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If you make it too hard, however, he’ll never even make it that far.
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You can make it easy on him if you want to, but then he’ll get bodied by the boss at the end of the expedition. Your hero simply walks forward on the loop and automatically fights anything that gets in his way, so it’s up to you to put things in his way that will make him stronger. Rather, you flip the game between paused and active states, while making little changes along the way in a sort of 'inverted' take on the tower defense genre. The key thing here, however, is that you don’t manually control your hero at all.
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Each time you set out on a new Expedition, your hero will spawn on a short, freshly generated path that takes only a couple minutes to fully traverse. In case you haven’t inferred it from the title, Loop Hero is all about repetition. There’s just enough dry humor here to keep things from getting too serious, though you likely won’t be spending too much of your time focusing on the story. Luckily, your hero has the unique ability to cause things to stop fading, so you set out on a quest to slay the cosmic foes that ruined everything and hopefully find some way to bring it all back again.Ĭaptured on Nintendo Switch (Handheld/Undocked)Īdmittedly, it feels like the story is simply here to provide justification for the endless looping design of the gameplay, but we rather enjoyed the subtle humor that permeates through all the dialogue and descriptions. The world is now a formless void filled with bits and pieces of what used to be, and even the hero’s memories of it have been eaten away, too. Loop Hero puts you in the role of a nameless hero who’s charged with bringing the world back after it was destabilized and eradicated by a mysterious lich. Loop Hero is the ultimate example of this Devolver Digital’s latest release is an RPG that’s focused on… walking in circles. We’re rarely focused on the repetition, however, because it’s the new things that happen on each new trip ‘around the loop’ that makes it so interesting. For example, every Mario 2D platformer ultimately is nothing more than having the famed plumber jump over obstacles and run to the right.
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It’s almost lucky that the game plays itself, if only because considering how to change the world and equip the Hero can be a full-time experience in itself.When you get right down to it, almost every game consists of a very simple loop. So they strategize over how they build out the world (using tiles gained from defeating enemies) create a gauntlet for the Hero, or space out encounters a bit more? Create a mountain knowing it will spawn a new enemy, but also grants valuable resources? Conversely, players also have to keep an eye on their inventory should they swap out for a new set of armor, even though it doesn’t have the same perk or stat boost they’re relying on? Even MORE conversely, do players wait to gain enough tiles or equipment that they can convert them into DIFFERENT precious resources? Stacks on stacks on stacks of elements. As the world grows more hostile after every loop the Hero completes, players have to be ready to simultaneously bolster and challenge the hero without overwhelming them.
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Players can pause the action outside of the Hero’s fights, allowing them a free moment to either: build up the world around the Hero, or swap out the Hero’s equipment to better prepare them for upcoming battles. But that’s where the active element comes in.
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