

When you first begin Dungeon Encounters, you’ll create a team of up to four characters from those available at the Academy located on the top floor of the dungeon. All that matters here is the player’s understanding of the ATB system and their ability to navigate all 99 floors of this dungeon. The story is short enough to fit onto a single screen, character and enemy portraits are only half-drawn at best, the map is just a simple grid on different hues of parchment, and, while there are short backstories for each character, they’re inconsequential. Everything else here has been stripped of its excess to just the necessities. In Dungeon Encounters, it’s the main star. In the Final Fantasy series, the ATB system always worked in tandem with the other elements of the games - the characters, the plot, the setting, the graphics - to create the memorable experiences known and loved the world over. Ito is also the father of the Active Time Battle (ATB) system, a revolutionary idea introduced in Final Fantasy IV that significantly altered the trajectory of the turn-based RPG genre. Both men are long-standing Square Enix developers, with Kato working on games like Tactics Ogre and the Final Fantasy Advance titles, and Ito cutting his teeth on Final Fantasy VI, IX, and XII arguably the best games in the franchise. Turns out there is a lot of fun to be had.ĭungeon Encounters (PC, PS4, Switch)ĭungeon Encounters is the brainchild of Director Hiroyuki Ito and Producer Hiroaki Kato. It was intriguing, of course, but I wasn’t sure exactly how much fun there was to be had in a game where you’re just walking across a pre-drawn barebones grid as you work your way down 99 floors.


I wasn’t quite sure what to make of Dungeon Encounters when Square Enix announced it, real casual like, at Tokyo Game Show earlier this month.
