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Heroes

by Sean Barrett

About the Story

"A most traditional CRPG experience." [--blurb from Competition Aught-One]

Page Update History

v.9: 09-May-2024 15:45 - OtisTDog (Current Version) - Edit Page - Normal View
Changed download links
v.8: 07-May-2022 23:39 - Paul O'Brian
Changed external review links
v.7: 07-May-2022 23:38 - Paul O'Brian
Changed external review links
v.6: 18-Apr-2021 01:15 - Zape
Changed download links
v.5: 12-May-2013 07:46 - Edward Lacey
Changed external review links
v.4: 24-Apr-2008 16:52 - Paul O'Brian
Changed external review links
  v.3: 24-Apr-2008 16:51 - Paul O'Brian
Changed external review links
v.2: 29-Feb-2008 15:01 - David Welbourn
Changed description
v.1: 16-Oct-2007 01:48 - IFDB
Created page

1 Off-Site Review

>VERBOSE -- Paul O'Brian's Interactive Fiction Page

The intersection of landscape and character in IF is a highly fertile one, and Heroes reaps a great harvest from it... [T]he game's gimmick is this: set up a fairly simple landscape and a basic goal, then allow the player a choice of five viewpoint characters, each of which share the landscape and goal. This structure makes Heroes a sort of five-games-in-one, where each subgame enhances and deepens the others, since one character might have an insight or knowledge about the situation that the others lack. In addition, seeing the game's location through five pairs of eyes allows juxtapositions that simultaneously intensifies our understanding of the location and the character...

I can't say enough about how much I loved this. Because the characters are each limited to their own viewpoints, but we are able to see them all, the game gives us a far more complete and interesting picture of the area than any single viewpoint could provide. In addition, because we have seen the area through other eyes, we gain insight into the viewpoint character by noticing what that character does and doesn't observe. Where the adventurer simply notices what ways are open for travel, the enchanter observes how those avenues impinge on a geometrically-oriented magic system; where the enchanter notices only the direction of the walls' lines, the thief notices the lack of handholds and windows. Some games have begun to explore this dynamic -- Wishbringer and LASH displayed the changes of a landscape and the shifting meanings attendant to that change, while Being Andrew Plotkin gave us a variety of characters whose reactions to a particular area conflicted, to wonderful comic effect. Heroes takes the next step, opening up an endlessly fascinating vista.
See the full review

Game Details