Introduction to Dungeons of Hinterberg
Dungeons of Hinterberg is an enormous mystery. I can read about this game through dev blogs or watch gameplay trailers, but nothing prepared me for what this game really is. On the surface, it’s an action RPG, but as you settle down in this gorgeous town resting in the Austrian Alps, you realize this is a game about human interaction. It highlights the importance of conquering challenging obstacles alone and handling more social interactions by relying on friends to get you through mental roadblocks. It becomes a game directed by the player, but the struggles depicted aren’t set up for self-immersion, given the focus on the nuanced issues of the lead characters.
Meet Luisa: A Lawyer’s Journey
Dungeons of Hinterberg introduces Luisa, a post-grad law student who has just arrived in Hinterberg to figure herself out. Strange dungeons have been appearing around the region, summoning monsters and introducing valuable resources, encouraging explorers to enter and reap the spoils. However, there is a very human element to these dungeons and their design. The entire town seems to resemble an amusement park, which takes away some of the weight of the dangers lurking in the dungeons. Everything is well-maintained, and nothing seems to be at stake, at least in the first week of in-game gameplay, but these elements begin to impact the overall experience.
It highlights the importance of conquering challenging obstacles alone and handling more social interactions by relying on friends to get you through mental roadblocks.
Sure, you’re playing an action RPG. Still, there’s inspiration from games like the Persona series that is very evident in the game’s writing, day and night cycle, menus, and relationship progression. That said, there’s a flow to this narrative that is shaped by your relationships and how you spend your time. As the game goes on, you’ll better understand what role you want Luisa to play. However, there is a central goal for her, which dips into figuring out what she wants to do. There’s also the mystery of these dungeons and their existence. The narrative turns into what you want it to be, but all choices impact our lead. Still, I was glad the team didn’t go full self-insert on Louisa, and I was even more happy to see that the team gave her an entire arc that rounds out her existence.
The Dual Nature of Exploration
Outside of the narrative, Dungeons of Hinterberg becomes a game of discovery. From the opening, you’re more or less free to choose how to spend your time and who to interact with. Nearly every time I spoke with another character or discovered a new area, I unlocked an optional quest. When you complete these, especially for the other characters, you unlock character boosts that you will need for the late-game dungeons unless you want to fight powerful enemies at a significant disadvantage.
The narrative turns into what you want it to be, but all choices impact our lead.
These rewards encourage you to spend your time on side quests and optional tasks that may shy away from the main goal of completing dungeons, but they also give you access to needed skills and even secret items. Still, you don’t have to spend your time with others, and you can just as easily find a place for Louisa to relax on her own, which provides its own set of benefits.
Navigating Hinterberg: Biomes and Magic
I feel some unique design elements add to the exploration and discovery elements of Dungeons of Hinterberg. For starters, although there is a map, I found myself navigating to an in-game map on boards that act as Fast Travel points to get around. For some reason, I relied heavily on biome signage to find my way to the dungeons. There are four biomes, each with a different gimmick and dungeons of varying difficulty. For example, the ice area features magic that allows you to snowboard across the environment and launch an ice beam. In contrast, the forest area has magic that utilizes wind to navigate the stages. It’s a unique design choice that forces you to change your approach to environmental challenges and combat, given that magic is also a viable option against enemies.
Like the option in the game where you can relax, approaching this casually reveals its clever nuances and a narrative arc that can otherwise be skipped by those rushing to clear dungeons.
Once you enter a biome for the first time, you’ll have to find your bearings by unlocking the magic in the area and then exploring the biome, which are each very large, until you find a Dungeons. Dungeons are a bit different in design when compared to Biomes. They shift the game to a puzzle adventure as you utilize magic to get through the areas. There are some clever puzzle designs, but I don’t think the developers are ever trying to stump the player. Branching paths offer reasons to return later to get unique items in some more significant levels.
Combat Mechanics and Challenges
Dungeons are also home to some of the more challenging enemy fights. As you enter an arena, enemies will spawn around you, requiring you to defeat them before moving on. There’s a dodge and melee attack, but most of the heavy damage is caused by skills and magic. I will say that the combat takes some getting used to. It’s a bit overwhelming how demanding it is as multiple button presses are required to execute moves. Further, the dodge and melee attacks always felt slow, but I got used to it after a few hours. Defeat only puts you back to the beginning of the encounter, so you’re free to take on these enemy waves without too much setback, even if you’re underpowered.
Customization and Player Choices
To assist even further with combat are the Charms. These are equipable modifiers that utilize slots to equip. The more powerful Charms require more slots, but it’s also possible to use materials and lower the number of slots of a Charm. Further, weapons and equipment can be found and upgraded, but this doesn’t change Luisa’s onscreen model. A good deal of customization is available to players, which grows as you unlock new skills and incorporate them into your battle strategy.
Visuals and Atmosphere
Dungeons of Hinterberg is a gorgeous game with colorful environments that invite exploration across each Biome. There’s also the town of Hinterberg itself, which grows significantly throughout the game. Some areas of the city encourage you to chill and hang out with other characters or alone. You can also spend time knocking out optional missions during town exploration. At the end of the day, Louisa heads to her room, recounting everything she did that day. There’s some social aspect to Louisa’s stats that will affect gameplay after the first 6 hours or so. This changes as you complete character quests and do things around town, allowing you to access unique dialog choices and missions.
Final Thoughts: An RPG for the Patient Player
Dungeons of Hinterberg may confuse players looking for a straight-action RPG, but those who take their time will quickly pick up on the best moments of this experience. Like the option in the game where you can relax, approaching this casually reveals its clever nuances and a narrative arc that can otherwise be skipped by those rushing to clear dungeons. The time mechanic isn’t there to rush you, but it enhances late-game moments as you become more involved in Hiterberg’s daily life. There are criticisms about combat effectiveness or a narrative that won’t speak to everyone. Still, the result is a game that works and showcases all of the developer’s inspirations and unique touches to deliver an adventure packed with discovery, imagination, and finding one’s path.
Dungeons of Hinterberg (PC)
Dungeons of Hinterberg is a unique blend of action RPG mechanics and deep social interactions, set in the picturesque Austrian Alps. The game follows Luisa, a post-grad law student, as she navigates strange dungeons and forms meaningful relationships.
The Good
- Deep Social Interactions
- Engaging Exploration Mechanics
- Unique Biome Designs
- Customization Options
The Bad
- Combat Learning Curve
- Narrative Complexity