Heroes of Ruin (3DS): COMPLETED!
What seems like a very long time ago now, there was a sale on at some place I don’t even recall where three 3DS games were a tenner. Or something. One of those games was Heroes of Ruin, and since it was the first time I’d seen it alone for under ten quid, let alone with two other games for the same price, I leapt on it (along with Tetris and Steel Diver). Then they all went on my backlog shelf, and time passed.
Even longer ago, I’d played the Heroes of Ruin demo, and really rather enjoyed it. Why I didn’t start the full game the very second it arrived, I’m not sure. I was probably playing something else at the time.
Not very long ago (last week) I finally got round to making a start, and very recently (today) a finish.
For the first few hours play, I was hooked. The game plays out much like I’ve seen and read (but never played) Diablo does, or Skylanders, for that matter. You choose one of four classes of character (I went for Gunslinger), and then enter levels where you complete quests. These range from finding items, through defeating bosses, to solving some very simple puzzles. Or just reaching the end of the level.
In each level, you defeat foes who get increasingly more dangerous, but you get increasingly more powerful and well defended as you level up and find (or buy, not that you need to buy anything) better items and unlock new buffs and skills. You can return to areas later on to grind if you want (but you never need to), or complete other optional quests (which you never need to) for more money and XP (neither of which you need to grind for).
After a while, you move on from one type of area to another (you start in the caves, then go into the forest), which is filled with different, but similar quests and different, but similar, enemies. Later, the forest gives way to snow covered mountains, and that into a sort of ruined magician’s lab in a hole between dimensions. But the quests and enemies are strangely familiar.
And that’s it. Four areas. Sure, each area has several levels, but they all look the same. In fact, I’m pretty sure most are the same, just with the camera angle rotated. Which is a problem. Combined with the palette-swapped baddies and repetitive quests, Heroes of Ruin just feels like they didn’t spend enough time with it. Another couple of level types, a few more quests which aren’t the same as those already in it, and some more enemy designs and it would have been so much better. It doesn’t help that it’s such an easy game either. I didn’t die, never once had fewer than 15 of my 20 health potions left, never once used an energy potion, never needed to grind for XP, and never needed to spend a single gold coin. Only the final boss caused any real problems, and even that was only because he took ages, not because he was difficult.
I did play multiplayer a bit (it has drop-in, drop-out play for up to four players) which is fun, and even had voice chat, but ultimately it doesn’t change the game in any way, aside from make it even easier. For much of my playthrough I didn’t have anyone to play with anyway.
As it is, there’s no way I can complain for £3.33, and I did enjoy it a great deal, but I can see why it didn’t get the sales it could have.
999: it’s like a novel
999 (with a full subtitle of 9 Hours, 9 Persons, 9 Doors) is an adventure game, with the core gameplay being based around exploration and puzzle solving to escape rooms. However, there's not a huge amount of exploration available to the player - instead, the main character (Junpei) explores the ship along with his new-found acquaintances, and the player is informed of this through reams of text. At times, this is almost like a non-interactive version of an interactive novel ... a novel, then.
What surprised me was how well the text is written. It could pass for a professional story, with appropriate descriptive language and varied vocabulary. There are a few occasions where the wording felt slightly off, but each character had their own voice and mannerisms, which led to an accomplished narration. It's sad that this should be a surprise, but there are precious few games with as much attention paid to their script.
So, having reached the end of the story, I've completed the game, surely? No. One of the limited interactive elements of the game is the choice of which doors to go through at three key points in the game. I ended the last game with Junpei being stabbed in the back, and have since restarted. Annoyingly, while I can skip through the text, I still need to solve the puzzles again in areas that I've been through before. But each playthrough should give more information about the characters, and I understand there are six potential endings. I'm not sure I'll collect them all, but the game is significantly quicker to play the second time around, so I'll see what else I find.
Professor Layton and the Azran Legacy (3DS): COMPLETED!
Well, this is it. Not only is the final game in the trilogy complete, but officially, it’s all over for Professor Layton now. Sure, there’s the Layton vs Wright game out in just a few weeks, but that’s not really a Professor Layton game, so doesn’t count.
I’d be amazed if Level 5 didn’t come up with another game though. Even if it’s just a continuation of the series but without Layton in it.
Anyway. Here be spoilers. Read ahead at your own risk!
Quite near the start of the game, I’d pegged Raymond as a bad guy. As the game progressed, I realised he was almost certainly part of Targent. I’d also begun to suspect Sycamore had a sinister motive too, but I certainly didn’t imagine the reality of them both.
More twist-tastically, I definitely didn’t see the Emmy reveal coming. I was convinced, due to her never appearing or being mentioned in the original three games in the series, that she was going to be killed off – and, near the end of The Azran Legacy, that definitely seemed likely. But no, the character was something else entirely.
Not only that, but the actual Sycamore, Bronev and Layton triple whammy? Off the loon charts. Astounding.
As for the actual game, it was the usual fare. Shorter than previous chapters in the series (I clocked it at under 15 hours, and several of them were doing the downloadable puzzled), although I’ve not 100%ed it, and almost certainly the easiest; The lack of 75 and 99 Picarat puzzles on the final straight made the ending of the game appear sudden, and there were virtually no slide puzzles (my Achilles heel) to speak of. Having said that, for the first time in any Layton title I reached one of the “you must have solved X many puzzles to progress” points, and came up short. I only needed a quick trip to Keats to solve three missed puzzles to fix that, though.
I’m not sure I like the idea of a Laytonless future now. You could argue the formula has run its course, and 6 consecutive years of puzzling with a man in a top hat is enough, but still… end of an era.
Streetpass Quest II (3DS): COMPLETED!
Right now let me just explain something. I technically reached the end of Streetpass Quest II ages ago, but I didn’t mention it. I don’t know why. However, it was just as well – there was more to do as it turns out there’s a Secret Quest! Which is like the normal one only harder. There are something like 6 playthroughs of that before you have taken every path, opened up every route, and obtained every hat, so I’ve been doing that.
And let me tell you this: entering a room with 10 powerful heroes, only to have them turn and walk away because you don’t have two red ones to “warm the room up” in a team, never gets annoying.
Oh wait, I mean it’s the most annoying thing ever. Ever.
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