Hob Review

Forest_1AHob first grabbed my attention when I saw the developers behind it was Runic Games. I loved their Torchlight series because I’m a big fan of Diablo and really any game involving looting and action rpg mechanics. But, Hob took a page out of another beloved action rpg: The Legend of Zelda. The game has lock-on combat mechanics, collectible upgrades, and plenty of tiny dungeons dotted throughout the world. But these dungeons house immense puzzles and these complex, yet intuitive puzzles is where Hob shines. It is also, sadly, the company’s final game, before shutting down late last year.

You play as a mysterious (but, cute) figure in a world falling apart due to a strange infection. Through a series of puzzles  Usual, but still engaging action rpg combat with deep and highly layered puzzles and a nice dash of semi worthwhile exploration to boot. There are collectibles, upgrades, and abilities available, so you can improve the main character and their tools.

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The puzzles in Hob are outstanding and definitely the highlight among the game’s  other mechanics. The entire game world itself seems like one giant puzzle and most importantly they are very well designed and intuitive. There is that perfect level of challenge where you may find yourself stumped, but consistent puzzle mechanics help move you in the direction of the solution.

It isn’t always perfect in directing you to the next part of the puzzle as I spent a decent amount of time in one dungeon trying to find my way to the next part of a the puzzle. The main problem was similarity in room structure. It looked very much the same as a previous room earlier in the dungeon. So, when the game was trying to point me in the direction of the exit I ignored the exit, got lost, ended up stumped until I returned to the room. I headed through the

Combat mechanics are what you would expect from an action RPG. You can string together combos to do damage, lock-on target enemies to tactically fight them, and dodging and blocking abilities to defend yourself.

The only unique aspect is the use of a glove you receive at the beginning of the game. This can be used in combat as your shield and a knock back tool. The main use of the gauntlet is to help in solving the games numerous puzzles. You can also use it to navigate by knocking out walls and teleporting through blue glowing platforms. Said orbs are also puzzles themselves.

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You’re provided with standard health and mana bars both of which can be permanently improved with items. Health is upgraded with red blocks you find tulip bulb looking plants you pry open. Collecting two blocks will complete a new health bar, a la Zelda just with fewer pick ups to complete bars. Mana bar improvements look like a gear and require about five of them to increase your max bar.

Hob uses vague story-telling and in game mechanics to tell the story. All I can gather thus far about the games story is it seems you are some sort of guardian/custodian of this lush and slightly mechanical world. Your good robot friend summons you from your enclosed chamber. Why you start here is a mystery. Some strange corruption marked with thorny vines and purple goop, is spreading and you are tasked with stopping its spread.

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The visuals in Hob are executed in a beautiful cel-shading art style and Runic games are able to use it to express it in bright colors and dead dull colors effectively. The world is a perfect mix of lush and green nature and grey, metallic machinery. Fluorescent blue light shine in the underground dungeons along with gorgeous rock formations. Even corrupted areas fit in perfectly. Dried out, yellow grass and thick overgrown thorny vines merge together seamlessly with the games brighter and healthier environments making the corrupted areas striking when they make an appearance.

I truly was not expecting to enjoy Hob as much as I did. The puzzles in Hob are not only enjoyable in a game, but also challenging and satisfying to solve. Making the gorgeous, cel-shaded world one big puzzle is creative and effective and watching all the pieces fall into place is very gratifying. While its other action RPG mechanics are nothing outstanding, they are still implemented well. This is an excellent final game for Runic Games and showcases their amazing ability to make great ARPGs,

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