Traditionally, some of the best stuff in an RPG is that the combat. The tactical conclusions, crunching figures, the strategizing, saving strength for future experiences. But what's left should you remove character control and almost everything but crunching stat amounts and filling at the map? You receive Loop Hero, and it turns out to be a sport full of compellingly unique ideas and a bizarre fantasy world that demands attention. There's nothing quite like this odd blend of idle game autobattler together with roguelite deckbuilding and puzzley tile positioning. This exploratory experiment brought me so profoundly with its own buffet of synergies and clever strategies I lost a lot of time whilst playing more often than not. I only escaped because after its stat-building puzzles are resolved there's not much more for this.
Before we get to its strangely hypnotic and single-player game, it needs to be stated that this is the most densely surreal apocalyptic dream setting since Dark Souls. Loop Hero's universe is finishing; no one can recall things , so those things are evaporating. Even abstract notions like understanding and permanence are evaporating into the emptiness. It is a delightfully unsettling, disorienting area where the pixel artwork portraits of those bad guys aren't certain what's going on. Everything is forgotten except, of course, that your only protagonist , who walks into a circular course through the void, fighting monsters and -- crucially -- recalling things before returning back to a campfire to rest. You've got strange, dreamlike conversations with all the people and creatures you meet, from bandits unsure why they are stealing to goblins who've somehow remembered themselves directly into presence.
The map is represented with charmingly simple pixel images for the loop itself, which begins as a featureless, angular path during the lonely darkness. It's inhabited solely by a hero -- little more than a 4-bit blob of white pixels -- along with a few of rebounding green bubbles representing fundamental slime blob enemies. The art in conflicts is more comprehensive, revealing 8-bit warriors slugging it out using basic attack animations, even though like a 1990 RPG the sprites do not vary with changes in weapon or as enemies level up. The correspondingly retro music is good, too, even if a couple of tracks play a little too frequently for the couple nine hours Loop Hero will likely take you to play through.
In those first couple of minutes you won't do much, very literally, as conflicts are hands-off. the impossible quiz When you're in a battle your destiny is controlled by your own and your enemies' Attack Rate, Defense, and harm stats, even with a dashboard of whether the percent chance gods give you more Crits, Counters, and Evades compared to other hand. This goes for boss battles: it's very strictly your stats vs theirs. So for the very first couple of loops, well, it is a fantastic time to meet with your water glass grab some snacks in the kitchen.
But, together with the benefits that those tiles attract (mostly minor matters like boosts to strike rate for forests or a city that occupies some HP when your hero passes through) come corresponding tradeoffs. Beasts inhabit the forests, vampires come down from their lands, skeletons roam on the graveyards, fishmen emerge out of rivers, and gargoyles fly and land nearly anywhere. I discovered the balancing act between adding useful tiles rather than overpowering my hero with fresh enemies to become one of the greatest challenges in Loop Hero.
Watching the map go from blank background to overpowering collage is a rewarding sense of progression that at least somewhat makes up for the absence of customization in your own personality. Having said that , the muted palette is not likely to be to everybody's tastes, nor is your chunky pixel ribbon each of the stats and text appear in. (Which you'll be able to alter, thankfully, to a lot easier on the eyes or environment-friendly ) Each time the loop takes your hero into the campfire it is possible to retreat back to your camp together with all your accumulated resources (instead of some mid-loop escape or departure, that leaves you only a portion of your haul.) You build up the camp over time, adding new buildings and individuals. This provides you the tiny incremental updates you want to progress and beat the boss of every act. You may take an individual's scythe to secure more food in the fields you move, a silver necklace to decrease harm from thieves, or build potion racks so that you may bring more healing beside you about the journey. (Also, although the developers have promised a fix for this soon, you can't currently save your improvement mid-expedition -- quitting off and out puts you back on your town as though the run had never happened.)
Shockingly creative in its own fantasy fiction installment and addictive in its largely automated gameplay, Loop Hero is something interesting and new from the world of RPGs and it doesn't disappoint. It stops short of becoming revolutionary though, and its reliance on a weary grind and dull stats is feeble compared to roguelikes that emphasize trying special new assembles over refining existing combos. That provides a shorter lifespan compared to most of its contemporaries -- however, there is nothing quite like it. |