Sword of Hope (Game Boy) review"To me, it seems like Kemco focused too much of its attention on Sword of Hope's presentation and not enough in categories that actually matter. The end result is an RPG that serves as a mere skeleton for a great game." |
I found myself at a loss for words when I recently attempted to talk up Sword of Hope. I hadn't played the game in over a decade, and therefore couldn't recall anything noteworthy about it. I thought that if I replayed the game, then all of my fond memories would come rushing back and all would be right with the universe. However, it never occurred to me that the reason such memories slipped my mind was that they were never there in the first place.
Sword of Hope may be forgettable, but it does bear one standout feature: its uncommon presentation. Rather than visually ape Dragon Warrior, as many 8-bit RPGs did, Sword of Hope sports a first-person perspective similar to the one found in Shadowgate. Instead of a mess of bland, repetitive tiles and super-deformed sprites, the player is presented with a collection of small pictures populated by various stimuli to tinker with and investigate.
In most graphic adventures, monkeying with surrounding objects requires you to either type a command or click on the object in question. Since Game Boy didn't possess peripherals to facilitate either action, you're limited to selecting objects from a sub-menu in order to interact with them. Unfortunately, this limits the game's problem solving aspect. Puzzles in Sword of Hope are less about observation and experimentation than they are about choosing the right command at the right time.
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Freelance review by Joseph Shaffer (April 29, 2013)
Rumor has it that Joe is not actually a man, but a machine that likes video games, horror movies, and long walks on the beach. His/Its first contribution to HonestGamers was a review of Breath of Fire III. |
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