Wednesday, July 2, 2014

One Way Heroics Review



So with the recent summer sale I was able to pick up a handful of new games to play, and that means I have a hand full of new games to tear apparent and explain why they either suck, or are actually pretty decent. First of the summer sale games to the chopping block is One Way Heroics.

Da fuck is OWH? OWH is a rouge-like-esq game where in the character is tasked with traveling across the land and defeating the evil demon lord. What makes this interesting (and gives the game it's name) is that the player is forced to constantly move to the right (similar to FTL) because the left side of the scree is slowly swallowed up by the evil darkness which will kill you. I think this is implemented well in that it's not a huge threat and a constant annoyance, but it does force you to consider your actions. Do you run up north and grab that bag for the goodies inside? You could get there in time but if you do you won't be able to explore the building to the south. do you explore this dungeon? You might get good loot from it, but you could get jumped by mobs and wind up getting caught between a rock and a deep dark deadly place. The player does move faster than the ominous blackness so like I said it's not a massive threat just a sort of constant pushing you on your way.

There are a handful of playable classes; knight, swordmaster, hunter, force user, pirate, adventurer, bard, and hero. Each class starts with different gear, stats, and skills. In addition to classes the player is allowed to pick bonus traits before starting the game to apply to the character. These traits can vary from simple things like stat ups, to getting a loyal pet to fight along side you, or being better at picking locks. And to further add to the variance and replayability of the game the world, monsters, loot, and everything else is randomly generated each time. This did once lead to me spawning with a huge wall of mountains staring at me say "Hope ya weren't too committed to this life!" Mountains can actually be traversed by the way, they just take several turns to do so, but I'd spent lots of time running up and down the range looking for a path through.

One thing that I think is pretty neat about the game is something called the dimensional vault. Now for those of you who don't know a rouge-like game typically means that each run is entirely self-contained and unique. You die, and everything related to the run is now gone. This is only about 95% the case with OWH. OWH allows player the ability to save a small number of items between runs in the dimensional vault. So if you find the super-uber-death-sword-of-slaying-everything-that-lives-and-most-things-that-don't +15 and then your guy dies on the very next turn, you can actually keep and use it. Which is kinda nice. Alternatively, you can completely ignore this mechanic. It's in no way forced on you, so if you want each run to be it's own thing, it totally can be.

My one grip with the game is I fell like items I buy from shops should be identified when I get them. Now you could argue the dealer is a shady guy looking to profit off the apocalypse and doesn't understand what he's selling, or that the hero thinks time is so very valuable he doesn't want to waste time listening and simply says prices and decided in the next .2 seconds if he's gonna buy the stuff or not. But I do wish that these items were identified.

Now this is one of those rare games that I bought on sale and don't have to say that you should probably wait for it to be on sale to. I got the game for 87 cents but normally it sells for $3.50 And that's a totally reasonable price for this.

Gameplay: 8 out of 10
Story: 5 out of 10
Visuals: 7 out of 10
Audio: 6 out of 10
Overall: 7.5 pixel art heroes dying to bad RNG out of 10

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