I’m back with my first attempt at a review! I’ve decided to review in more of a paragraph style, though I may steal the other reviewers’ bullet point format if it seems better suited in the future.
My small disclaimer here is that I’m part of the group (majority?) of players who often onlyplays a game all the way through once, because my eyes tend to glaze over when reading a lot of the same text, so my reviews will usually reflect that perspective.
Fallen Hero: Rebirth
~385,000 words, by Malin Rydén
(Note: I’ll be referring to the main character with the pronoun “he” because that was the option I chose in my playthough, and “Cyrus” because that is the default name)
First Impressions: Although I avoided spoilery reviews coming into this game, I was aware that it was beloved in the CoG community. Even knowing how much people enjoyed it, I was surprised at how much fun my first playthrough actually was (I’ve found the other popular games I tried enjoyable, but not life-changing). While there was certainly a hefty dose of wish fulfillment here (Hello cool villain powers! It can be nice to be scary powerful), there were also moments where my character was forced to think and rethink whether the path they were going down was the right one. This is delightful for players like me who love to angst over a moral dilemma, and decide exactly how much of an antihero/villain they are willing to be.
The Negative:
While I loved the reflection and introspection encouraged by the game, occasionally it served to remind me that I didn’t know enough about the character’s past to introspect well. Because memories are revealed bit by bit, the player has to to react many times to situations and people that Cyrus would have crucial context about, but the player does not. This ends up being slightly immersion-breaking since it creates distance between the player and Cyrus. You find yourself thinking, “well, if the character acted this way to him in the past, I would choose x, but I’m not sure if they actually acted that way, in which case I should choose y…” All the while, you know that Cyrus would be aware of the entire backstory, and so because you are him, you should be able to make the decision with context.
It’s difficult to see what a good fix for that would be, though, especially when part of the appeal is watching the past unfold slowly. It’s extremely effective at building tension, and the little snippets you get are just enough to feel like you’re uneasily feeling your way through the past, blindfolded. It contributes to the bitter, haunted tone of the rest of the game.
That was largely the only negative, though I was baffled a few times when my Cyrus (who I was trying to play as cautious, lonely, and doing this more out of bitterness than pleasure) occasionally broke out in these inexplicable cocky grins after doing some villainous thing. I had the game on Steam so I wasn’t sure how to pop the code open to check if the smiles were a result of my choices. It was easy to brush off and continue playing, though, and it was mostly noticeable because of how well the game embodied my character the rest of the time. I probably wouldn’t have even noticed it in a more average game.
The Positive:
The negatives of the experience were miniscule compared to the positives. This game was one of, if not the best game I’ve played for character roleplay in some time. Part of this may be that the way I wanted to play Cyrus was aligned well with the options written for him (nerves fraying, anxious of other people but also terribly lonely, so repulsed by his past and himself that the only option he sees is grasping at control).
Without going into too many spoilers, the game REALLY rewarded this with some of the scenes that made the character confront who they were becoming, and who they wanted to be. It felt like the perfect blend of action and introspection.
As for the side characters and ROs, they were all memorable, sharply written, and delightful to interact with. They felt like real people, not the easy flirtation simulators than some games can feel like. I honestly ended up finding them (Ortega especially) much more intriguing as characters/friends than simply ROs, and while I never pursued the romance route with Ortega, I found myself deeply invested in scenes with them by the end. (Mortum was delightful too, and I did pursue a cautious romance with them, but I think the conflicting feelings and pushback with Ortega drew me in). It’s always a pleasure when non-romanced characters still play a major role and feel fully fleshed-out.
One of the most intriguing other “characters” was your second body, and I was delighted to find that that plot point wasn’t glossed over, but instead thrown into sharp relief as you contemplate how differently you feel about the body. Multiple times, embodying the character of Cyrus, I less switched to the other body out of necessity, and more because I was trying to distance myself from the deeds I had committed in my other skin. You could keenly feel the draw to be someone else for a little while.
Many games start fast and interesting and then slowly meander into slow mandatory interaction scenes with every NPC, or forget the fun parts of the game play (like one unfinished game that shall remain unnamed, where you start the game out with numerous monstrous abilities, but mostly have humanlike dialogue options in every scene after that, and few options that feel like you are a great monstrous entity). This game is the inverse! In each scene, you become more aware of your abilities, you get more powerful in a way that doesn’t just feel like stats going up, and you become more invested. The climax of this game made me feel like a middle-schooler reading books under the covers again, holding my breath at the big moments. At least for me, the immersion in this game just kept getting more and more vivid–at the same time that you’re feeling your powers go up, you’re also feeling Cyrus’s feelings of this is a carousel ride I can’t get off of. The push and pull make it so much more rewarding than if it was a simple fantasy.
And the descriptions! They were vivid, punchy, and didn’t overstay their welcome. The action scenes were a thrill to read, and details that you chose come back multiple times, which was lovely. Even the smaller snippets of worldbuilding were delightful (minor spoilers:) Like the famous “W”, or the fact that the rodent brains liked being thought of as a Rat King.
My prevailing feeling when I finished the game was, “When can I start the sequel? Right now?” It almost makes me scared to open the second book, because I don’t think the third one is out yet and I’m very impatient. I selfishly hope the author writes a lot more.
In summary:
It is abundantly clear to me why this is a fan favorite Hosted game. It is immersive, vivid, easy to emotionally invest in, and at least so far, pays off its promises in an incredibly satisfying way. It’s well-written, full of action and memorable characters. If you haven’t played it, I’ll add my voice to the crowd: Do it!
Rating: 








(9/10)