Hood: Outlaws & Legends Test

Hood: Outlaws & Legends, as intriguing as solid as it might sound in the preceding paragraph, is, in reality, a little more information after its impressive trailers and lots of excitement in the lead-up. What Sumo Digital and Focus Home Interactive offer with Hood is a tragic illustration of a developer who has sacrificed their game’s potential for an untimely release, creating the worst, most disappointing year ever for many gamers.


The terrifying things are happening right before my eyes. Four hefty men, wearing medieval mullets and war hammers, are squatting in a forest, watching my group of random tramps work to raise the treasure chest full of precious gold on a boat using the help of a crane. We push the crane with as much vigor as Olympic curlers and hope to declare the treasure our own. A green bar slowly filling up signifies the near successfulness of the venture.

However, at the very last moment, just a fraction of a second away from winning, The Three-Hammered Four rush out of hiding like wild ogres. They smash me, bow-carrying buddy Robin and our two slender acquaintances, and then unceremoniously take off the remaining 5 percent of the bar. Sure, my agile band of thieves offered an initial fight, but no bow and arrow could help them against four muscle-bound thugs. The efforts of the thieves are futile, and the fighting troop has destroyed strain. Game over.

Although the scene is not the entire game, it illustrates the problem in Hood: Outlaws & Legends and your fate to engage in the same battle at the end of each game. This even though the concept behind the PvPvE heist was to promise a variety of strategies that included depth, stealth, and assassination. The whole thing is predisposed to the game’s DNA Hood. However, it is not thought through fully in any way.

The Hammer These classes

The gameplay of Hood is rather engaging and intriguing: take the key, locate the treasure room, then extract the treasure. Again, a classic heist-themed setting, similar to Payday by the same developer, but we get to meet along the way, the group of four other louts that would like to contest our treasure-hunt: Showdown says hello. So far, at least in the sense of theory.

In theory, every team is equipped with four classes of character that they can choose from, each of which has unique and highly unique (caution Irony!) abilities. For example, Robin is an archer-sniper (sure but what else) equipped with stun guns, Marianne occasionally a lone killer, Tooke a melee supporter with a flail, and of course, there’s the old John with that medieval mulet and hammer. How a team of four is assembled, however, is dependent on each group. Therefore, Hood does not stop anyone from starting the game with just four Robins or four Hammer players.

This design choice makes it stand out. The classes won’t be exceptional if they are interchangeable. Even more so, since every game concludes with both teams trying to ram the treasure onto the ship, which always turns into a melee fracas, Hood will ultimately require players to accomplish two things to win. First, you choose Mullet Johnny. Second, you press your left click until the spring sounds. Since John’s melee attack is that strong, it’s safe to leave the other classes on the left.

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Turn it up

In reality, Hood envisions both teams beginning by sneaking across the map and past AI guards, searching for the sheriff’s muddled wit, and taking his keys without making any noise, if that’s possible. The fragile Marianne can be invisible for a short period and can assist with this. However, any other class can execute the move. This is why we could completely foolishly walk around behind the sheriff wearing the enormous Tooke and steal Mr. The X-creature wearing Tin armor. It’s not just wrong but also removes Marianne from her purpose.

Following that, you hunt for the treasure chest and then take it to any of three extraction points located at the edges of the map. Then, it’s a matter of chopping to victory, somewhat like a King of the Hill set but using manual labor, which eventually degrades into the massive brawl mentioned during every game. Because John is a formidable opponent in the present, all the players in a fight should have realized that winning only comes from a broad-shouldered hammerman. It’s, therefore, not unusual to have evenings when you’re facing the four Johns 3 times in one row. You’re waiting inside the bush to crank them and then skillfully clean them. Unfortunately, nobody in Sumo Digital noticed this balance issue and decided to release the broken loop of gameplay such as this, in which it’s sufficient to forget all the other aspects of the game and simply turn the wheel to win in the end truly sad.

The Great Emptiness

Dusting wins, but playing a game isn’t a great idea. Dusting can cost you less gold; it’s not a good idea. And this is where the next hole in the game reveals the possibility of unlocking perks, costumes, and new challenges within Hood’s hub stash doesn’t make a difference. The benefits, which were initially intended to be valuable enhancements for Robin and co.’s abilities, aren’t worthy of their names. They modify some status-related values and transform Tooke’s gas blast to a mist of healing, for instance, or enhance Robin’s melee attack indefinitely, but they don’t change the gameplay in itself.

Whoever would like to invest their gold instead of arbitrary perks, the most exemplary Robin Hood manner into the poor and, as a result, into his hideout, the futility of this venture is evident after a brief inspection of the hidden place. Our gold cannot allow the shelter to grow or new structures to appear within it; instead, only the new skins of our thieves are locked. It’s a bit silly when you’re not interested in what John is scurrying around in an armor that resembles an upside-down ravioli can or if he prefers the mulet. After about ten minutes and a half, you’ve unlocked almost every item – in the case law. If you prefer, you’ve completed four Johns or had amusement in opening irrelevant things.
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A Hideout is already a solitary place with nothing to do during the 10 hours and even less the time afterward. Apart from options for perks and rewards, characters choice, and matchmaking hangouts, the vast forest hideout is well-staged and elegantly set and surrounded by a dark ruin and overgrown pathways that are lovely to gaze at, but it is also empty on its own. It’s the same as those maps. They are an eye-pleasing experience and show the modern architectural style and ancient Robin Hood setting beautifully; however, they are like a dead and unanimated Mars. It’s a shame because, with regard to the atmosphere and the possibilities provided by the historical design, developers have discovered an incredible goldmine that can be made alive by simple methods like loot-hiding locations or quests. But unfortunately, none of this can be observed in the broadest sense. There is nothing but nothing.

The hidden game of service

The fact that creators have laid out a roadmap for their game and that the game itself feels like an alpha tells a lot about it. Hood: Outlaws & Legends was not advertised as a game that was a service, and it didn’t look like just two weeks prior to launch. However, Sumo Digital and Focus Home have suddenly released a roadmap to provide Hood with more games, characters, and seasons to be released over the course of a year following the release. The lack of levels, a phrased “catchy” battle system, as well as a deficiency of progress and rewards indicate that someone didn’t get there; however, they nevertheless wanted to try to make a name for themselves in the market.

The fact that Hood’s engine begins to slow down after about 10 hours after all costumes and perks are removed and the standard game mode starts to stall should not come as a surprise when you consider the timeline. Thus, one searches for nothing more than the ghosts of concepts and happy promises that are part of a map currently.

It is still to be believed that rewards will be offered – such as with loot, as is the case in Warhammer: Vermintide – and another, more thought-out game mode is coming in the near future because Hood is a game with enough potential thanks to its intriguing setting and consistent visual design to give fun PvP events with other players that go beyond the ten-hour limit of gameplay.

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