Strolling down the street to check the mail at my home town’s post workplace is an eerily various journey today than it was a year back. I still pass the regional pizza joint on the town square– a literal cornerstone of a small town neighborhood– however time has actually changed more than just ourselves. Despite the marks near the building’s roof acting as a reminder of its survival from the fire years previously, the dining establishment is still there, but not truly.
As I walk by, memories of being a kid because dining establishment come flooding back: playing Dig Dug and Streets of Rage and some random bowling game with a physical ball to spin that managed the virtual ball on-screen. Head down, roaming forward and lost in thought, I enjoyed the pathway pass me by– square by square– and discovered myself thinking of Loop Hero.
On its face, Loop Hero is a curious amalgamation. Tower defense mechanics fuse naturally into a roguelite framework with a deck-building aspect, and if that sounds like a lot of bullshit, it’s because it is. At some time, diluting a game down to the cogs that build it eliminates its identity as much as it notifies it. Loop Hero is a lot more than the sum of its parts, and its story ties together a patchwork only possible in the computer game medium.
Plunging the depths of Loop Hero’s tradition wasn’t only worth my time– it gave me my sense of time back.
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