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RPG Codex has a review of both Din's Curse and the expansion, Demon War, focusing mostly on Din's Curse as the expansion is more of the same good gameplay. I'll quote from the review about Din's Curse first, and then go on to quote from the review about Demon War. First Din's Curse:
Then about Demon War:Din's Curse is unique in how much of the game is procedurally generated, and how it evolves dynamically. In this game, being told that 'bad guys are starting an uprising' will mean bad guys will actually rise up into your town instead of obediently waiting to be stopped in the nick of time like almost every other RPG. It's fantastic: the 'Diablo with dungeons that fight back' moniker is wholly justified. It is not only the bad guys who get up to stuff (besides invasion, they also lay curses which give debuffs until you take the quest to solve it, produce machines to make dungeons harder, block the gates, fight amongst themselves, etc.) the good guys can also head off to do the quests themselves, turn on each other, or betray the town in any number of ways.
And finally, a snip from the conclusion:Din's Curse has an expansion: Demon War. It fittingly old-school fashion, it is a 'more-of-the-same' sort of thing. A new class (Demon hunter), more monsters, new quests, more NPC behavior, etc. (even Soldak's blurb says "Basically experience a lot more of what makes Din's Curse incredibly unique"). The extra bits are fun, although not game-changing (they are also well-balanced, which is a refreshing change from the plague of overpowered goodies DLCs that do the rounds in the mainstream). If you enjoy Din's Curse, Demon War is worth a look; if you are not a fan, the expansion is not going to change your mind.
More information.Din's curse manages to nail the fundamentals of the genre whilst extending it in a new an innovative way. The basics of the game-play, although not perfect, are solid, balanced and, most importantly, fun.