Hero must die. again
Top Critic Average
An interesting concept that needs a little bit more work to make a compelling game.
Hero must die. again is definitely not the largest JRPG ever made but what's here is unique enough to warrant a playthrough or ten, especially if you want to enjoy something different for a change and have some affection for unconventional Japanese RPGs.
Subversion and innovation marry together beautifully in this sometimes sombre, often clever, take on one of gaming's oldest genres. Even if the Hero could only live another five days, the memory of Hero Must Die. Again will remain with me for some time.
Hero Must Die has a lot going for it – a strong, immediately compelling theme, a lovely, melancholic aesthetic, and a simple elegance to its systems. Unfortunately, the development team really struggled to find a way to marry the form and function of the JRPG, and the narrative that the mechanics are meant to support.
Hero must die. again is better than the sum of its parts, with its genuinely emotional premise and a strangely relaxing feel despite the time constraint.
Pyramid and G-Modes deconstruction of the JRPG genre offers a unique take on a fantasy world after a demon threat has been reduced, and manages to stick the landing with its unique mechanics.
Hero Must Die offers a fascinatingly different approach and is well worth checking out just for that. All of the RPG building blocks used are of the most basic sort, but the game manages to combine them effectively with its wilder ideas to ensure that there’s always a sense of building towards a bigger picture and a final goal as well.
Hero Must Die Again is a well-crafted game with a unique concept.
Hero Must Die. Again is a unique non-linear JRPG that takes chances on players being capable of learning and navigating through its systems, without much handholding. Each playthrough enables the player to become more capable of handling whatever the game throws at them, even if that comes at the cost of dying multiple times.
Hero must die. again shifts focus to the end of the typical RPG story, resulting in a shorter, more somber experience.