I’ve
been procrastinating this month’s review like a suicidal man with
vertigo on the edge of the Empire State Building. If I found myself
in that position now chances are I’d leap off straight away,
because if there is anything Just Cause 3 taught me it’s that there
is no fall you can’t overcome, especially if you use a grappling
hook to make the ground come at you even faster. In spite of, or more
likely because of its rather casual relationship with the real world
Just Cause 2 managed to realize sandbox destruction-fuelled craziness
on a huge scale like never before. The question is merely if the
sequel keeps this up.
Recently
I finished my one hundredth game (yes, I’m the kind of guy who
keeps track of that) and over the years I’ve picked one or two
things up on the progression of franchises. Based on this my estimate
before going into Just Cause 3 was that it would not grasp the vital
essence of Just Cause 2 and that it would therefore be the game that
would end the franchise after JC2’s peak in the series. Partly I
had that expectation because of the fact that the protagonist, Rico
Rodriguez, seemed to have changed from a carefree rampager to an old
guy with a beard and usually, when the main character grows old and
no longer enjoys being in a game that is a good sign that it’s
spark is fading.
The years have been rather kind considering his job.
However, in this case I stand corrected. After 45
hours of violence and fire I can safely say that Righteous Goal 3 has
actually improved on its predecessor which is a rare sight in a world
where publishers usually regard sequelizing as an opportunity to make
a quick penny rather than a good way to take a franchise to the next
level.
Just
Cause 3’s high overall quality doesn’t mean that my suspicion was
entirely unjust. The game’s opening scene, where you are dumped in
the Mediterranean island of Medici, shows it’s most important flaw
right away as JC3 aims to have a story that is more than the trusted
formula of ‘You need to kill dictator X to liberate country Y’.
If the intro is to be believed, Rico Rodriguez has some personal
interest in liberating oppressed island nation number 176167 where
the game takes place because of that he was raised there. To make
this halfway credible, they removed his trademark Hispanic identity
from the previous games and quite blatantly replaced it with a more
southern European accent and appearance and make him occasionally
blurt out a word from some vague mix of Spanish, Italian and
Portuguese which to non-Europeans might as well be Klingon.
Its a good job we have all these guns since melee is non existent unlike most self respecting Klingons.
Medici
being his home was never mentioned before and, come to think of it,
the first two games tell us nothing about Rico at all, besides
heavily suggesting a certain southern-American vibe. So besides the
annoying Hispanic-to- Mediterranean retcon no one is going to care
about Rico’s origins if we have never heard about them. That’s
for the same reason why we would not be able to feel invested if a
theoretical Half Life 3 wanted us to care about Gordon Freeman’s
quest to steal Barney’s desk lamp because of that it bears such a
similarity to the one he used to have.
Besides Rico’s
past there’s the issue with characters, which is another thing the
game really wants while it really doesn’t do it any good, like a
small child in a chocolate crystal meth store. In many cutscenes and
dialogues a handful of characters are introduced and given quirks and
backstories but aside from Rico’s close friend Mario, they all are
as engaging as watching the women-only beard growing competition. The
story in it’s entirety is quite a dissonant since the bad guy is
depicted to be such a gritty murderous villain and the game even
flirts with a bit of moral ambiguity in the story. That would fit a
game like Spec Ops: The line, but it doesn’t fit a game that keeps
track of how far you managed to drag enemies across the motorway by
tying them to your monster truck.
Who are these people again?
Finally, the final little wart that
reminded me of the Just Cause 3 I had predicted is the social gaming
nonsense where the game constantly reminds you of complete strangers
who bested you in setting extremely arbitrary records. I doubt that
many people had a lot of motivation to beat these random records so
I’d appreciate it if the game would stop reminding me of it. All
of this would not be much of a problem if this was the extent of the
social gaming system, since all it really does is occasionally show a
little box with records in which you were beaten, but my main issue
with it is that this system requires that the game is constantly
online while you play, even though there are no other multiplayer
functions.
Consequently, if your internet dies the game tries to log
you in to the server EVERY TIME you open the map, go to the menu or
breathe too loudly and every time that takes about thirty
flow-breaking immersion-shattering seconds. On one occasion I tried
to quit the game in between these log-in attempts but the game retried
logging in mere seconds after the last failure so it took me multiple
minutes to be able to click the ‘quit game’ button! An option to
turn this off would have solved all problems, but is unfortunately as
absent as common sense was among the Australian officials that banned
Hotline Miami 2 in their country.
Now this is a drive by mechanic.
Just
Cause 3’s core gameplay can best be described as gunplay combined
with an extremely high movement speed as well as a copious use of vehicles. For the uninitiated, Rico uses a grappling hook that lets
him swing himself around the battlefield like he is Spiderman,
without having to wear a dumb spandex suit like he got lost on his
way to the ice rink. In combination with that he is able to use an
infinite number of parachutes which essentially makes him Rambo
without having a brain with fewer cells than a prison in
Liechtenstein. Rodriguez already had these two tools in Just Cause 2
and they were the defining factors that explained why that game was
fun while the first game in the franchise was a boring awkward mix of
GTA and Far Cry 1 that didn’t know what to do with itself.
Like the
good sequel that it is, Just Cause 3 does not strip anything away and
adds a wingsuit which lets you move at a higher speed than the
parachute and, like the chute, can be propelled by pulling yourself
forward with the hookshot. So now Rico can also be Batman without
needing to be more joyless than a graveyard in 1946 Hiroshima. All
this creates for an unprecedented degree of mobility as you zoom
around the islands as Rico ‘Spiderrambatman’ Rodriguez.
Are we advertising game mechanics or a holiday here?
Gameplay
is pretty much unchanged. You do a bunch of missions for the
atrociously written plot while destroying as many military bases and
state-owned pieces of property as you want. Since most story missions
are absolute shite I got most of my fun out of the sandbox
destruction rampage, which luckily is a lot less tedious now than it
was in Just Cause 2 since bases are more varied and have more props.
The downside is that destroying bases with helicopters is
ridiculously overpowered. Many minor bases can be wiped off of the
face of the Earth if you fire at them from outside of the relatively
small area around the base in which the enemies actually notice you
shooting. Maybe if they don’t see a helicopter actually firing
missiles at them the enemy soldiers will assume that it is simply the
work of god, against which there is no action possible, which would
explain why they don’t react to the rockets destroying the base
before their eyes.
This
is pretty exemplary of the fact that Just Cause 3 is still a way too
easy game. I know that playing as Rico Rodriguez makes it very hard
for the enemy to pose a real threat, unless the Medician army has an
inexhaustible supply of nuclear missiles, but at the very least the
game could make me want to avoid dying a little bit more. The way it
stands right now death does not undo anything you did up to that
point, except if you were in a mission, and enemy vechiles that are
meant to make your work a lot harder feel more like power ups since
hijacking them is extremely easy and doesn’t even require a
quicktime event like last time around. I have the feeling that there
is a severe lack of tension at times, as if I’m walking a slack
rope one meter over a net. The game could be a lot more interesting
if I really didn’t want to die. Then, if enemy AA guns started
firing on my helicopter I might clench my buttcheeks like I’m
trying to crack a walnut but as it stands I hardly feel like putting
in the effort to avoid enemy fire and if that’s the case, you
really need to make your game less toothless. For the record, I was
playing on the highest difficulty, which can only mean that playing
on ‘normal’ ties every enemy’s hands behinds his back and
straps a BFG 9000 to your every extremity.
Wait this was supposed to be a threat?
Like
in Just Cause 2 there are a few loose challenge missions, such as
races or shooting gallery challenges. Last time around those were
about fun and useful as the ability to equip your assault rifle with fuzzy dice and
apparently Avalanche noticed that because now you need to do an
excruciating amount of those to unlock roughly half the game’s
mechanics. It could be that I’m mad, but when I see a sprawling
land before me filled with fun and destruction, my first instinct is
not to grind the 313 slightly different gun ranges. I understand that
they wanted these challenges to actually have a point in the larger
picture of the game.
The dilemma is a bit like that of a man with a
third, non-functional arm. Do you remove it so you can live your life
in a normal way unhindered by that lump of flesh, or do you just make
the most of it now that you have it any way and bolt some cupholders
into it’s flesh? Don’t get me wrong, I like it that those side
challenges are there, it’s some motivation for that group of
players that is 100%-mad and that will feel like they have shamed
their family if they didn’t do literally anything you can do, and
also it can be an amusing feature on it’s own. What I don’t like
is when the developer hides half the game behind it, forcing me to do
the stupid challenges first before I can do the actual game, where
all the effort went into, properly.
We know what you get up to Hax Monster when you don't have challenges to do, you make your own.
One
little peculiarity that stood out for me was the game world. Since
Just Cause 3 is a game more highly paced than a race horse on the
roof of a bullet train you would think that it shares the Call of
Duty problem in that the entire game world, level design and the
amount of attention for detail all turn out to have been neglected in
favour of more explosions and swear words. A real mark of quality is
a game world, that holds up if you were to take a calm hike around it
and luckily Just Cause 3 has a world that does hold up if you aren’t
breaking the speed limit for once. All of the game world is richly
detailed; grass waves in the wind, butterflies frolic about and the
forest floor has multiple layers of foliage and not just one texture,
which you would see in GTA V.
Actually I wouldn't mind if this was a holiday simulator, this place looks amazing.
The funny thing is that this level of
detail is present everywhere, even in the cores of the game’s large
forests where you will never come for missions or collectibles. I
love how this shows the developers dedication to making a real and
beautiful world that is not just an empty shell that has been
strategically improved in the areas around the missions. Because of
this, even though you can spiderrambatman your way around the map
like your shoes are on fire you don’t have
to do so. If you feel like it you can take a calm drive around the
countryside and just take in the view while enjoying some wine and
olives, an experience which is also helped by the fact that cars now
no longer drive like the steering wheel will turn 180 degrees if a
fly lands on one side.
Spiderrambatmaning through the wood is pretty nice too.
Generally
speaking the game is fairly well finished, with it’s 45 hour
length, great graphics and good optimisation as well as the detailed
world. One downside are the bugs and glitches. Some cars always
spawned with their right half inside a wall, there was more clipping
than at the paperclip and rifle magazine factory and the game never
ever would shut down properly and needed ten seconds of stuttering
before the program would close and I could see my overpopulated
desktop again. On about three occasions the game quit itself
completely out of nowhere. but with the almost neurotic level of
auto-saving that never affected my progress.
What was more bothering
was that those three fatal bugs made me nervous whenever the game got
stuck for a few seconds and the image froze and that happens quite a
bit. Since the game is already three months old at the time of
writing I wouldn’t expect this to be patched anymore. In spite of
that all that, Just Cause 3 remains an excellent game. It might even
be the best thing I played yet that was launched in 2015 and I would
love to come to Avalanche’s offices and congratulate them, also
because then I could take a look at their arm-mounted cupholders
collection.
Just to follow up the remaining feed back from 64 Ounce Games survey, part 1 can be found here.
This update comes from Benvin Sane
How long have you role played?
About 10 years.
What are your favourite systems?
D&D 3.5 and Pathfinder, which I currently play.
Do you have some preferred classes or archetypes?
Usually fighter rogue.
Actually, I never thought about it before...but my current tiefling rogue has the most amazing eyesight ever. heh!
Truly a fantasy game.
What frustrates you the most about being a blind role player?
I was completely blind a few years ago, due to diabetes
complications. I was fortunate enough to go through a lot of laser
treatment and then finally double Vitrectomies and a lot of my vision
was restored.
I couldn't stand being away for gaming for too long, so I started up
with a new group before my eyes had healed from the surgery.
I couldn't read my character sheet...typical paper one. So I attempted
an ipad app, but it didn't let me enlarge the text enough to be able to
see it. Essentially I had to rely on my new boyfriend to read me all my
stats and help me.
I downloaded PDFs of all the rulebooks and was able to enlarge them to
read on my iPad.
Dice....well, I would roll and everyone else would have to tell me what
turned up.
My vision has come back enough that with a jumbo set of dice, that have
good coloring, I can see them most of the time. Little dice are still a
no go unless the contrast is just right and I'm having a 'good eye day'
My (still paper) character sheet proves difficult a great deal of the
time. Especially if the lights are low in the house. I have special
reading glasses that help, but are a pain to take on and off for
everything.
When we use minis, I can't see from my seat at the table, so for any
movements, I have to get up and go right over to where they are so that I
can see.
What has worked well for you?
Jumbo dice and friends.
Are certain digital files better than others?
Pdfs for rulebooks on a device that you can enlarge it.
If you had one thing that you wish that people understood about being a blind role player what is it?
That blind and VI players put more Roleplay, into role playing games.
I have been told that the chance of me becoming fully, permanently
blind, is very high, so I am actually going to be proactive and start
learning braille and figuring out ways to function if this does happen.
Knowing there are companies like yours that are working towards making
life better for blind gamers, brings me a great relief.
The final survey is by Aser Tolentino.
How long have you Roleplayed?
I've been gaming for almost two years now.
What are your favourite systems?
I
started out with Fiasco and Call of Cthulhu but have tried a bit of
everything since. I like F20 games like D&D or Pathfinder well
enough, but prefer more investigative or narrative-based games like
Trail of Cthulhu, Deltra Green or indy games like Final Girl, Mars
Colony, or Fiasco. I currently GM campaigns of Firefly, Night's Black
Agents, and The Strange as well as one shots in a few other systems.
What classes or archetypes do you usually play?
My
default characters are of the martial archetype: though I'm a talkative
player, I don't usually go for talky characters, and I'm only slowly
getting into playing magic users. I feel most comfortable though in the
GM's seat.
What is frustrating to you as a blind role player?
The
most frustrating experience I have as a blind gamer is accessing player
resources that are laid out in such a way as to defy easy processing by
OCR or screen reading software. Often, content creators will cram
information into a table, chart, or other reference that might make
sense at a glance but comes across as gibberish when read aloud line by
line by a computer. Character sheets are usually best discarded without a
second thought in favor of plain text transcriptions or written from
scratch in notepad.
For the most part though, I have had a fair amount
of success using Kurzweil 1000 on the PDFs that are the current industry
standard. I love companies like Pelgrane and Bully Pulpit that provide
alternative ebook formats like epub, which are far easier to navigate
using software like Kurzweil. Another favorite tactic is using
VoiceDream Reader on the iPhone for the initial reading of a new game
book. I started out using iPhone-based dice rollers but found jsdice.com to be a far more responsive option. And of course, there are now more and more braille dice for me to try.
What companies have struck you as helpful or unhelpful as far as accessibility?
I
lament in principle the lack of accessibility of many D&D 5E
materials owing to their not being made available electronically by
Wizards of the Coast, and understand that limitations on Fantasy
Flight's license make an electronic version of Edge of the Empire and
other Star Wars games unattainable, though wish they could work
something out, but there are still a wealth of other games to try and
stories to tell.
I hope these experiences were interesting for you to read as much as they were for me, if you have similar experience I would love to hear about in the comments.
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While 64 Ounce Games kickstarter for braille dice and tabletop pieces has finished to a decent success and I've supported it and other braille dice kickstarters there is something that I'd still like to share on the topic.
64 Ounce Games sent out a survey asking for feedback from blind or similarly disadvantaged players regarding their experience I believe that they make quite and education read while they can be read on the kickstarter page I'm posting the results in a collection below for ease of reading.
The first one is about Carl. These are not the opinions of 64 Oz.
Games but are taken directly from a blind roleplayers.
How long have you role played?
I was born with a significant visual impairment but became
totally blind after a car accident as a very young child. I have role
played since the age of seven and am now in my early thirties.
Off the top of my head, the role playing games I have played are:
Pathfinder, Dungeons & Dragons (at least four editions), Warhammer
Fantasy Roleplay, The One Ring, Dark Heresy, Rogue Trader, Traveller,
Shadowrun, World Of Darkness (Vampire, Mage, Geist and the core game
across at least two editions), Traveller, Unknown Armies, The Strange,
Pendragon, Apocalypse World, D20 Star Wars, Star Wars Saga Edition, Star
Wars: Edge of the Empire, Iron Kingdoms, Call of Cthulhu, Fireborn and
316: Carnage Amongst the Stars.
I am also an avid tabletop gamer. The tabletop systems I have played
are: Warhammer Fantasy Battles, Warhammer 40,000, Mordheim, Necromunda,
Epic Armageddon, Warmaster, Lord of the Rings, Chain Reaction,
Dinomight, Warmachine, Hordes, Starship Troopers and Uncharted Seas.
As for board games, the more complicated ones I have played are: Arkham
Horror, Hero Quest, Warhammer Quest, Dragon Strike, Talisman, Escape
from Colditz, Settlers of Catan, Mice and Mystics, Zombies and Pandemic.
What are your favourite systems? Do you have some preferred classes or archetypes?
My favorite systems are Pathfinder where I am happy to experiment with
most classes and archetypes.
I really enjoy Shadowrun and usually play a rigger in that system. I do
lament how complicated it is though.
I play a lot of World of Darkness (both “old” and “new” versions, but
not the new God Machine iteration). I love the flexibility and variety
of modern horror themes that you can invoke. I prefer playing Toreador
or Gangrel vampires or just a plain old human trying to survive against
all the odds.
I think the background that has possibly captivated me the most is the
Cthulhu Mythos so I take any opportunity I can to play Call of Cthulhu. I
tend to play kind of pulp heroes based on Lord John Roxton (from Arthur
Conan Doyle’s The Lost World), Alan Quatermaine (from the series of H.
Ryder Haggard books), or a kind of Indiana Jones.
What frustrates you the most about being a blind role player?
It used to be accessing the rules but PDF rulebooks from game
developers themselves or sites like Drivethru RPG have probably been the
most exciting thing to happen for me in the last decade. Besides, I’ve
always been very good at remembering rules.
Over all, it’s the
dice. You can easily get D6s that are accessible, and there are dice
rolling computer programs out there now, but it’s just not the same.
Rolling a dice feels better. Rolling a dice sounds better. The reaction
from a table full of excited gamers when a particularly good or bad dice
roll appears in front of them is something you can’t describe.
Just
the braille D20 that I had from 64 Ounce Games as last year has been
one of my most treasured possessions. The opportunity to get a whole set
of polyhedral dice is just astounding. I honestly can say that it’s the
one thing I’ve known I wanted to find since I was a child. The
excitement is well worth the quarter of a century wait.
What has worked well for you?
As a child I had somebody read my character sheets to me so I
could braille them. This meant that they were hard to change, however,
and I had to either remember my changing hitpoints (or whatever) or have
someone else write them down. It also meant that somebody else had to
remind me of precisely what all my abilities did. The laptop has been
the greatest innovation for me so far. I can have an editable version of
my character sheet at my disposal and can make as many notes as I need
in a word processing document. The advent of PDF rulebooks and
accessible dice rolling programs (GMA Dice is by far the best that I’ve
found), has made my laptop even more indispensable.
Are certain digital files better than others?
I buy all of my rulebooks, source material and supplements as
PDFs. This is a great system that can be easily transferred across
platforms and isn’t too bad to work with using screen readers. I do tend
to save text versions of rulebooks for use while playing games,
however, since I find these easier to navigate quickly with my screen
reader in Windows. In general though, as long as the file is saved so
that the content is text and not pictures, it has tended to work pretty
well for me.
I was lucky enough to get a braille copy of the Advanced Dungeons &
Dragons Player’s Handbook but it is absolutely huge and not practical to
take with you when gaming at other people’s houses. I also got copies
of a few army codexes brailled for my Warhammer 40,000 factions but
Games Workshop update these every few years so they quickly become
obsolete.
What companies have made an extra effort for accessibility?
Which companies have been horror stories so far and we need to help be
more inclusive?
Paizo have been a really good company as, not only is all the
Pathfinder source material available in accessible electronic form, but
there is also a free-to-use on-line wiki of all the rules.
Also, Fantasy Flight Games have been particularly excellent. They even
publish PDFs of some of their board games so I was able to access and
learn the Arkham Horror rules for myself (particularly useful when I
won’t shut up about Cthulhu and it’s such a complicated game).
Privateer Press were unintentionally helpful when they published preview
PDF versions of the faction stat cards for Warmachine and Hordes. These
previews were straightforward text copies. Unfortunately, the
republished versions are pictures and so not as accessible. Similarly,
their free app with the army cards isn’t accessible either.
The stand-out company which has been the worst for me is Games Workshop.
I’ve asked in-store and by telephoning their main office several times
over the last 15 years or so if there’s anything they can do for
accessibility. The answer has been universally that the risk of illegal
copying is too great. In all fairness to staff in local stores, they’ve
been very helpful to me by letting me touch the larger models I’ve
wanted to purchase. I also highly praise the range of audio books and
dramas they’re producing now in conjunction with Heavy Entertainment.
They really are resistant to accessibility though and that’s not done
anything to encourage me to maintain my passion for their games.
If you had one thing that you wish that people understood about being a blind role player what is it?
The one thing I wish people would understand about being a blind
role player is that there is no difference. In a role playing group,
you all sit around the same table with the same page of numbers in front
of you. Nowadays, lots of role players have tablets and laptops with
them so even the fact that you’re using technology to assist you isn’t
any different. All the action in a role playing game takes place in your
imagination and I think I have one of the best imaginations of pretty
much any of the role players I know well. It’s a way to hang out with
friends and enjoy a hobby you all love without needing special help,
equipment or asking if someone’s insurance will let you do it. You don’t
need to ask “what’s happening now?” as you might if watching a film
with friends where there’s no audio description. You all describe your
actions as a matter of course. The story is narrated without you having
to wait years for the audio book to become available. It’s arguably one
of the most accessible participation activities there is.
I hope this is helpful. If you have any further questions about any of
the points I’ve made, please get in touch.
Regards,
Carl Portman
The second reply is from a chap called Zach:
How long have you role played?
I’ve been roleplaying off and on for at least ten years, though not always regularly.
What are your favorite systems? Do you have some preferred classes or archetypes?
Preferred
systems depend a lot on genre: Traveller for sci-fi, GURPS for admiring
from afar. :) I’m always a fan of some Call of Cthulhu or Fate. Mood
will dictate which I play. Archetype-wise, I don’t care for classes, but
I’ve been playing lots of scholarly types lately for some reason.
What frustrates you the most about being a blind role player?
Access
to old or out of print material is annoying. I’ve been interested in
the origins of the hobby for a while, and found getting digital copies
difficult. Similarly, sometimes modern rulebooks are laid out in
confusing fashion, and there’s little I can do except email the
publisher or even the author.
What has worked well for you?
Dice roller programs. :)
More seriously, DriveThruRPG is generally very good, and I find I need a
computer, or at least a Braille notetaker, to keep character sheets. I
usually have to produce my own, as the official sheets are usually
weirdly formatted.
Are certain digital files better than others?
Almost
anything is better than PDF. :) Tagged PDF is generally okay. I’d love
Word or ePub or HTML versions of games, but those are uncommon. For a
long time I had the 2nd edition of Advanced Dungeons and Dragons in RTF
format, and that was awesome. I wish Wizards of the Coast still offered
it.
What companies have made an extra effort for accessibility?
Which companies have been horror stories so far and we need to help be
more inclusive?
Mongoose Publishing has generally been great
lately, especially with the latest version of Traveller. Any company
which tags their PDF for accessibility wins in my book. Onyx Path and
Mongoose have both done this, though I don’t know how much was
automated. The only real horror story is Wizards of the Coast, who still
haven’t released 5th edition D&D in a format i can read, as far as
I‘m aware. No, the basics PDF doesn’t count.
If you had one thing that you wish that people understood about being a blind role player what is it?
I
wish more people understood we were out there and were educated on how
to make books accessible. It’s honestly not that hard, especially
lately. I wish Braille dice were available in gaming stores. Otherwise,
honestly, RPGs are one of my favourite hobbies, and I can think of little
that needs actual improvement per se.
Part 2 will be posted on the 10th of this month and a quick link added here.
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As I've gotten older and a little wiser I rarely make impulse purchases any more in regards to video games, but Steam Sales are a powerful incentive and so I took a gamble and this is how I came to own Loot Hero DX.
Loot Hero DX is one of a pair of games released by VaragtP that were previously available on smart phone and tablet and have been upgraded for the PC market, now credit where credit is due these games while basic are better than their original counter parts but remain seated in the casual games category with minimum depth. Arguably this doesn't automatically make them poor games and Loot Hero DX certainly has wonderful sprite work and music but overall there is a sense of lost opportunity as its gameplay resembles a clicker game more than the casual action RPG it claims to be.
Unfortunately due to its nature Loot Hero DX is actually difficult to describe in length so with some help and advice from Hax Monster I've created a combination of review and lets play for your viewing pleasure:
For those who can't view the video the basic summary is this:
You begin as a knight who moves very slowly and all the game play amounts to is walking left or right bumping into enemies until either you or enemies die. When enemies are defeated they drop gold which can be spent on upgrades to Attack, Defence, Critical hit Chance or Speed however only attack or defence are of any use, you also gain experience points which will eventually level your character which gives pitiful bonuses to these stats in comparison to the bought upgrades.
The enemies do nothing to stop your progress other than act as a blockade and you can stand next to them without fear of been attacked or been pushed back, they also almost immediately respawn once you pass an area so you can grind back and forth through the same line without having to progress in the level.
While there is minor story elements at the beginning the ending is little more that "A winner is you" before shunting you back to the menu and increasing the level of all the monsters and levels.
You do gain a single miner each time who earns you gold while your not playing but because of the small gold cap you soon can earn the maximum amount of gold in seconds at the higher levels.
As I say repeatedly during the review I love the artwork and this could of been made into a nifty little rogue light or platform RPG but if you need something to kill ten minutes Loot Hero DX is ideal but its not much use for anything else.
I hope you enjoyed the video I will try to work on the quality for future videos as I did notice the sound was a little loud in this one but I welcome any feedback and suggestions.
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