Rune: Halls of Valhalla Review - PAGE 1

- Tuesday, August 14th, 2001 Like Share

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Gix Sep 2, 07
Honestly, I'm not sure if the reviewer played this game for more than about 2 hours. Obviously they've played the first game so they do understand the mechanics of it, and I will concede the point of HoV not including significant new content, but his short segment on combat makes it obvious to any experienced player of the game that he missed the true depth of the game.

What made Rune:HoV stand apart from other games is that it combined the speed and need for accuracy of a FPS and applied it to melee combat, in a way that, in my opinion at least, has yet to be surpassed or even equaled in any game since. At first glance, most people will think the only difference between weapons is speed, damage, and their rune power (which, by the way, MOST servers have disabled). In truth, however, every single weapon has distinct and useful characteristics. Every weapon is swung in a different manner, and also has a different swing for any direction you are moving when you swing, and since it is twitch-style game, and your weapon must touch the opponent to hurt him, this gives a unique fighting style to every single weapon. Wield a roman sword and lop a head or arm off. Wield a trial pit mace to break a shield. Swing a mighty dwarven battle axe to fell many foes in one fell swoop.



Mindless button mashing? Only in the sense that every single game in existance is mindless button mashing. I find Rune:HoV to be no more repetitive than Counterstrike or World of Warcraft.
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