Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review Loop Hero Loved by Rock Paper Shotgun

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,131
Location
Behind you.
Tags: Loop Hero

Rock, Paper, Shotgun has a positive review of Loop Hero. They discuss things such as what makes the game unique, how it's played, and what makes it interesting. While short, it should give people enough to go on if they're riding that fence on the title. Here's part of it:

Here’s where Loop Hero gets less coherent. The game encourages you to create enough monsters for your hero to fight against and become stronger, so when these additional monsters show up of their own volition, it can be difficult to understand whether you’re being rewarded or punished. There’s an uneasy dissonance between your goal (help the hero win) and the only real action you can take (create a world that’s actively trying to murder them). That mismatch hangs over everything you do, but once you’ve memorised enough of the card effects and understand how they affect your hero’s chances of survival, you fall into a fun and compelling rhythm of repeatedly bringing the hero to the brink of their abilities before backing off again.​

Isn't that always the case with an experience system? Name a game with an experience system where there isn't typically a risk/reward mechanic. The higher the risk, the better reward.
 

Conan

Arcane
Joined
Dec 18, 2013
Messages
232
Tags: Loop Hero

Rock, Paper, Shotgun has a positive review of Loop Hero. They discuss things such as what makes the game unique, how it's played, and what makes it interesting. While short, it should give people enough to go on if they're riding that fence on the title. Here's part of it:

Here’s where Loop Hero gets less coherent. The game encourages you to create enough monsters for your hero to fight against and become stronger, so when these additional monsters show up of their own volition, it can be difficult to understand whether you’re being rewarded or punished. There’s an uneasy dissonance between your goal (help the hero win) and the only real action you can take (create a world that’s actively trying to murder them). That mismatch hangs over everything you do, but once you’ve memorised enough of the card effects and understand how they affect your hero’s chances of survival, you fall into a fun and compelling rhythm of repeatedly bringing the hero to the brink of their abilities before backing off again.

Isn't that always the case with an experience system? Name a game with an experience system where there isn't typically a risk/reward mechanic. The higher the risk, the better reward.


Using fancy-sounding names for old mechanics and gimmicks to pretend that games have made an advancement in gaming itself is nothing new. We have hipsters in charge of making, playing and writing about games. So they are easy to target for anything that remotely sounds "out of the box" despite being buried in 10 layers of Babushka dolls. You are right, this is exactly how it always has been and is being paraded about as something extraordinary and innovative.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,227
you are a bro.

link for codex thread https://rpgcodex.net/forums/threads/loop-hero.137086/

Isn't that always the case with an experience system? Name a game with an experience system where there isn't typically a risk/reward mechanic. The higher the risk, the better reward.
in case of loop hero risk accumulates. Normally you have progress like
- kill some rats
- lvl up
- go kill orcs

in loop hero:
- add rats
- kill some rats
- lvl up
- add orcs
- now you got to kill both rats and orcs. Oh and rats are a bit stronger(they also lvled up)

Sounds like lvl scaling but its not really. It's not uncommon to make easy clear of one loop only to die in next one even though you didnt add new critters. Maybe it happened because you didn't get relevant item upgrades? What can I do to increase item rate on next run?
Little tweaks make quite a difference
 

Alpan

Arcane
Patron
Joined
Mar 4, 2018
Messages
1,340
Grab the Codex by the pussy Pathfinder: Wrath
in case of loop hero risk accumulates.

Yes, and the game provides the explicit option to back out if things get too hairy (retaining 60-100% of the resources obtained, required for the persistent upgrade elements of the game). So the game actively encourages the player to keep an eye out and manage that risk even if they might have overreached.

Calling all that "dissonant" is a typically moronic nu-RPS take, of course...
 

Tao

Augur
Joined
Sep 13, 2015
Messages
377
Imagine linking a RPS article
EbIVO0YXkAU9vHK.jpg

yikes
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
599
The game is horribly popamole so its unsurprising RPS liked it.
Played it for a a few hours until i realized that its about as fun as minesweeper or solitaire.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,714
The game is horribly popamole so its unsurprising RPS liked it.
Played it for a a few hours until i realized that its about as fun as minesweeper or solitaire.
But .... solitaire is fun..... right? Lordy... I must be old. Tiger Solitaire come to my hand!
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,633
Location
Russia atchoum!
Game made to be addictive, but for my taste is too repetative - half of the time you change/evaluate your equipment.
Like, no, man, just no.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom