Demonheart: Hunters: Overview

In 2017, Desura studio released a visual novel with an erotic bias Demonheart. There, one way or another, they solicited the bodies of the main character, a girl named Bright, who unwittingly became what they call the titular demonheart, a half-demon half-human. This body alone was needed to tear out a black demonic heart from it - it was in him that incredible power lay. Others just wanted love and affection. Not surprisingly, the horned demon, the witch, and the demon hunter were among the latter. And now a sequel has come out, in which the authors made an amazing feint with their ears - the visual short story turned into an almost old-school isometric RPG, in which the erotic aspect is not so obvious.

Immediately make a reservation - Demonheart and in the first part never crossed the line and did not fall into hentai and porn. There was a fairly adult story, full of intrigue, cruelty and ... romance. The main character, a victim of the insidious plan of a witch who sheltered her, could be executed in her native city, cutting off her head, but a pumped-up pretty demon in a loincloth came to save and revive her. Although Demonheart itself has incredible regeneration power. The game allowed you to win back a good, evil or neutral character, with the ability to spin novels with anyone you want.

And just the choice with whom, relatively speaking, “muddied” and remained Bright in the final of the first game, the story of the second begins. Although, of course, in the future no one will forbid the heroine (that is, you) to “romance” whoever he wants, including new characters.

In addition to the classic watershed between good and evil, tactful and cynical, there is still a choice - to remain faithful or to flirt with everyone in a row, which leads to constant quarrels and outbreaks of jealousy between partners. Bright solves many problems precisely with the help of his female charms - even to the enemy who wants to either capture you or kill you, you can throw yourself with a knife, or with hugs and kisses, trying to disarm him in this way.

However, this is still pleasant for all participants in the process, but only an addition to the main plot, which is not twisted around the one with whom Bright will sleep (more precisely, not only around this). They still hunt after her and her companions, she cannot return to her hometown, and here, in addition to a half-demon lover, a half-demon enemy settles out of his captivity. He regularly broadcasts directly from Hell - he laughs out loud and promises an apocalypse to people. But at the same time, he always clarifies that Bright can join him in order to “rock this world” together.

For 6-8 hours of the game, before meeting this character and making the final choice, you will have to go through a lot - explore the city along and across, join the ranks of cultists, witness an attempt on new friends, embark on a sea voyage, get imprisoned, on an enchanted island and even to the underworld. At some point, former friends become enemies, and we have to play for Bright's companions and save her. All this is accompanied by sheets of well-written text and well-designed characters - you don’t feel like skipping dialogs.

Another thing is that even 6-8 hours for a full-fledged RPG, which Demonheart: Hunters wants to become , is not enough. Well, in general, it is felt that the authors actually did not twist the role mechanics.

On the one hand, everything seems to be in place. There are three classes of characters (robber, mage and warrior), there are turn-based battles with a first-person view (like the old school Wizardry ), there is trade and equipment divided by specialization (that is, the mage will not wear warrior boots). Lockpicks, traps, and chests are also available. And all the way we collect various herbs and mushrooms, which can then be transformed on the alchemical table into a healing or, accordingly, poisonous powder. A certain amount of it allows, for example, to learn, and then pump the poisoning skill.

However, firstly, there is a simple role-playing system. Characters increase their performance and learn new combat skills automatically, as a set of levels. Also, a couple of times there is an opportunity to gobble up a demonic heart in order to sharply become stronger. Outfit is actually not so much.

Secondly, in Demonheart: Huntersand unpretentious battles - all due to the fact that after a while all the heroes gain the skill of automatic health regeneration. For all the passage on a normal level of difficulty, I managed to lose in battle just a couple of times. This does not mean that you can do absolutely nothing here. No, there are tense situations, especially closer to the finale, but even there they are mainly associated not with fights, but with traps that are difficult to detect. So for a role-playing game there is little challenge.

Finally, compared to the original, less has become important, something affecting non-linearity. For a long time, it all comes down to choosing who to kiss, which of the partners to spend the night in the same hotel room, whom to support in a dispute. It is clear that this is due to the theme, but still I would like more substantial variability. And even when choosing at the end, our previous decisions have little effect. The same can be said about the formation of a good or evil worldview - this is more for show and to satisfy the personal preferences of the players than for the gameplay.

As a result, we can say that it would be better if the authors of Demonheart and the sequel did in the format of a visual novel. An attempt to move onto the rails of a more popular, but also more complex role-playing mechanics, apparently, required more strength and capabilities than the developers planned - the game turned out to be crumpled. However, for those who completed the original, this, of course, does not hurt to get to know Hunters - a strong script and well-written characters are worth it. But in the sequel (and there are hints of it), authors must either return to the visual short story, or bring to mind the role mechanics.

Pros: an interesting story with its intrigues, expressive characters and many excellent dialogues; nice graphics and music.

Minuses: role and combat systems are primitive; battles are too simple; less than in the original, important decisions and real non-linearity.