Publicado: 29 de enero
Hero of the Kingdom is a hybrid between an RPG and a casual resource-management game. From the outlook, you may think it's like an old-school RTS, like I did. Reminds me of Stronghold.
Once you go into it, you'll realize that it's nothing of the sort.
Basically, you travel around the land, buying, gathering and selling supplies, so that you can progress, by doing quests. It's... surprisingly compelling. On paper, I'd say this game wouldn't work! After trying it, though, it managed to keep me playing to completion.
There's an overarching story, but it's very cliché. It did nothing whatsoever to invest me, as there weren't any great characters or situations. It was just
As I said, it looks a bit old. However, I really like this graphic style. I love the way the how old RTS games looked, and this is basically an higher resolution version of that. The iconography
in the game felt a bit out of place, at times, but it identifies everything well enough, so I won't complain.
Other than that, the interface has a medieval feeling (especially the frames and the map) that fits the feeling of the game.
were a bit too sparkly for me. They didn't fit the rest of the game, being more suited for a children's game, with a cartoony look. Regardless, they're otherwise functional.
is open, I believe, but it was well chosen. There isn't much to say about it. It's pretty simple, fantasy-like background music, but it did its job of getting you into the game's atmosphere.
There were a few interface
issues I've had, but I've later found out that most of them could have been avoided, with a bit more explanation. Basically, everything requires 2 clicks -- always
. First, you click the objective or object you want to collect, and then there's some feedback, and a box appears with a "V" for you to click, to continue. This last step, in my opinion, was completely unnecessary. Also, the box appears in the object's place, so you'll often have to "backtrack" with the mouse, if you were ready to leave the screen, or something.
This is avoided by pressing SpaceBar when the box appears. That way, you can just press it and the box will go away, so it partially solves the problem -- this, however, was never hinted at
, in the game.
Overall, there are just lots of unnecessary clicks, in a game that's all about clicking. I believe that the visual and audio feedback was sufficient, but I may be wrong.Story and Writing
As I've mentioned, the story is completely cliché. Your farm burns, and you go on a quest to save your father and be an hero. Then, you find that there's a bigger evil on the world, and you want to eliminate it. That's about it.
There's isn't any real idea to be trasmitted by it, no interesting characters, nothing whatsoever. Bottom-line: don't play it for a story
also felt very amateur, in general. The game just feels like it could be written by a middle-schooler. It's not awful, but there's nothing, at any point, that will surprise you or even amuse you. The phrasing is very simple, with not character having any personality... Meh. You can easily skip it and you won't miss anything.Structure & Mechanics
It's hard to separate this from the mechanics. This game is a glorified spreadsheet
, and it's almost all structure, and no mechanics.
Basically, you have a character whose main attribute is stamina. You lose stamina with every meaningful action, and you'll have to sleep on a camp to recover it. There are many camps spread around the map, requiring different resources for you to use them. Some are town inns, which require money, others will simply require different types of food.
Then, you'll also visit several towns that specialize in different things. There's alchemy, fishing, hunting, etc. Each requires different tools, which the townsfolk sell you. In those towns, there are also side-quests, that give you money, honor, and resources.
Honor is basically used for you to unlock certain quests, that require you to be more trust-worthy.
Despite the existence of several different occupations, they're all the same. Once you have a tool and skill (that you get from a quest), the maps will now have a new icon over the resource that you can gather. Then, you click it and there you go.
There's no crafting per se. There are some vendors that give you a potions for herbs though, for example.
Each action will require tools/resources, and stamina. Some of them also require Hunters, Repair-men, Soldiers, etc. You can buy these (as if mercenary) to help you.
As you can tell, the whole game
is about getting resource X and either selling or trading it for resource Y, so that you can do the next quest.Hidden-objects Component
In every map, there are items spread around, but that are very small and often blend with the background. These are mostly optional, but they can also be useful. These include Mushrooms, Eggs, Lost Crates, etc. These won't be unlocked from the start, you'll unlock them progressively, when following the main quest.Map
The maps tells you nothing useful, but let's you fast travel to every location. So, instead of having to waste 2 minutes and 15 clicks, you'll waste 10 seconds and 2 clicks.
This is fine, and I think it helps the game substancially. However, it could have been much better. Has different areas have different vendors and quests, it would have been useful to have those marked on the map. Perhaps a little quest description and the person who gave it to you, the main vendors, etc. You can very easily get lost, since you take to memorize everything. Cumbersome systems
Everytime you gather a resource, hunt, etc. you'll lose stamina, and also have a chance to break your tools. If that happens, you'll have to go buy another. Eventually, I just bought every tool twice to avoid backtracking. However, it's very cumbersome, in general. Especially with the later tasks, everything may cost up to half of your stamina. So, you'll travel, do 2 minor things, and have to go back and get more stamina.
I think it's mostly unnecessary, how you constantly have to go back and forward... It never lets go of your hand -- Too Linear
The tutorial is very typical of mobile games. You have to click this very specific icon, or else you can't advance. This goes on for a while. While the game opens up a bit
, it's also holding you hand.
If I had focused only on the story line, it would have bored me to death, probably. It's like the game tells you its story through instructions. "Do this. Now, do that. Good, now get that to achieve this! No, no that-- this! Here! This shiny button!" ... It's very, very restrictive. The sidequests help a bit.
Regardless, it's never an adventure of your own.Progress and Achievements
This is the trick about this game. There's an achievement for every meaningless task. It's annoying and patronizing. However, it's one of those psychological tricks that keeps you invested. Everything feels like progress. Also, every field will disappear after being gathered "x" times, so there will come a point when you've literally completed the game. And I think that's the strangely compelling thing about this game!
It keeps you going for far longer than I'd have guessed. The game has nothing interesting about it, but it still grabs your attention, for those 3 hours!
I would not
recommend this game, in most circumstances. It's very bland, and has nothing interesting about it. However, it's still compelling. Besides, it provides a good formula. If you can integrate a good
story, and some mechanics into it, perhaps a great game can be made!Please, be very aware of what you're getting into
. For what it is, it's good!