Almost Human's modernized take on the classic dungeon crawler won't be released for another week, but we have a full review of the game ready to go in case you're still on the fence about whether or not to pick up a copy. Here's a sample of what to expect:
Between a choice of Human, Minotaur, Lizardman and Insectoid races, and Fighter, Rogue and Mage character classes, character creation or building doesn't have quite the depth of some other systems, but it's more than enough to sustain the gameplay. Characters don't raise attributes directly; rather, skills grant attribute bonuses at predefined levels, along with unique perks, so specializing won't leave you entirely crippled. There is a decent selection of skills and traits throughout, with 6 skills per class and 14 traits (2 are race-exclusive), but the traits themselves aren't quite as drastic as what you'd find in, say, Fallout.
The leveling process is a bit more interesting. Because all skill branches give compelling bonuses, and your skill point supply is fairly limited, you must either be a specialist or Jack-of-all-trades. While the high-level abilities found at the top of each skill tree are very compelling (such as attacks bypassing armor), they are very hard to reach without completely ignoring other trees, making the min-maxer a bit more vulnerable than in some other games. Mages, meanwhile, can only learn spells in trees they've invested in, so chances are you'll only have access to a handful of them over the course of the game. I had my Mage specialize in Fire Magic, but he was completely useless when coming across some Fire Elementals later on, for example.