GAMEPLAY: A variation on the usual action-RPG style, Krater is as much a squad-based RPG as it is an action RPG. While all the hallmarks of the genre that Diablo popularised have returned, with point and click controls, a lot of loot and plenty of dungeon-based goodness, thereís less of an emphasis on levelling up and being attached to just one hero. In Krater, you have 3 characters at your disposal from a possible 4 classes: Retainer, Slayer, Bruiser and Medikus (all of which are slight variations on the usual Tank, Healer and DPS classes from most MMORPGs). With a level cap of only 15, and a ranking system requiring either the purchase of higher ranks from boot camps or recruitment of higher ranked characters, thereís not much emphasis on the RPG side of things.
Instead, the confusion comes from the levelling of your characters. You see, to carry on growing your team you have to pay money to people to increase their cap. Annoyingly this is never explained and it's only when you realise you're not gaining XP does it become apparent to the player. This alone doesnít illicit a game-hating reaction, but when your team has the rudeness to fall over when out of health (four times being the maximum allowed), they'll find themselves subject to perma-death. Yes, only in gaming would death not be permanent enough and there be a requirement for a phrase that cements its infiniteness. Hereís looking at you Diablo Hardcore mode.
Recruitment is tied to location as much as funds, so finding the right team with the right abilities is a matter of going to the right towns, and thatís even more annoying. Dying out in the world means you get bounced to whatever town you were at last, and since Krater is kind of huge, that often means repeating a big trek.