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Hero-U: Rogue to Redemption Postmortem

Hero-U: Rogue to Redemption

Культовый сериал Quest for Glory от супругов Кори и Лори-Энн Коулов ( Corey Cole, Lori Ann Cole), работавших в Sierra On-Line, на рубеже 80—90-х годов прошлого века фактически создал новый жанр юмористических adventure/RPG. Там решение пазлов, сбор и применение предметов и другие квестовые элементы органично соседствовали с выбором класса персонажа, нелинейностью, прокачкой навыков, сражениями, примеркой новой экипировки и цитатами из «Автостопом по галактике». Последняя игра в серии вышла в 1998 году, но потом ещё были фанатские ремейки и пародии, а с появлением Kickstarter и моды на возрождение классики мы увидели еще несколько отличных представительниц жанра adventure/RPG — например, Heroine’s Quest: The Herald of Ragnarok и Quest for Infamy.

Авторы Quest for Glory, естественно, тоже поддались соблазну и с 2012-го начали продвигать свой проект — Hero-U: Rogue to Redemption. Деньги на него собирали в несколько заходов, получив через Kickstarter более 500 тысяч долларов, но этого всё равно оказалось мало, чтобы в срок выпустить игру, амбиции которой постепенно росли. Спустя шесть лет разработчики всё-таки спустили ожидаемый многими долгострой на воду. И оказалась эта игра такой же неспешной, как и темпы её разработки.

Вором стану я — пусть меня научат!

Hero-U: Rogue to Redemption — это не продолжение Quest for Glory (прав на которую у супругов нет), а её духовная и идейная наследница. Как и почти во всех подобных играх, всё тут закручено вокруг «героической» темы и начинается с обучения главного героя… на героя. Только если обычно в таких ситуациях нам давали выбор, кем в итоге стать — магом, воином или вором — и на чём специализироваться, то тут у Шона O’Коннера особых вариантов нет. Начинающего воришку, мечтающего попасть в легендарную воровскую Гильдию, поймал с поличным некий незнакомец и по каким-то одному ему ведомым причинам отправил не в тюрьму, а в Университет героев — но не на кафедру паладинов или там магов, а на воровской факультет.

Сами студенты в целях конспирации называют себя классом «отправленных в отставку бардов», но обучают их не игре на лютне, а тому, как правильно подкрадываться, подглядывать в замочную скважину, ползать по канату, метать ножи, использовать отмычки, ловушки и верёвку.

И это не пустые слова: по сюжету периодически действительно приходится сдавать тесты по теории и практике воровства, отвечая, как идеальный вор поступил бы в той или иной ситуации, или, к примеру, покупая отмычки и пытаясь взломать в учебной комнате хоть какой-нибудь замок. При этом, естественно, в саму комнату получится попасть только с помощью всё той же отмычки.

Универ. Новые серии

Однако и в Hero-U: Rogue to Redemption хватает нелинейности. Связано это прежде всего с тем, как мы общаемся, выстраиваем отношения с окружающими — и, соответственно, как отыгрываем свою роль. Дело в том, что игра во многом напоминает этакий симулятор студента/школьника со всеми вытекающими — общением с однокурсниками и преподавателями, сдачей экзаменов и строгим распорядком дня. Шон выполняет многочисленные поручения — помогает сдать тест по отмычкам, устраивает свидание с девушкой для соседа по комнате или, наоборот, расстраивает встречу сокурсницы с богатым студентом, который сразу невзлюбил нашего героя, и так далее.

Помогая, протагонист улучшает отношения с тем или иным персонажем. А репутация Шона высчитывается отдельно для каждого из тех, кого он встречает в геройском универе. Кроме того, практически в каждом диалоге есть выбор из нескольких линий поведения: быть умным, весёлым, отвечать корректно, уклончиво или говорить прямо, без обиняков. Также можно флиртовать и делать подарки.

Учиться, тренироваться и ещё раз учиться

В университете есть специальная комната для практических занятий, где можно тренироваться — метать ножи, бить манекены, ходить по верёвке, лазать по канатам, поднимать гантели. Всё это постепенно увеличивает соответствующие параметры — силу, ловкость, мастерство ведения боя или защиту.

Также боевые характеристики прокачиваются в сражениях, которые в основном разворачиваются в подвалах университетского замка — туда мы регулярно спускаемся, чтобы убить монструозного вида крыс и тараканов и получить за их тушки деньги, на которые покупаем зелья, бинты, ловушки, отмычки или, например, новый жилет, повышающий защиту. Кроме того, можно читать различные книги в библиотеке, становясь умнее. В общем, всё по заветам серии The Elder Scrolls — и вполне в традициях Quest for Glory, где была такая же ролевая механика.

Делу время — потехе час

Загвоздка в том, что помочь всем и сразу и прокачать всё за одно прохождение не получится. Студенческая жизнь Шона расписана по часам: утром он обязательно должен присутствовать на занятиях, днём — ходить в столовую, а после 10 вечера — ложиться спать.

Можно, конечно, выйти из своей комнаты после отбоя или не сразу пойти в столовую, чтобы выкроить дополнительные полчаса на практические занятия или выполнение какого-нибудь задания, но велик шанс нарваться на вредного директора универа и получить предупреждение за плохое поведение. А когда «жёлтых карточек» накопится на 100 баллов, Шона отчислят, и всё закончится — как и в Quest for Glory, в Hero-U много способов увидеть преждевременный «геймовер». Да и сам герой быстро устаёт и начинает зевать, отказываясь выполнять многие активные действия. Поэтому через какое-то время игра принудительно отправит вас за обеденный стол или в постель.

Студенческая рутина

Но в любом случае придётся запастись терпением — авторы перестарались, превращая игру в симулятор студента с размеренным и строгим расписанием. Занятия в классе, обед, библиотека, драки с крысами в подвале, тренировки в комнате для практики, сон — и так по кругу.

Понятно, что в Quest for Glory и многих похожих играх герои тоже, как правило, проходят обучение в университетах и магических академиях, но там есть ещё и путешествия по экзотическим местам, где можно совершать подвиги и находить новые приключения на свою пятую точку. А в Hero-U подавляющую часть времени мы проводим в стенах и казематах универа, общаясь с одними и теми же персонажами и выполняя примерно одинаковые действия под раздражающее тиканье часов.

Да, через какое-то время начинают происходить более интересные события, выясняется, что замок полон секретов, мы всё дальше углубляемся в казематы под зданием, находим секретные комнаты с сокровищами, скелетами и призраками, учимся общаться с духами, встречаем какого-то странного волка и так далее. Но до этого ещё надо дотерпеть. Да и пошаговая боевая система, если честно, разочаровывает — она слишком уж примитивная. В драке доступны лишь несколько вариантов действий — переместиться, ударить, метнуть что-нибудь в голову, пропустить ход или сбежать.

Когда смех продлевает и спасает

Именно юмор и ирония во многом спасают игру и раскрашивают эту студенческую рутину. В какой-то момент воров обвиняют… в воровстве самых разных предметов у других обитателей героического университета — от яблок на кухне до шляпы у ректора. И грозят класс распустить, а студентов выгнать. Именно Шону O’Коннеру (так и хочется назвать Шоном Коннери, да?) предстоит провести расследование и поймать воришку, которым оказывается говорящий синий комок с глазами.

Вообще, забавных персонажей в Hero-U: Rogue to Redemption хватает. Шон живёт в комнате со студентом, у которого папа был человеком, а мама — фавном женского рода («Твоя мама — олень?» — тут же совсем не толерантно уточняет наш герой), в подвале торгует всякими полезными предметами мышь в пиджаке, а на развешанных повсюду картинах можно увидеть изображения львов в броне паладина или прямоходящих собак в костюме Шерлока Холмса. Как тут не вспомнить, что в Quest for Glory тоже были леотавры, то есть человекольвы, или, например, элементали пиццы!

Да и сам главный герой — тот ещё юморист, который может сострить по поводу любого предмета в пределах видимости. Благо в Hero-U огромное количество качественного текста и едва ли не половина уходит именно на ироничные описания и рассуждения об увиденном, сопровождаемые шутками-прибаутками, цитатами, отсылками к играм, книгам и фильмам и периодическим пробиванием «четвёртой стены». Более того, практически любой предмет, будь то чашка, стол, картина, статуя, комод или пианино, можно попытаться украсть. В большинстве случаев — безрезультатно. И Шон, естественно, постоянно шутит на эту тему.

Hero-U: Rogue to Redemption получилась игрой неоднозначной. Её очевидные достоинства вроде шикарно нарисованных задников, обилия юмора, качественного текста, интересных персонажей и загадок соседствуют с откровенно бюджетной анимацией, примитивной боевой системой и слишком уж (особенно поначалу) рутинным симулятором студенческой жизни. Однако те, кто обладает должным терпением, ценит вдумчивое прохождение, любит читать, знает английский (на русский игра пока не переведена) и уж тем более помнит классику в лице Quest for Glory, просто не имеют права пропустить такую выстраданную работу супругов Коулов.

Плюсы: интересный сюжет; обаятельный главный герой; хорошо прописанные персонажи; обилие качественного текста, диалогов, юмора и иронии; множество навыков, которые прокачиваются по мере использования; достаточно высокая реиграбельность и вариативность; очень симпатичные рисованные фоны; приятная музыка.

Минусы: бюджетная анимация; диалоги не озвучены; много рутинных действий; мало разнообразных локаций; примитивная боевая система.

Hero-U: Rogue to Redemption Postmortem

Rogue to Redemption places a strong reliance on money during certain points of the game and, while dungeon diving is fun, it can also be hazardous to your health.

With that in mind, I wanted to talk about the other great way to earn money in Rogue to Redemption. Poobah!

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Greetings Hero-U alumni!

Rogue to Redemption places a strong reliance on money during certain points of the game and, while dungeon diving is fun, it can also be hazardous to your health.

With that in mind, I wanted to talk about the other great way to earn money in Rogue to Redemption. Poobah!

Poobah is a card game that seems to function in a manner somewhat similar to Five Card Draw Poker. You ante up, you are dealt a hand, you make a bet, you can hold your cards or discard them, then you bet again.

The game has five levels of hands: Wump, Meh, Mimi, Fizbin and Poobah. Each one of these levels also has three sublevels — Bad, normal (usually just the name of the hand itself, like Mimi) and Good (or, in the case of a Poobah, Grand, as in Grand Poobah). Keep in mind. the game will NEVER give two players the same hand. So if you have a Good Fizbin, you know you will beat all other Fizbins (and all other Wumps, Mehs and Mimis, as well), simply because the game will not allow a tie.

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Similar to poker, the game is equal amounts about having good cards and reading your opponents. All of the players you play cards against in Poobah have tells that will telegraph what cards they have. With this information, you don’t need for Shawn to have a Grand Poobah every time, you just need Shawn to have a better hand than the person you are playing against.

The interesting thing about Poobah is that with the Discard mechanic, you can get an entirely new hand. Unlike Real Life Poker, if you have bumpkis for a hand, redrawing will often not turn the tide for you dramatically (although that’s certainly not always true). However, in Poobah, Shawn can go from having a Bad Wump to a Grand Poobah in the flash of an eye.

Therefore, it is usually always worth it to hang around until the second round of betting starts. This can be pricey. if you are playing your first game and are just scraping in with 20 Lyra, it can be an expensive way to play, so try to have more cash on hand than you need.

When you have a Good Mimi or worse, limp into that second round as cheaply as you can. Check if you can. Call if you have to. Never Raise (there is one exception to that, which I will cover later). If you don’t have a strong hand, then just wait around. see what shows up. Even if another player has a Poobah tell, it is still worth seeing it to the second round, simply because Shawn may get a better Poobah!

If, on the other hand, you have a Fizbin or higher (and your tells don’t indicate anyone has a Poobah), feel free to raise and get the pot as big as possible. There is a bit of an art about betting that can scare away some characters and not others — I will cover that in that character’s section. But for the most part, squeeze the other players to bet more when you have a strong hand.

Then, on the second round of betting, evaluate the landscape. Do any of the characters have their Fizbin or Poobah faces? If so, can Shawn beat them? If not, then Fold as soon as possible — don’t get in deeper if you know you are going to lose. If you do have cards that you know can win, Raise, Raise and Raise again until the showdown comes and then collect your winnings. Remember. the best outcome in Poobah is not for Shawn to have a great hand. The best outcome is for ALL the players to have great hands and for Shawn to have an even better one — that way, they all bet the farm and the pot becomes huge.

Now. what happens if the character you are playing with has a tell that is equal to your hand? If, as an example, Katie is showing her Fizbin tell (I’ll say Fizbin for this example, but it could be a Mimi tell, a Poobah tell, whatever the case may be) and you’ve got a Bad Fizbin, then let’s think this through. the game won’t let two people have the same hand. If you have a Bad Fizbin, then Katie will have a Fizbin or Good Fizbin. Conversely, if you have a Good Fizbin, then Katie will have a Fizbin or Bad Fizbin. so adjust course as needed.

Now. if you have a (normal/medium) Fizbin and Katie is showing a Fizbin tell, you are flipping a coin — there’s a 50/50 chance she has a Good Fizbin and can beat you. In my mind, that’s worth the risk.

Of course, you need to know people’s tells to be able to use this strategy! So let’s meet the contestants, shall we?

Each Poobah player Shawn can go up against has a very unique strategy and set of tells. Knowing these and using them to your advantage is the key to winning at Poobah.

Esme: Esme is a cautious Poobah player, perhaps the most cautious outside of Thomas. She will fold easily if she has a Good Mimi or less, preferring to go in for the kill only when she has a good hand. This means she can often be scared away if the bets get high on the first round of betting. use this to your advantage. If you have a weak hand, you may want to scare her away to have one less person Discarding to draw a Poobah against you. If you want to milk her dry because you are carrying hot cards, then don’t rock the boat and scare her with quick raises.

  • Esme only has one tell, which makes her one of the most difficult to peg down. She will smile if she has a Bad Fizbin or higher. This means if she is smiling, she could be beaten with a Fizbin or higher, or it means she could be holding the Grand Poobah. This makes her very dangerous to go against, simply because it is a wide range of unknown.

Katie: Katie is a very expressive Poobah player. She is second only to Aeolus with the most expressions, which makes her rather easy to peg. She will also engage in somewhat reckless betting, getting to the second round even though she may have nothing.

  • Katie will nearly always fold on a Meh or a Wump, so you won’t see a tell for these hands. When she has a Mimi, she will give a big grin. When she has a Fizbin, her face goes deadpan, no expression. And when she has a Poobah, her face becomes a sarcastic, dramatic frown, as if she just bit into a lemon (don’t be fooled!).

Thomas: Thomas is very timid, to the point of foolishness. Even the most moderate of betting will cause Thomas to fold, and he will not stay in most hands.

  • The exception to this is Thomas’ tell. Thomas has no tell — his face never changes, regardless of what cards he has. However, he won’t bet until he has a Fizbin. And he will rarely, almost NEVER, stay to the final showdown unless he has a Poobah. While this can be unnerving, just realize. if Thomas is staying in a hand, you better have a Poobah or Grand Poobah, otherwise, Fold. It is money down the drain otherwise.

Joel: Joel is a shrewd card player. In all honesty, if you follow this guide well, you will more often than not be betting a lot like him. He nearly always stays in for the second round to see a potential turn of luck on the Discard, he will bet conservatively if he has mediocre cards and aggressively if he has good cards (or he thinks he can muscle out the remaining players with high Raises).

  • Joel only has one tell, a tiny smirk/smile. This is his Poobah smile. If you see it, make sure you have good cards on the second round of betting or you may as well just fold.

Sosi: Sosi may seem like an intimidating player early on, simply because he will raise and bet on nearly every hand. Don’t buy into his bluster — more often than not he’s Raising against you with a Wump. If you ever find yourself in a one-on-one match up with Sosi with none of his good card tells up and you have garbage cards, take it to the end. there is a good chance your garbage is better than his.

  • Sosi has two tells. His Fizbin face is when his eyes get squinty and a smile is on his face, but where you can still see his pupils. His Poobah face is when his eyes completely close, like he’s imagining the piles of money he is going to be stealing from you. Plan accordingly!

Aeolus: Your roommate is a late comer to the Poobah games and has a very erratic style. His first few games will have him throwing money away, staying in on hands that are just downright bad. In addition, he has tells for every hand combination, meaning you know exactly what he has the moment he gets it. His style becomes smarter by your last Poobah session of the game, but he still wears his cards on his sleeve and is very easy to peg.

  • Aelous’ Wump face is a frown, looking visibly sad at the garbage he has in his hand. Aelous’ Meh face is flat, no smile or frown, just a flat grimace. His Mimi and Fizbin face is that of a grin, which can make him dangerous. There is a world of difference between a Bad Mimi and a Good Fizbin, so if Aelous is grinning, be cautious if you don’t have strong cards. And, lastly, his Poobah face is like someone playing the whiskey jug — just a big «O» with his lips, that he can’t believe he got the best cards in the game.

Zombie Captain: In the Sea Caves, you can play the Zombie Captain for your life. literally! He requires a 500 Lyra buy in (and also a piece of Panda equipment) and then you can play some of the most (potentially) profitable Poobah in the game. Playing the Captain is unique, because every match is one-on-one. With this, if the Captain is ever giving his «bad» tell, then you bet and Raise to the max, regardless of what you have. This is a change of pace from my other advice, which suggests you limp in on anything less than a Fizbin, but with the Zombie Captain, your odds of getting a Good Meh or better are strong, so always go all out unless Zombie Captain looks like he is packing heat.
The Zombie Captain has four tells. «Bad,» which is an angry frown and means he has a Wump or Meh hand. Keep in mind. if you have a Good Meh, the game will not do duplicates, so it will ALWAYS beat his frowny face tell. Secondly is his Mimi face, which is flat lipped, no expression. His next tell is his Fizbin face, which is a slight smirk/smile, but with NO TEETH SHOWING. Lastly, his Poobah tell is a wide, toothy grin, letting you know he’s got you beat. Given the huge ante and the stakes at hand, its easy to become intimidated with the Captain, but a solid, aggressive strategy will carry the day when you can spot his tells!

Of course, as with most things in Hero-U, even the best strategy can fail if Shawn doesn’t have the stats. To this end, it REALLY pays to practice Card Theory (you can only do it once per day) as well as Play Games (especially Cards) with your classmates in the Rec Room at night to increase your Gaming and your Luck. Refer to my Skills Guide I published for ideas on how to raise these stats (and others).

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Otherwise, my final advise is this. don’t be afraid to Save before a match and Reload, especially early on. This may seem like cheating, but being broke in Hero-U can be one of the most frustrating things that can happen, without ways to buy items that class requires and equipment so that you can go into dungeons + earn money again. Otherwise. start coming up with plans to spend your fat piles of loot!

Скачать игру Hero-U: Rogue to Redemption [Новая Версия] на ПК

by DEMA · Published 02.08.2020 · Updated 02.08.2020

Hero U Rogue to Redemption – ролевая игра, которая отправит тебя в увлекательное приключение по довольно необычному миру, где ты будешь преодолевать различного рода испытания и разгадывать тайны. Ты будешь проходить по интересной линии сюжета с многочисленными головоломками, которые необходимо решать по ходу действия, чтобы набрать достаточное количество опыта для дальнейших сражений. Здесь тебе потребуется внимательно исследовать каждую локацию, находить полезные предметы, а также не забывать о своих действиях, которые напрямую могут повлиять на ход событий. Старайся всячески улучшать навыки и умения своего главного героя, чтобы он максимально эффективно справляться с той, или иной поставленной перед ним задачей, каждая из которых будет уникальна в своем исполнении. Система боя имеет пошаговый вид, именно поэтому ты сможешь проявить себя как профессиональный стратег, разрабатывая тактику действий, которая будет выигрышная при каждом столкновении со сторонниками вражеской силы. На своем пути ты часто будешь сталкиваться с различными персонажами, каждый из которых имеет отличительные черты характера, с также сможет повлиять на тебя в той, или иной степени. Будь внимательным, ведь враг может подставить тебе ловушку в самый неожиданный момент, именно поэтому тебе стоит прокачивать свои способности до максимального уровня.

Обновлено до 2.2

Информация о игре Год выпуска: 2018
Жанр: Transolar Games
Разработчик: Приключенческие игры, Ролевые игры
Версия: 2.2 GOG Полная (Последняя)
Язык интерфейса: английский
Таблетка: Присутствует

Hero-U: Rogue to Redemption Postmortem

HERO-U: ROGUE TO REDEMPTION POST MORTEM

Written by: Cidney Hamiltion, Programmer

I joined the Hero-U: Rogue to Redemption dev team at the beginning of 2015. By then, the first Kickstarter was two years in the past, and the second was in the works. The Coles anticipated a 2016 release date. In reality, the game would not start alpha testing until 2017. We shipped the game in July 2018, and it’s currently available on Steam, GOG, Humble Bundle, and the Mac App Store.

What Is Hero-U?

Hero-U began as the Famous Adventurer’s School for Heroes. The Famous Adventurer is the guy who wrote the Famous Adventurer’s Correspondence School pamphlets that were included as “feelies” in the original Quest for Glory games by Corey and Lori Cole. Quest for Glory, of course, is licensed to Activision, but the world was based on the Coles’ tabletop campaign. In 2008, the Coles created an online roleplaying game around teaching everyone how to be a hero in everyday life. The website included a Test that sorted would-be heroes into classes (Rogue, Wizard, Paladin, and Warrior), and in-character lessons from the various instructors. Paladins got rewarded for doing good deeds; Wizards got rewarded for doing something clever; and Rogues got rewarded for getting away with questionable (though still heroic) deeds.

The School for Heroes eventually became too big to manage. Moderating this website and roleplaying the teachers became an enormous project! In-universe, it closed and relocated to Sardonia to become a University and accept new applicants. Hero University would be a single-player video game that simulated the experience of learning to become a hero. The player character (in the first game, an aspiring thief named Shawn O’Connor) who goes to class, fights monsters in the school dungeons, and eventually succeeds or fails in becoming a hero.

The Coles had kicked around the idea of building a text adventure, but decided that they needed graphics. Other old-school adventure game developers were taking to Kickstarter to launch their own studios; this was how Broken Age, Moebius, and Leisure Suit Larry Reloaded were funded. Fulfilling this project, though, required building a team.

My Story

I had been a software engineer in Boston. I’d originally started in a hybrid designer/developer role, with assurances that I had flexible hours and could work around my as-yet-undiagnosed genetic disorder.

As time went on I had less flexibility, and quit my job in favor of short term freelance projects. I’d been working on a short game in Unity when I saw that the Coles were looking for additional programmers. I reached out, interviewed, and joined the remote team in January 2015.

At first, I was struggling to get up to speed with where the game was. Corey estimated that 90% of the art and writing was finished, but only 10% of the programming. In reality, there was much more left to do. Many of the art assets were not final, especially the 3D environments. The writing backlog was long enough that Coles ended up hiring another writer (Josh Mandel, of King’s Quest and Freddy Pharkas fame) to help out.

Only the first scene of the game was programmed; the rest were just grey-boxed. Lori had written scripts for most of the game, but they were totally untested and untestable. The progress thus far had largely been on the art side. Core systems (including combat and advancing the calendar on a game that took place over a 50-day semester) had yet to be implemented.

We were focused on getting a playable demo for the Kickstarter, but there was clearly much more than a year of development time left to have a finished game. The scope had also increased. The original Hero-U pitch had been a 2D puzzle/RPG, which would have been relatively easy to program. But the backers, by and large, wanted something that was more like Quest for Glory. The Coles also wanted to do something more ambitious, but it had been 20 years since they last managed their own studio. Working with a remote, part-time team is also very different than being in an office every day and fighting externally imposed deadlines.

The second Kickstarter made its goal, but didn’t vastly exceed it. Stretch goals (such as voice acting, some boss fights, and a companion NPC) had to be scrapped.

What We Did Right

1. Perfectionism

The major challenge of Hero-U was that the game was not ever going to be Quest for Glory. The Coles were new to producing a game; we didn’t have the resources and structure of Sierra. Corey based the budget on the early low-budget Quest for Glory games, which used 16-color art and relied on Sierra’s development tools. Fans wanted a game like Quest for Glory IV, which had a $1.5 million budget in 2015 dollars. The Kickstarter provided 25% of that.

I had backed Jane Jensen’s Moebius. The game was released on time, with a $300,000 budget, but it suffered due to the inevitable comparisons to Gabriel Knight. Hero-U was even more ambitious; it needed to be an adventure game and a roleplaying game, have the same humor and heart as the Quest for Glory games, and allow nonlinearity and choices in how to play your character. We could have shipped sooner by cutting features; the Coles chose not to do this. If they had, it would not have come close to the expectations of Quest for Glory.

2. Uniqueness

Simply put, there’s nothing on the market that’s quite like Hero-U. It’s not another Quest for Glory at all; Quest for Infamy and Heroine’s Quest come much closer to the Quest for Glory style and mechanics. It’s a fantasy school simulator; not another rags-to-riches save-the-world RPG. While you can explore dungeons and fight in combat, you never leave the school grounds, there’s no epic villain to defeat, and you don’t save the world. At least not in this game.

The player spends most of their time going to class and learning how to be a hero, both in theory and in practice. It’s been compared to the Sims and Harry Potter; but there’s really nothing like this.

3. Fan Involvement

We had promised some of our Kickstarter backers alpha and beta test privileges. The alpha test begun well before the game’s dungeons were finished, but it allowed us to get feedback from our supporters early enough to make major design changes (though unfortunately, our art budget was exhausted at this point!). The feedback was also great for team morale and productivity.

We had an in-game bug reporter, which allowed us to find and crush 3000 backer-reported bugs during this phase. Our supporters also offered their own expertise on cultural issues, German language, music arrangements (our composer wasn’t involved in the game’s final sound design), and game balance and combat.

Our fans were especially helpful during crunchtime, when morale was low and the team just wanted to get the game released as soon as possible. Having a large fanbase to tap into was an amazing asset; we couldn’t have done it without this support.

4. Switching Gears On the Art Side

We originally planned for a top-down, cartoony tiled 2D art look for the game. We had technical and aesthetic issues with this approach — the unrealistic style didn’t work well with our immersive, serious story. We then tried using a proscenium stage (2.5D) approach similar to Sierra and LucasArts adventure games. Unfortunately, we had even more technical difficulties working with 2D objects in a 3D space. Our character movements looked stilted and unnatural. The tiled backgrounds looked flat and dull with no lighting. We made the decision to start over using 3D technology to animate the characters and bring the backgrounds to life.

Due to the nature of our production process, in which several artist contractors left the team for other obligations and opportunities, our two remaining artists had to come up to speed — fast — on art processes outside their respective wheelhouses. Through physically remote but functionally close collaboration, we were able to facilitate this as a team, successfully implementing lighting, particle effects, and additional modeling in a relatively painless way.

What We Did Wrong

1. Time Mechanics

Hero-U had a very granular time system. The clock was always ticking. Classes, dinnertime, and bedtime all took place on a set schedule. Usually the player character was forced to go to bed at 1am, but some events had him up late at night.

In concept, this was really cool. This was how the Quest for Glory clock worked; it was realistic. Most simulation games and JRPGs have a very abstract concept of time; either an action takes no time, or it takes the entire night. This allows for time optimization logic puzzles, such as maximizing all of the social links in Persona 3, but it doesn’t allow for flexibility and roleplaying.

Hero-U, in contrast, gave you several hours in the afternoon. You could spend time in the practice room, or run around the castle to wrap up an errand for the school receptionist, or grab the school supplies you need from the store in the basement, and then still make your elective class.

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It turned out that this was a nightmare to code, and a nightmare to design for. The beginning of the game felt overwhelming for a lot of players; the constant sense of the clock ticking discouraged exploration. The ending was also a bit empty, and there were sections of the game that were just slow. I fixed dozens of bugs where staying up past midnight broke scripting conditionals and made the game think the plot had already advanced to the following day.

2. Art Pipeline

By the time the programming team was assembled, the game script had already been written, the character models were already in the game, and most of this was final. This led to a lot of issues that couldn’t cheaply be solved, because so much of the game’s budget had already gone into creating the assets we had.

The character models weren’t compatible with Unity’s Mecanim animation system, which was released in the middle of our production. While we hired an animator who was able to make a lot of improvements, cutscenes were often flat because it was difficult to animate the NPC rigs within Unity. Shawn’s weapons and armor didn’t show up in the game-world, which many playtesters reported as a bug. In fact, his model was never “generic” enough to easily accommodate costume changes, even with texture swapping.

We were able to redo much of the game art— including the user interface, 3D environments, and in-game vignette paintings— but all of this should have been something the designers accounted for in pre-production, not something that came up at the last minute.

3. Marketing and Pre-Release

Hero-U: Rogue to Redemption shipped in July of 2018, two years after the release date promised in the Kickstarter. The game appeared quietly on Steam as soon as we had a stable version of the game in beta test. All of the developers, including me, were busy fixing bugs and getting the game solvable. The designers were doing all of the production materials, including the trailer and press contacts, themselves.

This resulted in a “stealth” release, with little buildup and very little coordination. We hit Steam right during a bug with Steam’s discovery algorithms, impacting most indies released in late 2018 — Six months after launch, Hero-U was still listed as “Steam is still learning about this game,” which likely reduced player confidence. Many people are still telling us “wow, we didn’t know that Hero-U was out yet!” on social media.

4. Pricing

At the advice of an investor, Transolar chose to release the game at a premium price point of $35 to position it as a high-end game. Most indie games on Steam have a $10, $15, or $20 price. Unfortunately, we didn’t have enough of a marketing push to be treated as a premium AAA game. Companies such as Electronic Arts and Activision spend millions of dollars in advertising to promote their AAA games, which pushes most other games into the “cheap indie game” category.

We were unable to contact Steam to get a personal representative, so were flying blind on pricing, marketing strategy, and so on. Steam is largely built around automated algorithms. In particular, reaching $100,000 in first-month sales and maintaining a similar level is critical to getting premium “front page” placement during Steam promotions. We did not come close to hitting that level.

In early 2019, we reduced the game price to $20. Sales since then have been modest, but are a steady trickle. Steam buyers are used to buying most games during sales; we have not yet participated in a sale since lowering the base price.

60% of Steam’s market is non-English speaking countries. We launched only in English, and localized versions might improve sales. However, localization is expensive due to the huge amount of text and dialogue in the game and the many puns, jokes, and pop culture references.

Moving Forward

While we’ve struggled to learn from our mistakes, navigate the world of indie game marketing and distribution, and keep Transolar Games around, our fans keep asking us when the next Hero-U game — subtitled Wizards Way — will be out. We have postponed development on that game so far because it will be another expensive, high-risk development project.

Instead, we’re working on a much smaller game, called Summer Daze at Hero-U, with a smaller development team and a much shorter development process. This gives us room to experiment and fail rapidly, rather than make the same mistakes over the next five years. Summer Daze will use a different scripting engine, a streamlined time mechanic, and 2D art. All of these things would have shortened the development time of Hero-U; but then it wouldn’t have lived up to the expectations for “a new Quest for Glory game.”

Hero-U: Rogue to Redemption

Данный контент продается компанией Nintendo of Europe GmbH. Оплата будет произведена средствами Nintendo eShop, используемыми с учетной записью Nintendo, которая использовалась для совершения покупки.

Данный контент продается компанией Nintendo of Europe GmbH. Оплата производится средствами Nintendo eShop, используемыми с учетной записью Nintendo. При покупке данного контента действует Соглашение об учетной записи Nintendo.

Данный контент могут приобрести пользователи, которые зарегистрировали учетную запись Nintendo, а также приняли соответствующие юридические соглашения. Для покупки контента для Wii U или систем линейки Nintendo 3DS также требуется код Nintendo Network. Кроме того, ваши средства, используемые с учетной записью Nintendo, должны быть объединены со средствами, привязанными к коду Nintendo Network. Если средства еще не объединены, вы сможете сделать это во время процесса покупки. Перед началом покупки необходимо войти на веб-сайт с помощью учетной записи Nintendo и кода Nintendo Network. После этого можно просматривать информацию об играх и совершать покупки.

Для покупки контента для Wii U или систем линейки Nintendo 3DS ваши средства, используемые с учетной записью Nintendo, должны быть объединены со средствами, привязанными к коду Nintendo Network. Если средства еще не объединены, вы сможете сделать это во время процесса покупки. Вы сможете просмотреть подробности и завершить покупку на следующем экране.

Данное предложение действует для пользователей, которые вошли на веб-сайт с помощью учетной записи Nintendo, настройки страны которой совпадают с настройками страны этого веб-сайта. Если настройки страны вашей учетной записи Nintendo отличаются, данное предложение может быть изменено (например, цена будет отображаться в соответствующей местной валюте).

После обработки платежа контент будет загружен на консоль, связанную с вашей учетной записью Nintendo или с вашим кодом Nintendo Network в случае с Wii U или системами линейки Nintendo 3DS. На системе должно быть установлено последнее системное обновление и активирована функция автоматической загрузки. Система должна быть подключена к Интернету, и на ней должно быть достаточно свободного места. В зависимости от модели вашей игровой системы или консоли и степени ее использования может потребоваться дополнительное запоминающее устройство, чтобы загрузить программу из Nintendo eShop. Подробную информацию см. в разделе «Поддержка».

Для игр, в которых используется облачная потоковая технология, можно загрузить лишь бесплатное приложение для запуска.

Пожалуйста, убедитесь, что на вашей системе достаточно свободного места, чтобы завершить загрузку.

После обработки платежа контент будет загружен на консоль, связанную с вашей учетной записью Nintendo или с вашим кодом Nintendo Network в случае с Wii U или системами линейки Nintendo 3DS. На системе должно быть установлено последнее системное обновление и активирована функция автоматической загрузки. Система должна быть подключена к Интернету, и на ней должно быть достаточно свободного места. В зависимости от модели вашей игровой системы или консоли и степени ее использования может потребоваться дополнительное запоминающее устройство, чтобы загрузить программу из Nintendo eShop. Подробную информацию см. в разделе «Поддержка».

Для игр, в которых используется облачная потоковая технология, можно загрузить лишь бесплатное приложение для запуска.

Пожалуйста, убедитесь, что на вашей системе достаточно свободного места, чтобы завершить загрузку.

Конкретная цена отображается в зависимости от страны, указанной в настройках вашей учетной записи Nintendo.

При покупке данного контента действует Соглашение об учетной записи Nintendo.

Использование неразрешенных устройств или программ, позволяющих выполнить техническую модификацию консоли Nintendo или программы, может привести к невозможности играть в эту игру.

Данный товар содержит в себе средства технической защиты.

В контент невозможно играть до даты выпуска: <> . Средства за предзаказ будут автоматически списаны не ранее чем за 7 дней до выхода игры. Если вы оформите предзаказ менее чем за 7 дней до выхода игры, то средства будут списаны сразу после покупки.

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Рецензии

“The founding family of Quest for Glory has returned with an all-new unofficial entry that proves worthy of its predecessors’ legacy yet still manages to distinguish itself entirely on its own.”
80 – Adventure Gamers

“Lives up to the Quest for Glory legacy. Hero-U: Rogue to Redemption is a great hybrid adventure roleplaying game that hits all of the nostalgia of 80’s and 90’s Sierra and Quest For Glory games, whilst still being its own outstanding modern adventure.”
90 – Game On Australia

“’Hero-U: Rogue To Redemption’ Offers Pun-Filled Adventures And Thrilling Fights”
90 – IndieGames

Список возможностей

  • Created by Acclaimed Game Designers Lori and Corey Cole
  • Story and Character-Driven Adventure Game
  • Role-Playing Game Featuring Skills, Equipment, and Tactical Combat
  • Replayable with thousands of player choices and story variations
  • Turn-Based, Non-Twitch, Avoidable Combat
  • Seamless Blend of Dramatic Story and Comedy
  • Immersive Mini-Games and Challenging Stealth Gameplay
  • First of a Series of Games Set at the Hero University

Об этой игре

Hero-U: Rogue to Redemption is an epic — and humorous — fantasy adventure and role-playing game in which you take on the role of Shawn O’Conner, a young man striving to become a hero as well as a rogue.

Hero-U: Rogue to Redemption is the work of Lori Ann Cole and Corey Cole, creators of Quest for Glory, Shannara, Castle of Dr. Brain, and Mixed-Up Fairy Tales. Although Hero-U is not a direct sequel to the Quest for Glory games, it features the same mix of adventure, role-playing, humor, and immersive storytelling that we introduced in that series.

Shawn can become the Rogue of the Year while exploring a mysterious castle, making friends and enemies, fighting deadly foes, and uncovering the secrets of his own hidden past. Meanwhile players will enjoy the rich and humorous dialogue and descriptions as they guide Shawn through his adventures.

During the day, Shawn attends classes at the University, practices his skills, and tries to make friends with other students. At night, it’s time to pull out weapons, armor, and traps to explore the abandoned wine cellars, stunning sea caves, creepy catacombs, and deadly dungeon beneath Hero-U. Most combat is optional for those who prefer a pure adventure game, but there are ample rewards for those who choose to valorously fight the creatures that threaten the school and all of Sardonia.

Источники:

http://stopgame.ru/show/100515/hero_u_rogue_to_redemption_review

http://steamcommunity.com/sharedfiles/filedetails/?id=1459352360

http://thelastgame.ru/hero-u-rogue-to-redemption/

http://www.gamedeveloper.com/production/hero-u-rogue-to-redemption-postmortem

http://www.nintendo.ru/-/-Nintendo-Switch/Hero-U-Rogue-to-Redemption-1902673.html

http://store.steampowered.com/app/375440/HeroU_Rogue_to_Redemption/

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