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Dungeons - Check. Dragons - Check
By Butt Nugget
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Our four Heroes: Cleric, Wizard,
Rogue & Fighter
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One hundred and fifty years
ago, the malignant cyst on the face of Baele, he known as the dark
wizard Kaedin, was vanquished by four heroes.
He had fashioned five Planar Gems with which he harnessed
the powers of the planes of Nature, Fire, Ice, Wind and Death, making
him the ultimate power in the realm.
He abused this power, wantonly laying waste to countless villages
and towns until he threatened Baele itself.
From various corners of the world came four heroes. The valiant
fighter, the warrior-mage cleric, the reformed rogue and the noble
wizard.
These few were the only ones who stepped forward to challenge Kaedin's
evil might, and they were ultimately victorious, if somewhat dead,
as Kaedin took them down with him.
Now, one hundred and fifty years later, Kaedin has been resurrected
by some seriously misguided clerics who sought to take his power
for their own. Kaedin's castle has reappeared in the sky above Baele,
and again the realm's inhabitant's have turned to the four heroes,
resurrecting them in the hope they may once again defeat him.
...And so the game begins.
You choose which hero you will play as from the beginning, and
must fight your way out of the crypts in which you were raised to
find Baele and ultimately to Kaedin's castle in the sky.
D&D Heroes, as you may have already guessed, is a game in the
vein of Gauntlet - Legends. It is an isometric viewed, hobgoblin
slashing, skeleton smashing, magic blasting, chest-opening, high-intensity
adventure. But while the game play is similar, Heroes contains a
lot more depth to keep you motivated in dismembering the vile hordes
of Kaedin's minions.
98 per cent of the game is combat, and the controls are a little
different from other isometric button-mashers, in that you have
a primary attack button and two other ability buttons, X and Y,
which can be reassigned on the go.
The black and white buttons use mana and health potions, while
the left trigger blocks and the right trigger allows you to map
your X and Y buttons to different spells, finishing moves and abilities.
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Giant shadow + huge axe +
oblivious hero = nasty mess
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Character development is a major part of Heroes, and it is this
which keeps you stuck at the controller for that extra hour to gain
that level or learn that special skill.
Each character, while sharing some skills like wearing various
armour types and gaining resistances to the elements, also has their
own unique skills and abilities.
The fighter's skills are based on melee fighting like the high-damaging
Reverse-Thrust combo finisher and earth-shattering Stunning Fist.
And while he specialises in melee fighting, all classes have their
own hand to hand combos and finishers as well.
The cleric enjoys a balance of hand to hand combat skills and offensive
magic, such as sticks to snakes and fireblast, as well as the ability
to heal himself, and at higher levels the whole party.
The wizard has a multitude of spells, which can be offensive (like
the classic D&D Magic Missile), defensive or both, for instance
vampiric drain. Lastly, the rogue has a plethora of bow attacks,
a few tasty spells and also stealth moves for damage bonuses.
In addition each character has a series of weapons specific to
their class. There are no generic weapons, except the miscellaneous
thrown weapons like knives, axes and potions of assorted properties.
Skills in each weapon can be boosted, and each type of weapon has
different damage stats, allowing you to find one which suits your
tastes.
Each character also begins with their ancestral weapon, with which
they defeated Kaedin last time around. Often you will possess a
weapon better than your ancestral one, but you can't throw it away
or sell it as ultimately you need to defeat Kaedin again.
The ancestral weapon's strength lies in the fact that it can be
upgraded by collecting Soul Shards. There are twenty of these scattered
throughout the world, and with each five found your weapon becomes
more powerful, and as a result of a timely lightning strike, looks
way cooler.
Further, by the time you have acquired all five gems you can imbue
your ancestral weapon with the powers of the various gems, which
you need to defeat Kaedin (the old use-his-own-power-against-him
trick. Ah-ha!). Once your ancestral weapon is imbued, the nature
gem deals poison, wind stuns, death steals life and fire and ice
I hope are self-explanatory.
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There's an option that allows
you to see exactly
how much damage you deal out, which is nice
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The fact that various weapon types, as well as specific powers
can be gained and usually developed to up to four levels means that
there is a lot of scope to customise your character as you progress
through the game. This keeps it from becoming stale and monotonous
as you hack your way through countless baddies, as you always have
that next skill or weapon level you want to gain.
Equipment is also quite varied, though not to the level of Diablo
II or anything similar. As stated above, weapons come in five categories
per character, and armour comes in five categories that all characters
can use. These are leather, scale, chain, splint, and plate.
But again, within these categories are various attributes which
give the equipment (both weapons and armour) different characteristics,
such as +2 constitution, or +15% health regen, and combinations
of these are not uncommon either.
As each class has its favoured attribute, equipment allows for
further customisation. In addition, rings and necklaces abound to
further develop your character's strengths, while offensive and
defensive magical one-off trinkets can often change the tides of
battle with their effects.
Every few levels you also get the opportunity to develop your character's
attributes. As already said, and as D&D nerds know, each class
has a certain attribute or two which benefits them most. Ergo, you
can build on your strengths or cover-up your weaknesses, further
enhancing the customisation of your character.
While gameplay is virtually identical to that of the Gauntlet style,
the ability to customise equipment and elemental nature of many
enemies means you are constantly adjusting your character to excel
in whatever environment you're in. Swapping from ice to fire to
ancestral weapons and upgrading armour also keeps the time ticking
along while playing this game.
On the outset, the graphics look reasonable, with the characters
and enemies enjoying notable detail. Some of the levels, however,
are gobsmacking, as are spell effects, and then you'll come across
others that are utterly mundane, with very little eye candy or environmental
detail.
Checking out your suave new armour on a zoomed camera angle is
a must, and if you get a chance to look at any of the enemies up
close they look good too, especially the larger golem-types and
bosses. Backgrounds, walls and textures are pretty standard, but
then you don't really want to be losing sight of enemies in extravagant
surfaces.
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The cleric summons meteors from
above,
even though he's in a mine, which theoretically
would have a ceiling, blocking such an onslaught
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Features like water, blood fountains and the like look cool, though
very arcadey. The goo that splurts out of many enemies and particularly
blood golems brings sweet satisfaction as you carve a swathe through
their ranks on your way to the next golden nimbus inducing level-up.
The camera is rotatable and zoomable which works well enough in
single player mode, but when in multiplayer, each character can
mess about with it, which can get very annoying when everyone's
got their own "angle agenda".
Sound is again arcadey, but it's that sort of game. Through a surround
sound system with a big fat woofer, ambient sounds, enemy howls,
the crunch of metal through flesh, and special-power mantra cries
all sound quite good, though it's nothing special or groundbreaking.
As you may have guessed, the hack and slash nature of gameplay
can become, at times, monotonous, but combos and special powers
prevent it from becoming RSI-inducingly so, as well as giving you
the opportunity to find more efficient ways of despatching your
foes.
Powers and spells can often at first seem ineffective, until you
find their appropriate use or level them up, at which time their
effectiveness shines through.
Get a few friends around to play, and Heroes makes for a lot of
fun. With four players simultaneously going the tonk on the one
system, spells flying thick and fast, finishing combos being cracked
out every 10 seconds, it's a very hectic, but ultimately enjoyable
experience. When you step up from a one player game, the enemies
get tougher in order to compensate the increased number of heroes
too, which a nice touch and means everyone gets a fair share of
precious experience points.
If there are any sour points to the game as a whole, the saving
system would be high on the list: it really sucks ass. You can save
as many games as you want, but the characters are also saved in
that specific game only, which makes using them in a different multiplayer
game an exercise in tedium and nonsense. Better yet, save over a
game, and that character is gone for good.
Another quibble involves the multiplayer game, and the camera system
that any player can tweak at any time. The lack of a locking viewpoint
will see many sessions ending in name-calling and tears, but on
the upside you can always trade equipment and give lowly ranked
players extra health potions.
While there is nothing particularly new or groundbreaking about
Heroes, it is a sufficient improvement on the genre to warrant numerous
extended sessions at the 'Box. As I'm sure many out there will agree,
there's nothing like an RPG aspect to extend the longevity of a
game -- just ask anyone who's ever rolled a dice in D&D-inspired
fervour.
Game: D&D: Heroes
System: Xbox
Players: 1-4
Online: No
Developer: Atari
Distributor: Atari
Rating: 85%

(Ratings
Key/Explanation)
D&D: Heroes is on the shelves now.


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