Heroes Rise -- Releasing Friday!

@RDT It says he has the ability to make people unable to lie in his presence… And again, there’s no apparent reason for him to kill MV. Also, it’s weird that she apparently dies instantly from a throat wound. It’s not like she had an aneurism, she either needs to bleed out, or drown, both of which would give the heroes time to react and try to save her.

I just want to kill people…er uh…criminals, not people!.

Yes Zed… We know. :stuck_out_tongue:

You know there are tons of video games that do that a lot plentifully and disgustingly than this genre really can. Although if you really have something wrong with you you might enjoy LoveSICK on chooseyourstory.com.

Played that, did not enjoy it at all…

Not nasty enough?

No! It was just sick…

I wish I read this thread before wasting $2.99 on the game. (-.-;:wink:

I don’t think it was a complete waste. The game suffers from poor writing when it comes to railroading, pacing, and exposition, but I found the concept and setting interesting enough to be worth my money, if only in the hopes of there being a better sequel.

I think this game could be good as part of a series if future installments were greatly improved, but as a standalone game it’s really lacking.

“Also, it’s weird that she apparently dies instantly from a throat wound.”

I don’t remember when in the game Mme. Vice dies, or which heroes are to hand. But if the ghost-knife severed a jugular (let alone both), she’d be dead pretty damn quickly. Do we know that anyone was nearby whose powers might have stopped that?

@Havenstone, all Heroes supposedly had healing power.

If memory serves, Black Magic can basically do pretty much whatever, and both you and they were standing right next to Madame Vice and only seem to look away for a second. Which is apparently enough time for her to bleed out completely.

That reminds me of another false choice that bugged me with this game. If you warn Madam Vice and allow her to escape you have the option to try to talk to her again when looking for info, but you always just end up meeting the same two cops before you can do anything no matter where you go. Then later on when you’re assaulting the Splice Syndicate base you get another chance to try to talk to her… which is also doesn’t change anything… :frowning:

It also feels a bit messed up the way you choose Black Magic’s appearance… Just make them look exactly like another person… and that’s all their is to their appearance… Although at least it lets you make them be a dead ringer for a bowl of tomato soup. :smiley:

Let’s just hope any sequel doesn’t force us to reconcile with Black Magic and come crawling hat in hand to Rebellion and his Millenial Group begging for a job as Jury’s sidekick or force us to suddenly trust the same government agency that couldn’t protect you in the past to be able to do just that in the sequel.

But, in all honesty, for my Hero the job Fry of Futurama always tries to escape from, being a delivery boy complete with ridiculous short pants uniform, would after the events of the first game feel like a big step upwards on the career ladder for my Hero at least.

@Ramindel
Completely agree with you Black Magic proves himself to be a big Jerk over the course of the game, yet we are still forced to play the lovesic idiot when around him/her.

Why does heroes rise need iOS on iPod? Now I can’t get it at all.

Just played the game

Loved it I don’t understand what you guys were complaining about sure i got an ending where my hopes and dreams were not crushed and I cant understand why some plot points were so confusing to you guys.

And about not all options you would have liked being available that was a major plot point that progedie was setting everything up and outside of that it exists in all of the games not just this one.

The problem was that prodigal was setting everything up. It’s completely implausible. She’s totally off her rocker. Yet somehow single handedly orchestrated your entire life without a single person realizing it, except maybe asshole mayor dude. Not only that but if you play with different choices you’ll see that nothing you do can ever make even a slight dent in her plans, even when it reasonably should, coincidence jumps in to intervene on her behalf. You’re always forced down a single path with only cosmetic variations. Prodigal’s superpower seems to be plot convenience.

Hope this game get an update with my choices

Warning: This may be spoiler material for some people…

I’ve played through Heroes Rise a few times to at least the part where you have to decide who lives and who dies between the reporter and the sidekick. And I find that the thing I despise the most about the game is that sometimes you really aren’t given a choice. All your choices made leading up to that point may have locked in your choice at this point. This is wrong on at least two levels, and with time and thought I can probably come up with more.

First of all, the main rule I’ve always played by in superheroes RPGs is that when you have to make a choice between saving a non-powered or a powered, you have to save the non-powered. Period. A powered has a chance to save himself/herself, or to at least survive the attack. A non-powered is completely vulnerable in a situation involving powereds. So in Heroes Rise, the only choice I would ever make, regardless of how much I wanted fame or justice, is to save the reporter. In fact, if I’m concerned about justice, I’d be even more compelled to save the non-powered reporter, but the game author didn’t see it that way. The game author apparently thinks that the only reason you’d want to save the reporter is if you’re concerned about how it affects your celebrity status.

Secondly, it’s at this point in the story that protagonists often see the error of their previous ways and consciously make a change in their behavior. It is this change in their behavior that helps both reflect and bring about a change in them as a person. It’s this type of change in the protagonist that readers crave and expect from a good story. So to deny the protagonist and the reader this life-altering moment is completely counter to the whole reason for telling a story to begin with. Stories are about people and how they can change, not about the events that happen to them.

The first time I played through the game, I somehow made all the right choices that allowed me to actually choose between the sidekick and the reporter. I guess I had been close enough to the middle of the road on the justice vs fame score that I was allowed to choose. I’ve replayed the game a few times and tried to make all the same choices, but I can’t for the life of me figure out what I’m not doing the same as before, because every time I get to that particular point in the story, I’m no longer allowed a choice. My actions to that point almost always force me to choose to save the sidekick, because I’ve shown little interest in fame, even though I’ve indicated that talking to the press on occasion is okay with me. When I come to the point of choosing who to save and I’m forced to save the sidekick, I restart the game, because I refuse to go any further down that path. I really want to play the game the same way that I did the first time, where I wasn’t overly concerned about fame, but I saved the reporter anyway. I can’t do it.

There was absolutely no reason for the game author to deny the reader the ability to choose one life over the other. None. The code is there that supports either choice, so on a decision that huge, why railroad the reader down one path? The author was apparently too wrapped up in exercising the villain’s plan to recognize the real story value of granting the hero and the reader a real choice in the matter.

If it were the case that the villain was going to choose the one to kill regardless of what you said, that would be different. When the villain acts on your decision, then you should be allowed to make that decision, no matter what your choices in the past.

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Well I think the short answer is because that’s the only way the game actually makes any of your previous choices so far have any effect. They could have had real consequences, but instead they just decided to give you less choices.

If memory serves Sonja was powered as well, wasn’t she? Admittedly it wasn’t a combat power, but I think she actually threw off the hero at one point by blinding him/her with her camera-flash eyes or something like that. Aside from that one small nitpick, I agree with everything @eposic has said.

@seryou, Sonja might have had some power in the mind of the author, and some readers such as yourself might have taken paths through the story that indicated to them that Sonja was powered, but the paths I have taken through the story did not give me the feeling that she was powered. Since my character can only base his actions on what he knows, his actions were based on the assumption that Sonja was not powered. The flashing from my character’s point of view could easily have been explained as the flash of a camera, especially since Sonja was a reporter. Unless every path through the story gives the reader a clear indication of everything important to the story, you can’t fault the reader for making choices based on whatever information the reader has.

Even when Sonja was on the roof, I didn’t take it that she had flown or teleported up there. Normal people can climb stairs.

It’s always possible I missed something, because I had it in my head for whatever reason that she was non-powered, and so could have easily overlooked some key sentence the first time through the game. I’ve not been reading everything as closely the second and subsequent times through, because a lot of material is repeated.

In any case, thanks for pointing out that detail, and agreeing with my other points. :slight_smile: