

Rather than automatically award your hero new attributes and stats however, the player can pause the game and modify the character in whatever method they see fit. Whenever a character fills their experience meter, they're upgraded to the next level. Everything about Dungeons & Dragons: Heroes is designed with the console owner in mind, with little to no need for pausing the action at any time.

Health, experience points (another method to cut down on trips to the pause menu), key count, number of potions, and mystical will are all contained within a brilliantly designed graph along with an on-screen map that can be turned on and off with the flick of the button. The remainder of the game's navigation system seems to be pretty slick too, with a smaller than usual HUD in the upper left-hand corner of the screen that has every bit of information that you could need. A clever idea for sure, this method is an effective way to avoid popping into start menus to switch your magic in the middle of the fight, and it gives the game a distinct feeling of constant movement you wouldn't otherwise expect.
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Once the selection has been made, let go of the right trigger and the action resumes again in full speed. This is an intentional move, as it allows the player to then select in real time the purpose of each of the four buttons. At any time during a battle, holding the R-Trigger in conjunction with the right stick slows the action down with the appearance of a pop-up menu. Oh and if you're curious, the Left trigger blocks (got to have one of those in there!) Now if you've been paying attention, I'm sure you've noticed that we mentioned the ability to "map" your keys (though, they're not mapped in the way that you'd think). Should you want to stab a hobgoblin or drink an invincibility potion, these buttons are the way to go. The bottom two buttons (X & O on the PS2, A & B on Cube) are action and item inputs and are definitely geared for combat. Healing chants, fireballs, or similar moves are used on these top two buttons, and are the targets you'll be pressing most often when trying to clear out a room with a single shot or save your buddies from slow, poison death. The top two keys serve as power moves (Square & Triangle on PS2, X & Y on Xbox) that can map various spells and missile attacks. Basic in every sense of the word, the controller's face buttons allow for quick input in the heat of a battle. One of the strides the team has taken to reach that goal is to implement an extremely easy interface. With the strides that Brathwaite and her team have made so far, though, they're quickly approaching their goal. From the moment it was conceived to its latest stage of development, the game has been tooled and programmed for one thing and one thing only - to successfully bring the Dungeons & Dragons experience to consoles. From there, the storyline is said to have nowhere to go but up with plenty of plot twists, character development, and other such tidbits that are sure to make the typical RPG fans happy.Īnd let's face it making the typical die-hard fan happy is what D&D Heroes is all about. Resurrected too in order to combat the horrible warrior-demon, the four heroes are brought back to life and sent on a mission to stop the evil once again (and hopefully for the last time). The people have a secret weapon of their own, however, - the fallen heroes. Of course, things don't go as planned and Kaden begins his second reign of destruction without any hesitation. 150 years later in "present day", we shift to a power-hungry cleric who's broken into Kaden's crypt to resurrect him in order to control his mighty power. After the brilliant intro and plenty of spilled blood, it is revealed that Kaden has fallen, but not before taking the four heroes with him into Hades. Beginning in the Kingdom of Baele 150 years in the past, the adventure opens with a stunning CGI cinema illustrating the battle between the four legendary heroes and the dark lord Kaden. Treated as a stand-alone module, Heroes' plotline is just as important to Infogrames as the gameplay is. To begin with, the storyline is something straight out of the latest D&D accessory kit. Dig a little deeper, however, and you'll find that the team behind Heroes has something much bigger in mind. Sharing four-player compatibility, mystical settings and locations, and plenty of secrets and treasure chests, the two games are quite similar to be sure. Based on the Third Edition rules of Dungeons & Dragons, Heroes is reminiscent in many ways of the Midway hack and slasher, Gauntlet.
