Offer a man trinkets of a slightly higher numerical value than the ones he possesses and he will snatch them up greedily.
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If the online focus is admirably brave, the game itself is a little more risk-averse. You begin your adventure with a choice of four player classes. The leonine Vindicator is a sword-wielding warrior with healing abilities, and the Gunslinger is your standard ranged fighter. The elven Alchitect is a powerful mage from afar and an average melee combatant in close quarters, and finally you have the brutish Savage, who compensates for his limitations with the ferocity of his attacks. A relatively short campaign – most players will finish somewhere between six and eight hours – and four save slots betrays the developer’s intentions: they want you to go through the story once with each character type. It’s a testament to n-Space that you might well be happy to do so.That may come as a surprise given the disappointingly uninspired setup. Each mission begins at a hub city so generic it’s actually called Nexus. Quests are accepted here, and there are plenty of merchants to trade with. Otherwise it’s a lifeless setting populated by static characters, your interactions with them purely text based, aside from the variations on “hello” and “goodbye” that bookend every conversation. From here you’ll travel to various areas to fulfil requests, which tend to comprise rescue missions, boss fights and the occasional item hunt. The few puzzles are embarrassingly simple, requiring you to trigger switches in the correct order, or move statues until they form identical poses. Upon completing a dungeon you return to Nexus and repeat the process.
What keeps things interesting is the steady stream of loot you’ll gather from defeated enemies and treasure chests. It’s one of gaming’s oldest and most effective hooks: offer a man trinkets of a slightly higher numerical value than the ones he possesses and he will snatch them up greedily. Though the overhead perspective makes it difficult to see the visual changes that come with equipping a new pair of pauldrons or boots, you’ll find it difficult to resist the allure of newer, shinier gear. In four player mode, you’ll all be racing for the same prizes, adding to the thrilling sense of chaos wrought by the basic but satisfying combat.It’s not quite as nourishing as it could be, however. There’s never any real need for team tactics given the regularity with which the game showers you with new items and healing potions. The desire to provide players with immediate gratification and to keep teams alive results in a difficulty curve that’s far too gentle. Even the end-of-dungeon bosses can fall quickly to a squad doing little more than collectively jabbing the standard attack button over and over.
Other minor flaws gradually begin to niggle. The ability to instantly sell unwanted items is extremely useful for the solo gamer, though in online sessions it allows avaricious dungeoneers to instantly profit from loot that may have benefitted their fellow players. Elsewhere, you’re required to shift from circle pad to d-pad or touch controls to negotiate menus, a pointless and unnecessary change. These are very minor usability issues, but they betray a general lack of polish untypical of a Square Enix production.
Verdict
Daily and weekly objectives should, in theory, encourage players to stick with Heroes of Ruin, but even with the promise of rare items exclusively available to those who complete these tasks, it might not be enough for seasoned gamers who would prefer a more substantial challenge. It’s more of a short-term investment than some might be expecting, then, but while you’re caught in its irresistible loot cycle, you’ll probably find it very hard to put down.