Labyrinth of Refrain: Coven of Dusk

Description

Labyrinth of Refrain: Coven of Dusk is a dark fantasy dungeon-crawling RPG by Nippon Ichi Software, blending eerie storytelling with strategic turn-based gameplay. Players command a brigade of puppet soldiers under the guidance of a mysterious witch, delving into a perilous underground labyrinth filled with monsters, traps, and arcane secrets. Set in a cursed town where the labyrinth’s depths hold tragic truths, the game combines anime-inspired art, deep party customization, and a haunting narrative of sacrifice and revelation.

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Labyrinth of Refrain: Coven of Dusk Reviews & Reception

metacritic.com (75/100): Labyrinth of Refrain: Coven of Dusk is a refreshing addition to the DRPG genre that is a must play for fans of Etrian Odyssey and those who enjoy NIS’ visual style.

Labyrinth of Refrain: Coven of Dusk Cheats & Codes

PC (Steam)

Enter trainer hotkeys or codes as prompted by the trainer interface.

Code Effect
Set Silver Allows the player to set their silver currency to any desired amount.
No Damage Player characters take no damage from enemy attacks.
Unlimited DP Points Provides unlimited DP (Dance Points) for use in battles.
Unlimited Reinforcement Points Provides unlimited Reinforcement Points for character upgrades.
Unlimited Power Supply Prevents the player’s party from running out of power during expeditions.
Set Mana Allows the player to set their mana to any desired amount.

Labyrinth of Refrain: Coven of Dusk: Beyond the Miasma – A Masterclass in Mechanical Depth and Dark Storytelling

Introduction: Descending into the Well of Ambition

Beneath the quaint village of Refrain lies a labyrinth steeped in miasma and melancholy—a perfect metaphor for Nippon Ichi Software’s daring 2016 dungeon crawler Labyrinth of Refrain: Coven of Dusk. A cult classic born from the studio famed for Disgaea’s tactical irreverence, this genre pivot marries punishing depth with narrative audacity. This review posits that Coven of Dusk revitalizes the dungeon-crawler genre, weaving intricate systems, avant-garde storytelling, and artistic flair into a flawed yet unforgettable descent.


Development History & Context: NIS’s Risky Descent

Studio Vision & Technological Constraints:
Nippon Ichi Software, synonymous with tactical RPGs, ventured into uncharted territory with its first dungeon crawler. Directed by The Witch and the Hundred Knight’s Tatsuya Izumi, the team sought to merge Disgaea’s systemic depth with the atmospheric tension of Etrian Odyssey. Originally a PS Vita exclusive (June 2016), its development was constrained by the handheld’s hardware—leading to pared-down 3D dungeons offset by lavish 2D sprites and UI. Later ports (PS4/Switch/PC) refined visuals but retained the Vita’s intimate, grid-based design.

Gaming Landscape:
Released amid a resurgence of hardcore dungeon crawlers (Etrian Odyssey V, Stranger of Sword City), Coven of Dusk stood out by amplifying NIS’s trademark eccentricities. It arrived as a counterpoint to the genre’s typical minimalism, layering Disgaea-like customization atop Wizardry-inspired foundations.


Narrative & Thematic Deep Dive: Tragedy, Puppetry, and the Illusion of Control

Plot & Characters:
Players inhabit the Tractatus de Monstrum, a sentient book commanding puppet soldiers for the brash witch Dronya and her apprentice Luca. Their quest to plumb Refrain’s labyrinth unravels a tapestry of grief, manipulation, and cosmic horror. The story’s dual timelines—exploring Dronya’s past as Velnya and Luca’s guilt over her death—culminate in a gut-wrenching true ending questioning resurrection’s cost.

Themes & Execution:
Body Horror & Agency: Puppet soldiers’ “Gore Hits” (dismemberment mechanics) mirror the narrative’s fixation on bodily autonomy and decay.
Moral Ambiguity: Dronya’s cruelty and Luca’s devotion evoke Brothers Grimm bleakness, with scenes of sexual assault, cannibalism, and existential despair (earning its CERO C/Mature ESRB rating).
Metafictional Layers: The Tractatus’ role as narrator/player surrogate dissects RPG tropes, blurring authorship between Dronya and the player.

Critique:
While lauded for ambition (Shindig: “channels the bleak fantasy of the Brothers Grimm”), the plot’s pacing suffers in its back-loaded revelations, demanding 50+ hours for cohesion (RPG Site: “cryptic requirements for the true ending”).


Gameplay Mechanics & Systems: A Symphony of Complex Systems

Core Loop & Combat:
The game reimagines dungeon crawling through four pillars:
1. Coven System: Parties of up to 40 puppets are grouped into “pacts” (e.g., Schemer Pact for mages) that share stats/abilities. Deep customization via “Stances” and “Types” allows hybrid builds (e.g., tanky mages).
2. Dungeon Dynamics: “Wall-breaking” mechanics reward environmental manipulation, while “Stockpiling” XP multipliers encourage risk/reward play.
3. Gore & Resonance: Limb loss (head = instant death) and “Soul Resonance” (team attacks based on rapport) heightened tension.
4. Post-Game Depths: Secret bosses and New Game+ modes echo Disgaea’s endless grind.

UI & Innovation:
Praise flowed for streamlined mapping (Tech-Gaming: “flexibility in combat”), but menus overwhelmed newcomers (Push Square: “menu overload”). The “Donum” magic system—tied to covens, not characters—was celebrated for originality (Hardcore Gamer: “intricate party management”).

Flaws:
Balance Issues: Elite “Overlord” enemies could annihilate XP streaks (Nintendo Life: “unexpectedly demolish your party”).
Grind Dependency: Late-game requires tedious puppet-reincarnation cycles (RPGamer: “illusionary depth”).


World-Building, Art & Sound: A Gothic Fairytale Unfurled

Visual Design:
Takehito Harada’s (Disgaea) art melds cute puppet designs with grotesque monsters (e.g., milking-themed bosses), while dungeons like “Astrom Kingdom” (gnome-sized perspective) showcase environmental storytelling.

Soundscape:
Tenpei Sato’s score oscillates between melancholic vocals (“Dusk Witch Dronya”) and adrenaline-pumping battle themes. Sound design shines in diegetic details—puppet clatter, miasma hisses—amplifying dread.

Atmosphere:
The labyrinth’s oppressive miasma metaphorizes memory corruption, while Refrain’s NPCs—a necrophiliac mortician, traumatized soldiers—etch a world of decaying morality (Digitally Downloaded: “mature, nuanced, and interesting”).


Reception & Legacy: From Cult Curiosity to Genre Benchmark

Launch Reception:
Critics praised ambition (74% MobyScore) but split on execution. God is a Geek crowned it “one of my favorite NIS releases,” while Cubed3 lambasted its “punishing” systems (4/10). Players relished its depth (7.3 user score) but flagged pacing (eShopper Reviews: “unlikeable characters”).

Enduring Influence:
Sequels & Industry Impact: Its success birthed Labyrinth of Galleria (2020), refining systems while doubling narrative darkness.
Genre Evolution: Proved dungeon crawlers could marry mechanical depth with emotional weight—echoed in Mon-Yu and Undernauts.


Conclusion: A Flawed Masterpiece Carved in Stone

Labyrinth of Refrain: Coven of Dusk is a paradox: a mechanics-dense labyrinth mirroring its narrative obsessions. Its finest achievement lies in forcing players to feel the weight of Dronya’s folly—through punishing systems, haunting art, and a story where victory tastes of ash. While impenetrable to some, it remains a watershed for narrative ambition in dungeon crawlers. For devotees of the genre, it’s essential—a dark jewel in NIS’s crown, proving that even in decay, there’s macabre beauty.

Final Verdict:
★★★★☆ (4/5) – A must-play for RPG veterans, albeit one demanding patience to uncover its brilliance. History will remember it not for perfection, but for pushing boundaries few dared to tread.

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