Dungeons of Hinterberg review: a slaycation to remember
Holidaying in the Austrian alps with a dose of magical realism, dungeon-crawling and socialising
Stuff Verdict
A chill if clunky RPG, Dungeons of Hinterberg is one to remember for the people and the vibes.
Pros
- Varied dungeon design making use of magic for puzzles
- Beautiful comic book aesthetic and chill vibes
- Well-written characters and intriguing story
Cons
- Clunky combat
- Character designs feel lacking
Introduction
Think dungeon-based RPGs and hardcore stuff of the Dark Souls variety probably springs to mind. Dungeons of Hinterberg is very much the opposite vibe – and not just because you’re given the option to play in the breezily easy ‘vacation mode’ from the off.
Trainee lawyer Luisa hasn’t rocked up to this once-sleepy Austrian alpine village to save the world; the titular dungeons have essentially been turned into theme park attractions, where anyone can be a hero for a few weeks. Mysterious magical dungeons commodified for profit, what can possibly go wrong?
Slay away
Taking up a sword in Hinterberg as a ‘Slayer’ sounds like a refreshing change from the usual skiing or spelunking retreat, but I’m not sure it’s the most apt name: combat is probably the game’s weakest point. Light and heavy attacks, stamina-based dodging and last-second slowdowns all feel familiar, but lack the weight or fluidity of Elden Ring. Special cooldown-based moves spice things up a bit, but don’t refill fast enough when facing waves of enemies.
The good news is you’re not just swinging swords. Different kinds of magic, unlocked in – and exclusive to- each of Hinterberg’s four regions, also unlock new traversal methods and ways to solve puzzles. Bombs aren’t just for blowing up rocks blocking your path, but as a weight to press down on switches. Using magic outside of combat wisely doesn’t deplete the magic meter, either.
That makes the dungeons feel like a refreshing throwback to N64-era Zelda, right down to how Luisa auto-jumps when running off of ledges. Riding dangerously fast mine carts deep underground and grinding on rails across an icy biome with a magic hoverboard are real highlights.
Magic portals that transport you to different dimensions gives license for the dungeons to get very weird and varied. Look out for ones that mess with perspective, where one moment you’re side-scrolling, then experiencing it from a top-down isometric perspective. There are even some gravity-defying moments on par with Mario Galaxy.
Take your time
Dungeoning is really only half the Hinterberg experience. You could tackle one a day and be done in less than a month, but remember you’re supposed to be on holiday – and Luisa seems to have an indefinite amount of annual leave. You’re very much encouraged to take things at your own pace.
Days are split between morning, noon, evening and night. Mornings see you picking which region to explore that day, with some only accessible once you make some story progress or rank up your gear. Or you can find one of many scenic spots to simply admire the view and reflect, which in turn raises some of your stats.
This is where the game’s comic book art style really works wonders. There’s even a filter that mimics the Ben Day dots seen on early comic prints. It doesn’t click quite so well on the slightly generic character designs, which don’t have the distinctive, OTT styling you’d get in a Japanese RPG.
Developer Microbird has clearly taken inspiration from the Persona series for Hinterberg‘s evenings, where you socialise with locals, fellow slayers, and out-of-towners. Or you can just spend some alone time relaxing in the spa, or the local cinema. Who you hang out with or what activity you do will raise different stats. You could squeeze in a night activity if you don’t mind starting the next day knackered, with reduced health points.
Friends with benefits
Virtual friendships always have an uncomfortable quid pro quo feel, and Dungeons of Hinterberg is no different. There’s even a log showing precisely which perks you gain from raising your relationship level with each character. And unlike Persona, it’s possible to prolong your stay in Hinterberg until you’ve maxed out your bonds with all of them. It’s a sign of great writing, then, that I wasn’t bothered by the transactional nature of the gameplay.
You do really get to know these characters – their ambitions, past traumas, and petty grievances. Some locals are making the most of this magic tourist boom; others more resentful of the influx of outsiders. I even found myself warming to the characters I was certain would be annoying, like the always-on influencer and the snarky hipster journalist. It helps that advancing friendship levels doesn’t factor in your conversation choices, so I was free to respond truthfully or show some sass from time to time. More importantly, I was hanging out with each character because I genuinely wanted to learn more about them or help them with their problems, rather than because there was something in it for me.
The overarching story gets more intriguing as you progress, with there clearly being something off about how this village has turned what are ultimately dangerous magic dungeons into a tourist trap. Beyond the conspiracies and political corruption, there’s also just very earnest commentary on the impact tourism can have on a quiet scenic village, and at what cost. And you just thought you were here to escape and have a cosy holiday.
Dungeons of Hinterberg verdict
This colourful action and puzzle-based dungeoner meets social sim is oddly relatable. Dungeons of Hinterberg is a magical interpretation of how holidays away from usual routine let us not only do something else but be someone else. There’s a real sense of place to each biome, equal parts dangerous and relaxing, and to Hinterberg itself. Even the tavern a certain character constantly makes fun of feels like a place I’d happily get a pint and dance to Euro pop at the end of a long day.
The slaying isn’t really what you’re here for; creative use of spells and labyrinth design up there with the best of classic 3D Zelda make this a vacation spot worth visiting.
Stuff Says…
A chill if clunky dungeoning holiday that’s still one to remember for the people and the vibes.
Pros
Varied dungeon design making use of magic for puzzles
Beautiful comic book aesthetic and chill vibes
Well-written characters and intriguing story
Cons
Bad stuff 1
Bad stuff 2