blades are a whirlwind of quick slashes. Programmer Phoenix Labs definitely flexed its creative muscles with some fun designs, such as a hammer that doubles as a shotgun, and — my personal favorite — a spear that tin can fire missiles. For the nigh part, each weapon is attainable enough that they're like shooting fish in a barrel to pick up and outset doing impairment, but boast plenty of depth for dedicated players looking to specialize in just one or two.

Rewards for doing pretty much anything

Brave' method of graphic symbol progression is the mastery organisation. Looking at the mastery screen in the carte presents a sprawling checklist of goals to aim for. These include breaking behemoth parts with specific weapons, reaching crafting milestones, slaying a certain number of each monster, and more. The reward for completing goals is usually experience that contributes to your slayer's overall level.

The upside of the mastery system is that it feels similar you're rewarded for everything you do. A hunt usually results in two or iii items getting checked off the listing, which tin can be satisfying for a while. It's also nicely categorized with sections for each weapon and monster, making it easy to navigate to the tasks you're most interested in.

Gamers can take their monster slaying on the go.

Above: Behemoths tin be pretty big.

Image Credit: Phoenix Labs

Good for short sessions

Hunts are refreshingly seize with teeth-sized. I rarely encountered a quest that lasted more than 15 to 20 minutes, making Brave a great way to kill short amounts of time. It also means that you'll be upgrading gear at a fairly brisk stride in the early game. This is likely a design determination aimed at keeping y'all playing, and it certainly worked on me. I never felt the fatigue that can accompany some of the more long-winded quests of Monster Hunter.

I wish the small environments were a flake more heady, just I was never left aimlessly wandering through a directionless labyrinth of tunnels either. In all, Brave' meaty presentation plays well with its intended audience.

Cantankerous-platform play

One of Dauntless' virtually touted features is its cantankerous-platform play. The game is available on PS4, Xbox Ane, Switch, and PC, with your graphic symbol'south progression constant across all four. It's not uncommon for matchmaking to identify yous in a squad with players on other platforms, and I didn't find any significant lag or technical issues.

What you won't like

Repetitive gameplay

Exterior of combat, Dauntless is an unfortunately sterile feel that feels rather mechanical. The free-to-play model plays a pocket-size role in this thanks to constant advertisement of a "chase pass" and purchasable boodle boxes (the game calls them cores) that contain weapon and armor modifications. These are common conceits in 2019, however, and are generally easy to overlook if you lot're at all familiar with such monetization.

My biggest gripe is with quest structuring. When you're outset dropped into the hub town of Ramsgate, you lot receive several quests that are meant to introduce yous to the core tenets of the Dauntless gameplay loop. Yous'll hunt first-tier monsters and use the gained parts to craft offset-tier armor; you'll gather a scattering of first-tier herbs from the field to make first-tier potions. And then, one time those objectives are complete, you'll practice it again except for 2d-tier behemoths and herbs without much fanfare.

Dauntless

Higher up: You have a bunch of different weapons to choose from.

Image Credit: Phoenix Labs

A sterile presentation

Quests are presented in a list format that may as well be an Excel checklist. The entire structure lacks any personality, highlighting a disappointing absence of storytelling exacerbated by a setting ripe with potential. This method of assigning quests lays bare Phoenix Lab's seeming aloofness toward building an immersive world.

Like the questing structure, the mastery arrangement is also tiered, meaning you'll be doing the aforementioned thing over and over again from the showtime all the mode to the end game. It's both overwhelming and demotivating, some other glance backside the mantle at a motorcar more interested in keeping you playing rather than providing whatever compelling reason to practise and then. I empathize that some players volition detect this checklist manner an highly-seasoned way to track progress, but to me information technology feels like a slog.

An important omission

Given Phoenix Lab's unabashed appreciation for Monster Hunter, it'south surprising to see a lack of features borrowed by Brave. The well-nigh obvious omission is any kind of a grooming area. While the combat is solid, the only way to go hands-on with new weapons is out in the field, meaning you'll exist stumbling with those aether strikers while under threat of behemoth set on.

This into-the-fire approach results in ii things: It makes learning new weapons harder than necessary, and I often felt like a detriment to my team while I fumbled with unfamiliar controls. Ramsgate is in desperate demand of an area where players can acquire a new weapon at their own pace, and I feel that this is going to be crucial to Dauntless' ability to attract and retain new players in the long run.

Styxians in Dauntless.

Higher up: Styxians in Dauntless.

Image Credit: Phoenix Labs

Conclusion

The biggest compliment I can requite Dauntless is its willingness to shake up the free-to-play formula. Until at present, the business model has been express well-nigh exclusively to shooters, MOBAs, and the occasional bill of fare game. Phoenix Labs has congenital the near aggressive F2P action-RPG this side of Warframe, and, with some more than polish, it could truly go on to go something special. Right now, though, information technology's a transparently barebones experience with some fun combat layered on.

Much of your enjoyment is going to exist dependent on your ability to put up with the grind and a syllabus-manner presentation. For me, it all feels as well mechanical. I don't recall any of the NPC's names, and I don't care to because they're cypher more than a delivery organisation for piles of repetitive quests. Others may not mind, though, which is keen. I just wish there was a bit more than personality on display. Dauntless is a living game, though, and Hopefully Phoenix Labs can refine its presentation in the future.

I wanted very badly to beloved Dauntless, and for a time I think I did thanks to the fantastic combat and weapon variety. But the lack of any real storytelling makes the repetitive questing construction a glaring issue in desperate demand of some TLC. If y'all're looking for a new go-to F2P experience, you could practise much worse — only don't wait a world drenched teeming with lore and compelling characters.

Score: 75/100

Dauntless is out no for PlayStation four, Xbox Ane, and PC. Nosotros reviewed the game on PC with a VIP Bundle code provided past the developer that included in-game items and currency.

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Source: https://venturebeat.com/2019/10/14/dauntless-review-exciting-combat-hamstrung-by-repetition/

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