Almost every game – even sandbox and sports games – has a beginning and an end. There may be many ways to get to the ending; there may even be a multitude of endings, and there may even be the opportunity to go back into the game and get that ever-elusive 100% completion after the end arrives, but virtually every game has an ending. Role-playing games (RPGs), perhaps more than other titles, have definite endings; after all, RPGs have you take on a character (or characters) and venture on a journey with them. Eventually, that journey will end (at least until the sequel).
Of course, despite the fact that a game has an end, we don't necessarily want to feel forced into it. Part of what makes a game enjoyable is feeling as though we can roam around in a make-believe world and play a vital role in the story. One of the most annoying things any game can do is ask you a question — for example, should I head to location A or B? — and upon receiving your answer reply "Ah, ha, ha, ha, we're know you're kidding. You really want to go to the other place," and then force you to do just that. There
are games that operate "on-rails," but those tend to not give you a choice and then disregard your answer. An RPG that operates on those same rails, no matter how fun the other aspects of it are, has to be in some way disappointing. And that is the basic problem with Glory of Heracles.
An extremely traditional RPG available exclusively on the Nintendo DS, Glory of Heracles finds you controlling a number of different characters who have either chosen to hide their pasts or conveniently have amnesia. The game starts with you as the legendary Heracles – or at least you think you're Heracles – except you don't quite remember what's happened to you. You head off on a journey through the Greek Isles with a new friend and are ever-so-slowly on your way.






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