Considering today’s video game market is more expansive than that of any other time frame, it’s logical that most companies are attempting to either make their titles more accessible or streamline them for mass appeal. This is not just the case for western shooters but Japanese-centric franchises as well. Nintendo’s Fire Emblem Awakening struck gold by simultaneously providing casual options and adding tougher options for seasoned players. Class of Heroes II, however, sees it fit to make the experience challenging for newcomers and selectively sadistic for the veterans.
While one could argue it’s still conceptually identical to any dungeon crawler but in an educational institute, the innumerable quirky characters on campus and the more light-hearted setting make for an entirely altered feel. Interacting with them also sheds light on what is certainly one of the better translated scripts I’ve seen in a PSP game. Considering the Heroes II didn’t manage to hit its Kickstarter goal, this is all the more impressive. The dialogue localisations here are surprisingly thorough and clever, augmenting what is a fairly mundane concept – school.
Taking place in a first-person perspective with a limited graphic interface and a general lack of animations, Heroes II has its identity thoroughly established from the outset. While it does incorporate more elaborate character portraits than those of the 80s and more polished environments, the actual battle scenes are fairly stiff. Perhaps this is for the better, as you’ll be focusing 100 per cent of your efforts on picking the best option of attack during the innumerable turn-based bouts.
Unquestionably the most exciting aspect of the game though, is being able to design multiple adventurers. There is a wealth of different classes and races to pick from and the ability to allocate character statistic points as you see fit. Granted, there are a few restrictions on the combinations of races and classes you can use (you won’t be taking up sorcery as a gnome, I’m sorry to inform you). Still, throw in the ability to name your characters and develop your own “story” and alignment and you’ve got something a twinge closer to a pen and paper RPG than most would venture to be. Technical Editor

