The first Witch & Hero may not be anything special or unique within its genre, but I can't help but admire certain aspects of its framework. To go along with the simple, cutesy 8-bit renditions of a fantasy world, the game strips most of the tower defense concept to its core for a very basic experience; an experience that's ultimately unimaginative and easily forgettable, but one that works when playing through it for the first time. In an overhead perspective, on an unmovable screen, your Hero must protect the Witch, turned to stone, from monsters and animals coming from all corners. That's the game. Sometimes you get to use the Witch's magic powers briefly, sometimes you get to use both characters in a combo attack. But that's still all the game has to offer. However, there's an element of depth to be had with its simplicity.
This challenging simplicity makes a reappearance in Witch & Hero III. To hit enemies, for example, you just have to bump into them, Ys-style. However, this causes damage to your Hero, and when done enough times, he becomes unconscious until you refill his life by shaking the analog pad. Of course, passing out puts the Witch in danger. There are tactical workarounds to this, such as hitting enemies from behind to inflict greater damage, letting health items lie on the field until needed, or intentionally passing out early, so you have enough life when enemies get closer. Easy in the early-goings, but when foes appear in huge numbers in later stages, you really need to focus. Failure causes the incapacitated Witch to crumble in pieces, and the halved deduction of any gathered money and experience points.
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Community review by dementedhut (April 06, 2018)
Now if only I had the foresight to submit this OutRun review a day earlier... |
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