chad878262: There are absolutely dialogue tree's where you can get in trouble with one relationship in order to please another, but they are admittedly rare. Esme is an adventurer rogue, Katie is much less adventurous except where the treasure is concerned and she has a pretty non-adventurer use to put the treasure to, Thomas is the only truly noble spirit while Joel is more of a true "thief" IMO. Sossi unfortunately sort of disappears from the game outside of being in class once Joel is saved. Would have liked to see more antagonistic interactions with him in the late game.
Point is that, while yes many of your classmates have aligning goals, their motives are different if you spend the time to learn them.
While I can understand the criticisms here if the game is played and enjoyed on it's own merits as opposed to a comparison with QFG it stands quite well. If you try to compare it to expectations based on QFG I think you will feel much the same as many Bioware fans when they played Neverwinter Nights expecting it to have the story elements of Baldur's Gate. While NWN was a fantastic achievement for the (STILL GOING) persistent worlds and the many great single player modules released, the official module released in the game wasn't ever going to please players expecting a rich story. By the same token, Hero-U is a really good story that certainly has a few flaws. However, it's unfair to expect developers to simply remake a game they already made very well nearly 30 years ago.
Celtic927: Hey Chad,
As I've gotten into the last 3rd of this game I've been trying to enjoy it in a vacuum, and I do applaud the fact that they tried to do something different. I think its strengths lie in the new combat system and the more in-depth dungeon crawling. A few of the side quests have been fun as well, but I still think the pacing feels a bit off, especially in the first 13 days when you wait for the "Not-Meep" to show up and steal apple. I don't there's much to do that really cements the player's interests into the story. There's no mini-games, very little variety in the one dungeon available at that time. The characters aren't as eccentric and interesting, at least, they're not at the time.
On the contrary, If I had been playing this game in a vacuum, and forgot that I backed two kicker-starters, and knew it was set in the same world as one of my favorite franchises of all time, and did judge it on its own merits I don't know if I would have made it over that hump of that first ten days. I know there's a couple reviews on the purchase page from people that said they did stop playing in that time.
Does it succeed as an overall product. Yes. Its a very good slow burn, but I think the pacing is just off a times. To compare it to a contemporary game that did a better job of what H-U was trying to do with relationships between friends was A NIGHT IN THE WOODS, where a girl comes from from college to rediscover her home town and discovers strange happenings. This game also had a slow burn where things are happening at first and also made you make choices who you had time to spend time with, but the adventures you embark on are more organic than. Here's the Esme dungeon, here's the Katie Dungeon, Here's the Joel Dungeon. And it provided mini games you could play with the friends, and even a rogue-lite hack and slash you could play in your in-game computer at night. All this provided an immersion that handing out apples and roses and flirting with everyone you see did not, at least for my tastes.
Like I said the Game Play of Hero-U does grow on you, and the addition of having an elective adds a nice wrinkle to character dev but I think a few of the other systems that the game play relies on could have been done with less tedium and more fun.
I would agree on the pacing. It's a difficult thing to get right because if you rush it there will be many players that miss the various hints and thus miss much of the plot. I suppose making things start a bit slow is the safer route to allow players more time to figure things out. Unfortunately, it does confuse players when they have the right answer, but can't solve it simply because they are on the wrong day.
I personally think a better approach could have been found by looking at QFG2. You can capture the elementals the same day they first appear in the various plaza's. If it takes you 3 days to figure things out that's fine, but on the fourth it's game over... If you do solve the puzzle on the first day you basically just have three days of 'nothing new' which in the context of HU:RtR would mean more time to develop relationships, train skills and explore!
Could there have been some better implementations of certain things (like pacing/giving more free time in the early-mid game)? Absolutely. However, I think some of the criticisms in the first page of this thread are perhaps a bit too heavy and seem to me as more of a gripe that the game is not QFG6. This game was never advertised to be QFG6 and overall I'm very happy with the execution... First game in a very long time that I played to completion without ever growing tired of it and taking a break. Not to say I didn't get bored for short periods where I was trying to crack a safe in the Sea Caves (which by the way, the loot was simply not good enough for how difficult the lock was! :P ), part of the pacing issue you describe is absolutely that. However, aside from one random chest which had nothing in it that would have had any effect had I walked away I never felt I had to grind stats and yet still finished with 100's in everything except Luck, Charm and Moxie (Luck and Charm were low 60's and Moxie was low 70's).
In any case, none of this is meant to tell people how they should play a game or how it should make them feel...Each of us is going to find enjoyment in different things about a game. I only meant to point out that the good and the bad things about HU:RtR should really be about how things work in relation to itself, not in comparison to how things were done in QFG series. Certainly things can be learned to make the next game better (and the ones after that, cross my fingers!) I just don't think it would work out well if the Coles simply went on to try and remake QFG since those games are fantastic as they are. Remaking them would not likely do them justice and I imagine would not be nearly as satisfying as creating new stories as they have done with this game.