Alexander: The Heroes Hour
Sam camps it up Imperial-style, but is he homosexual?
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Inventory control is also competently handled. You only have control over the heroes' equipment and while space is initially limited Megacles can upgrade his backpack as he gains levels. I found myself hoarding skill points as I went through the game, not sure which abilities to plump for. There are very few duff skills so there's a real choice to be made. Each hero has their own set of skills with no duplication, so wise choices and sensible combined arms are the order of the day. Some of the skills, such as Bilikidi's multiple arrow shot and Mercales Herculean Charge are great fun. Losing off the right combination of skills can bring about a satisfyingly rapid demise for large groups of baddies, but the player must make sure not to rush off in overconfidence as the game can spank you for such arrogant behaviour. Rarely did things descend into a 'lasso and rush in' style of play, which was very refreshing for this jaded gamer to witness. If you do lose a hero or two it gets really tense as you must keep at least one hero alive until the enemy has been vanquished. Manage this and the fallen comrades will rise from the dead, albeit with no health and minus any accumulated experience. This works really well and balances risk with reward. The combat also managed to retain a good sense of pace as the pause option is not a constantly essential tool.
There are a number of secondary objectives for each mission and the game rewards thorough map exploration with extra booty and shrines. The shrines offer experience and weapons skills, if you can beat the two types of mini game that the shrines can challenge you with. One is a form of butterflies and the other is akin to the clicking shot method of older golf games. These are a mildly diverting amusements and while even more game types would be welcome I appreciated the thought of having something completely different to do every once in a while. I was impressed with the inclusion of mounts; hopping on a horse and charging the luckless foot soldiers down is quite enjoyable. One of the heroes, Ekhedem, even learns how to dismount enemy riders.
A big problem with Alexander is its total lack of replayability. Only a committed fanatic would want to wade through the campaign a second time, so the developers decision to completely omit any multiplayer whatsoever condemns the title to a short life. In an attempt to improve its fate the designers have inserted an Arena mode which allows players to take their heroes off to a tiny map to try and overcome determined waves of enemy units. The successful defeat of each wave gifts the player with an experience scroll, which can be used to top up the levels of their heroes for the main game. The unremitting simplicity of the Arena level does however consign it to little more than a training ground and will do little to extend the game's appeal.
It is the shortness of reach that this game has which will be its biggest foe. Without an official license, (maybe more of a blessing if reports on the quality of the film are borne out) or nay media attention whatsoever this very tidy and lovingly crafted title has an un-envious destiny. It's a real shame that Alexander: The Heroes Hour is almost certain to be a flop as the developers have shown an awful lot of promise in crafting this game, promise which could bear even tastier fruits if they were able to develop their ideas in a sequel. If you like this fairly recent blended genre of the action role playing strategy game then you will be very well served by Alexander. Its low price point (£19.99) returns it to the good value bracket even when taking the total lack of multiplayer into account. The ten missions are suitably varied and lengthy and the rough edges on some parts of the game are overcome by the amount of care and attention that has been invested in the rest of the title and the amount of addictive entertainment that this inauspicious game has to offer.
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