Battle your way through a seemingly endless horde of monsters on a journey to stop their evil leader. Defeat monsters to earn glory and upgrade your equipment.
For Glory is one of those games which should see a high conversion rate based on the trial. The game casts the player in the role of a multiple named hero, armed only with a club and itchy cloth tunic, as he travels sideways on a quest to bludgeon everything in his path. Defeated enemies earn the hero "glory," which can be used to purchase upgraded equipment once he is defeated. After eight minutes of bashing in orcs and being told my time was up, I bought the game. I was getting further and further with each death and upgrade, and I just had to make it to the end. For Glory has a simple, addictive quality which works in its favor.
The game offers an excellent tutorial for such a simple game. Players walk left to right smashing enemies along the way with the hero's sole attack, the mighty X-button, which will take have him swing his weapon and strike anything directly in front of him. The player can leap and attack as well, but this is only useful when taking out the floating mages found later in the game. Most of the gameplay revolves around the ability to dodge (quick dash) sideways and taking advantage of the simulation 3-D depth of field in the same manner as one would dodge jump kicks in Double Dragon by moving up "into/toward" the background. There are enough enemy types to keep the action interesting as the player progresses, though the repetitive scenery and deaths can be a bit much at times. Each section of the quest is the same as the last -- walk right, kill stuff, and dodge a catapult's attacks until in range to destroy it. As bland as that sounds, the game's enemies do keep players on their toes as each enemy requires different strategies, sometimes striking only after dodging their attack, other times countering after retreating beyond the reach of their lunge as they dive at the player.
Yet, despite the repetition, I kept on playing. The upgrade aspect is a big part of it. For Glory offers 88 items split among four classes: weapon, armor, helmet, and miscellaneous. Each item is unique in its design and are worn and used on the hero during play. I've always hated how so many adventure games never showed a visual representation of the player having certain items equipped, and it's neat to see that one's purchases aren't just arbitrary increases to unseen numerical values. The more expensive items are obviously the best of the lot, but For Glory eschews the typical min/max data in favor of descriptions noting, for instance, that a sword provides "astonishing attack power" which is better than "large attack power." Armor and helmet durability is given the same descriptive ratings, the effects of which will only be understood when in combat and seeing how much damage the weapon dishes out and how many blows the hero can take before falling again. Some weapons and miscellaneous items provide bonus effects, but I found them mostly to be worthless as shocking one enemy and stalling its movement doesn't help a whole lot when fending off groups of orcs, gnolls, brutes, and so on. While For Glory offers a wealth of options for upgrades, the combat stays as simple as it was on the hero's first life as it will be on his last.
I love the artwork in the game, and For Glory feels very much like a Behemoth product what with all the different items and the art style. The animation is pretty weak, seemingly stuck at three frames no matter what the action, but it sort of suits the simple cartoony look of the game. I like how the game spits up a tombstone when the player dies, and details such as enemy tells which signal its attack are conceived nicely. Each player's life begins as the hero departs his castle across the drawbridge, and I enjoyed seeing that it was possible to die by turning back and diving into the moat. For Glory is a charming game, and that charm makes it easy, at least initially, to overlook how repetitive the graphics and gameplay can be as the game wears on. The game is cute but still needs more variety; For Glory helped me appreciate Tinker Knight much more for its variety of levels, enemies, and solidified quest. For Glory has such a great style, and I'd love to see a better developed sequel with more locations and things to do then just march right like some lemming again and again and again.
Depending on how skillful the player is, For Glory's cycle of bashing and dying can wear thin, and the game does not save any data, forcing players to start from scratch each and every time. Getting swarmed by enemies and suffering seemingly inescapable cheap hits is extremely frustrating when caught in such situations, and the limitations of the combat engine and hit boxes can be annoying at times. Given the effort the game demands poured into the title to get anywhere, For Glory is not a game I expect to revisit again after playing. It's a cheap thrill and more of a test of one's patience than skill or strategy, and while that suits the demo just fine, purchasers looking for more than a shallow, abbreviated quest are advised to look elsewhere.