Heroes of Ruin Review
Heroes of Ruin tries to be many things, and succeeds … with some.
Posted By Yousif A. about 11 months, 3 weeks ago
Way back in the bygone year of 2011, I was invited to Square Enix offices in London to try out a game being developed on the 3DS by N-Space. As a developer, N-Space has a repertoire of big name games under their hat, such as Toy Story 3, Star Wars: Battlefront, and even COD: Modern Warfare. This sounds impressive, until you add DS to the end of those titles. Getting comfy in some ridiculously over-sized sofas, I dove into Heroes of Ruin accompanied by a Square rep. Having taught the rep, who had been playing it all day, how to beat the boss effectively, I left the meeting with positive views upon the game. Skip forward enormous periods of time to the modern day, and I have indeed got my hands on Heroes of Ruin.
| PROS | Streamlined controls, Online options galore, Easy to pickup, Hard to put down |
| CONS | Online mode redundant for a portable without 3G, Uninteresting world, Leveling up lacks exciting skill options |
| WTF?! | You can play it AND be offline! It’s a revolution for the genre! |
Heroes of Ruin, for those who don’t know, is a top down hack ‘n’ slash. It’s like Diablo. Very much like Diablo. Except it’s on a handheld. In 3D. And has the option to be played offline.
However, going offline would be to miss the greatest asset of Heroes of Ruin. The game was designed to be played with friends from around the world. With 4 classes available, covering the standard smash, defend, ranged, and magic archetypes, players can team up for some button mashing madness. As you start each session you will be asked how you wish to play. You can limit the party size and even reserve slots for friends while leaving additional slots for strangers. It’s quick, simple, and surprisingly works with very few problems.
There is a short introduction before the game kicks off, giving player’s insight into the world of Veil, which I am sure is all very interesting, but I had my hankering for loot, which would soon be discarded for better loot. So, I snapped up the quests available at the starting area and blundered my way into the nearest cave. I’m sure someone mentions something about being stranded, but though experience in the genre, I have learned that smashing things both living and inanimate usually results in victory. I was right.
Don’t expect N-Space to have reinvented the wheel here. Quests usually involve smashing, collecting, or killing. More often than not you can rampage your way through the levels, making sure the map is complete and come through having completed everything. Monsters and quests produce gold, loot and experience points which can be used in their respective manners to make you better at killing monsters and completing quests.
Now, while N-Space hasn’t created a master piece of originality, they have streamlined the hack ‘n’ slash experience, and in effect, created possibly the smoothest experience possible for a handheld. Having obviously learned some lessons from their port of Ultimate Marvel Alliance 2 on DS and Wii, N-Space have made sure that every button is used to its maximum potential.
Take the D-pad, for example. Left and Right handle potion drinking with health and mana potions assigned respectively, whereas, Up and Down are reserved for inventory management. Up automatically equips any items that your character meets the requirements for, and Down allows you to instantly sell the item on the spot. No more time consuming inventory management for you! Any further inventory tweaking can be done simply though the touch screen, but ultimately the point of the game is to keep the action flowing. This is a good thing too. Playing online the game doesn’t pause, so equipping on the move is a godsend.
As you level up, your new skills are assigned to the face buttons, which will require you to be tactical with your options. Not every skill can be equipped at once, and with each move having a very specific use, this allows for variations in style when 2 characters play the same class. I chose to play an area of effect Gunslinger type, and when online have been very effective when combined with a status effect Gunslinger.
It’s a remarkably smooth experience. Leveling up could have been a bit more exciting, and the menus for doing so could have been a little less clunky, considering the ergonomic nature of the rest of the game. Taking a genre which has always fared better with the point and click setup, and moving it onto a handheld with silky smooth control mechanics, is an achievement the developers should be proud of.
Impressively for a handheld game, Heroes of Ruin generates random Dungeons that do surprise you. This isn’t an isometric put-together design. Each level flows with a surprising amount of detail, adding both replayablitity and eye candy. The 3D effects are really quite nice. The effect of dust particles shimmering through columns of light impresses me just as much now as it did back when I played the pre-Alpha build. However, once again I have to question is the game is any better in 3D than it would have been usually, and the answer is still no. Top down isn’t exactly built with depth in mind.
Despite my previous derogatory musings about the plot, Heroes of Ruin doesn’t do a “bad” job of fleshing out its world. The average man on the street has something to say about the current state of the land. The problem is finding a point to care.
Unfortunately that’s the sticking point for Heroes of Ruin. You feel like there is some big story you are meant to be taking part in, but it is hard to get excited. The story just doesn’t jump out at you. Perhaps because it’s missing voice acting, perhaps because the big city feels quite sparely populated, perhaps it’s that syndrome that effects most MMORPG’s where constant walls of text mean that the gameplay instantly becomes more exciting than the story.
Due to this, on your own, Heroes of Ruin can become a lonely adventure of stat padding. Unlike the recently Diablo 3, there is no expansive budget and history to lure players in. Unlike Marvel Ultimate Alliance there aren’t known superheroes waiting for you. And, I hate to say it, but without 3G and a long lasting battery, the 3DS just isn’t the right platform for this title. When online, the game is absolutely a joy to play and with microphone chat available, communication is easy too, but it’s staying at home to get the Wi-Fi required that kills it. The second you walk out of your home the party ends and you’re long grinding sessions which are synonymous with the genre are cut short by the red flashing light after a few short hours.
Heroes of Ruin‘s only real flaw is that it simply cannot be enjoyed to its full potential on a portable device without portable online play. The gameplay is enjoyable, the controls are superb and the multiplayer is exactly what the game needs. It’s only the device that lets it down, and that is a shame. Now, a Wii U version? I’d buy that in an instant! Make it happen, N-Space.
A copy of the game was provided by the publisher for review purposes. The title was played for roughly 20 hours with a variety of character classes and is a 3DS exclusive.
Heroes of Ruin tries to be many things, and succeeds … with some.
Remember when Yousif A. went to Square-Enix head offices and played a pre-alpha of Heroes of Ruin? According to the hits on Youtube, no one else does either! However, now he is reviewing the game, so skip to the end and find out what he thinks right here.
Finally, some quality gameplay footage.
Square Enix’s 3DS hack-n-slash RPG is still on its way.
The first epic third-party 3DS game?
Gordon and I were invited up to the Square-Enix head office in London for a private viewing of a new game being published by the company for the 3DS. Heroes of Ruin is the new game from N-Space, a top-down hack and slash multiplayer adventure. Check out my preview and interview with the producer.
Posted By Austin Yorski about 1 year, 2 months ago
Finally, some quality gameplay footage.
Posted By Austin Yorski about 1 year, 3 months ago
Square Enix’s 3DS hack-n-slash RPG is still on its way.
Posted By Austin Yorski about 1 year, 5 months ago
The first epic third-party 3DS game?
Posted By Yousif A. about 1 year, 8 months ago
Gordon and I were invited up to the Square-Enix head office in London for a private viewing of a new game being published by the company for the 3DS. Heroes of Ruin is the new game from N-Space, a top-down hack and slash multiplayer adventure. Check out my preview and interview with the producer.
Posted By Robert H. about 10 months, 3 weeks ago
The Nintendo 3DS is a system with a great many features packed into a relatively small space. From the obligatory 3D aspect of the games to the multiple cameras that can take 3D pictures, there has been at least one well-done usage for nearly every element of the system. However, despite those efforts, some features haven’t quite had their moment to shine. Developer n-Space has decided to try and address one of these instances with Heroes of Ruin, an action RPG specifically stated to be developed with 3DS connectivity between different players being the main focus. How well does the developer accomplish their intended goal and how good is the game on its own merits? Read on to find out.
| PROS | Solid core gameplay, Lots of loot, Great usage of 3DS online capabilities |
| CONS | Lackluster story, average graphics and sound, Noticable issues with mutiple systems |
| WTF?! | Why is no one surprised by the floating void ruins full of angels and demons? Anyone? |
The story of Heroes of Ruin is not a difficult thing to understand. The sphinx Ruinlord Ataraxis, one of a group of immensely powerful creatures responsible for ending a long and violent war, has been cursed and those in his city of Nexus are looking for those who may be able to help. You are a nameless hero who was drawn in by the requests and end up going through all sorts of goals to hopefully find both the person responsible and a cure to fix the issue.
Unfortunately, as the summary above would imply, the plot is cliché in almost every aspect and none of the characters are memorable beyond their obvious role, such as the kindly king or a traitorous advisor. To be completely honest, the only reason I really remember any name is by the nature of the game repeating some, such as Ataraxis, in nearly every one of the small cutscenes. The city itself doesn’t stand out either and it’s hard to really get the sense that Ataraxis being cursed is a humongous problem when the few present don’t say much beyond a simple remark about it. It’s really a shame, because the backstory ideas of the Ruinlords and the war they ended has some good potential behind it. If more effort had been put into the story, I could see myself being legitimately invested in the events that transpire. As it stands, that’s simply not the case.
As for the gameplay, upon first glance, I get the feeling most people have a similar reaction: “Who decided to put Diablo on a handheld?” After picking one out of four possible hero classes, gameplay generally consists of getting quests from townsfolk and exploring different dungeons while accomplishing goals, fighting off waves of enemies with various learned skills in different trees, and constantly finding loot every few seconds to either sell or equip to your character if the stat boosts are better than your current loadout. Honestly, even with my very limited playtime of Diablo, the likeness is very noticeable. However, that’s not to say the gameplay is bad.
Each of the different classes play rather separately from one another, such as the knight-like Vindicator focusing on close-combat and group healing abilities and the Gunslinger using far-range attacks and lucky-buffs to keep up a constant assault from afar. The three skill trees for each class and abilities attached to weapons and armor grant further opportunities for customization, all coming together to make each created character unique and give ample reason to play through the game again for a relatively new experience. The constant stream of loot found when exploring dungeons also leads to great satisfaction whenever a better piece of equipment is found, although I admit that could be the strong loot hound in me talking. Regardless, the gameplay is satisfying, simple to control, and pretty fun on the whole, although the game shines all the brighter when you have accompaniment.
As I said at the beginning of the review, Heroes of Ruin was designed with the 3DS online component in mind. That philosophy is clearly evident as I would be willing to say that the game has some of the smoothest online play on the 3DS, if not the most smooth. Other players can drop in or out of a game at any time from all over the world to join you in your dungeon delving. Even with some load times that can occasionally take a ridiculously long time depending on party size, the actual playing experience is smooth and I never had particularly harmful, or even noticeable, lag in an actual map, even with four separate players all pulling off intensive moves. The game is really at its best when you get a full complement together and utterly destroy enemies unfortunate enough to cross your path. It’s not a completely perfect system and there are some connection issues and rare glitches, but it is definitely a good step for online play on the 3DS.
I was so excited for this game but no Harder difficulty new game + kinda made me pass on it for now.
Gordon and I were invited up to the Square-Enix head office in London for a private viewing of a new game being published by the company for the 3DS. Heroes of Ruin is the new game from N-Space, a top-down hack and slash multiplayer adventure. Check out my preview and interview with the producer.
Birdman comes out swinging against the last son of Krypton and wants to know if there has been a good Superman game? Oh yeah, happy 3 year anniversary for RAD as well!
This looks like a good game. cant wait to check it out. thanks for the review:)
oh the innovation of offline play!
Nice review. I’ll be picking this up on July 17th as it’s one of the games I bought a 3DS for.