Important information

This site uses cookies to store information on your computer. By continuing to use our site, you consent to Steel Media's privacy policy.

Steel Media websites use two types of cookie: (1) those that enable the site to function and perform as required; and (2) analytical cookies which anonymously track visitors only while using the site. If you are not happy with this use of these cookies please review our Privacy Policy to learn how they can be disabled. By disabling cookies some features of the site will not work.


100 Trials Review

By , on February 15, 2012


100 Trials
Download on the AppStore
4 out of 5

PROS

  • 'Bite sized' puzzling challenges (read: shorter than a full round of rogue-like play).
  • Elegantly simple interface design.
  • Many advanced gameplay elements to discover and exploit.

CONS

  • Essentially a repackage of elements already available in 100 Rogues.
  • At the mercy of the whim of some randomized elements; monster spawns from doors and so on.
  • Threshold for many side-objectives not specified; health, score, maximum turns.

VERDICT

100 Trials opts to extend the Challenge Mode experience from 100 Rogues instead of fleshing out a brand new RPG experience - it's not as fresh, but it packs a punch thanks to its many 'bite-sized' puzzles.


  • Full Review
  • App Store Info
  •  

Interestingly, despite a brief burst of popularity some time ago, Rogue-like dungeon crawlers have all but moved away from the spotlight, being increasingly dominated by turn-based and strategic RPGs. 100 Trials by Fusion Reactions extends the original 100 Rogues' 'Challenge Mode' in to full-fledged game, piggybacking on the recent trend of turn-based titles and adding its own spin on things.

For those familiar with the original title, not a lot has changed - in fact you'd be forgiven for being a little disappointed as 100 Trials strips away many of the random variables that made conquering 'Rogues' so challenging and exciting. However, the upshot is a huge selection of puzzle-oriented stages that require precision and a keen sense for exploiting game-mechanics to survive.

You start off the game as a Dungoneer - a Man In Black-like character tasked to scour the dungeon for proof of Satan's destruction (something the Rogues of the original supposedly managed 'years' prior). Unfortunately for him, the only way to get down to the depths of hell is to conquer a maze-like series of challenges, meeting up with heroes to mix things as he goes.

The focus on preset puzzle-oriented stages removes an emphasis on luck and survival and more on tactical consideration, with many challenges also sporting 'bonus' objectives such as taking minimal damage or completing the puzzle in as few steps as possible. Occasionally stages provide very little in the way of alternative options to succeed, which wouldn't be so frustrating if not for the enemy AI that isn't always willing to provide you with the optimal outcome to succeed.

Much, if not all, of the artwork and gameplay of 100 Trials is taken directly from its predecessor, with the same touch based controls (touch to move and attack, simple tap-based menus, etc.) and cute sprite-work punctuating the game's levels.

What 100 Trials ultimately represents is a pastiche of elements that make up a Rogue-like title, boiled down in to bite-sized chunks that can be mastered over time. It may not be as fresh for veterans of 100 Rogues, but for some this is a far better way to approach such a complex RPG system and heartily recommended if you enjoy puzzling turn-based titles.

Screenshots

Screenshot 1 of 5 Screenshot 2 of 5 Screenshot 3 of 5 Screenshot 4 of 5 Screenshot 5 of 5

Comments