Netherworld Covenant is exactly like your classic roguelite, multiple different characters to choose from each with their own unique abilities, progression resets when dying, addictive combat, and of course the inevitable feeling of boredom and frustration when you die to the same boss for the seventh time in the span of a couple of hours.
One thing it doesn’t have though is much of a story, but with most within the genre the narrative is less of a priority compared to the actual gameplay, mechanics, and combat system, so it’s not really a surprise.
You play as the sole survivor of a devastating disaster, with the forbidden artifact the Nether Lantern in your possession which acts as a bridge between the mortal realm and the netherland. You forge pacts with the souls of your deceased allies as you venture into the chaos infested labyrinths, to overcome corrupt heroes and demonic lords.
I’ll admit, roguelites usually aren’t a subgenre I play often or rather am extremely invested in with my single reason being rather simple. They get very boring very quickly, which is why I was initially skeptical upon launching Netherworld Covenant. Was it boring after a while? Yes it was at certain points, particularly when I felt like I was making no progress or unlocking new things for a few runs, however it was a type of boring where I could actually continue playing without zoning out mid-attack, even though I admit that did happen a few times.
Despite that though, I did find the combat to be quite fun which slightly made it less boring to play through, the different characters, main and secondary weapons, and ghost skills which I think were the best attacks, allowed for various different combinations which made each run different than the last. It’s vital that roguelites are able to achieve this and add lots of variety otherwise the game just completely falls flat.
It truly can be their downfall but luckily Netherworld Covenant managed to achieve it pretty well, and was the main reason why I actually managed to enjoy it as much as I did.
Nothing really made it stand out in its subgenre, it was just like most other roguelite/roguelikes really, lacking something to truly make it unique.
Now I wouldn’t say I’m a veteran at roguelite games, if anything I’m somewhat new to the genre but that doesn’t mean I’ve never played any of their titles. This was the first one I’ve picked up in the last months or so and I initially was skeptical upon booting it up, it didn’t showcase anything which particularly appealed to me but I still went into it with an open mind.
And I’m glad I did, otherwise I might not have played it for as long as I had. Maybe I’m making it sound like it was an awful game when it really wasn’t, it was just…okay. You see, a lot of roguelites are very similar, from the combat to the graphics most of them are alike in that aspect and many more, meaning that a lot lack unique features that entices players into giving them a go.
Something it lacked and completely missed was a strong atmosphere, now I don’t think it’s a deal breaker compared to horror games which heavily rely on it, but it’s still important nonetheless. It lacked voice acting and the music only appeared during battles, so a lot of times it felt very empty and non-existent, which only strengthened the dull aspects of the game.
Because of those particular reasons, Netherworld Covenant ended up being a repetitive and rather average experience, with the combat and boss fights being its saving grace making it a game which actually kept me engaged enough to play it for as long as I did.
How easy is too easy?
RPGs and roguelites are notoriously known for their grueling and unforgivable difficulty, often leaving players having no choice but to put many hours into the game before they can even dream of beating it. Now Netherworld Covenant completely strays from that tiring and frustrating experience, and instead offers players a much more simple, less stressful route which overall makes the game a lot easier to complete.
You needn’t look any further for proof of this, as someone who has only played a few roguelites managed to beat it in only nine hours, (yes I’m talking about myself). I was surprised at the fact that I beat it in such a short time and also that I beat it back-to-back on normal and hard mode. Whilst it was mostly thanks to the many upgrades, new weapons, and skills I obtained overtime, it was still not much of a challenge to beat. Clearing the normal enemies as one would expect was simple, and most of the bosses weren’t too difficult either except from the last two which even after going up against them having significantly strengthened my character in several areas, I still only managed to beat them narrowly escaping death.
It wasn’t completely down to my skill so I shouldn’t get too ahead of myself, okay maybe a little bit was down to it, but it was mostly thanks to being able to purchase new items and upgrade abilities after each run. Main weapons and secondary weapons which were called the lantern skill were blueprints which enemies dropped when defeating them, naturally the more you played the more enemies you killed, resulting in unlocking more upgrades. From swords, to axes, and bows, each one allowed for different playstyles and synergies.
Personally I found a sword and an arrow in my loadout to be the most effective, that way I could engage in close and long ranged combat, adapting to certain battles.
This is definitely a perfect game for new players curious about the genre as I think it’s very beginner friendly. The controls and combat aren’t complex at all, you’ll be able to upgrade the protagonist in no time making runs easier, and most importantly healing potions aren’t scarce at all, having guaranteed heals at the end of each area and sometimes finding them at shops is extremely convenient and makes all the difference in the long-run.