I would recommend the language/engine/framework that has the best featureset that fits your needs. It's really that simple to be honest.
Just ask yourself: "Ok, feature X is really important, if I don't have it, I can't make this game work. Does language/engine/framework X let me do that" and in most cases, especially pure languages, this is a yes. But you can probably scrap out a few engines this way.
Next question! "Can I do this easily in language/engine/framework X?" And here you will start to scratch off even more stuff!
So now you have a couple of options left that might suite your need, but man.. I still need to choose something! So now (or even before the questions is probably better) is a good time to ask youself.. Do I want to focus on making the game without worrying about third party stuff (collision, sound, etc) or do I want to have everything (to a certain degree) in my own hand?
This will filter out your options between engines, frameworks and pure languages.
Want to focus on the game? Take an engine.
Want to be in "control" of it all? Take a pure language.
Something in the middle? Find a nice framework.
By now you should have narrowed it down to just a few choices and you have no other choice than to try out and see what feels best. You can exclude some more by asking more questions that will help you.
These kind of questions pop up a lot of time and it really isn't that hard to figure out if you take some time to think about it. It's also a good exercise to see if you can actually break down your game(play) in smaller chunks that makes life a bit easier when developing the game and to see if what you want is actually feasable.
With all that being said and hopefully aided you in your search (and others that have similar questions and can use the search functionality of a forum and/or google) I can give you a last tip that is specifically for you, it's also the first hit on google with "Hack and slash rpg": burgzergarcade.com has a Unity3D video tutorial about making a hack and slash rpg!
Hopefully this helps.