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Good RPGs are hard to find and good RPGs with a solid, engrossing
storyline are even harder to find. Oftentimes the promises made
by such games to provide many hours of entertainment and a 'deep,
absorbing narrative' fall along the wayside, leaving so many empty
husks of potential. So it was with some cynicism that I approached
Hard to be a God, a game that, on the surface, appears to be like
any one of the hundreds of RPGs available at the moment. But, like
the adage says, you should never judge a book by its cover, or a
game, for that matter; pretty quickly I realised that Hard to be
a God had much more in store than most of its ilk.
As
this is an early preview version of the game, there isn't much in
the way of an introduction, so I had to work out a lot of the plot
from the press sheet that came bundled with it. Earth and Arkanar
were once closely linked and friendly (Welcome to Earth - twinned
with Arkanar!) However, something has caused the once allied planets
to become hostile and distant to each other. Whilst Earth flourished
and grew technologically, Arkanar remained stagnant and archaic,
and now the higher-ups on Earth are trying to find out why. Playing
as a Special Agent, you have been sent to discover just what caused
the rift between the two worlds and, I'm presuming, to return Arkanar
to prosperity. Or wipe it out; not everything is that clear at this
stage.
The
differences in the two worlds' time zones means that eventually
you can bring futuristic weaponry from Earth over to Arkanar - laser
guns, space suits and Nike tracksuits can be found (alright, maybe
not Nike tracksuits!) - but there's a problem. Using these new fangled
technologies only serves to deify you in the eyes of the local populace
(hence the title), meaning that they come to depend on you all the
time, so a careful balance needs to be struck between ultimate power
and having to help all and sundry with their problems.
As
the undercover special agent, I assumed the role of some kind of
newly recruited mercenary about to take my final exam and become
a man. Or at least a better paid mercenary. The first part of my
graduation required me to kill some bandits that had been terrorising
the local area. So off I went, trusty sword in hand, and tracked
them down to an encampment not far from the outpost. My first plan
of attack - to enter the camp in disguise - failed, so I was left
with little option but to launch an all-out attack. Me, a lowly
level one mercenary, storming a camp of maybe three or four heavily
armed bandits? Madness, sheer madness. Within seconds they had kicked
the proverbial out of me and left me for dead in the gutter. Clearly
a different approach was required. Gathering the group of bandits
together with great courage, I turned tail and fled heroically towards
the road a ways back, confident in the knowledge that I had seen
a patrol of friendly army types pass by not long ago.
Sure
enough, the two opposing fronts met in an uncouth tidal wave of
blood and metal, wiping out all combatants and leaving me with the
lion's share of the loot and the glory! Interestingly, by equipping
the thieves' armour I had liberated from the corpses, I assumed
the identity of a thief, allowing me to travel back to the outpost
unhindered by the numerous ruffians littering the highways. Collecting
the numerous different armour types allows you to assume a multitude
of different guises, blending into the roles of Imperial Guardsman,
Bandit, Don and Monarchy in a way that would impress even the recently
famous Altair.
Indeed, so many of the quests require donning these masquerades
that the standard accumulation of clothing actually has a purpose,
other than as something to sell off.
Even
this small example serves to highlight the many different ways that
challenges can be overcome in Hard to be a God. Combat and diplomacy
are meted out in equal measure - can't kill an enemy? Bribe him
for the information you need. Gang proving too tough to handle?
Take out the leader and the rest will be more willing to cooperate.
Every mission usually has at least two possible methods of completion
and it's nice to see that care has been taken to provide options
for those who prefer an alternative to hacking their way through
every living thing out there. Although the game comes across as
a standard hack 'n' slash affair (albeit quite a challenging one),
there's much more depth on offer than is first apparent.
The
combat feels smooth and easy; left-click to attack normally and
right-click to perform a power move that's dependent on your current
proficiency with your equipped weapon type, while a middle mouse-click
delivers a fatal attack on a downed opponent and the space bar blocks
attacks. It does get tricky at times, especially when fighting on
horseback or against multiple foes, because of your stamina bar's
tendency to run out at the worst times, leaving you unable to move
whilst blows are rained down against your head and body. In general
though, it suffices to get the quests done, but it's by no means
the epitome of finesse. Mounted combat makes things a little easier,
as attackers need first to remove you from your mount before being
able to attack you, and I spent many rounds of combat gleefully
running rings around them as they futilely tried to hack my legs
off. It has its flaws though; it's too easy to get stuck behind
objects when fighting, health potions don't always work and neither
do the power moves, but these negatives are small and forgivable.
Obviously
an RPG wouldn't be much cop without quests and Hard to be a God
doesn't disappoint in this department either. Running parallel to
the main storyline (more on that later) are literally hundreds of
side quests, ranging from the obligatory 'kill me some bandits'
to finding lost children. But unlike many of the hundreds of RPGs
I've played, not one of these quests seems trivial or boring - each
gives information about the people and places found in the game,
making them worthwhile and genuinely entertaining. Whether I was
attempting to recover lost charity money or end a village feud,
it always seemed as though I had accomplished something.
However,
despite these engaging side quests it's the main storyline that
truly excels. After graduation I was sent off to Arkanar, a distant
city, to assassinate a couple of fellows who had done something
they shouldn't have done. Along the way I was set upon by Monks
believing they should purify the land, had to break out of prison
and ended a rivalry between two nasty sorts just so I could get
the city gates open. Oh, and I also had some rather enlightening
conversations with myself. This is how much of the plot is filtered
through: from time-to-time I was transported 'somewhere' and told
snippets of events obviously far larger than anything happening
in Coronation Street this week. Hints of a new messiah, betrayal
in the monarchy, some trouble with the timelines and some other
pretty dark stuff all presented themselves and every time I was
confronted with my alter ego, a new twist on the plot set me thinking
about my own motives for fulfilling this mission. Just what was
going on and why was I here?
Tantalising
morsels of plot fell onto the plate of understanding, only to be
snatched away by the hungry dog of deceit however - and boy does
that dog have an appetite! New twists and turns in the labyrinthine
narrative were replaced by half-truths and rumour as quickly as
I had tracked down their origins. By the time I had finished only
half of my original quest line I had acquired a journal literally
bursting at the bindings with allegations, secret meetings and clandestine
plans. Not that it ever became confusing or obscure; I could still
follow what was going on easily - and that's no mean feat, incorporating
the type of deep, absorbing narrative usually found in best-selling
novels, without completely baffling the player. I kept on going
just to try and find out what was actually going on and it is a
rare game indeed that draws attention from its plot alone, especially
when that game is billed as a hack 'n' slash. Hard to be a God offers
inspired intrigue of the highest calibre.
Besides
the epic narrative, another major point of note is the character
customisation. Despite not being able to pick a race, gender or
initial appearance, I soon discovered that the different types of
clothing make it possible to create any style of character you desire,
be it a rogue, pirate, bandit or monk, and the talent tree (although
limited) mean you can fine tune your combat style to any one of
three weapon types - light, medium or heavy - as well as increase
your strength, diplomacy and crossbow skill to suit your own needs.
I mentioned earlier in the review that Hard to be a God constantly
feels as though something is being accomplished and this shows through
expertly in the character customisation. Each new armour or weapon
upgrade - be it a shiny new cuirass or a huge two-handed broadsword
- serves to give the impression that the character has grown and
evolved. By the time I finally had to stop playing to write this
preview, my (character's) appearance had drastically altered - no
longer was he the fresh-faced boy I was first introduced to; now
he had become a grizzled stalwart of combat, with a taste for battle
and the skills to back it up. They grow up so fast *sniff*!
However,
for something so engaging and genuinely playable, Hard to be a God
isn't the best looking game ever made. It could be compared to Dungeon
Siege in terms of its visuals; it's nice but it's never going
to compete with recent RPGs. The characters are basic and the textures
somewhat sub-par, buildings are sparsely furnished and lack any
true sense of believability. The outdoor areas add shine however,
providing some verdant forests and sparkling lakes that really draw
the eye, while little touches like rural settlements, indigenous
wildlife, wandering peasants and more add that subtle touch that
seems to personify Hard to be a God and give it much of its charm.
The
sound is also clearly lacking in both quality and quantity - fights
are quiet affairs, to say the least! The dialogue seems natural
at first, but soon begins to grate a little when you realise that
many of the characters have the same voice set and mannerisms, but
this a small matter that is easily overlooked. Ambient sounds are
lacking a lot of the time and I must admit that I preferred to listen
to my own music whilst playing! But as I mentioned earlier, this
is a preview, so there's plenty of time to add extra detail
to the graphics and fill in the gaps in the audio - if the presentation
can be refined to create beautiful visuals and sounds to back up
the brilliant plot then this could very well be the best RPG of
the decade.
The
little things have not been overlooked either. Inventory management
isn't a chore as it is with so many other RPGs - items are automatically
compared with each other so you can quickly tell if what you've
just wrenched from a corpse is better than what you're currently
wearing or using. The inventory is split into separate screens too,
making it simple to manage quest items, potions, food and armour.
There is only really one flaw with the HUD in general and it's that
the text is often hard to read, and very often badly translated.
Characters are often referred to by up to three different variations
of their name (one peasant was called 'Muga', 'Mooga', 'Moog' and
'Mugo' at different points) and obviously this causes a small amount
of confusion - hopefully these issues will be polished up before
the final release too.
What
I've seen of this newcomer so far is all good; the narrative alone
beats the heck out of any Hollywood blockbuster since - well, forever.
Hard to be a God is perhaps the single most fun game I've ever played
- I love it for the little touches of humour, the real feeling of
progression, the sense of achievement, the way I had to keep playing
just to discover more about the world and its inhabitants, the fact
that I can disguise myself as a member of any faction - I love it
for the combination of all these elements and more. It's been a
long time since I've played a game that kept me awake for so long,
and longer still since the reason it kept me up was curiosity.
Hard
to be a God is a shining example of how to make a hack 'n' slash
RPG - it's a magnificent tour de force that serves to show just
how RPGs should be made. Veterans of the genre are guaranteed to
find something that will, at the very least, make them change their
views of what makes a good RPG and if you're not a fan then this
might just sway your opinion. Either way, when Hard to be a God
is released, the competition will have to work hard to match it.
Previewed by John Barnes for AceGamez (All Rights Reserved).
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