Friday, September 7, 2007

Call for Heroes Pompolic Wars

Publisher: Strategy First
Developer: Quotix Software
Genre: Role-Playing
Release Date: Jun 26, 2007
ESRB: TEEN
ESRB Descriptors: Blood, Fantasy Violence
Number of Players: 1 Player
DirectX Version: v9.0c

As the back of the Call for Heroes: Pompolic Wars box proclaims, "It is the darkest of times." Well, that's certainly true enough for anyone who installs and plays the game within. This action RPG from Quotix Software hits new lows in mind-numbing combat and ridiculously confusing level design.

Judging by the credits at the back of the manual, just two people made this one, and boy does it ever show. The twosome worked off a simple template of making a 3D copy of Diablo, but didn't include any of the depth or catchiness of that classic dungeon crawl. The single-player story (there is no multiplayer) about battling the monstrous hordes of a demon named Pompolic is told solely on the first page of the manual. There are no cutscenes, dialogue sequences, or anything else to tell a tale in the game itself. RPG elements are also MIA. Instead of rolling up characters, you make a one-or-the-other choice between a male warrior and a female amazon, and then bestow a name and a special ability (from a whopping list of three choices per class) upon the hero that you select. And with that, it's off to explore a succession of 15 generic fantasy castles and dungeons.

And you really do have to do some exploring. Unlike in most hack-and-slash dungeoneering games, levels in Call for Heroes aren't strictly linear. Instead of just cutting down skeletons and goblins from Point A to Point B, you instead must delve into every nook and cranny of each level to discover all of the dark soul artifacts and open up a portal to the next level before a timer ticks down to zero. Initially, this is refreshing. Far too many action RPG dungeon crawls are so slavishly devoted to linear level design that they play themselves, so finally getting an alternative could have been a very good thing.

Unfortunately, though, the alternative here is an absolute mess. There is no rhyme or reason to the level design at all, and there is no mini-map tracking your expedition, so you feel like a rat running around in a maze. Levels are also totally isolated from one another, giving you the impression that you're fighting through disconnected battle arenas, not making your way through any sort of story or campaign. Each level seems to have only a half-dozen or so noteworthy architectural elements, too, which leaves you adrift with no distinctive landmarks to indicate where you are at any given moment. Monsters also typically spawn in when you grab a power-up like a health potion or a dark soul, too, leaving you without a sense of place when it comes to specific fights. Welcome to a hack-and-slash treadmill.

Making matters even worse is the incessant, stupidly difficult combat. Packs of monsters constantly swarm you, forcing a lot of scrambly fighting and fleeing that further screws up your sense of direction. From the second level on, the number of creatures on your tail is so insane that you mostly just scurry away from them and hope that you happen to pass the dark souls before you get killed. All of this fighting does at least lend the game a certain white-knuckle intensity. It seems like you're forever stuck with your hit points in single digits, leaving you constantly afraid that a random swipe from some goon is going to send you on a dirt nap. Also, you have to restart levels from scratch when killed, which adds even more pressure to the hacking and slashing unless you've lucked out and found one of the rare respawn icons.

Still, everything goes on too long and is far too repetitive to be the least bit enjoyable. Each Call for Heroes level takes a good half-hour to finish, and you spend every second of that time either fleeing without any idea where you're going or click-click-clicking on the bad guys. There isn't any excitement in this monster mash, as you're whaling away on just a handful of types of beastie in each level. Creatures in the game nicely blend "kill-myself-if-I-have-to-kill-another" fantasy archetypes like skeletons and zombies with bizarro beasts like fireball-spewing floating orbs (the spitting image of Doom's cacodemon) and spindly-armed ET look-alikes, but there just aren't enough different monsters to prevent your brain from locking up with tedium. You'll wallop forty or fifty spiders in one level, then a few dozen one-armed zombies in the next, then a veritable Shriners convention of Doom balls in the next, and so on.

Variety isn't a part of your arsenal, either. Although you accumulate different weapons and armor along the way, there isn't that much of it. You generally pick up one good new weapon per level, for instance. Battles can be livened up by activating special class abilities that are picked when you level up, or by collecting coins that let you activate god mode for a limited period of time, but you don't need any of that fancy stuff; most of the time you'll be happy (well, "happy" is a relative term) to just click-kill your way through monsters.

Minimum System Requirements
System: Intel Pentium IV 1.6 GHz or equivalent
RAM: 512 MB
Video Memory: 64 MB
Hard Drive Space: 1300 MB

Recommended System Requirements
System: Pentium IV 3.2 GHz or equivalent
RAM: 1024 MB
Video Memory: 128 MB

Screen Shots

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