First-person, grid-based dungeon crawlers have, over the years, become the place to go for those who like hardcore, mechanics-driven, combat- and exploration-centric role-playing games.
Often de-emphasising narrative in favour of deep customisation, challenging encounters and devious level design, the dungeon crawler has gone from strength to strength over the last few years in particular, but also remains a subgenre that is notoriously difficult to get into.
Its with this in mind that Idea Factory and Compile Heart developed MeiQ: Labyrinth of Death (or Death Under the Labyrinth as it was known in Japan) — it’s designed to be accessible and enjoyable even to newcomers, yet incorporate the elements of the genre that longstanding fans enjoy so much. And it’s very successful at what it does.
So how did we get here?