Review & Repair Clash of Heroes pt.2
Thursday, December 16, 2010 at 10:29AM
Richard Terrell (KirbyKid) in Design Space, Review & Repair, Strategy, Turn-based, Variation

Variation and Design Space



Elite and Champion units take the longest to charge and are the hardest to launch into a charging formation. Their large shape (1x2 and 2x2) can make it difficult to find space for them and to work around them. As powerful as these units are, they're balanced nicely with the core units. After all, only core units can build walls and are mainly used to create chains. Furthermore, because core/basic units are "spawned" most frequently, you have a greater chance of creating linked and fused attacks with core units. Their small size and dispensability makes core units versatile compared to elite/champion units raw power.  

I am thoroughly impressed with how Capy defined and fleshed out the design space for units, characters (spells and walls), and artifacts. You can read about all the unit special abilities here. Here's a small list of unit properties:

Of course, some of these abilities only apply to a single unit, but that's part of the point. There's about 20 unique properties for units and only 40 units in the game. This means just about every other unit has something unique about them. And that's just the units. The characters and artifacts were given the same level of creativity. 

These bosses are huge! And they're not the biggest.

Unique battle scenarios/set pieces are evenly distributed throughout Clash of Heroes' campaign. I remember them so distinctly. In some I had to aim my attacks at specific fixed targets. In another, I had to time my units to cross over a deadly lava moat Frogger style. From avoiding hitting a hostage, to striking switches to escape imprisonment, the boss battles have rules and strategies all their own. And the 10 or so puzzle mode challenges offer a nice, optional change of pace while helping the player learn high level techniques. 

 

 

Everything Else (Story, Art, and Shortcomings)

The RPG leveling of individual units and the player character adds complexities to the game that hamper strategy somewhat. One can only make a strategy (a specific plan of action) with specific information of the game state. When the strength of each unit depends on their level, it becomes very difficult to calculate precisely how much HP units will have after charging X many turns. In multiplayer this isn't an issue. All units are maximum level.

In Advance Wars, detailed unit information is always available. Though each unit does a different percentage of damage to each other unit, players can always check how much damage their next moves will likely do. It's the same with Desktop Dungeons. In Clash of Heroes, after the battle starts, none of the stats are available. Fortunately, there are lifebars for charging units. With a bit of math, you can calculate HP over time. But then things get tricky again when charging units take damage or you try to plan out how many enemy units you'll be able to fight through.   

Furthermore, RPG leveling is a great way to weaken the depth and balance of a game. Instead of embracing with the combat design and using strategy to beat your opponent, one always has the option of leveling up (to a degree). The freedom to level can also alter the flow zone. Some battles I simply wasn't at a high enough level to win (which I discovered by losing a few times). Others, I was too strong. Neither of these possibilities are very interesting to me.

It's great that Clash of Heroes uses unique battle set pieces to increase the variety and challenge of combat. Otherwise, the AI wouldn't provide enough challenge. Early in my playthrough my strategies were already more advanced than the computer's. Even maximum difficulty on quick play wasn't a challenge. Of course, this is where multiplayer support kicks in. But without online play, I have no one to play with. Furthermore, the game would benefit from a single cartridge, single DS "hot seat" multiplayer mode.

The story conceit is high fantasy from the Might & Magic universe giving a richness to the world and characters. The story is a simple one of 5 unlikely heroes who take up the charge and save the land. But the great strength is in the telling (organization of events and time) and how the story harmonizes with the gameplay. After the initial conflict the 5 main characters are scattered across the land. You play as one at a time starting at level 0. In each of these chapters you level up, reach the climax (in difficulty and narrative), and then start all over again with another character. Essentially you play the same slice of time about 4 times, from 4 different perspectives. This approach creates interesting moments of foreshadow and linked narratives. Seeing Varkas cross over the first 2 chapters or witnessing a fight amongst demons creates connections that work to strengthen the segmented story. The ending is on the weaker side because the story doesn't have a strong theme to focus the resolution. The generic "defeat evil" and "avenge my family" ideas are there, but they never become elements that the plot revolves around (ie. characters having to make tough decisions). Instead, the ending is in service of connecting the story of Clash of Heroes with the larger Might & Magic cannon. 

The art style is in the Japanese anime vein, yet it's obvious the images are not drawn by the Japanese. Aside from some proportion and foreshortening issues with some of the images (mainly the box art), I do enjoy the art style very much. The backgrounds are rich, and the animation work is even better. 

Throughout the game, key story moments are drawn out in still panels. I wish there were more of these, or I wish they were better organized. Especially late in the game, some of the final climatic actions outside of the gameplay battle are surprisingly communicated via text. When one of the characters saves another and does what could "never be done before" to save the land, whatever she does is a mystery because it isn't shown. 

Clash of Heroes is incredibly streamlined. 80-90% of the gameplay experience is spent in battle, the game's strength. All the other text, story sequences, world navigation, side quests, and secrets are almost set out for the player on a linear path. When you see a treasure chest, you might as well just walk over and grab it. For the most part, if you see something you can get it or fight it without problems. Even when the game opens up somewhat (chapter 3 & 4), the freedom doesn't do much. You're either too weak to take out bounties you've stumbled across and have to come back later, or you're probably on the "main path" anyway. Fortunately, there's no getting lost or time wasted on traveling long distances. Yet, as streamlined as it is, there are still many very minor issues with some of the design decisions. Here's a small list:

 

So what can Capy do to repair this great game? How about... create a PSN/XLBA version with co-op, online play, a new balance, and other tweaks to the campaign?

 

 

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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