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Codex Review RPG Codex Review: Hero-U: Rogue to Redemption

Discussion in 'RPG News & Content' started by Infinitron, Jul 29, 2018.

  1. daveyd Savant

    daveyd
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    Thanks for the review. Haven't bought it yet but it's on my GOG wishlist.

    I saw the Coles say somewhere that their plans for the next game was to do a Hero-U for a wizard student. Of course that could change if this game ends up being successful and there's lots of demand for continuing Shawn's story.
     
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  2. Marquess Cornwallis Cipher

    Marquess Cornwallis
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    I'm on day 7 and the repetitiveness and backtracking are starting to get to me a bit; also

    this.

    I think the concept would benefit from some sort of combination of PoE-style CYOA elements, set piece battles, map travel and traditional point-and-click sequences; keeping the point-and-click interface for everything with an occasional teleport (to the dining hall, for instance) or pointless illustration (bath) isn't all that great, especially given the constant need to run back and forth between the various locations in the castle.
     
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  3. Delterius Prestigious Gentleman Arcane

    Delterius
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    This review helped me justify my contribution to the Cole's surviving mortgage fund.
     
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  4. <3sRichardSimmons Arcane

    <3sRichardSimmons
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    Whaaaaaaaa? I mean, I love Kings Quest, but you are fucking bonkers on so many levels here.

    At the most basic level: after roughly 87/88 Sierra succeeded in large part in spite of Ken Williams, not because of him.
     
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  5. Gylfi.Fenriz.Conquests Augur

    Gylfi.Fenriz.Conquests
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    Let's start from the beginning, then.
    I have no idea who came up with the gameplay formula we've seen inside Sierra games. I said the Williams did because they founded the company, that must come with some bonus, no? But who cares who did it, as long as we acknowledge Sierra On-line designed their own games as they were.

    The particle of god in a Sierra game is a situation, not even a real puzzle, but an "open problem" that can be solved in different ways, and it has consequences everywhere, deep and permanent.

    It's at the same time a defined and open formula! It allows police simulations, crime stories, medieval stories, roleplaying games, each different, each even allowing manuals for following procedures and historical informations you need in the game. It's an amazing design structure, imo, one that's open to be adapted into many genres. Infact an "adventure" is a generic term, adaptable to everything. That's the reason why Sierra games could be the mother of all videogames, because they were "real" adventures, hell they even had a score that looked like arcade games! This freedom of choice undeniably comes from D&D and tabletop board games, freedom in a made up story. Sierra designers were kids who played D&D, like everyone. Sierra kids used this formula ever since their first titles in the 80's, carried this torch up to the great 90's masterpieces, and now Hero-U revived it, stripping it of its more punishing consequences, ofc.

    Now, many other game gurus like R. Garriott, W. Spector, and Black Isle, maybe designed their games not taking inspiration from Sierra games, especially Garriott who started creating games around the 80's too, but, like Sierra designers did, by directly playing D&D, interpreting and converting it into a videogame.

    But isn't the idea of multiple endings a little too specific to not be an original and unique invention they borrowed from Sierra games, which undeniably were the first one featuring the idea (unless Infocom's Zork did it before)?

    Also, since nobody today seems to really GET choices & consequences, and all we see is ridiculous Bioware style ethical dialogues and romance, isn't Sierra legacy the most important thing in videogaming today? So Hero-U should be a lesson for all. Is there even non linearity and freedom of action in Wasteland 2, Pillars of eternity and such?
     
    Last edited: Aug 4, 2018
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  6. taxalot I request a spice shipment immediately. Patron

    taxalot
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    Codex 2013 PC RPG Website of the Year, 2015
    It feels a whole lot Harry Potter inspired and I'm not entirely sure that's my thing. Is the game not too childish ?
     
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  7. Zep Zepo Titties and Beer Patron Repressed Homosexual

    Zep Zepo
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    Divinity: Original Sin
    I wish you guys would stop including W. Spector as a "designer".

    He was brought into LG/Blue Sky as an enforcfer by the publisher, not as a designer.

    He was a publisher's suit then, a publisher's suit after, and a publisher's suit now. Nothing more. He hasn't "designed" shit.

    Zep--
     
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  8. Quantomas Learned

    Quantomas
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    That mischaracterizes it a bit.

    John Romero offered Warren Spector to design his dream game by providing the funds and not interfering with the development. The result was Deus Ex.
     
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  9. Harry Easter Learned

    Harry Easter
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    Good review. Fun to read and fair about the good and bad parts of this game. Personally I would've wished for a bigger finale, but I like the coming of age narrative and really hope for the other games too (the Paladin interests me the most, since Glory - Paladins are actually interesting and not only religious fanatics).
     
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  10. Humanity has risen! Arcane Patron Repressed Homosexual

    Humanity has risen!
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    So have the Coles lost their house and retirement funds or not?
     
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  11. Harry Easter Learned

    Harry Easter
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    I don't hope so. I find them quite nice :(.
     
    Last edited: Oct 16, 2018 at 12:38 PM
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