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Stranger of Sword City strips the dungeon crawler down to its bones and trusts you to keep up

Stranger of Sword City review: Experience Inc.'s first-person dungeon crawler for Vita, Xbox and PC, where class changes cut levels and traps punish every step.

By mitch·5 min read
A solitary hero stands within a ruined city, surrounded by summoned beasts.

The plane vanished. No wreckage, no survivors, no explanation. Then you wake under an unfamiliar sky in Escario, the city of swords, where shining butterflies drift past monsters and labyrinths and someone has already decided you are a Chosen One.

That is the opening of Stranger of Sword City, a first-person, turn-based dungeon crawler developed by Experience Inc. and released for PlayStation Vita, Xbox 360, PC and Xbox One. It is a lean genre piece, and it knows exactly what it is.

Trailer, via NIS America.

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A Plane That Never Landed

Experience built its name on Demon Gaze, and Stranger of Sword City keeps the same faith: grid maps, first-person perspective, party management, and dungeons that punish carelessness. You navigate corridors packed with hazardous booby traps. Every step is a decision, and the game rarely forgives a bad one.

The story is thin on purpose. Your plane disappeared mysteriously. It was never found. There was no trace of survivors. You awake in a cold night under a starry yet unfamiliar sky, in a land inhabited by strange creatures, fierce monsters and mysterious labyrinths. The game’s own summary calls it “A story of gods and humans, fate and will.” That is the register. It sets a mood and gets out of the way.

Six Slots and Sixteen Names

The real game is in the roster. Your main character is Human, but you change appearance, gender and class. You build a team of up to six characters, each with customizable age, race and talents.

Age matters in a way few RPGs bother with. Higher ages hand out more bonus points for stats, but they cost you life points. You are trading durability for power before you ever enter a dungeon. It is a small system that quietly shapes every character you register.

Races are Human, Elf, Dwarf, Migmy and Ney. Classes are Fighter, Knight, Samurai, Wizard, Cleric, Ranger, Ninja and Dancer. You can change class up to five times. Each change halves the character’s current level, and you keep one skill learned from the previous class. Sixteen characters can be registered at once.

That class-change rule is the spine of the whole thing. Halving a level hurts. Keeping a single skill is the compensation, and it means a build is a series of deliberate sacrifices rather than a straight line. Plan badly and you feel it for hours.

Two Art Styles, One Switch

The game ships with both new and old art styles, and you can switch whenever you want. It is a strange, generous feature — a small acknowledgment that the audience for this genre is older than it used to be and remembers the look it grew up on.

“You are a Chosen One… A Stranger of Sword City.”

White Palace, Black Palace

The Japanese release split by platform. The Xbox 360 and Windows version carried the subtitle White Royal Palace (Shiro no ōkyū). The Vita version was Black Palace (Kuro no kyūden). The full Japanese title is Tsurugi no Machi no Ihoujin.

The Xbox 360 version launched in Japan on June 5, 2014. PC followed in August 2014, Vita in January 2015. The game reached international audiences in 2016.

An updated version, Stranger of Sword City Revisited, arrived for PlayStation Vita on July 21, 2016, in Japan, and internationally on February 28, 2017. It is the version most people should seek out now, though the original still stands on its own terms.

What the Dungeon Asks of You

Turn-based combat in a first-person crawler lives or dies on information. You need to read the map, read the enemy, and read your own party’s limits. Stranger of Sword City gives you the tools and then refuses to hold your hand. Traps are hazardous, not decorative. Attrition is the point.

The class system rewards patience over experimentation. Five changes is a lot of rope. Each one costs half a level, so a player who flips classes casually will end up with a party that is broad and shallow. The skill you carry forward is the only thread connecting who a character was to who they become.

The age and life-point trade-off does similar work at the roster level. A veteran character with heavy stat bonuses is also a character you have to protect. It forces a kind of care that most party builders skip entirely.

Where the Cracks Show

Stranger of Sword City is not trying to convert anyone. It is a dungeon crawler for people who already like dungeon crawlers, built by a studio that understands the form’s rhythms. The traps, the grid, the first-person view, the sixteen-slot roster — none of it is novel, and none of it needs to be.

What elevates it is the friction. The class-change penalty and the age-versus-life-points trade make every roster decision feel like it costs something. That is rarer than it should be.

The weaknesses are equally clear. The story is a frame, not a narrative, and players who need a reason beyond the next floor will find little here. The dual art styles are a nice touch but not a substitute for variety in the dungeons themselves.

Key facts

  • Developer: Experience Inc.
  • Platforms: PC, PlayStation Vita, Xbox 360, Xbox One
  • Japanese release: June 5, 2014 (Xbox 360); August 2014 (PC); January 2015 (Vita)
  • International release: 2016
  • Stranger of Sword City Revisited: July 21, 2016 (Japan), February 28, 2017 (international)
  • Party size: up to 6 active, 16 registered
  • Classes: Fighter, Knight, Samurai, Wizard, Cleric, Ranger, Ninja, Dancer
  • Class changes: up to 5, each halving current level
  • Critic aggregate: 7.5/10 (10 outlets)

Stranger of Sword City earns its place in the genre’s middle tier and occasionally rises above it. The systems are honest, the punishment is real, and the mood holds. It is a good crawler that stops short of a great one.

7.5 of 10.

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