Heart&Slash I don't think I've ever experienced a game quite like Heart&Slash. A wet and wild fusion of Devil May Cry-esque 3D action brawling and Binding of Isaac-style random generation, this is a game that wants nothing more than to give you a fun bolt-busting time. It had a brief run on Kickstarter, followed by almost two years in Early Access, but a month ago it finally declared itself finished, and after completing the game 100%, I can honestly say it's like nothing I've ever played before. The question, then, becomes this: is that good or bad?
Plot&StoryThe year is the future. A so-called "robolution", led by a mad QA testing machine, has led to the destruction of all life on earth and a world populated entirely by robots of all shapes and sizes, all under one control. Our hero is Heart, a non-conforming machine who finds himself mysteriously reactivated and led by videos of his original creator to hunt down the robot's leader. On the way, Heart discovers Slash, a similarly nonconformist of a robot with mysterious history with the villainous Quality Assurer; together, they may be the world's last hope of ending the mechanical rule.
Looking at the
Kickstarter campaign, it's clear that the game was originally set to be much larger in scale. Entire characters were left out of the finished product, and what was set up to be a complex meta-plot regarding the relationship between Heart and Slash was ultimately cut short into a linear path. I'm not going to complain about this; I don't think anyone funded a roguelite spectacle fighter game for the plot. But the way the game ultimately handles the story is, well... disappointing. Character relationships are simplified, to the extent that it's hard to tell what they even are. And at times, the story actually becomes intrusive to the game. Around the end of the story, you're expected to make a sacrifice to help defeat QA. It's nice. It's touching. Once you've reached that point in the story, you're expected to play the ending every time. You can't just fight the final boss normally anymore, not without using one of two other playable characters.
Game&PlayUpon entering the game, you are thrown into a room with three pieces of equipment, one primary weapon and two of anything else, either weapons or armor. Since this is a roguelite, these upgrades are always randomly selected, although sometimes I feel like the game is purposely giving me s***, but hey, that's RNG. You can hold up to three weapons, one primary weapon and two secondary weapons that you toggle with the shoulder bumpers. Some weapons, melee weapons basically, can be equipped to any slot, but projectile weapons can only be equipped to shoulder slots.
Combat is of the traditional sort seen in games like DMC and Bayonetta, with two attack buttons tied to weak and strong attacks, a lock-on function, and free space to just smack robots up however you please. There's a weird simple element-based combat system, where some enemies are vulnerable or resistant to among three different elements; in theory, this is an interesting hook, but in practice, will likely end up a pointless hassle as you whittle down a room full of enemies who have resistance to the one type of weapon the RNG gave you.
By fighting enemies, you are awarded with experience points, and with enough you earn upgrade points. These can be used to up the stats of your weapons and armor, and yourself as well. The upgrades for each item are given colorful comments instead of direct statements of what they improve. For instance, the morning-star weapon has three upgrades: "It hits hard...", which increases its damage, "has decent length...", which increases its range of attack, and "and can be made lighter!", which increases its attack speed. It's an interesting hook that I enjoy greatly, even if some of the upgrade names are incredibly vague as to what they actually improve. Aside from all that, you can recycle equipment pieces for extra health in a pinch, giving you more health if it's been upgraded, and increasing your max health if you recycle at full HP.
All this leads to another contesting issue with the game: it gets so
easy. As you progress through the game's plot, Heart earns upgrades that increase its base stats far beyond what it started with. On your first playthrough, Heart has six hearts, one damage modifier and resistance to one element, and by the end of the story that's grown to eight hearts, three damage modifiers and resistance to all three elements. Plus, whenever you die, you restart with all your unused upgrade points, so why not max out your points, kill yourself, and start off the next run with a full piggy bank? It's not like you're in that much danger of losing - the game only has three levels and bosses! And only the first level boss actually tests your combat skill, the rest are all games of dodge until they reveal their weaknesses! I realize that it's a roguelite, but at the very least you could make these bosses more difficult than the first floors of Binding of Isaac.
Look&FeelStylistically, Heart&Slash is the most beautiful game I have seen in years. The voxel-based art style is crisp and colorful, giving everything a lovely cartoon aesthetic. One level taking place in the outdoors turned out to have a number of randomly selected skyboxes, varying between night and day, dusk and dawn and even a foggy/smoggy atmosphere. Enemies are clearly animated and stylized, and watching them move is a treat. Every different boss has a unique intro sequence and fight music, even for the variant bosses on the first two levels.
And the music. Oh, the music. It's poppy and upbeat, always keeping you pumped no matter what the situation. I honestly think this might have the best soundtrack of 2016.
Bugs&GlitchesThis game is the buggiest thing I have ever seen; in no way was this ever at a state fit to leave Early Access. The geometries of various objects are jagged enough that players can easily get caught on the corner of an edge, or the side of a building, or even in between two platforms. On two separate occasions, I almost fell through a set of stairs and out of the game's map. The camera swings and zooms wildly, almost always far too close for efficiency. By using items that allow you to fly or climb up walls, it's possible to sequence break through parts of the vertical last level and trigger flags that lock you out of necessary rooms, essentially breaking the game. And that's not even going into all the issues I've experienced such as camera freezing, hearts disappearing, and in one infamous memory an entire boss just disappearing from the game. It's so poorly coded it's laughable.
End&GradeI have never been more conflicted over recommending Heart&Slash than I have ever been in my life. By all meaningful standards, it's a hopelessly broken game; the story is rubbish, the idea is inherently flawed, and the engine has more bugs than a cheap motel.
And yet, I just cannot stop playing. I can't help it, the game just makes me feel
good. Even when it's glitchy, the combat still nails that feeling of power and impact that tingles my endorphins. I love the apple-crisp art style and the rocking tunes. I love that feeling of getting my hands on a weapon that I know will smash my enemies into paste, or discovering an entirely new weapon and seeing what it can do. I love hurling myself axe-first into a room full of robots, smashing them to bits one by one all to get that last upgrade point to make myself even stronger. One of the unlockable characters is a robot dog who holds weapons in his mouth, and you bet your bouncing buttocks I love that s***. There's so much feeling put into the game's style that it becomes worth overlooking the problems just to take part in the experience; it's like Deadly Premonition, but without the Twin Peaks. I just can't avoid making the obvious pun - this game has heart.
If you're looking for a game that will challenge you with tightly designed combat and enemies that test all your developed skills, this is not it. Go get Devil May Cry 4.
But if you're in the mood for a piece of dumb fun, something you can waste half an hour on getting bombarded with abstract beauty and wacky weapons, then this is definitely the game for you.
Heart&Slash is a
6/10, but it is the best 6/10 I have ever played in my life.