Play an RPG in 30 seconds – Half-Minute Hero comes to Steam

Half-Minute Hero, a remarkably clever and fun Japanese indie indie-esque (correction: its imaginative concept, general feel, and price tag are all incredibly indie-ish, but I don’t think it meets the technical definition)  game, has now landed on Steam!

 

I played the original Half-Minute Hero on the PSP last year; its conceit is that each level is an entire 8-bit RPG, boiled down to fit a 30-second time limit! In that time, you have to grind, buy better gear, recruit NPC allies, and leave enough time to make it to (and beat!) the boss. (In practice, you have a little longer than that, since you can buy increasingly expensive extensions from the Goddess of Time.)

 

The original game was a fast-paced, funny homage to the RPGs of yesteryear; I’m not familiar with what may have changed in the PC version apart from the title, which has expanded to Half Minute Hero: Super Mega Neo Climax Ultimate Boy. That moniker should give you a clue as to the game’s mood! However, if the gameplay has remained the same, the Steam version will be well worth $10 (and especially worth the current discounted price of $9).

 

Lastly, this promotional video is worth a watch:

 

First impressions: Demon’s Souls, Bastion, Half-Minute Hero

Here are some of the games I started recently in lieu of pressing on with The Witcher 2

 

Demon’s Souls (PS3) – The infamously difficult action-RPG. As at the end of the first level, it’s actually much less difficult than I was expecting – it’s certainly less  frustrating than the opening sections of God Hand or The Witcher 2. It helps that I’m using a walkthrough and playing as the easiest starting class, whose ranged magic attack can OHKO most of the first level’s enemies. This doesn’t mean it’s easy. My magic takes time to lock on and cast, which leaves me vulnerable to being swarmed in close quarters; if you let attacks get past your shield or fail to dodge, you can die in a few solid hits; and if that happens, there’s the loss of time from having to replay swathes of a stage*. The one boss fight that I did was actually really cool: I ran from cover to cover taking pot shots, realised my approach wasn’t working, then pulled my sword and CHARGED! – what a thrill that was.  The online aspects of the game are also nifty – you can see ghostly outlines of other players, which once alerted me to an ambush (the ghost ran past a corner, then raised its sword to attack a foe I hadn’t seen), and touching bloodstains will let you see others’ last moments. I’m not sure how much more time I can spare for this game, but the first few hours were worth it.

 

* You can unlock shortcuts that allow you to bypass chunks of a level if you have to restart; however, there will still be some need to clear out respawned foes.

 

Bastion (PC) – Indie isometric action-RPG. I estimate I’m around halfway through, and so far, I’d consider this good but unspectacular. The game’s world is imaginative, colourfully drawn and fleshed out by omnipresent narration. Each stage feels distinct, both from an art and a gameplay perspective – some will involve a fairly long Macguffin hunt, in some you’ll find your Macguffin early but then have to flee a gauntlet of foes, and others steadily ramp up to boss battles. The combat feels fluid, as you alternate use of your shield, your various weapons, and manoeuvre. The difficulty level feels right – the mandatory stages start out reasonably easy (you can up the difficulty if you choose – I haven’t done so) while the optional stages are geared towards players who want a challenge. Yet, and this is very subjective, nothing so far has stood out enough for to consider the game “great”. I’m probably going to reserve this for when I’m too tired to play more involved titles.

 

Half-Minute Hero (PSP) – Now this is a clever concept. The flagship gameplay mode, “Hero 30”, is an 8-bit RPG boiled down into 30-second stages – level up, shop for better gear, recruit NPC allies, and then head for the boss’s lair! In practice, you’ll need more time than that, which is where one of the game’s key mechanics, paying the Goddess of Time to reset the clock, comes into play. As such, the challenge in each stage revolves around finding the right balance (on the fly!) between grinding, tackling the stage-specific challenges, allocating money between the Goddess, equipment, or other NPCs, and leaving enough time to reach the boss. A few hours in, I like its fast pace, I like its sense of humour, and just as with Recettear and Frozen Synapse, I like its original premise, and I’m already looking forward to the sequel (coming to Europe in October).