One day, out of the blue, adventure games came gasping back to life.
We had been told they were dead. Relegated to a distant, golden age of gaming that existed somewhere back before 1998. In those glimmering days of yore, the legends tell of master artisans who would weave their dreams into reality. Myth shapers. Storytellers and bards that could enchant, enthrall and captivate by the power of their ingenuity and imagination.
Countless worlds were created for the intrepid adventurer to explore. Mysteries to be solved, secrets to be teased out, love to be won and yes... glory to be achieved (if you wanted to be a hero.) Standing tall amidst this pantheon of world-wrights were the Coles. Lori and Corey, in their Quest for Glory, contributed some of the most beloved adventures of the era. By infusing their own wonder, whimsy and nobility into their creations they won over the hearts of a generation of gamers.
But alas, this golden age was not to endure forever. The darkness would come all too soon, obscuring the voices of these master storytellers. For long years, a generation of adventurers looked for the lost scribes, but they could not be found. Hoped beyond hope for their return, but it was not to be. And, as they searched... they grew up. Time stole each young dreamer away to tomorrow, until the memories of their high adventures were diminished to naught but a glowing ember tucked away somewhere in a secret portion of their hearts.
There were those, of course, who held the torch aloft during those dark years. Stories of adventure were still crafted, and quality ones at that. But they were never heralded in the same fashion upon release and it seemed that the very soul of adventure had faded from its previous luster.
Time passed, until one day, unexpectedly, a resurgence began. Heroes of that lost age began to emerge. They had new stories to tell! Lori and Corey were among them! The hearts of the adventurers began to sing. They clamored to support these legends in their endeavors and together, a synergy ensued that saw new adventures, new works of wonder, breathed into reality! 'Hero-U: Rogue to Redemption', by Lori and Corey Cole is one such result of that renaissance.
After almost a six year wait, I settled myself down before the game, slightly nervous at what I might find. Six years of expectations rising and falling. Would this truly be a defining moment in the glorious return of the adventure game? Would it fall flat, or would it soar?
Shakily, I started a new game.
36 hours of play time later, I believe I have discovered my answer.
Hero-U is like your best friend from childhood. It's not the flashy prep or the muscular jock. It's not the popular girl that everyone wanted to date. It's not the edgy metal-head or wannabe gangster. It's the one who always stood by your side. The one you could trust with your secrets. Maybe not as glamorous or sophisticated as others. Maybe a little bit corny. But the one whose warmth you missed the most when they were away. The one you truly cared about, and who truly cared for you.
This heart, this character is what I felt most strongly as I played through Hero-U. Each session of delving into the game felt like snuggling up to a good book in front of the fire. Each aspect of the game presented both highs and lows, but I will say this for certain, I never grew tired of playing. Despite its flaws, the game drew me in, enveloped me. I could not sense the time passing around me and I never wanted to stop.
This is a testament to both the quality of the storytelling and the design of the impressively layered gameplay. The game excels in it's pacing, an art seemingly lost on many current games. The story unravels neatly, striking a balance between presenting mysteries and providing a sense of accomplishment for the player. The gameplay maintains a perfect balance of activities for the player to engage in, without becoming overwhelming. Within my 36 hours of gameplay there was always an objective, (and usually multiple objectives), that I was working toward. These objectives were always ones I genuinely cared about. I truly wanted to see the resolution of each new story element.
The ticking 'real time' clock provided just the right amount of edge in order to inspire urgency without undue anxiety. Sometimes I would have to choose to perform certain actions and forego others in order to accomplish my priorities. This imitates real life in that we never have enough time to do everything we desire. Sometimes, what we give up helps us to appreciate what we chose to focus on all the more.
One of the reasons all of this works is the sense that your decisions are making an actual difference in the way the story plays out. Your choices affect your relationships with the other students and the faculty at the University where the game takes place, and those relationships will either grant or restrict access to areas, story elements and side quests along the way. Corey Cole compared it to a river that is always in motion. You will never step in the same river twice. But it is more than that. A leaf upon the surface cannot stop the river from reaching its destination, but it may experience a different journey each time it travels on the water. As in life, the world does not stop turning simply because we choose to ignore it, but our choices dictate our involvement in that turning, for good or ill. By now you are likely realizing that the game harbors an impressive complexity hidden beneath the rather simplistic nature of its presentation.
The art can be a mixed bag. At the outset, if I’m being honest, I found some of the character portraits to be rather unattractive. Additionally, the game uses still screens to signify important moments of story and character development or the passage of time, and many of these were somewhat awkward. However, there are exceptions and much of the art is actually impressive. The main dialogue portraits of Shawn, for example, are skillfully done and do a fine job at fleshing out his character and expressively portraying his emotions throughout the story. The environments are also impressive. It is obvious that a tremendous amount of love and attention went into every room and secret passageway in, around and under the castle where the game takes place. The university has a warm, lived in feel to it that exudes mystery and begs to have its secrets discovered. The sea caves were beautiful. Every time I journeyed there, I could almost smell the taint of the salt upon the air and a few times I swear I saw the walls shimmer with the reflection of the underground waterways. Overall the art was serviceable with a few low points and several moments of brilliance.
The sound in the game was excellent. Sound effects were crisp and well executed. I loved the sounds of Shawn practicing his rope climbing, the grate of a secret passage sliding into place and the shuffling of cards at the gaming table. The music was also fairly impressive. The main theme catches you with intrigue and adventure right at the title screen and an effective refrain of that theme is used to emotional impact during poignant story moments throughout the game. Another highlight I have to mention is the excellent music that plays in the common areas during the nights of the dead. I lingered there for a bit just to hear it! My only complaint with the music is that I wish there was more of it. I feel like the intro scene with a camera that pans and zooms across a cityscape would have benefited from some musical accompaniment.
As mentioned above, gameplay is addictive and enjoyable. Combat is rather simplistic but provides a generous amount of flexibility in how the player engages in it. Because of its turn based nature, a simple choice like whether to throw a trap, drink a healing potion or lay down a protective rune can mean the difference between life and death.
The writing is witty and ladened with puns… and puns… and even more puns! It is a pun filled tour de force! (Or would that be a tour de farce?) Puns are the primary way the game rewards the player for interacting with otherwise mundane objects such as lamps, chairs and barrels etc. Some of them made me chuckle despite myself. Thank you for that Mr. Cole.
The game is greater however, than the sum of its parts. In fact, I believe it’s primary attribute is not the art, the sound, or even the story. Rather, it is how the game works its way into your heart with its innocence and charm. There was a specific moment in my playthrough where I realized, the game had its hooks in me.
I was hard pressed to finish exploring a specific dungeon within a short amount of time. Failure to do so and defeat the boss at the end would result in what I feared would be dire consequences to the way my story played out. Unfortunately, I was low on healing items and lyra (game currency). I was afraid I wasn’t going to make it. I decided my only choice was to pick the lock on the infirmary and raid a medicine cabinet for healing potions. In another game, performing this act would have been an afterthought. Just another action on the way to completing an objective. But even as I neared the door to begin the lockpick attempt, I found myself rationalizing the act. The infirmary was run by a character who had been nothing but loving and supportive throughout the story. I really wanted to be a hero. Is this something a hero would do? I reminded myself of the greater good and moved through the door. Again, as I neared the cabinet, doubts crept upon me. What if someone walked down the stairs while I was in the act? What would they think of me? Would the staff be disappointed? It did not occur to me that this was a game. But… but… there was a girl to impress… and time was short! No choice. I picked the lock on the cabinet and stole two healing potions. I was instantly overcome with regret. My conscience betrayed me. MY CONSCIENCE! I felt guilty. These characters, this environment had become real to me. I didn’t want to hurt people who had been my friends. I didn’t want to let them down. I paused there and tried to remember another game that had made me feel that way. I failed to do so. The game is filled with moments like this that build upon themselves and offer a tremendous amount of immersion.
Now, at the end, I find myself filled with sorrow at having to say goodbye to these characters. I will miss sneaking through the passages of the castle, unravelling the secrets of the games lore, eating dinner and playing cards with companions and striving to win Esme’s heart. I will miss this game the way I miss the dear friends of my youth. The ones who always stood by my side. The ones I could trust with my secrets. Maybe not as glamorous or sophisticated as others. Maybe a little bit corny. But the ones I miss the most now that they are away.
One day, out of the blue, adventure games came gasping back to life.
I am glad I was here to see it!