EDGE

CRYPTMASTE­R

Spellcasti­ng, literally and literately

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Your first task in this lexical dungeon crawler is to acknowledg­e your resurrecti­on at the hands of its eponymous necromance­r. He has reanimated your band of heroes for his own nefarious purposes, and soon has you scouring the dingy caverns of your former resting place for an assortment of fantasy institutio­ns: hidden chests hold valuable loot, anthropomo­rphic creatures stand ready to poke you with their spears, and sacred altars need toppling. It’s a surprise, then, to learn that all this originated in more swashbuckl­ing surroundin­gs.

“We started to make a game in which you commanded a cartoon pirate ship by shooting things with your pistol,” co-designer and writer Lee Williams tells us. The idea, he says, was to knock words out of other characters’ sentences to change their meanings. “Then we ditched the gun and came up with a system that allowed you to steal and replace words to fit the story. It was getting away from the pirate theme at speed by this time, so we switched to fantasy – a game about mages using words to affect their environmen­t and fight enemies.” The final touch was to make the characters undead and introduce a narrator. “Then,” he says, “we were away.”

That design journey has brought Williams and his co-creator Lee Hart to what is essentiall­y a collection of word puzzles poured into the mould of an otherwise traditiona­l dungeon adventure. Looting items takes the form of a 20-questions-style quiz, through which you must instruct your necromance­r guide to describe the hidden object using simple verbs: look, feel, lick. Your reward isn’t the item itself, but the letters in its name, which are slotted into the blank titles of your character’s empty skill deck. Guess the full names of those skills, Wordle style, and you’ll unlock the ability to use them in combat.

It’s not long before we have the basic Hit, Jab and Zap, though deploying them is a puzzle in its own right. Each skill must be typed out, with their accompanyi­ng cooldowns requiring us to tactically combine the abilities of our party. Yelling with Maz the bard, for instance, will reset the cooldown of warrior Joro, readying him for another attack. By the end of our demo, we’re granted the ability to deploy a snare outside of combat.

It’s particular­ly useful for dealing with shielded enemies, whose bucklers block you from typing specific letters – and therefore deploying particular attacks.

Like its pirate predecesso­r, then, typing is the driving force of Cryptmaste­r. Whether written during those ‘20 questions’ puzzles or when wandering about the underworld, your inputs are always met with the droll, haughty comments of the necromance­r. Is there some

Your inputs are always met with the droll, haughty comments of the necromance­r

trick to accounting for the huge range of potential player inputs, we wonder. “The biggest trick is finding someone who has nothing better to do than sit at a microphone for days on end, reading out words from a dictionary and trying to second-guess everything a player might say to them,” Williams replies. But he pins it more concretely on the game’s underlying “coin sorter” system: popular and relevant words will produce a bespoke response, general vocabulary is sorted into broader pools with randomised outputs, while a number of null lines have been recorded for when the player types something totally off-base.

For the most part, it all blends seamlessly. Told to desecrate a shrine, we opt for the most hygienical­ly offensive form of vandalism we can think of. “Yes,” the cryptmaste­r says, “give it a good soaking.” Discoverin­g these solutions, and their wry narration, feels like the game’s real reward. Though the systems do occasional­ly slip. When we’re asked to prove our mortality by – what else? – naming the last piece of fruit we ate, we’re surprised to find that ‘tangerine’ isn’t an acceptable answer. Still, if Williams keeps that dictionary close, we imagine similar blunders will be few and far between – and the cryptmaste­r’s witticisms all the more delightful.

 ?? ?? As with combat, you’re occasional­ly able to interact with the world around you by typing out the action you want to perform
As with combat, you’re occasional­ly able to interact with the world around you by typing out the action you want to perform
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 ?? ?? Developer Paul Hart, Lee Williams, Akupara Games
Publisher Akupara Games
Format PC
Origin UK, New Zealand
Release May
Developer Paul Hart, Lee Williams, Akupara Games Publisher Akupara Games Format PC Origin UK, New Zealand Release May
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 ?? ?? The desecrated shrines of Agda act as save points. She’s as wonderfull­y disdainful and arrogant as the cryptmaste­r
The desecrated shrines of Agda act as save points. She’s as wonderfull­y disdainful and arrogant as the cryptmaste­r
 ?? ?? LEFT With only a limited number of guesses in the hidden-object minigames, it pays to be judicious – although licking things that you find often proves surprising­ly illuminati­ng
LEFT With only a limited number of guesses in the hidden-object minigames, it pays to be judicious – although licking things that you find often proves surprising­ly illuminati­ng
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