Before diving into the US version of Knights in the Nightmare I wanted to at least give a shot at this...it surely deserves more play time to be fully appreciated, but after a couple of hours in this dungeon crawler I cannot help to think that both chapters of Etrian Odyssey are superior.
Just like any would-be-RPG, party-based, dungeon crawler you have to create some characters to fill in up to 6 available slots. The game gives 10 pre-rolled characters at lvl 2 to start with, but I decided to ignore them and create my own party...not before having robbed them of everything they had (just the basic equipment andd 100 gold each).
I said "pre-rolled" because each time you create a new character the game assigns to him/her a random number of extra stat point for you to freely distribute; you can costumize your character with a name, sex, class (called majors as the game has a high school setting) and alignment.
The first impression is that Class of Heroes wants desperately to be Dungeons & Dragons, with 15 classes, 3 possible alignments (good, neutral and evil) and the aforementioned random stat points.
While I'm all for character customization, the random points system prompts you to re-roll characters until you get 18 or more skill points...while in the pen-and-paper D&D the dungeon master works out something to let characters with poor stats to fight fairly, this is not possible in a dungeon crawler.
Races and alignment further mix themselves with likes and dislikes: for example elves don't like dwarves, drakes aren't particularly well accepted by anyone while Erdgeist are well-liked by everyone; of course evil characters won't get along good characters and so on. This leads to some peculiar combinations, for example an evil white-winged ninja Celestial disliked by his Diabolic companions. From what I've seen races and alignment relationships affect how the party behaves in building up a special attack meter.
Aligment and relationships aren't fixed and can evolve over time and choices you do in the campus or during labyrinth exploration...while it cannot be said that this is true roleplaying, it adds a depth layer to the whole game, but then again I still have to understand that such depth in character creation and classes won't reveal itself as a burden.
Right now, I can say that six slots for your party are a bit too much if you don't stick with a rather standard formation of warriors in the front line and mages in the back. Unlike Etrian Odyssey members in the back cannot attack enemies unless they are equipped with bows or use magic and during the first hours it means that some of them won't get to do much...magics are not limited by magic points but the number of magics that a single character can cast per magic level, much like D&D, so all mages starts off with just 4 attack spells. Even rangers start off with a dagger instead of a more natural bow and won't be able to do anything if placed in the back line.
"Buy a bow then" is probably what you would have thought, but the basic bow costs 3200 gold pieces plus 600 gold for arrows. Recovering HPs by resting at the dormitory costs money, you have to buy a map for every labyrinth you're going into if you don't want to get lost and often torches to lit up dungeons so you'll be able to see walls two-three tiles away.
Items found in the dungeons must be appraised before using them, equipment costs a lot and selling found items won't fetch you much money (selling arrows will give you back only 40 gold pieces)...right now it's hard to go into the dungeon and get money to have my characters healed...I know that these game always have a rough start, but at least both Etrian Odyssey let you soak a bit into the dungeon to get your economy running.
Menus are a bit unintuitive and some basic actions like equipping new items are too tedious: first you have to unequip your current item and then equip the new one; if said item is carried by an other character (inventory is divided between characters) or in the shared item bag, you must first move it and then equip it. Even appraising must be confirmed item by item and you can't sell multiple items at once...menus will really benefit of a more streamlined interface; the good thing is that loading times are short throughout the game except when entering a dungeon, which requires some seconds.
Technically the game doesn't particularly shine: while character design is cleaner than Etrian Odyssey (or than The Dark Spire), it is undoubtely completely shallow, with generic-looking backgrounds and portraits...classes don't have separate sprites but genders and races do, so your female human wizard will always carry a sword; as all characters are students they wear the same uniform that further lessen individual design...it's nice to look at but it's not interesting to do.
Dungeons, too, don't look excessively good: without a torch you just see a small tile of floor and a black void; torches reveal rather mundane-lookign walls that would have looked bad even in Etrian Odyssey.
Dungeons don't have any background music but creepy sound effects are heard here and there and with the limited visual range, this creates a good atmosphere; battles are random and sometimes enemies aren't fully visible, with only a black outline giving out their numbers, so you won't know what you are facing.
The game doesn't allow to pick a specific target, but allows to charactes with long and ranged weapons and magic to chose the line to attack. Now that monsters are weak this works, let's see when more powerful FOEs...I mean, enemies, gang up on you.
As for now Class of Heroes doesn't look particularly hot but maybe I just need to get into it a bit more.
Just like any would-be-RPG, party-based, dungeon crawler you have to create some characters to fill in up to 6 available slots. The game gives 10 pre-rolled characters at lvl 2 to start with, but I decided to ignore them and create my own party...not before having robbed them of everything they had (just the basic equipment andd 100 gold each).
I said "pre-rolled" because each time you create a new character the game assigns to him/her a random number of extra stat point for you to freely distribute; you can costumize your character with a name, sex, class (called majors as the game has a high school setting) and alignment.
The first impression is that Class of Heroes wants desperately to be Dungeons & Dragons, with 15 classes, 3 possible alignments (good, neutral and evil) and the aforementioned random stat points.
While I'm all for character customization, the random points system prompts you to re-roll characters until you get 18 or more skill points...while in the pen-and-paper D&D the dungeon master works out something to let characters with poor stats to fight fairly, this is not possible in a dungeon crawler.
Races and alignment further mix themselves with likes and dislikes: for example elves don't like dwarves, drakes aren't particularly well accepted by anyone while Erdgeist are well-liked by everyone; of course evil characters won't get along good characters and so on. This leads to some peculiar combinations, for example an evil white-winged ninja Celestial disliked by his Diabolic companions. From what I've seen races and alignment relationships affect how the party behaves in building up a special attack meter.
Aligment and relationships aren't fixed and can evolve over time and choices you do in the campus or during labyrinth exploration...while it cannot be said that this is true roleplaying, it adds a depth layer to the whole game, but then again I still have to understand that such depth in character creation and classes won't reveal itself as a burden.
Right now, I can say that six slots for your party are a bit too much if you don't stick with a rather standard formation of warriors in the front line and mages in the back. Unlike Etrian Odyssey members in the back cannot attack enemies unless they are equipped with bows or use magic and during the first hours it means that some of them won't get to do much...magics are not limited by magic points but the number of magics that a single character can cast per magic level, much like D&D, so all mages starts off with just 4 attack spells. Even rangers start off with a dagger instead of a more natural bow and won't be able to do anything if placed in the back line.
"Buy a bow then" is probably what you would have thought, but the basic bow costs 3200 gold pieces plus 600 gold for arrows. Recovering HPs by resting at the dormitory costs money, you have to buy a map for every labyrinth you're going into if you don't want to get lost and often torches to lit up dungeons so you'll be able to see walls two-three tiles away.
Items found in the dungeons must be appraised before using them, equipment costs a lot and selling found items won't fetch you much money (selling arrows will give you back only 40 gold pieces)...right now it's hard to go into the dungeon and get money to have my characters healed...I know that these game always have a rough start, but at least both Etrian Odyssey let you soak a bit into the dungeon to get your economy running.
Menus are a bit unintuitive and some basic actions like equipping new items are too tedious: first you have to unequip your current item and then equip the new one; if said item is carried by an other character (inventory is divided between characters) or in the shared item bag, you must first move it and then equip it. Even appraising must be confirmed item by item and you can't sell multiple items at once...menus will really benefit of a more streamlined interface; the good thing is that loading times are short throughout the game except when entering a dungeon, which requires some seconds.
Technically the game doesn't particularly shine: while character design is cleaner than Etrian Odyssey (or than The Dark Spire), it is undoubtely completely shallow, with generic-looking backgrounds and portraits...classes don't have separate sprites but genders and races do, so your female human wizard will always carry a sword; as all characters are students they wear the same uniform that further lessen individual design...it's nice to look at but it's not interesting to do.
Dungeons, too, don't look excessively good: without a torch you just see a small tile of floor and a black void; torches reveal rather mundane-lookign walls that would have looked bad even in Etrian Odyssey.
Dungeons don't have any background music but creepy sound effects are heard here and there and with the limited visual range, this creates a good atmosphere; battles are random and sometimes enemies aren't fully visible, with only a black outline giving out their numbers, so you won't know what you are facing.
The game doesn't allow to pick a specific target, but allows to charactes with long and ranged weapons and magic to chose the line to attack. Now that monsters are weak this works, let's see when more powerful FOEs...I mean, enemies, gang up on you.
As for now Class of Heroes doesn't look particularly hot but maybe I just need to get into it a bit more.
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