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Z.H.P.: Unlosing Ranger vs. Darkdeath Evilman Review


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On 12/15/2010 at 02:42 AM by Nick DiMola

This roguelike is still punishingly tough, but it's the absolute best way to try out the genre.
RECOMMENDATION:

For those who want to try out the roguelike genre.

Nippon Ichi Software is known for their unique, markedly Japanese titles that are big on humor and extremely unique in terms of gameplay. Z.H.P.: Unlosing Ranger vs. Darkdeath Evilman is no exception to this rule, as the game delivers some well-written dialog, and unique roguelike gameplay that slightly alters the basic concepts of the sub-genre. Though the game is a small diversion from standard Mystery Dungeon gameplay, it's likely that most gamers won't connect with the title due to its high difficulty level and unforgiving design.

While the gameplay may be uninviting, the game's story and characters are full of charm. The game starts in a world in which an Unlosing Ranger must constantly save the world from the greatest evil imaginable, in this case, Darkdeath Evil Man. Unfortunately, on his way to save the day, Unlosing Ranger is killed by a couple in a speeding car. Seeing this tragedy unfold, your character approaches Unlosing Ranger who asks you to take over and defeat this great evil.

You accept the task, and are subsequently immediately crushed by Darkdeath Evil Man. You awake in a special alternate universe for hero training, and are sent on a quest to hone your skills and become a true Unlosing Ranger. Along the way, you are assisted by the prior Unlosing Ranger, who acts as if he was never Unlosing Ranger, merely a guardian spirit for you, who is now perceived to be the true Unlosing Ranger. It sounds kind of confusing, but it makes for some funny dialog and humorous, anime-like interactions throughout the game.

Given the niche status of the genre, it's worth describing exactly what a roguelike is. These games are a compilation of a variety of dungeons, all of which feature a grid-based design and a number of floors. Each floor is randomly generated and players must do nothing more than reach the stairs in order to delve deeper into the dungeon. Every time players move in the level, the rest of the level moves with them, specifically the enemies. Similar to movement, actions in the level also count as a move, meaning enemies will move when players attack or consume health. As is implied, battles are done in real-time and players do little more than tap a button until the enemy or they themselves are dead.

While this may sound similar to an RPG or strategy game, the genres differ in the way dungeons are handled. Rather than an experience that players can conquer in pieces, roguelikes require them to be completed in a single sitting without saving, including the final boss fight. Typically, if players die mid-dungeon, they lose a variety of different things. Obviously, progress is lost in that given dungeon, but in the case of ZHP, players lose all of their gear and items, as well as their current level. What players retain is any increase to their base level, which admittedly, makes ZHP a much more approachable roguelike title.

To further explain, players will level-up mid-dungeon, which has two effects: one is an increase to their current, temporary stats, the other, an increase to their base stats. Because base stat increases are retained, players have the ability to grind in easy dungeons in order to get their HP, strength, and magic up higher to make them more effective in tougher dungeons later on. While the temporary stats don't cross the boundaries of death or exiting a dungeon, they are immensely helpful mid-dungeon, giving players a helping hand to combat the challenge. To put it simply, everytime players level up, they receive a stat boost to all their standard RPG stats, but only part of this stat boost is retained after leaving the given dungeon.

What I've found to be true of roguelikes is that they are love-'em or hate-'em kind of games. Those who love that type of gameplay will unquestionably find themselves enjoying the higher challenge level and the grinding associated with improving their character. Others will likely find the challenge overbearing and simply unfair, or the necessary repetition of dungeons to be tedious. I find myself residing in the latter of the two camps, but I can recognize that ZHP makes an impressive attempt at making the genre more accessible.

First and foremost, the game does a great job of explaining all of the different functions available and exactly how to play the game. This is done through humorous tutorials during the starting dungeons of the game. Most roguelikes throw players right into the fire, which indicates to me that NIS expects non-roguelike fans to be embarking on the quest to become a true Unlosing Ranger. Players also have the benefit of knowing exactly what their on-screen enemies can see, often allowing them to skirt battle by staying out of their line of sight. While the consequences of death still seem harsh, in the grand scheme of things, players lose very little when compared to other roguelikes.

The world, story, characters, and dialog all go a long way for the title as well. In my experience, roguelikes typically don't have a lot of personality or a deep and interesting story. ZHP borrows from the Disgaea world, giving it some instant credibility, and of course, Prinnies, d00d. This connection also brings about some unconventional roguelike moves, like throwing and carrying items, a staple of Disgaea, which changes the gameplay up from your standard Mystery Dungeon outing. Couple this with the game's story, and players wind up with something funny and unique.

Where the game will likely lose a lot of fans is in the parts that are inherent to the genre. The game is grind-heavy, and at times, downright frustrating. There's nothing worse than beating an entire dungeon, and getting creamed in the boss fight because you weren't strong enough to fight him.

While a minor complaint, controlling your character is a bit awkward. The grid within the dungeons is oriented in a diagonal manner, so movement is naturally disjointed due to using up, down, left, and right on the D-Pad. While your mind does adjust, on occasion you will wind up hitting the wrong direction, which in this genre can be devastating depending on the situation surrounding the player.

Though the genre itself doesn't particularly suit my tastes, it's clear that ZHP was made to entice Disgaea fans into trying something somewhat similar, but also fresh and new. Those with a strong aversion to grinding and steep penalties for death will likely want to skip the game; however, if this isn't much of an issue and you're unfamiliar with the genre, ZHP is the absolute best way to give it a shot.

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In our reviews, we'll try not to bore you with minutiae of a game. Instead, we'll outline what makes the game good or bad, and focus on telling you whether or not it is worth your time as opposed to what button makes you jump.

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