Hero’s Hour revisited

It’s grown on me.

Hero’s Hour, which I wrote about before, is out now in a full release. The game still feels like the same casual-ish Heroes-lite offering I mentioned before. But with its stability improvements in the release build, I can finally play the game without multiple crashes in one sitting. It turns out that’s enough to change my feelings on the game.

The visuals haven’t changed. The maps still feel a little bland, but there’s significant variation in visual appeal between different biomes and it seems like I was mostly playing on the ugliest possible options last time. The units aren’t as detailed or lush as HoMM 3’s units, but their cute lo-fi pixel art design matches their slightly cartoony movement and attack or death animations. It all gels to match the aesthetic, for the most part, and does a decent job.

The map generation and layout also doesn’t seem to have changed. But as one might expect from procedural generation, its quality varies: sometimes the spacing I complained about previously is an issue, sometimes it isn’t, and mostly it feels right enough. However, I admit that the variation is something I never saw HoMM 3 manage well, and it does help keep things interesting. Hero’s Hour deserves credit for that. It also helps, no doubt, that I’ve changed strategies and picked up an early extra hero or two to cover more ground and to augment and reinforce my main army faster (old HoMM strategies I’d nearly forgotten).

Also, I think I’ve found the ‘deeper strategy’ I’d glimpsed before. It’s not what I’d expected. Hero’s Hour gives every faction unique mechanics, and every hero a unique arrangement of common skills, without (apparently) trying to balance any of them. I generally like games where every faction can do weird cool stuff, and I’m okay with that imbalance. But this means the most reliable path to victory (vs the AI) is to find and exploit combos of skills and faction units, and then hammer that combo relentlessly. Changes in strategy are rarely necessary when facing the AI. Some heroes seem strictly worse than others, whether through weaker or slower-starting combos, but counter-combos are also available sometimes. This creates a messier-than rock-paper-scissors dynamic, which I think could shine in a multiplayer setting. Sadly the game only currently offers multiplayer via hotseat—classic HoMM—and the dev apparently isn’t certain how to implement other multiplayer options.

What’s my final take?

In context, this game is extremely impressive. It’s predominantly one person’s project, with help from a few other contractors. Now that it’s more stable, I’m able to enjoy the HoMM-esque feel without interruption. As I said above, it turns out that’s enough to let me enjoy the HoMM homage without fixating on the minor shortcomings. I can just relax and have fun.

And your mileage may vary! Some folks like the game’s aesthetic more than I do, including the map’s visuals. Plus, there are enough weird interactions between different units and their abilities that the game can totally surprise me; that’s both good and bad, but it leaves enough intriguing wrinkles to draw and hold my interest for a bit. And at least in Hero’s Hour I can puzzle through why what was supposedly an easy fight was actually hard. This game does a far better job explaining unit and hero abilities than HoMM 3 did, where most unit abilities were opaque and the path to victory was generally predictable.

I’ve seen precious few games recreate the HoMM experience any time recently (though I’m still watching Songs of Conquest) and if you want to experience HoMM again, this is one of the few options that can deliver that. Playing Hero’s Hour is fun. The game knows what it’s doing. Plus, there’s a free demo, which is a big plus.

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