Mythforce, a new roguelite loosely styled after '80s fantasy cartoons, almost feels like the setup for a joke. Stop me if you've heard this one: a knight, a rogue, a mage, and a ranger walk into a dungeon. Then they all die because they ran out of stamina.
There are two types of videogame at odds within Mythforce: one a breezy, actiony dungeon crawler where you slay dozens of enemies while chatting with your co-op crew, the other a deliberate, slow-paced combat game that demands precise sword swings and dodges to stay alive for more than a few minutes. I'm up for either approach, but the first feels more in line with Mythforce's cartoony tone and its multiplayer roguelite structure. It's perhaps overly harsh for a stray step in front of a fire-spewing statue to burn away half my health when healing potions are apparently this fantasy world's rarest commodity.
I was surprised how much weight Mythforce puts behind its first-person sword swings when I held down the mouse button for a charged up strike. It feels a bit like Vermintide in those moments, which I mean as a compliment. But here getting hit by enemies just a couple times meant big trouble: my rogue was squishy as hell, and I sometimes took damage even while dodging backwards out of what seemed like sword range. First-person combat can sometimes make it hard to tell exactly where your hitbox is, and I'd just shrug that off in a game like Vermintide, where heals are fairly prevalent and the average enemy is a small fry you can swat away with a giant hammer. Here just three enemies slowly walking towards you are a major threat, and playing a ranged character seems vastly safer than engaging at melee range.
Mythforce has some charm to it, with a pleasant mix of cel
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