A Gameworld That Changes Every Time You Die

Lots of video games trap you in places where everything is trying to kill you. But many of those environments at least have the decency to stay the same so you could figure things out. Not Necropolis. You're going to be starting a whole new death march every time you bite the dust.

Necropolis won't be giving you any comfortable save points or easy-to-memorize layouts. That's because it takes place in an evil, shape-shifting city-sized magical construct designed to trap adventurers and feed off their life force as they try to escape. All the eldritch loot scattered about by its malevolent architect? None of it will give you more than one life. Good thing it's got a kickin' soundtrack, because it seems like you're going to be hearing it a lot thanks to all the permadeath.

I took a look at a pre-alpha build of Necropolis at PAX East last weekend and The smaller enemies you'll see in the video above are called Grines. They're shadow versions of the player-controlled character, which means you'll be fighting yourself a whole lot, along with bigger randomly generated bad guys, too. I really dug the angular art style and shifting environments in Necropolis and will definitely be looking for it when it comes out later this year.


Contact the author at evan@kotaku.com.

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I love games with random generation. Yeah, a lot of them can be of mixed quality, but you have some gems like Spelunky that turn the tables on you without disrupting the consistency of the gameplay. If a 3D game with heavy emphasis on action can pull this off, then all the better. I think random generation, if done correctly, provides great value for the customer's money.

Though if they ever program a game like Dark Souls to change the playable environment after each death, then life as we know it will be in peril.