Game Over. Done. Finish. Complete & with it possibly the last 360 co-op game.
Completed – Army of Two Devil’s Cartel
Game Over. Done. Finish. Complete & with it possibly the last 360 co-op game.
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Posted on Written by gospvg
Posted on Written by deKay
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.
Posted on Written by Xexyz
Posted on Written by Xexyz
Posted on Written by deKay
Chapter 3 is enormous. Like, really enormous. It contains the maps from chapters 1 and 2, and then about 50 times as much content again. And it isn’t just how many rooms there are, either – the puzzles and platforming sections are harder, so take longer. There are quests to get items which have you travelling (not too far, usually, thankfully) round the map as you try to complete them. With enough of certain items, you can ring bells, but not until you’ve figured out how to reach them, and with five bells rung you can ring the final one.
And not once does it get dull, or repetitive, or frustrating. No matter how hard bits are, you don’t go back far when you die, and you instantly restart, so even the most difficult screens don’t cause anger. Actually, even the few I was really stuck on I found to be optional anyway, since there are more items than the bare minimum, and usually if you’re short you can supplement them with coins, which are found more frequently and are normally easier to collect – you just need more of them.
With the final bell rung, it was completed, with one of the most half-hearted (and purposefully so) endings I’ve ever seen. In fact, there it is in this very post. Basically, the narrator (who wrote the game) says that’s the end, and he’d off for a cup of tea. OK, so there’s a bit more after that, but not much that makes any sense.
With it done, I found a bit on the title screen I hadn’t accessed (perhaps I couldn’t?) before, which was a short set of platforming challenges in the style of the intermission previously in the game. A couple of bits were pretty tricky, mainly involving those magnetic robots as you fling yourself from one to another trying not to crash into walls of death. I think that’s it now though.
A lovely little game, that well deserves some attention. The morals it tries to deal with and the story could have done with some work, perhaps something is lost in translation, or is too deep for me, but I didn’t really understand a lot of what was going on. I get the Myriadist/Internet divide is a religion/atheism thing, but much of the rest didn’t really work. Ignore all that though (and the terrible character art), and just enjoy a pleasant and involving platformer with some fantastic in-game artwork.