1910: Please Proceed to the Right – One Way Heroics

I’ve been revisiting a game I reviewed a while back: One Way Heroics from Japanese indie developer Smoking WOLF and localisation specialists Playism.

I made a video, even.

For those disinclined to watch a complete 40-minute playthrough of the game (the first time I ever beat it, fact fans — lucky I was recording, eh?) I shall also use the power of written words to explain what’s going on and why you should give this game a shot.

One Way Heroics is a sort-of roguelike crossed with the auto-scrolling levels from old Super Mario Bros. games. If that sounds strange, you’d be right, but that’s what makes the game interesting.

The concept is simple: the Darkness is swallowing the land a bit at a time, and it’s up to you to track down the Demon Lord supposedly responsible for this whole mess and punch him in the face until he stops being such a rotter. The encroaching darkness is represented by the scrolling screen — every move or action you perform causes it to advance slightly, and if you fall off the left side of the screen, you die. Naturally, this opens up the possibility of getting “trapped” in places, so you have to plan your movements pretty carefully to make sure you don’t get stuck.

There’s a selection of different character classes to play, each with their own distinctive pixel-art appearance and base stats. They can be further customised by choosing “Perks” at the outset of the game, which give you skills such as lockpicking, swimming and mountain climbing, or simple bonuses to your base statistics. Each class has its own starting equipment and skills, too, and you’ll have the opportunity to unlock additional skills and abilities as you progress.

This is a game in which you shouldn’t get too attached to anything — the town you just visited, your character, your equipment — and should instead keep pushing onwards. As you progress, the path your journey takes will see you finding new items or upgrading your existing ones with scrolls you discover. Eventually, the basic weapon you start the game with can become something like what I had by the end of the video above: a high-quality sword that is difficult to break, sets things on fire and confuses enemies.

Although your characters and the worlds they explore are inherently “disposable”, there is a degree of persistence in the game: completing a run, whether or not it was successful, rewards you with “Hero Points” that can be spent on purchasing new perks and character classes or expanding your Dimensional Vault, allowing you to carry items across into a subsequent playthrough.

There’s also some interesting online features. Every day, a specific random world “seed” is set aside as one for online play, and while you don’t directly adventure alongside other player characters — it’s not “true” multiplayer — you get updates on how other people are doing and may occasionally run into the ghosts of those who were less lucky. If you successfully complete the game, you’ll be told how many people got there ahead of you and you’ll have the opportunity to compare your performance with them. It’s a simple, subtle and unobtrusive use of online features, and it works very well in the context of the game.

I’ve really enjoyed revisiting this game recently, and was delighted to hear the news that it’s being kind-of remade for Vita by Spike Chunsoft as part of their Mystery Dungeon series. As you’ll know if you’ve played it, this game would be perfect for handheld play, so I’ll absolutely be there when it releases!

For now, I’ve got a Demon Lord to punch in the face.


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