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PLATFORM
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3DS
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BATTLE
SYSTEM
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INTERACTION
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ORIGINALITY
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STORY
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MUSIC
& SOUND
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VISUALS
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CHALLENGE
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Easy |
COMPLETION TIME
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Less than 20 Hours
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OVERALL
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+
Fun battle system
+
Large number of character
skill choices
+
Great multiplayer with voice
chat
-
Generic, bland visuals
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Only four different dungeon
types
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Forgettable music and sound
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Click
here for scoring
definitions
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On the surface Heroes of Ruin
doesn't appear to have a lot going for it. A third
person looter for the Nintendo 3DS and veteran
developer n-Space's biggest project to date, its
look and feel aren't particularly original, and
neither is its story at first. It heavily reuses
assets and only makes use of four different
dungeons tilesets in four matching locations in
the game world. Yet, with an impressive suite of
multiplayer features rivaling that of many console
action RPGs and very enjoyable combat and
character advancement mechanics, Heroes of Ruin
brings to mind the old phrase "more than the sum
of its parts." It may not light anyone's world on
fire, but it proves to be a good time regardless.
Heroes of Ruin
begins with an intro to the world of Veil. A great
conflict was stopped by the mysterious and
powerful creatures known as the Ruin Lords. They
eventually settled down to rule kingdoms, and it
is one such kingdom that is seeking adventurers;
its Ruin Lord has been cursed. The player sets off
for the city of Nexus to undertake this quest.
It's not a particularly original setup, but the
story does a fine job of setting up the various
dungeons the player will be traveling to. There's
nothing like the depth of the RPG genre's best
stories to be found here, but the plot does a good
job establishing the world as the player advances
through the game. It even has some fun twists at
the end, though the characters are mostly
underdeveloped. These types of RPGs are generally
light on story and heavy on loot gathering and
action. Still, Heroes
of Ruin's story gets the job done quite
admirably. It isn't the reason to play the game,
but neither will it turn players away or have them
skip cutscenes.
The gameplay
follows the standard and well established route
that previous third-person looters have blazed.
The player selects one of four classes, customizes
his or her appearance a bit, and then it's off to
the first dungeon. Gameplay focuses on wandering
through dungeons, completing quests, collecting
loot, and ultimately boss battles. Heroes of Ruin's
combat is simple and easy to pick up, with one
face button assigned to attacks and the other used
for assigned abilities. Heroes also also features a
multi-use button that blocks when held down and
rolls when quickly pressed along with a direction.
The four different classes provide a large number
of selectable abilities and buffs, providing many
different ways to customize a character. The four
classes in the game are vindicator, alchitect,
savage, and gunslinger, which, aside from that
last one, are just fancy names for the typical
tropes of paladin, wizard, and fighter. Though
nothing is new with the character classes, they
are well designed examples of their archetypes.
Though skill selection is limited as a character
levels up, it finds a great balance between
allowing freedom of character development and
restricting player choice from making an
underdeveloped character. The only real downside
to the selection of characters is that only one,
the alchitect, is female.
Haven't
I met you land sharks somewhere
before? |
|
Since the vast
majority of the game is spent in combat, the
variety of the classes and abilities keeps things
interesting. Heroes
even adds some nice touches so players don't have
to spend as much time in menus managing equipment.
Players can quickly hold down or up on the d-pad
to quickly sell or quick-equip any piece of
equipment without opening a menu. A list of stat
changes for each item will show up as the player
hovers over the item so they can see if it's worth
it. What's odd is that these quick equip options
are completely missing when purchasing equipment
or being rewarded equipment for finishing a quest.
It's good that menu usage is kept down thanks to
these features, because equipment, quest, and
character advancement menus are only accessible
from buttons on the touch screen. Since these
menus are more easily controlled via the d-pad and
buttons, many players will find it incredibly
annoying to have to pull out the stylus just to
open a menu. With the start and select buttons
both opening the same pause menu, there was at
least one button available to be used for this and
it makes for a strange omission.
The
bosses are Heroes of Ruin's most
exciting encounters.
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Another issue
of note is the game's difficulty. The game scales
difficulty nicely based on the number of players
in the game, but single-player suffers from some
balance issues. There is an abundance of potions
in the game's dungeons, which seems a concession
for multi-player. In single-player, even when the
game gets in the later stages, this just means the
player has a near limitless supply of potions.
Even on the final boss, players will be unlikely
to use up their supply. Death can still happen
from enemies that deal heavy damage quickly, but
the potion supply means rolling and blocking will
become pointless in favor of hacking away at
enemies and healing when needed. This is a shame,
as combat is much more engaging when both are
needed. Those playing the game only in
single-player may find the lack of challenge
disappointing, despite the strengths of the game's
combat.
One look at
any screenshot of Heroes of Ruins is all it will
take to find the deficiencies in its visuals. The
graphic style is unoriginal and outdated, looking
like some long lost Warcraft game on the DS. The
environments and characters look a bit better with
the 3D effect turned on, with some nice depth
added to environments, but nothing amazing. The
biggest issue with the environments is their heavy
re-use. There are only four different tilesets
used for dungeons, and each is represented in six
different dungeons. Though some have areas unique
to them, most of the dungeons for a particular
tileset look and feel almost identical. The
monsters are the highlight of the game's graphics,
most being well animated and interesting,
especially the bosses. They are re-used far too
much, as even some bosses show up again as regular
enemies. As one might imagine, the music and sound
effects suffer similar amounts of re-use. They
don't suffer the same quality issues as the
graphics, but are still standard fantasy fare and
mostly forgettable. It's true that Heroes of Ruin
is a lower budget game than many similar titles,
but that doesn't forgive so much repetition in the
audio-visual department.
At the end of
the day, Heroes
of Ruin is a fun game with a slew of
issues that prevent it from being great. A wealth
of multiplayer options make it the closest to a
console third-person looter you'll find on any
portable system. While it can still be a fun
single-player experience, the game is best played
with a group of friends. Even so, with repetitive
environments, monsters, music, and sound, it is
not likely to be a memorable experience. Hopefully
with more 3DS development under its belt,
developer n-Space will be able to make a more
worthy experience for such a great multiplayer
setup, assuming they get the chance to make such a
game.
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