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Brut@l Review: An ASCII Dungeon Crawler Rebuilt in Three Dimensions

Brut@l review: Stormcloud Games' 2016 ASCII dungeon crawler in 3D for PS4 and PC, scoring 7.2/10 across seven outlets.

By mitch·5 min read
A small robot rushes past enemies and hazards in a colorful, fast-paced platformer level.

Brut@l arrived in 2016 as a bet on a strange idea: that the ASCII dungeon crawler — that oldest, plainest form of the video game — could be rebuilt in three dimensions without losing what made it work. Stormcloud Games developed and published it, with Rising Star Games also on publishing duty. It came out for PlayStation 4 and PC.

The result is a game that knows exactly what it is and rarely pretends otherwise. It is a fighting game, an RPG and an adventure at once, played from a third-person, isometric view, built for one player or several in co-operative and multiplayer modes. It scored a 7.2 out of 10 across seven outlets, and that number holds up.

Trailer, via Stormcloud Games.

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The At Sign Carries the Whole Pitch

The name is not decoration. Brut@l takes the ASCII dungeon crawler — the kind drawn in text characters on a terminal — and renders it in 3D while keeping the logic of the original. The at sign is the player. The letters are the walls and the monsters. This is the whole pitch, and it is a good one.

Stormcloud Games does not treat the source material as a joke. The studio treats it as a design constraint. The game fuses old-school play with a modern visual style, and that fusion is the thing being sold. It is a re-imagining rather than a remake, which matters: a remake would owe fidelity to one game, while a re-imagining owes fidelity to a feeling.

Fighting, Role-Playing and Adventure, Stacked

Brut@l carries three genres at once. It is a fighting game, a role-playing game and an adventure game. Those are not three separate modes. They are three layers of the same run.

The fighting gives the moment-to-moment. The role-playing gives the run its shape, its growth, its reason to continue past the next room. The adventure gives the whole thing a direction. A game that claims all three usually does one well and the other two badly. Brut@l’s structure is tight enough that the layers reinforce each other rather than compete.

The themes are action, and the game does not apologize for that.

One Player or a Full Party

The modes tell you what Stormcloud Games thought it was building:

  • Single player
  • Multiplayer
  • Co-operative

That is a short list, and it is the right one. A dungeon crawler lives or dies on whether the crawl is worth repeating, and co-operative play is the cheapest way to make a repeat run feel different. Multiplayer adds the pressure of other people. Single player keeps the original bargain — you, the player character, and a dungeon that does not care.

The game supports all three without pretending they are the same experience.

The Isometric Camera Makes the Grid Readable

Perspective is third person and bird view, or isometric. This is not a technical footnote. It is the design decision that makes the ASCII translation legible.

An isometric view lets you see the dungeon as a grid, which is how the original ASCII crawlers read. You are not inside the maze looking down a corridor. You are above it, reading it. That is the correct choice, and Brut@l makes it.

The third-person framing keeps the character present. You are not a cursor. You are a body in a space, seen from far enough away that the space still reads as a map. The camera does the work that the monospace font used to do.

The Number Seven Outlets Settled On

Brut@l’s published critical score is 7.2 out of 10, drawn from seven outlets. That is a good-not-great number, and it is honest about what the game is.

A 7.2 is the score of a game that does one thing with real conviction and does not try to be everything. Brut@l is not a blockbuster. It is not a genre-defining release. It is a clean, specific idea executed with discipline, and the aggregate reflects that: seven outlets looked at it and landed in the same territory.

That consistency is itself information. When seven reviewers cluster around 7.2, they are not disagreeing about quality. They are agreeing about scope. Brut@l is a game you respect more than you love, and the score says so without cruelty.

Where the Idea Holds and Where It Strains

The re-imagining works because the ASCII dungeon crawler was always an abstraction. The letters were never meant to be literal. They were a notation for a dungeon, and a notation can be translated. Stormcloud Games translated it into 3D without losing the grid, the readability, or the sense that the dungeon is a system rather than a set.

The strain comes from the same place. A modern 3D action game has to compete on feel — on the weight of a hit, the rhythm of a fight, the satisfaction of movement. An ASCII crawler never had to. Brut@l has to serve both masters, and the fighting, role-playing and adventure layers do not always pull in the same direction.

The three genres are stacked, not blended. You can feel the seams.

That is not a fatal flaw. It is the cost of the concept. A game that fuses old-school play with a modern visual style is going to show where the two eras meet, and Brut@l shows them. The question is whether the seams are worth the result. Mostly, they are.

What Brut@l Is Worth

Brut@l is a 2016 PlayStation 4 and PC game from Stormcloud Games, published with Rising Star Games, and it earns its 7.2 out of 10. The isometric, third-person camera is the right call. The single-player, multiplayer and co-operative modes cover the ground a dungeon crawler needs to cover. The fighting, RPG and adventure layers give the run a shape.

What holds it back is scope, not ambition. Brut@l is a re-imagining of the ASCII dungeon crawler, and it is faithful to that idea in the ways that matter — the grid, the read, the player character as the at sign. It does not push past the idea into something larger. It does not need to.

This is the part worth watching: Brut@l is the kind of game that proves a translation can work. It takes a form built for text and makes it play in three dimensions without turning it into a novelty. Seven outlets landed at 7.2, and the number is fair. Brut@l is not a masterpiece. It is a well-made argument, and the argument holds.

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