Disclaimer: I have mostly only played Nightmare difficulty with 4 modifiers on, with only a few games on lower difficulties thanks to them boring me. Introduction: Shape of Dreams is a downright incredible game, and one of my most anticipated games of the year, ever since I played the demo that came out a few months ago. I was drawn to it by the extremely smooth MOBA controls, good animations and places for skill expression along with the high difficulty of it, which really sets it apart from its competitors in the Action Roguelike genre. While it is obvious that most of the characters and memories in the game are almost 1:1 copies of League of Legends characters or a mishmash of them, from Mist being Fiora, with the Lunge, Parry and vital procs as her memories and passive to Lacerta having the Lucian passive and Graves ult, Singed's poison trail being a memory in the game, and so on, so forth, that doesn't detract from the gameplay. I'd even say that the above contributes heavily to the gameplay. The main downside of League of Legends is having to deal with the toxic player base, having to play a PvP game, and having to sit in queue, and Shape of Dreams solves all of that with a bunch of extremely inspired Korean/Chinese developers who clearly know what they're doing. Pros: - Extremely tight and difficult gameplay The game can be considered quite difficult, to the point where it can get harder than Hades and Ravenswatch easily, providing a good challenge for players whilst remaining customisable. Modifiers are in the game to either make your journey easier or harder, or to just put a twist on it, from Healing Shrines only granting Dream Dust, every enemy being a Hunter, so on, so forth. - Engaging Bossfights The bosses are genuinely enjoyable to fight, with interesting mechanics that really stand out whilst providing a tough challenge. Getting killed by a boss is normally a case where the player can clearly see where they messed up, instead of having it be through bad luck. For the final boss, the developers clearly took some inspiration from bullet hell games/the infamous Terraria Calamity mod with one of his phases, making for a difficult challenge to end your loop. - Good Customisation The new rune system that came out with the main game is extremely good, allowing you to build every character exactly how you like them, from ensuring that you're able to snowball your run with Gold and Dream Dust generation to being able to scale well as you level up to changing how your characters play by modifying their abilities! Cons: - Stardust Grind This downside has been addressed to be more manageable through a hot-fix, but it is still a decent problem. Even if you're optimising Stardust gain and playing with a ton of Lucid Dreams(modifiers), it's still only about 200-300 Stardust a run with the 1-2 quests that you'll complete along the way. That's not sufficient to max out a basic skill, so you'll be at it for quite awhile, especially since the game introduced the Deja Vu feature after beating a run that allows you to take a memory/essence into your next run, costing a whopping 180 Stardust for a Epic memory or essence. I feel that this encourages you to stick to a character and 'main' them instead of being able to branch out much, as you'll be spending most of your stardust on a character's unique perks that can only be used on them instead of the common ones, due to them being oriented towards the character's strengths. - Mastery Grind and how this links to character viability Unfortunately on the highest difficulty, plenty of characters aren't viable until they have enough mastery and stardust to get upgrades, typically around level 30, which is around 10 runs after the buff to mastery gain. This holds plenty of characters back, and can cause players to drop a character after not having fun with them (E.g, Shell and Aurena are extremely weak pre-mastery, and much stronger once they get the perks that they require, such as being able to reset your dodge cooldown on a kill as Shell.) Every character has a nigh essential perk that's stuck in their higher levels, causing some frustration when it comes to being able to view the perk and just *know* that the character could be more viable in your hands if you could have it. - Lack of healing/sustain on some characters On some characters, they feel more RNG based due to not having consistent healing and/or shielding to keep up with the hoards of enemies the game sends your way on higher difficulties along with the chip damage (The fire world's enemies, the arrows in the Lotus world, etc) This can cause them to get chipped down and punished hard, especially when Nightmare difficulty punishes any healing that they *do* get by cutting it in half. When playing as a team, getting Mass Protection is almost essential with how much it helps everyone to avoid taking too much chip damage. Unfortunately, this also forces the player to prioritise certain memories. For example, as Mist, it's difficult to run the "Priorite" passive, as the default passive allows you to avoid so much chip damage with its shielding. If I wanted to run Priorite, I would have to plan out most of my build around it, taking Ice Shield, Frostbite, and so on to ensure that I could survive on Nightmare + modifiers, to the point where I would likely do more damage by just running the default passive. - Certain areas too cramped Certain zone maps are definitely too cramped, ensuring that it's very difficult to dodge enemy attacks with how many are piled up in one area. This is especially damning in the Lotus world and Naraka, where the tight corridors and single arenas almost ensure that you'll be taking some heavy hits. And when the Naraka mobs have heavy stuns and the Lotus world has heavy damage on their skillshots, it's extremely punishing in those areas, especially when the hunt is on with the meteors or the extra enemy modifier is on. This forces the player to prioritise shields even further to avoid getting one-shot due to taking damage pretty much being mandatory, especially on the first loop where you won't have a full assortment of I-Frames. Closing Comments: Overall, Lizard Smoothie has done an excellent job in bringing League of Legends to the action roguelites genre, and I'll see myself playing this game for a long time, much longer than its competitors in Ravenswatch, Risk of Rain, Hades, etc. This is especially due to the Co-Op feature which allows me to introduce the game to all my friends. While there are flaws like the hunter meteor still being overtuned and others that I have already mentioned, the core gameplay is just so compelling and addictive that I can't put it down, in all honesty. I hope that the devs are able to fix these minor issues and add more difficulty to the game along with more memories, perks and essences to further encourage experimenting with builds. More content would also be appreciated, from an alternate final boss or alternate bosses like the one that you can get for activating all the altars in the Lotus world. It's key that they don't go down the road of artificial difficulty. I would hate to see Shape of Dreams lose the charming skill-based gameplay that it has to be replaced with a "kill everything on the screen before it can kill you" simulator like some other Action Roguelites. The game is already pushing this barrier in the higher difficulties where damage and heavy shields are key over anything overly unique, and essences which can only proc every 10 seconds along with essences which rely on the enemy staying alive for more than a second are worse than the flat damage ones. A button mash simulator isn't what Shape of Dreams should become in my opinion, especially when the demo was such a tight experience of exhilarating skill-based gameplay where I no-hit all of the bosses. 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