Showing posts with label heroes of ruin. Show all posts
Showing posts with label heroes of ruin. Show all posts

Wednesday, February 6, 2013

Most Overlooked Nintendo 3DS Games - Part Three

Welcome to our third installment of the Most Overlooked Nintendo 3DS Games. As always with the Most Overlooked, these are games that were overlooked by the masses, and perhaps even a lot of gamers out there. Perhaps this list will interest you in titles you hadn't heard and/or read much about, or give you a fresh perspective on a title you were unsure of. On this edition we have an Atlus-published hack 'n slash game, the rare online loot RPG, and a game full of word puzzles.

Code of Princess


If you enjoy old-school hack and slash games like I do, then Code of Princess is probably already in your library of Nintendo 3DS software. If not, then perhaps you should still give the game a glance. There are approximately 50 unique characters to play as (though only four for the story mode), and various RPG elements, including gaining experience, upgrading stats, and acquiring new equipment. The Nintendo Network allows four players to play cooperatively or competitively online for some multiplayer mayhem. Perhaps it's the fate of most Atlus-published games to live a life of being niche, but Code of Princess is a title that is worth an action fan's while.

Harvest Moon 3D: A New Beginning


A story that should sound familiar, the village of Harvest Moon 3D, Echo Valley, was once a prosperous community until the economy went down the tubes. Now, your main character is tasked with rebuilding the infrastructure of the village. Are you up to the task? Well, not many people were. The Harvest Moon series was always a niche series, and the first game in the series made solely for the 3DS continues that tradition. From creating new buildings to simply watching over your haul of crops, Harvest Moon 3D: A New Beginning revamps the classic formula into a modern gaming world.

Freakyforms Deluxe: Your Creations, Alive!


The original Freakyforms was a digital-only title, exclusive to the Nintendo 3DS eShop. I found it particularly fun, albeit not for everyone (as this review suggests). The retail version of the game, Freakyforms Deluxe: Your Creations, Alive! added into the mix dungeons where Formees could do battle with one another, and players could find new Formee actions, in addition to everything the original game had. The title was released in both retail and digital forms for a suggested retail price of only $19.99. Much better than the MSRP for other smaller-scale games that have arrived on the Nintendo 3DS. It's just a shame more people missed out on this whimsical and charming game.

Heroes of Ruin


As seen on SuperPhillip Central, straight from the mouth of this next game's developer, Heroes of Ruin's sales "did not have enough commercial impact." While the game is most certainly flawed, particularly post-game, Heroes of Ruin offered something that remains rare for handheld systems, an online multiplayer loot-based action-RPG. For those that take the plunge, they will find a game that definitely had a lot of passion put into it, and something worthy to play. Plus, who hasn't dreamed of slicing up bipedal sharks as a caped lion? Not I!

Crosswords Plus


Stick with me here. The idea of crosswords might not be the most exciting thing in the world, but the handwriting recognition and slick menus make for an accessible game for anyone. Throw in word searches, anagrams, and words of the day, and you have a game with easily over 1,000 puzzles. The main reason I believe the game did not do as well as its predecessor (being on a system with less casual appeal notwithstanding) is the $29.99 asking price. That is just way too much for this type of game. Perhaps it would have done much better at a lower price point and as a digital download only.

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There are another five games that many have missed out on. If you have somehow missed a previous installment of the Most Overlooked Nintendo 3DS Games, then feel free to take a glimpse at the following two articles:

Tuesday, October 23, 2012

SuperPhillip Interviews: Dan O'Leary (n-Space)

As you may recall, last July I had a nice interview with the folks at n-Space regarding their then-latest release, Heroes of Ruin. It is several months later and I'm at it again, though now speaking with Dan O'Leary, the co-founder of the company. In this fourth SuperPhillip Central interview, Dan and I cover topics such as the 3DS version of Skylanders Giants and what makes it worth getting if you already own or are interested in a home console version, tidbits on RollerCoaster Tycoon 3D, if Heroes of Ruin met n-Space's expectations with regards to sales, talk of the Nintendo 3DS's attach rate (whether it is perceived as good or bad), the Wii U, and the current state of Nintendo's online marketplaces. It's a packed interview, so lay back, relax, and get ready for an interesting read.

SuperPhillip (SP): First off, how did n-Space get involved in developing the Nintendo 3DS version of Skylanders Giants?

Dan O'Leary (D): Given our long, successful history with Activision and our deep 3DS experience, I’d like to think that n-Space was a natural choice for this title. I cannot speculate why Vicarious Visions were unable to continue their work on the first release, but we were very happy to get the opportunity to build on this great universe.

SP: For those who have not been following the game, how will the Nintendo 3DS version of Skylanders Giants be different from the console versions? Why should someone who is getting one of the console versions of Skylanders Giants be interested in getting the Nintendo 3DS version?

D: The 3DS version of Skylanders Giants is an entirely separate but complementary experience to the console versions, with a unique storyline. And just like the last 3DS version, the focus of the game is on fun and challenging platforming mixed with a good dose of action. We took that formula and ran with it for Skylanders Giants 3DS, creating bigger levels with a stronger emphasis on exploration. It’s also a thrill to take your Skylanders out of the home and on the road with you.

SP: Will the Nintendo 3DS version of the game have any exclusive features or characters?

D: The most noticeable feature exclusive to the 3DS version is the ability to jump, which goes back to the previous point about this being an action-platformer at heart. Also every character has the ability to dash, something only certain characters can do on the console.

SP: The console versions of Skylanders Giants will allow players to use the monsters and figurines from the original game, Skylanders: Spyro's Adventure. Will the 3DS version of Giants allow players to use their monsters and figures from the 3DS original?

D: Yes, all the Skylanders from Spyro’s Adventure are supported, along with all the newly released characters and those yet to come. 99 in all!

SP: Will there be head-to-head play on the Nintendo 3DS version of the game?

D: Giants is a single player only experience.

SP: How do the unique features of the Nintendo 3DS like the stereoscopic 3D of the system, StreetPass, or even SpotPass come into play in Skylanders Giants, if at all?

D: Given the short development schedule, our team elected to focus on the core gameplay experience this time around instead of supporting all the Nintendo 3DS’ cool features. Stereoscopic 3D is supported, of course, and we took great care in designing the worlds to take advantage of it.

SP: Speaking of another one of your projects coming out soon, RollerCoaster Tycoon 3D, what makes this entry in the popular PC series worth getting on the Nintendo 3DS to those unaware of the details of the game? What features make the game worthy of adding it to a Nintendo 3DS owner's library?

RollerCoaster Tycoon 3D
D: RollerCoaster Tycoon is a classic PC game, designed accordingly. It is all about tiny details and micromanagement of a park that you can build entirely as you see fit. For RollerCoaster Tycoon 3D, many things had to be adapted and reimagined for the handheld constraints and audience. Rather than focus on a pure sandbox experience, we agreed to lean more towards a scenario based progression, which Atari believed would better suit the younger audience that they were targeting. We feel the result captures the essence of the RCT experience for an “on the go” audience and a worthy addition to any Nintendo 3DS owner’s library.

SP: Why was RollerCoaster Tycoon 3D delayed multiple times when the development appeared to be complete? If I recall correctly, Nintendo Power had a full review several months ago.

D: n-Space has no control over the distribution, manufacturing or sales aspects of our Publisher funded titles. It’s not for me to guess what caused any delays in the release of RCT3D.

SP: What can you say about n-Space's relationship with Activision? You have developed many games and ports for them over the years.

D: We enjoy working with Activision. They have a great product development team in Santa Monica that is exceptionally hard working and passionate about their products. Activision has game development in its culture. They are not a marketing company that happens to make games, or the reincarnation of a brand trying to recreate past glory. Hell, I grew up playing Activision games on my Atari 2600. They’ve seen and done it all, and we’re proud to have been associated with several of their “crown jewel” properties, including Call of Duty and now Skylanders.

SP: Can you say anything about the sales of Heroes of Ruin (released over the summer)? Are you satisfied with how the game sold? Is there room for a possible sequel down the road somewhere?

D: No, we’re not satisfied with the sales. The 3DS attach rate is… challenging at best and it seems that, for all its promise, Heroes of Ruin did not appeal to enough of the installed base. I am super pleased with what we made and would love to return to the genre one day, but I fear that Heroes did not have enough commercial impact to justify a sequel.

SP: Shifting gears, the current buzz in the industry is all about next gen, and the Wii U kicks that off next month. I'd be amiss if I didn't ask you about the platform a little. What can you say (if anything) about the indie scene on the upcoming Wii U? Does it excite you as a developer?

D: Of course the hardware is exciting but the console market faces so many challenges right now. I’m concerned that Wii U tries to appeal to both the mainstream and the hardcore markets simultaneously. On one hand, Nintendo is trying to build on the massive success of the Wii, which uncovered a latent mainstream audience due to brilliantly simple, self-evident and un-intimidating motion controls. On the other, they are introducing the most complex controller in history. It has massive potential and I would NEVER bet against Nintendo, but I do think it will be a challenging launch.

SP: Does your studio currently have access to a Wii U development kit as of yet? If not, are you in the process of attempting to get one?

D: We’ve had Wii U kits for a long time.

SP: Additionally, are you seeing an improved marketplace atmosphere with the Nintendo eShop (i.e. enough promotion, and a more improved certification process for games and demos) compared to their past efforts such as the Wii Shop Channel and DSiWare marketplace?

D: Nintendo is making great progress in these areas, but they have to keep it up. This is an area of startlingly fast paced change and it will take massive effort and real leadership for them to catch up with the likes of the iOS app store, Droid Marketplace, Steam or XBLA. But I don’t think Nintendo is in the habit of measuring its own success relative to the performance of other companies. They have always struck me as a company that seeks, above all, to blaze their own trail in a way only Nintendo can.

SP: Lastly, is there anything you would wish to make clear or tell the readers of SuperPhillip Central and the gaming public as a whole? (Believe it or not, some of them read this site!) Feel free to be as shameless as you like.

D: If you’re a fan of n-Space and the games we’ve made over the 18 or so years, thanks for your support! We’re a small company that has managed to adapt and survive in the ever-changing landscape of game development but our focus has never changed – make great games and have fun doing it. We’ve had some great successes recently, working on huge brands like Skylanders Giants, and we hope to continue that trend for years to come on solid IP and original titles. Keep an eye out on our Facebook page and website for future announcements and run out and buy your copy of Skylanders Giants 3DS today!

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My huge thanks to Dan O'Leary and n-Space for the opportunity for this interview. I hope it was entertaining as well as informative to read. You can look forward to reviews of the 3DS version of Skylanders Giants and RollerCoaster Tycoon 3D in the future. Until then, we'll see you tomorrow!

Monday, July 23, 2012

SuperPhillip Interviews: The Team at n-Space

Last week, Heroes of Ruin finally released in North America. The game supports up to four players exploring the various dungeons locales, doing away with unsettling monsters, and collecting that all-important loot. Four classes, online play with voice chat, and drop in and out co-op make for an enticing package for prospective players of the game. I recently had the chance to ask the fine folks at n-Space, the developer of Heroes of Ruin, such topics as their inspiration for the game, the possible inclusion of patches and downloadable content, and their thoughts on the future of the Nintendo 3DS and the Wii U. If you're unfamiliar with the developer, the team has created such games as Geist on the GameCube, various Call of Duty ports on the Nintendo DS, and is currently working on the Nintendo 3DS version of Skylanders: Giants.

SuperPhillip (SP): What inspired you to create Heroes of Ruin for the 3DS? 

n-Space (NS): Heroes of Ruin is our contribution to a genre that we love and respect: action adventure games that are heavy on leveling and looting. Titles like Diablo, Dungeon Siege and Marvel: Ultimate Alliance were among our key sources of inspiration. Our base concept, though, was to bring to the Nintendo 3DS the most robustly featured game in this genre that’s ever been developed for a portable system. That concept not only excited the development team — it excited Nintendo 3DS owners across the globe.

SP: The Heroes of Ruin demo was impressive. I can only imagine how the full game will be. Were there any problems in development with fitting the whole game (graphics, content, amount of loot, characters, dungeons, online functionality) onto a 3DS game card, much more pushing the 3DS system itself to run the game?

NS: Your readers might not know that Nintendo 3DS game cards come in different sizes to accommodate games of varying scope. The game card for Kingdom Hearts 3D, for example, is much heftier than the game card for Bust-A-Move Universe.
We worked diligently to keep Heroes of Ruin as lean as possible so that it could fit onto the smallest 3DS game card. In some ways, it was a struggle to meet those limitations, but this process helped us learn quite a bit about maximizing our resources. And it was good for us to challenge ourselves in this regard because that ultimately meant we had all the more reason to be proud of the game!

SP: Did having the stereoscopic 3D of the Nintendo 3DS necessitate a change in approach to development similar to how, with the shift to 3D, filmmakers had to change their approach to how they shot scenes? Did the 3D effect make some things possible to do which would have been impossible otherwise?

NS: Our experience might not have been as radical a shift as what 3D filmmakers faced, but the new capabilities allowed us to enhance Heroes of Ruin in ways more subtle and sublime. For example, you might see an environmental object momentarily come between you and your character. This kind of overlap is possible with any system that accommodates layered displays, but it yields an enhanced sense of depth when done correctly on the Nintendo 3DS. That’s why we regard stereoscopic 3D as the next step along the path of fully captivating and involving players.

SP: Is it possible for Heroes of Ruin to get patch support for things like glitches, bugs, exploits, higher-level caps, oversights, etc? And if so, are there any plans to do so?

NS: Glitches? What are you talking about? Heroes of Ruin is flawless — just like every other video game that’s ever been released! In all seriousness, though, Nintendo has greatly empowered developers and publishers with the Nintendo 3DS eShop. It was encouraging to see Nintendo release the Mario Kart 7 update eliminating the Maka Wuhu shortcut, partly because we’re huge Mario Kart 7 fans and partly because that demonstrated how such updates could be delivered. So the possibility is there. As far as what updates might be done for Heroes of Ruin, if any, that’s an ongoing discussion.

SP: I know at the latest Nintendo Direct for Europe that it was revealed that Heroes of Ruin would have free daily challenges for a year. Could you go into more detail on what kinds of challenges will be available and how deep/complex they are?

NS: There are actually two types of challenges offered in Heroes of Ruin. Daily challenges, which are delivered by Square Enix, are unique to any given calendar day to ensure players can constantly enjoy fresh experiences. In addition to these offerings, Square Enix will coordinate weekly challenges. These will afford players a bit more time to earn the Valor that can be exchanged for more powerful weapons and armor. So how exactly do you earn Valor? One challenge has you hunting down five wolves in the Elder Forest. Another challenge tasks you with killing four enemies in four seconds. There’s a wide variety that will keep players of all skill levels engaged.

SP: Do you currently have any plans to add DLC in the form of new dungeons, character classes, etc?

NS: That’s a tricky question to answer. If you look on the Heroes of Ruin box, you’ll notice an absence of the orange Nintendo Network logo. This means the game in stores doesn’t offer the option to purchase paid DLC. But that’s not necessarily the final word on the subject. We don’t have anything to announce at this time, but if your readers would like to see paid DLC, they can make their voices heard at the HeroesOfRuin.com message boards. Square Enix keeps a pretty close eye on that dialogue.

SP: Is it true that Nintendo assisted in development of Heroes of Ruin by unlocking more of the 3DS system's power? If so, how did that help development?

NS: Nintendo did help us, but not exactly in the way that’s been reported. There’s been a bit of confusion on this point, so thank you for allowing us this opportunity to set the record straight.
At one point last year, Nintendo released an updated software development kit for the Nintendo 3DS. This new kit granted us and other developers new access to the system’s second processor, essentially unlocking for us some power that Nintendo had previously held in reserve. In our case, we applied these new resources toward some of multiplayer aspects within Heroes of Ruin, such as Wi-Fi communications. 

So while Heroes of Ruin benefited from the updated software development kit that Nintendo released in 2011, that kit was not released specifically for Heroes of Ruin or given exclusively to us. It’s easy to see where the confusion could occur, but it’s a distinction worth making.

SP: Speaking of Nintendo, what potential do you see in the 3DS's future and the company’s next console, the Wii U?

NS: Consider how much the Nintendo 3DS has accomplished in its first 18 months. It’s hosted games in the Resident Evil, Metal Gear and Dead or Alive franchises; it’s delivered incredible experiences from smaller studios, such as Mutant Mudds from Renegade Kid; and it’s helped redefine what we can expect from a portable system with unique features like StreetPass. And again, this is just the first 18 months. Can you imagine the incredible games and experiences we’ll be discussing two years hence? The Nintendo 3DS offers an amazing amount of potential and we’re very eager to see what we and other developers can achieve.

Similarly, the Wii U also has us very excited. We saw at this year’s E3 some very innovative and exciting uses of the GamePad controller. Of course, that tech defines how many people perceive the Wii U, but there’s much more Nintendo will achieve with the system. Miiverse could revolutionize how we think about and experience online interactions with other players. And because we’re developing the Nintendo 3DS release of Skylanders Giants, the Wii U’s Near Field Communication capabilities have us very excited. Would you collect a line of Super Smash Bros. figures to scan and unlock trophies in the upcoming Wii U game? We sure would!

In short, whether you’re a portable game player, a console game player or a little of both, it’s a great time to be a Nintendo fan. And we’re very happy to add to the fun with games like Heroes of Ruin!

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It was my pleasure to interview the minds behind Heroes of Ruin. In the process of receiving this interview, I was assisted by n-Space president and co-founder, Dan O'Leary, as well as n-Space's Joshua Lynsen who organized the team's answers into what you see before you. Heroes of Ruin is available now exclusively for Nintendo 3DS. As for this site, SuperPhillip Central will have even more interviews with industry insiders and developers in the near future. Stick around and stay tuned!

Saturday, July 7, 2012

Heroes of Ruin (3DS) Demo Impressions

If you live in Europe and already have Heroes of Ruin, then these impressions most likely won't mean all that much to you. For those outside Europe and/or don't own the game, then sit back, relax, and read the relatively brisk impressions of the demo.

For the uninitiated, Heroes of Ruin is a loot action RPG, a genre that doesn't often get represented on handhelds. Well, n-Space has heard and read the demand, and they have developed this game for starved 3DS owners.

At first, you choose between two classes of characters (the full game will have four available to you). One class is a bipedal lion who utilizes up close sword attacks. The other class is a long range gunner, armed with two firearms to blast at foes. There is some customization to be had. You can set the skin tone, hair style, hair color, and cape color for your character. After this, you are whisked away to the name input screen where you can be xCoolGuyx or Awesome77 all you like.

You then get the choice between starting an offline or online game, or choosing to join someone else's game. Joining a game can be difficult if you try to barge into one that has three out of four spots full as the rooms fill up rather fast. It's best to join a room that's 1/4 full and go from there.

There is only one mission/level/dungeon/etc. in the demo, The Tangled Growth, an introductory area set in a heavily wooded and bushy forest. You interact with NPCs, the forest spirits, as well as to investigate certain quest-related objects using the L button.

Speaking of quests, talking to the aforementioned NPCs will give you quests on top of the main one of vanquishing the boss within the forest dungeon. There were a good handful of side quests to partake in, from destroying three mystical statues guarded by increasingly more aggressive enemies to finding eight wood spirits, strewn all about the level. Completing these not only gives you a neat piece of equipment, but you also earn a high amount of experience points.

Experience is gained through finishing off quests and slaying enemies mercilessly who stand in your way and wish to make your time in The Tangled Growth anything but pleasant. Enemies will also drop money, items, and equipment that can be sold or automatically equipped with a press of a direction of the d-pad. When a level is gained, you can use points to upgrade your stats: attack, health, and energy for magic. In the full version of the game you can have your character progress through a skill tree, learning unique abilities depending on the path they take.

The lion's "mane" source of offense is his sword.
The controls of Heroes of Ruin work relatively well. You attack with the B button. You can just tap it to attack or hold it to perform a charged blow. However, you're quite vulnerable whilst charging. Blocking is accomplished through holding the R button, and you can roll out of harm's way with taps of the R button as well. Special moves can be used with the other face buttons. However, these use parts of your energy meter, located on the bottom right side of the top screen. Your health meter is on the left side, adjacent to your energy meter. Health and energy can be filled with red and blue potions respectively that are found through smashing pots and other environmental objects. The maximum amount you can have for each is fairly high, and considering how plentiful they are, death really doesn't happen all too much in this early dungeon. And if you do die, you just respawn at the last checkpoint (a glowing stone embedded in the ground) you reached.

The environments of The Tangled Growth are remarkably detailed. Flowers bloom, roots cover the ground, and lighting effects such as sunlight breaking through the forest canopy are impressive. The 3D effect is really nice on the eyes, too. From my three runs through the dungeon, each run had a totally different design of where rooms were. Plenty of enemies can fill the screen (the most I saw was six or seven), and even with four players the slowdown was not overly apparent.

"On the count of three we'll draw, partner. ..3."
With four players online the game continues to be enjoyable. Players can pretty much go wherever they want; they don't have to stay together. This makes beating a dungeon hard in the demo, however, because without voice chat (no worries, it's in the final game), you can't tell your fellow adventurers where to go. Considering you all must be together to face the boss, this can be problematic. Online you have players messing about, running in circles, trying to attack one another in vain, and other odd behavior as you begin to impatiently wait to face the boss. Regardless, I can see this being great fun with friends you know from real life or an online community.

It remains to be seen if the full version of Heroes of Ruin will be as interesting as the demo is. There are better loot RPGs available on other platforms, but don't take that as a knock towards Heroes of Ruin. This is an entertaining game built on the limitations of the 3DS hardware, and it will no doubt find a niche with the 3DS user base. RPGs are in scarce supply on the system, so I'm sure those thirsting for a new one to play will make it their personal quest to pick this game up pending there is a competent end-game, plenty of replay value, and no bizarre design choice within the full game. SuperPhillip Central will be keeping an eye for the retail version of Heroes of Ruin when it releases in North America on July 17th.

Tuesday, April 3, 2012

Heroes of Ruin (3DS) New Trailer

What we have here is a walkthrough trailer for one of the character classes in the upcoming June release, Heroes of Ruin for the Nintendo 3DS. One of the makers of the game talks about the title as he plays through one of the randomly created dungeons. With loads of loots, voice chat, and four player online, Heroes of Ruin is shaping up to fill a gap in role-playing game fans' hearts.



Wednesday, March 14, 2012

Heroes of Ruin (3DS) New Trailer

It is just a 3DS-filled week here on SuperPhillip Central, isn't it? We continue the entertainment with a new customization-centric trailer for Heroes of Ruin, a loot RPG from n-Space and Square Enix. The only thing I do not like about the trailer is the slow motion to hide the slowdown the game has. There is no word on when Heroes of Ruin will storm the Nintendo 3DS with its online multiplayer gameplay.



Saturday, February 25, 2012

Heroes of Ruin (3DS) New Screens

While I'm on a 3DS kick, let us roll into the wee hours of the night to talk about another title for the system that is due out in early April. I do not think I have covered this next game yet, but if I have, remind me. I have an itch for a dungeon crawler on the 3DS, and Heroes of Ruin (quality in question) seems to scratch said itch. Does this game appeal to you at all? It has four player online as well as a seemingly infinite amount of loot to acquire. Heroes of Ruin seems to be another game that fills another niche for the 3DS market.