
Hero-U: Rogue to Redemption is a humorous fantasy role-playing adventure game by Lori and Corey Cole, creators of the acclaimed Quest for Glory series. As the Rogue Shawn O'Conner, players will make friends, explore a haunted castle, and use their Rogue skills for fun and profit.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Hero U is filled with entertaining characters and whimsical humor. It is quite well written. I enjoyed exploring the world a lot. I actually grew to like the daily routine of training skills and progressing the story.
Very good game. I wish they decided to make more.
I think it's my fault for going into this, hoping for a spiritual successor to the wonderful Quest for Glory series, which I absolutely adored, but this game was a huge disappointment for me. It's too restrictive to be fun, and the strict timings you have to adhere to means there's not a lot of freedom to explore and do as you wish.
It's terrible.
Ключевые авторы Hero-U, Кори и Лори Коул, в 1980-х — 1990-х работали в Sierra над играми серии Quest for Glory. И если амбиции той же серии King's Quest в основном ограничивались передовыми для своего времени графикой и звуком, то Quest for Glory замахивалась в другую сторону: что, если взять стандартный Sierra'вский движок для адвенчур и сделать на нем RPG? Эту справку я сейчас толкнул не для того, чтобы сказать, получился ли из Hero-U иденый продолжатель Quest for Glory или нет. Это для того, чтобы сказать: с этой игрой авторы тоже решили взять привычные рамки жанра и растянуть их до невозможности. У тебя в игре, которая по всем признакам напоминает классический квест, появляются position-based боёвка, ход времени, побочные квесты, мир игры, выстроенный далеко за пределами сюжета, ДЕЙТИНГ. В итоге вроде бы включил классический квест, а играешь в Persona с духом вселенной Гарри Поттера. Возможно, игра закусилась на нечто большее, чем могли вытянуть разработчики. Я сейчас, насколько я понимаю, не дошел и до половины внутриигрового времени. При этом я одновременно и упустил ряд побочных возможностей, и успел забыть, что я вообще тут по сюжету должен делать и зачем. Кажется, игре пошло бы на пользу, если бы она была более сжатой и динамичной, а также если бы она активно помогала игроку перепроходить упущенные дни. Bomber's Notebook из TLoZ: Majora's Mask или система сохранений из Papers Please — вот такого бы сюда. Кажется, что игре, которая наводит игрока на вопрос "а зачем это всё?", нельзя ставить хорошую оценку. И всё-таки — рекомендую. Это очень авторская игра, и чувствуется, что люди, несколько выпавшие из современного течения отрасли, от всей души и считай ручным трудом попытались сделать в хорошем смысле БОЛЬШУЮ игру.
This game is perhaps not the full Quest for Glory experience I love and enjoyed, but it's got all the hallmarks of it. It's pun-tastic, challenging at times, and a lot of cameos of that world I came to love.
It gets boring closer to the end, but being a Quest For Glory fan, there's only one question that could be asked: "So you want to be a Hero?" And yeah, black bird is back!
It was a pretty good game. Much more to do than the old Quest for Glory games they made back in the day. That said, I wouldn't call it a successor. It just didn't scratch the same itch, I guess. Of course it doesn't have to.
Succeeds in being a spiritual successor to Quest for Gory, albeit more RPG based than Point & Click puzzles. You are also limited to being a Thief, but plenty of choices in how you deal with situations. The day/night curfew may be stressful at first, but once you relax and go with the flow it becomes less of an issue.
I thoroughly enjoyed the storyline, lore, references to previous quest for glory games, and general play style. The mini-games were fun and I think the game would have benefited from including more of them (darts, pool, etc.) rather than just having them as screenshots/cutscenes. My main complaint was the gameplay itself which was simultaneously too much and too little. There was lots to interact with in the environment but very little of it was meaningful or useful. IMO, point and click games should be a bit more restrictive in terms of what can be interacted with to drive the player towards what is needed to complete the story. When there are literally dozens of clickable objects (with multiple options on what to do with them) on a single page, anything truly important is drowned out in all of the other noise and it becomes a chore to click through them all and find what is relevant. I get the concept of red herrings and not making the story too linear but come on... [spoiler] For example, as far as I could tell, just about every lighting device (sconce, torch, candle, etc.) was clickable yet at no point was it ever helpful to click on them. For the first several hours of gameplay I thought there MUST be a secret passageway or something hidden at some point to justify having them all clickable in the game so I continued to check through them individually but nothing ever materialized. [/spoiler] One other minor issue was the rather bizarre romance options. Several felt forced or unnecessary and a few options that felt like they should have been viable, weren't. Nothing game-breaking but unnecessarily frustrating at times. Overall, a lot of the game (read: unnecessary clickable objects) could have been cut out without sacrificing anything of note which would have made for a more pleasant overall experience. That being said, the game was still fun and if you've got a nostalgia itch for the quest for glory games this should scratch it.
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Audience
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