Thursday, October 12

Deadbeat Heroes Review

Deadbeat Heroes is the first work of Deadbeat Productions, funded by Square-Enix Collective, the section intended to support the indie titles of the Japanese giant. They bring us a funny parody with no more pretensions than to distribute punches and kicks, in a world of spies in the purest Austin Powers style.


The duration of Deadbeat Heroes is quite correct, and could be your strongest point if not for some decisions. The game, which is divided into ten chapters, has more than thirty levels that will take you, between five and ten minutes each in case everything goes well. In addition to exceeding the levels, you will have to reach a certain score, and in case of not getting the necessary score, you will have to repeat it.

The game rewards playing with flow, use special blows, powers, and knock out our enemies one after another, it's a shame that Deadbeat Heroes is not handled well in chaos (which is precisely the funniest of their combats) and you end up not knowing where the character is, or in which direction we are striking. Another detail that, trying to extend the life of the game is quite irritating, is the fact that if you fall defeated in a level, not only do not overcome but also lose one that you have overcome, so that if you come badly given in some stage you will have to repeat the same level several times. This in a game that is not distinguished precisely by its variety of scenarios, is quite counterproductive.

Deadbeat Heroes doesn't have competitive multiplayer, although, you can play in cooperative, which can lengthen the game life a bit. However, taking into account that handling a single character confusion in the high points of the fighting are an ingredient too present, with two players simultaneously the thing gets worse. Even so, the game has more than enough duration, and surely it can be replayed after a time without problems.


In Deadbeat Heroes, you incarnate to a group of heroes who must disarticulate a dangerous band of super bad boys. For this, you must go through buildings, sewers, or dungeons where you defeat the evil minions, and rescue the hostages there. The scheme is as follows, you must overcome three levels full of enemies to unlock the boss of each level. In addition to the possibility of being defeated, to overcome each level, you must keep in mind that a certain score has to be reached, or you will have to repeat it again, because you will not be able to unlock the boss.
In one of these three levels you will find a special henchman who shares the super power of his boss, and you can get as a temporary power up if you get him down. When you defeat normal enemies you will get orbs that when collected, besides increasing the score, will recharge a bar that will allow to make special attacks. Only with these special attacks, you can we hit the bosses, or some other minions.

As for the progression of the characters, you can unlock special moves but for some reason there are a limited number of them, and after beating a couple of bosses, you will have seen them all. Apart from that, by defeating each boss, you will have his special power that you can use as power up by default. It's curious the wealth of enemies and power ups, which contrasts with the null variety as to the protagonists, or the scarcity of own movements. Again the game shows a lack of cohesion that is difficult to understand.
As for the design of scenarios the monotony is the leit motiv of the game, coming to be repeated in some occasions, with the hostages placed in the same position. However the game sometimes stands out for the variety of gadgets and traps that contain those levels, which add quite damn variables to the way we run your games.

Graphics & Design

The technical and artistic section are undoubtedly the weakest point of Deadbeat Heroes, not because it's a modest game, that tries to imitate the aesthetics of games like Jet Set Radio or Viewtiful Joe staying far from the results of these, but because there are decisions artistic that compromise the playable, and this is something that no game can afford.

Deadbeat Heroes is a colorful and casual game whose use of cell shading prevents you from being pretty most of the time. It doesn't help a poor modeling of both the protagonists and the enemies, which doesn't even pass through an aesthetic austerity that is purposely sought to be acceptable. Not only the decision to create all the effects of the game based on polygonal modeling of lowpoly aesthetic, including lights or smoke, is strange but it is counterproductive. In a game in which the speed of reaction in the scuffles against several enemies is essential, don't see what is happening because the smoke, or effects of the blows, completely cover the action is irritating, and demoralizing.


Deadbeat Heroes is, what i say, good things badly arranged, only in this case things aren't so good. I don't know if it has been a lack of clear direction, budget, resources, or simple desidia, but the proposal of Upstream Arcade seems incomplete, and shattered. The real pity is that inside there is a solid control like a rock, and some good ideas that stayed halfway.


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