
Battle for love as a gladiator in this epic romance of swords and sandals! Win glory, victory, a better life, your freedom - and spark a revolution!
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Languages: English
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I find this one sorely disappointing. [b]Writing and storytelling[/b] The writing is bland and generic, lots of telling instead of showing. It's uninteresting in a technical sense and just bore easily. The events of the story are rigid and just thrown at you without context most of the time. It's very mechanical, Heart of Battle doesn't flow naturally. As for the story in itself, it has redeming qualities, but not enough to be enjoyable. It doesn't surprise you or motivate you enough to continue. I was expecting a much better tale given the description. [b]Characters and romance[/b] Lots of characters are introduced at a quick pace, it just doesn't stop. It's annoying to stop reading because I have to check which character is which in the character guide. Too much names, not enough background or interest. Very cliché as well, not unlike the story. Simple archetypes, often overused, which makes me cringe a bit. Now the romance and love interests. It's a Heart's Choice game, so it should be the most honed part of it. Which is why it may be the heaviest disappointment. The four love interests immediately like you and want to spend time with you even though you've just arrived. Relationships are progressing quicker than my boredom, there are no reasons for them to even be happening. And you get no thrill out of romancing any of them. It's a flaw that isn't rare in games where romance is pivotal, but yet I was hoping Heart of Battle would be better than that. So yeah, a displeasure to read, a regret to buy. I was waiting for it ever since it got announced, which is perhaps why I am so bitter. Perhaps you will enjoy it, I hope you will, but I didn't.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 22 reviews with recorded playtime.
[h1][b] Heart of Battle [/b][/h1] TLDR: It’s good. I hope future Heart’s Choice authors take note. [h3][b]The Good:[/b][/h3] - The [b][u] characters [/u][/b]. What an important element! Shout out to all, you read that correctly, ALL the ROs in this game. Whether my character was befriending them or romancing them, I was genuinely excited to get to know each character and how they ended up in the position of working at the arena. Characters are put in enough situations to be sweet, cruel, fun, funny, and when we see them, they react to these feelings differently. It’s way more engaging to have a romance-oriented game that explores 3-dimensional characters rather than archetypes, and I’m so glad that this game did that consistently. - The [b][u]plot[/u][/b]: [u]The main plot centers around how you spend your time in the battles, how you conduct yourself, where you create your alliances, and who you romance (if you want to).[/u] Considering that the romance had a significant amount of time, I expected the romance to be on the backburner (I’ve been burned [ha] too many times to think that both would be managed), but there was a significant amount of plot AND character exploration in the game. - The [b][u]length.[/u][/b] It feel like the book concludes at a reasonable, and thematically significant, point. There isn’t any cutting off at the ankles here; the game feels complete! - The [b][u]world[/u][/b]! I want more from this world! We definitely saw what the very wealthy were like, and life inside the arena, but I’m curious about other places. It makes sense that we don’t know (trapped in the arena), and I think it’s the gaps in the worldbuilding that made me long for a world outside the arena walls (just like my character. Nice!) - The [b][u]NPCs[/u][/b]! The ROs are cool, but you know who else is cool? Everyone. The villains are interesting, the bodyguards, the captains, and your new BFF are all living lives that run adjacent to—and sometimes intsect with—your character. I’m as curious about what they’re doing and the lives that they are living as the ROs, which speaks more to the author’s strength at building characterization and letting characters grow beyond their function in the story. As someone who doesn’t learn names well, and can easily get overwhelmed by being introduced to too many characters, I did feel a bit of that at first, but important characters stuck around and reappeared, while less important characters were filtered out. - The [b][u]I’m going to play it again[/u][/b]! That feels rare. [b][u] It’s been a while since there’s been a Heart’s Choice game that made me want to play every route, but I absolutely am going to with this game. That’s the strongest recommendation I feel like I can give. [/u] [/b] [h3][b]The Not So Good: [/b][/h3] - [b][u] It’s too fast at the beginning. [/u] [/b] The feelings were developed a bit too quickly and evenly to feel as genuine as they could have. Even the standoffish character quickly gives you a try and has feelings for you, and I never felt like I understood why. - [b][u] Why the MC?[/u][/b] It ties in with the previous comment, but I never understood what anyone liked about the MC. For that matter, it felt like characters started to love the MC before I even started to get a strong sense of how I was playing or what that characterization was. This happens a lot with COG games, but in a Heart’s Choice game I think it’s a lot more noticeable because the plot reckons with (or tries to brush over) why a character might become romantically interested in the MC. [h3][b]Was it spicy tho: [/b][/h3] - A little? One chili pepper. [h3][b]If You Liked This You Might Also Like: [/b][/h3] - Belle-de-Nuit by Rebecca Zahabi for nothing else but the vibes. [h1] Visit [url=https://store.steampowered.com/curator/41411199/] A Variable Review [/url] for more reviews [/h1]
I was waiting for this one to hook me at some point but I found myself thinking I could surely find a better way to spend my Thursday night after work than playing this. It's not inherently bad, but it creates this really blurry vision of a world that is very shallow in how you fit in. This game is marred by its lack of detail, which in turn allows you less breathing room to play a complex character (not every hardened criminal is cold and uncaring, but in this game you are either have attachments to people or you do not). Having a nobility or a viciousness stat is not inherently a bad idea, but attaching whether a player will save a friends life or not to a stat is such a bad idea because it removes complexity of a person and their attachments. Instead of viciousness being attached to whether you care about people or not, have it attached to the combat. Would you save your friend by viciously mauling their attacker, or nobly taking a hit for them? Or do you not consider them a friend and thus would not step in? It's that easy. You CAN write complex people with complex attachments to those around them.
(Note: I beta tested this game, which essentially means I got an earlier version of it for free.) Tl;dr an engaging gladiatorial romance that balances intense, high-stakes drama with light-hearted moments. Focuses on character interaction and development. Has its flaws, but they weren't deal-breakers for me. [h1]WRITING AND CONTENT[/h1] [i]Heart of Battle[/i] was a riveting and well-paced read, one that explores themes of justice, power, and identity. The main plot threads are competently introduced and wrapped up. While romance is arguably the main offering, it does not overshadow the rest of the story in such a way that the fights and the intrigue of the arena feel shallow in comparison. I would say its greatest strength lies in its gritty action and stellar romances, with moments and revelations that I will remember fondly. Each of the four love interests feel distinct, having their own strengths and flaws. I especially appreciated the times when they showed an unexpected side of their personality; it was executed in a way that feels intentional. The rest of the cast is also well-rounded, likable or not. They don't feel like cardboard cutouts made to fall by the wayside to prop up the love interests. While at times it felt like some characters were favoured over others, the writing was solid enough that it's not very noticeable, and is a subjective point in any case. The style of narration leans more towards straightforward than poetic. Again, this is subjective, so some might find this appealing, some might not. But I wouldn't say it's bland; there's plenty of imagery and sensory detail to take in. It's not too heavy about its themes, but there is a good amount of nuance to keep you intrigued. It can alternate between comedic lines and thought-provoking sequences (and other tonal shifts) without feeling jarring or overstaying their welcome. The game takes place in a Greco-Roman-inspired world (though the names are from all over Europe instead of Latin specifically?). Tension lies between Coritan and Messimera, and characters from the latter will encounter instances of xenophobia. The worldbuilding is decent and unlikely to leave readers confused, although some parts of the lore could use more fleshing out. Summing it up, for the most part it was well-written; most of what I consider to be its shortcomings are with the interactive side. [h1]GAMEPLAY AND CHOICES[/h1] I want to start with the fact that this game lets you choose the gender of your character AND your love interests, as well as allowing for polyamorous and asexual romance. True, plenty of CoG and HG do this, but not so much Heart's Choice, which is geared towards romance specifically, so this is a real treat for fans of the genre. I hope more HC games will follow this trend. In my time playing, I felt my choices mattered, given a variety of endings and goals to work towards. There's also a fair amount of customisation for personality traits and background, the latter subtly influencing the text. For me that meant plenty of replay value to experiment with different narratives and character journeys. Another positive was getting to spend plenty of time with the love interests before having to choose one (or two). On to the negatives... Much as I love this game, one definite flaw is the unclear connection between your choices and the stats they might modify or require to succeed. It's not obvious, hence my surprise when I found that a LOT of the choices are actually skill checks. Even if they sound like they're only asking what you think or who you want to spend time with. I can't say I'm a fan of this; it felt like I failed some choices because the game considered them to be out of character, as if people can't be nuanced and act in ways that surprise even themselves. It's a shame because it kind of undermines theme of redemption, of prison making one change slowly, yet drastically. But to do a Whitman and contradict myself, failure isn't punished too harshly, and I will concede that the game tackles it in interesting ways. To me, one of the fun things about branching stories is the potential of failure as a building block for narrative, and this potential certainly appears here. You get to see some banter, new insights to the characters, and some interesting moments. And at times I didn't even really get the sense that I failed a skill check; the narration could be like "you failed, or you failed in a less embarrassing way," or "ideal outcome, or less ideal but still desirable outcome". The other negative I think depends on your roleplaying style. I played as different characters romancing the same person, and after a while things started to feel a little samey because each relationship ultimately involved the same dynamic. There are hints of this in one of the routes ([spoiler]Ferrado, the aristocrat[/spoiler]), which is why I would have liked to have this with the other love interests. You could be an unrepentant, belligerent murderer or an unjustly imprisoned noble soul, a social butterfly or a lone wolf, et cetera... and the LIs will still make sheep's eyes at you until you turn them down. I get that this is a romance trope. Still, I would have liked to see more of what it's like to fall in love with your polar opposite (one who might even compromise your principles), as opposed to someone who's more similar to you or is already your type. To be clear, I don't mean the romances should have been locked based on player choices, but it's more about wanting to see how each LI might react differently based on the player character's established personality.
The Game tells a solid story and doesnt shys away to discribe the more ugly consequenses of its scenario, with very well written romances, but it has two major problems: 1. It doesnt tell you much about the setting beyond basics, despite the potential for a story in a pseudo-roman society. 2. The stat-managmend is rather confusing, sometimes stats incrase for no aparent reason, and the relationship with the love-interests goes up despite everything. All in all a 7,5/10, a solid game, but there are better Loves Choice Games out there. Edit: But i absolutly love it.
This is the first video game I have played without graphics or audio, and I loved it! The plot was interesting and the options I was given allowed me to feel truly engaged in shaping the story. As someone who identifies as asexual, having the ability to play as such for the first time was extremely gratifying and made me feel seen. I highly recommend this game to everyone.
While a touch slow starting, this is perhaps one of the better CoG games, with a well crafted story that includes beautiful romance options and deep, believable character interactions. There's plenty to keep you coming back for multiple playthroughs as you seek out the different paths the story lays our for you.
The writing was interesting and well done, as were the characters. The plot itself left a bit to be desired, but I found myself excited to see where things were going. My only complaint is the railroading. This is where spoilers start, so beware. At every opportunity, I went against [spoiler] the Rebels [/spoiler] , and yet the game expected me to sympathize with them! I was made to support them even as I picked options to go against them. [spoiler] The Patron [/spoiler] turned out to be sympathetic to [spoiler] their cause [/spoiler], which made romancing them a bit difficult to be invested in when I was actively sabotaging them at every opportunity. Yet even still, the game didn't give me the option to do any lasting damage! I couldn't stop [spoiler] the riot, I could only evacuate citizens or whatever. [/spoiler] The game wouldn't even allow me to kill [spoiler] the Duelist [/spoiler] like I was supposed to, and I was trying to be as obedient to the Arena as possible! Oh, but they let me kill [spoiler] the Rival! [/spoiler] Which sucks because they were such an interesting character, and I've never been more upset at someone being non-romanceable. [spoiler] Aztore [/spoiler] my beloved. All in all, I'd say give this game a chance. It's fun, it's interesting, and while it's a bit railroady in terms of end-game, it didn't stop me from playing it, or going back for a second playthrough.
Good enough
Utter trash. Nope, that's literally it - this 'game' is so bad I can't even be bothered to take the time & effort to explain WHY it's so bad; it's literally just not even worth it... Avoid.
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