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Dungeons & Dragons
Heroes
Score:
7.2 / 10
Pros:
-
Offers fans of the action RPG the ability to play cooperatively with up
to four characters
-
Well designed mechanics -- including the ability to zoom the camera in
and out, and a trigger that slows down the game's action while you
select spells or special attacks
Cons:
-
The game is almost overly generous with improved weapons and armor
scattered around the levels, and has such a smooth ramp of progress and
leveling up that it generally requires less planning and strategy than
other action RPGs
-
Character classes have very similar powers at higher levels, sacrificing
a little of the potential RPG feel of the game
"...it's
a fun title that gives the genre some notable tweaks, and it's certainly
recommendable to anyone with an itch for a fast and furious dungeon
crawl."
In
Dungeons & Dragons Heroes, you play a fighter, wizard, rogue or
cleric resurrected to do battle with an evil mage threatening to take
over your peaceful kingdom and its surrounding planes of existence.
If
you're a fan of action-based RPGs such as Baldur's Gate: Dark Alliance
and Diablo, you'll probably enjoy D&D Heroes -- Atari's new title
for the Xbox. It's got a solid plot with well designed levels, a good
score and beautifully rendered cut-scenes, and it brings enough new
features and tweaks to the table to avoid being labeled a copycat of
those earlier games. Most notably, it allows up to four characters to
play cooperatively, giving it an almost Gauntlet type feel with the
bells, whistles and Bastard Swords +2 of an RPG.
The
game also allows you to zoom the camera in and out of the action -- a
cool feature, particularly since the weapons, armor and enemies are all
well detailed. Unfortunately, the feature isn't very compatible with
co-op mode, as players tend to spread out quickly, but with RPGs being
one of the most girlfriend-unfriendly of the gaming genres, I was only
able to play in co-op mode for a single level early in the game.
Although I'm not yet a subscriber to XBOX Live, I was a bit surprised
that D&D Heroes didn't support the service, which would allow
players to hook up with more like-minded gamers.
The
game begins with your chosen character's resurrection -- he or she was
once part of an elite group of heroes who vanquished an evil mage named
Kaedin, but were themselves unfortunately vanquished in the process.
Kaedin has since been resurrected by a group of evil clerics, so you
rise again to the challenge of defeating him. The key lies in five gems,
which unlock portals to different planes of existence, consisting of
several woodsy levels, fiery levels, icy levels, cemetery levels and
finally, a really cool evil castle level at the end. As you can probably
tell by my description, I was partial to Kaedin's evil castle -- it's
beautifully detailed and the action is much more frenetic. I was
especially impressed by the mind flayers, which, when out of reach,
attack you by telekinetically hurling treasure filled boxes and barrels
at you -- it both looks cool and saves you what, by this point in any
action RPG, has become the chore of smashing them yourself.
All
that said, for me, one of the greatest joys of RPGs is that they open up
new worlds where I can become mindlessly neurotic. When I played
Morrowind last summer, I laundered millions in gold through that talking
mudcrab and couldn’t rest until I had trained every stat up to 100 and
placed absurdly powerful enchantments on every item of clothing and
weaponry on my character.
The
designers of D&D Heroes were faced with a formidable challenge in
making a multiplayer action RPG -- it's not all that fun to stop the
action every few minutes so that you or your buddies can flip through
menu screens swapping weapons, readying potions and the like. Of course,
those menus are still there along with another cool feature -- spells
and special attacks are assigned to buttons using the right trigger,
which slows down, but doesn't stop the action on the screen. But, the
net result of favoring action over character building is that the game
is balanced almost to a fault. You'll rarely feel an immediate need to
swap out weapons or armor after a good find, because the levels are so
evenly paced that almost none of the challenges seem insurmountable.
Leveling up happens at a pace almost ideally suited to the challenges
that lie immediately ahead. And, with "raise dead hero"
amulets for sale or available as treasure throughout most of the levels,
there's rarely any need to panic and run for the potions if your
character gets caught in an old-fashioned yuan-ti brawl.
Similarly,
I played the game with every available character class (wizard, cleric,
rogue and fighter), and they don't feel all that different. Each is very
handy with their melee weapon from the outset, and many of the special
powers that you gain through leveling up are similar for each class. Of
course, the cleric's turn undead power can make some levels particularly
easy, and the rogue's lockpick ability eliminates the need to worry
about the door and treasure chest keys that are abundantly scattered
throughout each level. Still, when I think wizard, I think of a
character that must be gingerly handled until, suddenly, around level
10, the gates of whoopass swing wide.
Diablo,
already the grandfather of the top-down perspective action RPG, was cool
because it was, in many ways, a graphical version of NetHack -- the
venerable ASCII title that allowed you, an @ sign, to explore randomly
generated dungeons of lines and dashes, fighting off both lower and
upper case letters. It required a lot of imagination, and took full
advantage of my neurotic character building tendencies. But, since
Diablo, action RPGs seem to have become more about the action and less
about the RPG -- that's not necessarily a bad thing, it's just a forced
compromise between depth and intensity.
Still,
it's a fun title that gives the genre some notable tweaks, and it's
certainly recommendable to anyone with an itch for a fast and furious
dungeon crawl.