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Superhero League of Hoboken (DOS)By: The J Man
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The future ain't what it used to be. A post-apocalyptic New Jersey and the surrounding area plays host to a handful of cobbled villages and desperate survivors; each banding together for protection against dangerous, mutated relics from the past. But the real threat is not the feral, roving lawyers, disfigured corporate mascots, or ex-marketing executives - it's from exploitative evil geniuses out to make what's left of the world even worse. And as the megalomaniacal Dr. Entropy toils tirelessly to torpedo the total of Trenton, one group of misfit mutants bands together to use their unique powers to stop him. The fate of the entire New York metropolitan area now lies in the hands of... The Superhero League of Hoboken!
The game is broken into seven chapters, with up to six missions each. After downloading missions from your base computer and heading to the lunchroom to select your party, you head out into the RPG overworld map. This is a grid map divided into sectors, with missions given in X,Y coordinates. You uncover the map as you travel through it, and certain areas (radioactive zones, hills, water) require special abilities before they can be tackled. Most of the map is barren, but you will occasionally encounter a village or marketplace where you can stock up on items, better weapons, or stronger armor. You'll also hit random encounters here (with enemy strength in the area tracked by a "dangerometer"), which takes you to a traditional RPG fighting screen where you deploy weapons, tactics, or superpowers to best your attackers. After about five or six random encounters, you'll have cleared out all enemies in the sector, made that area safe for future travel, and earn buku experience points for doing so. As you scour the overworld, or reach your mission destination, you'll encounter structures you can enter. Here, the game switches to an adventure format with a first-person view and standard look/take/open commands on the side. Items are collected from other similar locations and dispensed here to solve very simple puzzles. Though the situations are certainly off the wall, the solutions are fairly obvious. A transmitter controlling a fleet of pooping pigeons is defeated by interrupting the signal with a stronger transmitter. The aforementioned limburger bomb is simply dissolved with a clearly-labeled vial of "cheese-eating microbes." And a warehouse full of mutated tamales is easily consumed by the Iron Tummy, whose superpower is to eat spicy foods without distress. Nothing particularly subtle.
The only issues I really have are relatively minor. The overworld map uses small tiles to represent the terrain, and it can be confusing to see where a marketplace or mission area actually is. None of them are highlighted on the map, and you have to really look to make out their somewhat-distinct tile icon. This ultimately means that you may have to search around trodden ground to find an entrance again. Also, in fitting with the zany style of the game, weapons and armor are homemade objects or strange creations of dubious practical value (like an asbestos fanny pack). It's almost impossible at a glance to determine if a paddleball set is supposed to be a stronger weapon than a plastic boomerang. A "look" function in the hero menu will give you a numerical value of the items effectiveness, and each hero auto-equips the best applicable item they have, but it requires a bit more menu-wrangling than it should. Again, minor quibble. The game looks great, and the mishmash of concepts comes across clearly in the art's style. Run-down villages and patchwork civilians give a clear idea of a broken humanity trying to rebuild, while the costumes and character portraits for your heroes look appropriately gaudy and absurd. Enemies are creative, satirical twists on the familiar (robotic Richard Nixon, anyone?) You'll also get to see ruined versions of New York metro area landmarks in the adventure sections, from Times Square and the Empire State Building, to Edison's laboratory and Yankee Stadium. All are skillfully drawn and look the part.
I wasn't sure what to expect going in, as games that try to be this overtly screwball usually fail at the attempt. Instead, SLH manages to not only be an excellent game, but a legitimately witty and pretty hilarious story as well. It combines genres skillfully, is challenging without being frustrating, and its incredibly dated jokes completely reward those who get the references. On your way, Crimson Tape! Hoboken needs you! -reviewed 4/11/09 - game copyright 1994 Legend Entertainment
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