Half Minute Hero Super Mega Neo Climax Ultimate Boy (3 DVD)
The moment you start playing Half-Minute Hero: Super Mega
Neo Climax, you're presented with a situation in which you have only 30
seconds to save the world. This is a predicament that you find yourself
in at the start of every level, so it goes without saying that this is a
game that's rarely played at anything but a frantic pace. At a glance,
Half-Minute Hero might easily be mistaken for a traditional role-playing
game, but features like side quests, random battles, and party
management are all boiled down to their bare essentials; thus, the
resulting experience is almost unrecognizable. It's also a lot of fun,
and because there are multiple ways to complete every bite-sized quest,
as well as leaderboards that compare fastest times, there's plenty of
replay value.
Despite the fact that each quest starts with only 30 seconds on the
clock, most take longer than that to finish successfully. Your hero
works closely with an amusingly materialistic Time Goddess who, when you
pray to one of her statues and make a cash donation, has the power to
reset the timer. The size of the required donation increases every time
you pray, so you certainly can't afford to take it easy as you navigate
the world map. But provided you're collecting plenty of currency from
slain enemies, you can at least take some time to level up (typically
you gain at least one level after every fight) and to acquire better
gear before confronting the boss. A different boss awaits you at the end
of every quest, and they all have one thing in common: They've either
deliberately or unwittingly cast the same world-ending-in-30-seconds
spell after coming into contact with the game's truly evil antagonist.
Boss locations are pointed out to you as each quest
gets underway, but heading straight to them is never a good idea because
if you lose the fight (or indeed any fight), you're returned to the
start point with minimal health. Rather, your first move should be to
make your way to a nearby town where local folks can not only impart
knowledge of the area and its dangers, but also sell you weapons, armor,
and life-restoring food and herbs. Time stops when you're in towns, but
you rarely need to hang around them for long because all of the useful
stores, quest givers, Time Goddess statues, and such are simply arranged
in a straight line, with no filler in between. That might sound dull,
but it's very much in keeping with how Half-Minute Hero treats all RPG
tropes; these towns serve much the same purpose as those in more
traditional RPGs but in a streamlined fashion. Often while in towns,
you're offered optional side quests that, while time consuming, are well
worth undertaking because of the rewards they offer. If you take 15
seconds out of your busy schedule to kill a sea monster that's
terrorizing fishermen, you might earn yourself a powerful spear, for
example.
Every decision that you make in Half-Minute Hero ends up being based
on time, and you might be surprised by how much you can accomplish in
just a few seconds. Four or five seconds can be enough time for you to
poke your head out of a town, randomly encounter monsters, watch your
battle with them play out, and then return to town having collected
enough money to pray to the Time Goddess statue. And while running
rather than walking between locations might sound like an obvious way to
save time, doing so expends health, so even basic movement is something
of a balancing act. Unless you're replaying a quest specifically to
find its alternate ending or to collect any allies or equipment that you
missed, your goal is always to reach and defeat the boss as quickly as
possible. The faster your time and the lower your hero's level when the
boss is defeated, the higher your position on the leaderboards. Upon
finishing a quest, you have an opportunity not only to see how how your
time fares against those of your friends and other players, but also to
find out if you missed out on any gear, allies, or alternate endings.
Often, what you see here is reason enough to immediately replay the
quest you just finished, and when chasing a friend's time, you can see a
ghost of his hero with his time ticking down to zero as you play, which
adds an even greater sense of urgency.
If you prefer
a more direct form of competition, Super Hero Wars is a competitive
multiplayer mode that lets you go head-to-head with up to three other
heroes in 10 specially designed quests. Incredibly, multiplayer games
are even more frantic than solo games, not only because they're
essentially races to the finish, but also because weapon and armor
upgrades are only available in limited quantities. If another player
purchases a powerful sword in town, that sword is sold out when you show
up two seconds later, so you're stuck using an inferior weapon either
until you find another or the player who purchased it runs out of time
and it returns to the store. Even when you're clearly behind your
opponents, all is not lost; you can shadow other players and force your
cooperation upon them as they go up against enemies that are guarding
treasure chests and the like, and you can even attack each other.
Playing alongside other heroes is a blast and adds another layer of
strategy to the fast-paced proceedings. Although 10 quests might not
sound like a lot, they offer plenty of variety.
While your hero's level is reset to one at the beginning of each
quest, any weapons and armor that you collect are retained in solo play.
You're not permitted to replay quests using gear earned later in the
timeline--that would not only cause a paradox but also render the
leaderboards far less interesting until you had access to endgame
equipment--but finding and acquiring all of the equipment that's
available during quests is still one of the most compelling reasons to
replay them. Some weapons make it possible to kill enemies of a specific
type with a single blow, whereas others simply do more damage or have
higher critical hit ratings that can make winning battles in subsequent
quests a little bit quicker.
Any gear that you find or purchase during a quest is automatically
equipped, and there's no way for you to customize your armor or weapons
once a quest is underway. This does away with inventory management and
introduces an interesting element of strategy in situations where new
gear isn't obviously an upgrade. It's easy to avoid wasting money on a
shield made of glass when shopping in town, but picking up an inferior
weapon from a treasure chest might be unavoidable on your first attempt
and is something that you want to remember for subsequent plays. On
other occasions, you might find that equipment can benefit you in
different ways; wearing a heavy suit of armor protects you from damage
and makes it harder for enemies to knock you back in combat, but
swapping the armor out for an inflatable ring enables you to swim and
take shortcuts across the water to reach areas that are otherwise
inaccessible. Figuring out the most efficient routes through each quest
is really satisfying, but the action eventually gets repetitive even if
you avoid replaying quests and just progress through the story as
quickly as possible.
The main story-driven mode,
Hero 30, comprises 40-plus quests (including those on alternate paths,
you only need to finish 30 to beat the game) that all follow much the
same formula, so the repetition is inescapable. With that said, many
quests do at least one thing that separates them from the rest. Some
give you the option to procure a horse, a boat, or even a dragon, which
all afford different movement benefits; others feature characters who
can become powerful allies, not only for the duration of the quest in
which you meet them, but also later in your adventure. A couple of
quests force you to think of 30 seconds as an in-game day and only let
you complete certain objectives at morning, noon, or dusk. One that's
especially memorable sees a two-color retro visual style emanating from
the boss's castle and altering scenery in subtle game-changing ways as
it spreads.
Half-Minute Hero: Super Mega Neo Climax can be played in either of two
distinct art styles. The first, labeled Retro, looks identical to the
original Half-Minute Hero
PSP game, with pixelated environments and characters that, while
charming, sadly don't work as well on a big TV screen as on a handheld.
The second, NEO Cartoon Mode, is significantly easier on the eyes, but
its generic Flash-game look is almost completely devoid of personality.
Still, it's not difficult to pick one and stick with it, which is more
than can be said for the controls at times. Using a regular Xbox 360
controller, neither the D pad nor the analog stick feel precise enough
when you attempt to sprint in anything other than a straight line. The
former is ultimately the lesser of the two evils, but you might find
yourself alternating between the two regardless. In this regard, Super
Mega Neo Climax is inferior to the original Half-Minute Hero, which
controlled just fine on the PSP.
Super Mega Neo
Climax also offers a much less impressive array of unlockable bonus
modes than the 2009 game. Upon finishing Hero 30 mode, you can gain
access to, in order, Evil Lord 30, Princess 30, Knight 30, Hero 300, and
Hero 3 modes. On the PSP, Evil Lord 30 is a real-time strategy game of
sorts, Princess 30 is a shooter, and Knight 30 is an action game in
which you can issue simple commands to a sage that you're escorting.
These modes comprise 30 levels each, and while none of them are great,
they still add significant value and variety to the package. On the Xbox
360, however, these modes have not only been trimmed down to a single
level each, but all of them also play in much the same way as Hero 30.
So, in effect, you're unlocking three additional levels rather than
three additional games. The Hero 300 and Hero 3 modes have survived the
transition to the Xbox 360 intact, but again, they play in much the same
way as Hero 30. The former affords you 300 seconds to complete a
relatively lengthy quest with multiple bosses and strips you of your
ability to pray to the Time Goddess for extra time. The latter differs
only from Hero 30 quests in that the timer maxes out at three seconds.
All of these unlockables are fun for the short time that they take to
beat, but it's hard not to feel a little shortchanged when you consider
what they were two years ago.
One of Half-Minute Hero: Super Mega Neo Climax's greatest strengths is
that it feels both fresh and familiar. This is a role-playing game
minus most of the things that make a role-playing game, and that's not
necessarily an endorsement, but the resulting action game is unlike
anything else you've ever played. You can finish an entire quest,
complete with side quests, gear upgrades, and a boss fight in less than a
minute, but by the same token, you can get sucked in for hours as you
progress through the story and get competitive both online and on
leaderboards. Flying in the face of its title, Half-Minute Hero delivers
hours of entertaining gameplay for the reasonable sum of 800 Microsoft
points.