Has-Been Heroes is an action, roguelike strategy game where the player is tasked with controlling three heroes as they fend off hordes of enemies. Frozenbyte, the developers behind the Trine series, place their own twist on the rather bland narrative by making their heroes live up to their title. Most of the characters that the player will control are old, retired heroes. These heroes are embarking on one last quest…to escort the royal princesses to school.
At the core of this roguelike adventure is the unique and complex combat system. It vaguely resembles a rhythm game, with players having to decide which enemy to attack with each hero. The general concept behind the combat is very easy to understand, but with the number of enemies that the game throws at you, it is by no means easy. Small mistakes can result in catastrophic failure that brings runs to an end. The amount of strategy required is very satisfying, if sometimes overwhelming.
Has-Been Heroes as a very odd control scheme. I was playing the Switch version of the game and I often thought that the game was much better suited for mouse and keyboard controls. After an hour or two of play I became pretty comfortable with the controls. I did occasionally find myself struggling to properly change my heroes’ position from time to time. The controls get the job done, but add to the learning curve of an already complex and difficult game.
The art style of Has-Been Heroes is a strong middle-ground between realistic and cartoon-ish. It didn’t necessarily blow me away, but it was pleasant to watch the few cutscenes the game has. The interface can become cluttered at times. The music is a tad hit or miss. I really enjoyed some of the game’s tracks, but others are pretty forgettable. The writing suffers from similar issues. Some lines are genuinely funny and showcase the game’s entertaining characters, and others are fairly bland. In a game with such a silly premise, I expected a larger focus on humor in the writing. The narrative simply exists as a catalyst for the gameplay and does little else. It feels like a missed opportunity to entertain the player with humorous dialogue between the intense battles.
The combat of the game stands out as being easy to understand, but difficult to master. Some of this is caused by the game’s extremely light tutorial, which leaves a lot of the games more subtle mechanics to be discovered by the player. While this amount of faith in the player can refreshing to some, others may find it frustrating when they lose a run because of a mechanic that was never explained. That being said, players accustomed to the “git gud” mentality of the Dark Souls franchise should feel at home here.
Between bouts of combat the party will explore a randomly-generated maze of roads that intersect at “crossroads.” At these intersections players will find shops, resting spots, and battles. The contents of the surrounding crossroads are revealed to the player, allowing informed decisions about the optimal route to the end of the map. Once the group reaches the end of the map, they battle against a randomly selected boss. They then move on to the next map until they eventually reach the final map and they fight against the game’s end boss. If defeated, the player receives one of multiple endings for the game as well as a new character to use in their party.
The bosses pose a massive difficulty spike that can feel very disproportionate to the challenges immediately preceding it. The bosses often introduce entirely new mechanics or force the player to juggle insane amounts of threats at once. These encounters are far from impossible to overcome, but can often be an unpleasant slap in the face to any player foolish enough to think they were masters of the game already. Difficulty in a roguelike is definitely expected, but it would have be nice to have a more gradual difficulty curve leading up to these bosses. Of course, getting the snot kicked out of you only makes it feel all the better once you finally take that boss down.
Has-Been Heroes combines a bit of humor with an incredibly rewarding combat system. It leaves the player willing to embark on another journey just to get another taste. The vague tutorials leave a lot to discover, even after several runs. At times, the game feels quite old-school in design, expecting you to fail and struggle with the game in order to overcome the challenges it presents. The difficulty spikes can be discouraging, but once you force yourself into another run you find yourself sucked right back in. New items, enemies and locations are introduced at regular intervals, but none of it is truly engaging enough to make each run of the game feel unique. The combat, for as fun as it is, can definitely feel repetitive after an hour or two play session. Even so, I kept returning to the game for an hour or two at a time again and again. At a price tag of $20, fans of roguelike games will find enough to enjoy to make the expense worthwhile.
Gaming
Ubisoft says that future Assassin’s Creed games will need more time to be made
As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.
Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.
Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”
You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.
Gaming
You can now pre-order Lollipop Chainsaw RePOP on PS5
You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.
The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.
The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.
The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.
Gaming
This Call of Duty: Black Ops 6 zombies trailer is way too expensive
Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.
For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”
Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.
Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.
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