Hero Among Us (Review)
Source: Cashmoneys
Price: £7.19
Where To Get It: Steam
You’re just one hero. You can be as fast as you want, as strong as you want, as smart as you want, but, in the end, you’re fighting an uphill battle. And you can’t possibly save them all. But maybe, if you save enough… You’ll save the world.
Such is the premise of Hero Among Us, a race against time strategy game in which you, picking from a set of hero archetypes, must solve enough world problems, improve enough world infrastructure, that the world is nominally “peaceful.” Let the villains do too much, let them create enough problems, and you lose.
It’s pretty hectic stuff, as it’s pretty much about cooldown and crisis management. And it gets harder and harder as the game goes on, with more villains cropping up (either creating problems, or trying to stop you solving them) and more problems appearing as time goes on, each linked to a stat of yours. And you only heal the exhaustion you gain from solving these problems by resting somewhere you’ve made completely safe, especially your home base.
Oh look, your home base is very often under threat, as you’d expect from hero media. You’re not just battling hunger, or pollution, or epidemic crime rates… You’re not just battling colourful villains… No, you’re battling your own weariness in this nigh constant struggle.
UX wise, it’s pretty clear. More blue good, more red bad. Problems are similarly clearly highlighted, and villains (and sidekicks or drones, if you have them) are tokens. Skill trees fit the character in question, as much dealing with infrastructure additions as the improvement of your own stats, which dictate how fast you can solve problems, and how weary you get from fighting them, and…
Well, it’s a pretty good game, with a tight narrative all about fighting a tiring, endless battle against the woes. Damn near alone. The only big hero on the planet.
You’re all alone, hero. Comrades nowhere to be seen… I’ll enjoy this…