With such a wealth of homebrew and aftermarket games releasing for old Nintendo hardware, we thought we'd check out one of the most promising examples in this neo-retro Game Boy review. To reiterate, Glory Hunters isn't available on Switch, though we'll be sure to let you know if that situation ever changes.
For review, George played and captured screenshots on an Analogue Pocket.
The release of GB Studio in 2019 has resulted in a flurry of games available for Nintendo’s lovely big brick over the last few years, but few have been as ambitious or as widely covered as Glory Hunters – the debut game of Mexico-based 2think design studio. Billed as "a unique Game Boy action-adventure RPG", Glory Hunters smashed its crowdfunding target on Kickstarter in 2022 and launched recently in both downloadable digital (via itch.io) and physical form, the latter coming courtesy of Bitmap Soft. But does it live up to the hype?
During the build-up, Glory Hunters was often likened to The Legend of Zelda, and right off the bat we see a large, celestial body (not a moon!) on a collision course with the land, followed by a positively Wind Waker-esque slideshow detailing an ancient tale - imploring a hero to rise up and summon a slumbering God to avert disaster.
But the similarities with Nintendo’s iconic franchise more or less end there. We’re thrust straight into the action. Sort of. We have a sword but there are no enemies, just some bushes and a path blocked by a suit of armour and a friendly little NPC, who lays out the premise that sets Glory Hunters apart from its forebears. The suit of armour is called a ‘Glory Knight’ and progression in the game is achieved through the collection of ‘Glory Points’ (GP) awarded by completing ‘glorious deeds’. We can use these to pay off the Glory Knights and open up new areas of the map. It’s a sort of levelling up, map expansion, and currency system rolled into one.
At an impasse and with little else to go on, we do what any action-adventure veteran would. We start chopping bushes. Once five bite the dust, a notification pops up - we’ve achieved a glorious feat (apparently) called ‘Cut Starter’ and have a shiny GP for our troubles. We could pay up and move on but instead we keep chopping, curious as to what’s necessary to further this achievement. In doing so we unearth, to our delight, a different feat by picking up a certain amount of item drops.
Learning by doing is something of a lost art in modern games but Glory Hunters excels at this. It knows the tropes — we’re going to read signposts, peer down a well, relentlessly chop grass — and it rewards us for it. But it also steers us effortlessly toward more obscure feats, drip-feeding points to encourage repetition and exploration, constantly fuelling the compulsion to keep probing and trying new things. It’s setting us up to understand the deal from the very beginning – everything in this world is transactional. Succinct tutorial over, we’re then free to explore the open world of Glorianta any way we want, constrained only by the number of points in our possession and armed with the knowledge that reaching one of its four corners will allow us to complete our quest.
Easier said than done. Glorianta is a behemoth. At a grid size of 17x19 it’s more than four times bigger than Link’s first pocket adventure - and just as gorgeous as Koholint, too. In fact, the whole visual and audio presentation of the game is sublime. The boss designs are a particular highlight and there are cute cutscenes scattered throughout the adventure. The different regions of the world have a strong sense of identity while the music underscores each area perfectly, thumping anthems akin to Mega Man power us through the overworld while cosy relief is provided as we bustle about towns meeting inhabitants. It’s never overbearing and most importantly, very hummable. It’s not all work either, with some excellent minigames dotted about to both waste time on and collect GPs. Double win!
Exploration is hampered by the fact that the overworld map is only accessible in said towns. With such a huge space to explore, it’s a little overwhelming not to have a reference point at our fingertips; fortunately, the enemies are varied enough in pattern and design and the puzzles and hidden secrets sufficiently engaging to keep exploration interesting – though it does chug a bit if there’s more than two foes on the screen. Saving the game and replenishing health is also restricted to specific areas and for a game that relies on repetition to drive exploration, this can be a real problem. Remember those bushes we chopped down at the start of the game? We chopped them down a hundred times, then died before finding a save point, which meant chopping them down 100 times again. This was quite discouraging at times – particularly at the start of the quest.
Another gripe we have is death resulting in us being returned to the world with the amount of health we had at the last save point, instead of replenishing it. More than once we came through a hard stretch, saved, then faced a tough challenge or needed to go back and became locked into a pretty dire situation where advancing or retreating punished us over and over again.
Having said that, the balance of GPs earned/required is pretty well judged, with minimal amounts of grinding necessary to press on. But GPs are also used as a currency to upgrade your armour, sword, amount of health, or give hints, so you're playing a constant guessing game about spending without knowing if a big blockade of Glory Knights lay ahead that would require hard-earned GPs and if amassing more would be achievable or even enjoyable should that be the case. Over time our thinking adjusted to the idea of chasing points to bolster ourselves, instead of bolstering ourselves and then chasing points, but this involved a lot of backtracking and there were definitely times when we just wanted to get on with it. There’s a whole host of other collectibles which felt a little underused and we couldn’t help but think maybe those might have been better suited to the role of currency.
Conclusion
Glory Hunters is a package that has had a lot of love poured into it while remaining a little rough around the edges. We weren’t always sure when we were taking damage or even dishing it out – particularly when facing larger, noisier bosses, and some beats within the game felt a bit flat. Some translation quirks and grammatical errors also popped up, but these were never substantial enough to bother us (we actually thought they added a bit of charm to proceedings). All in all, Glorianta is a rich, deep world that is enjoyable to explore and successfully taps into nostalgia for Game Boy experiences while providing a fresh and interesting take on the formula. Proof, if there was ever any doubt, that there’s life in the old Boy yet.
Comments 23
Happy to hear it's overall good apart from some rough aspects, already have it on PC because I supported it on Kickstarter, but if it ever comes to Switch I'll get it there, too!
GB Studio?! Whatever happened to using a poorly optimised 6502 assembler and nano?! In fact that’s luxury! In my day we wrote our programs in the dirt with our fingers and then compiled them on a sewing machine, and we were happy! Game looks fun.
Edit: I meant Z80 assembler! I’ve spent too much time with the NES recently!
Removed - inappropriate
I think game boy studio is amazing, but there are many limitations, and it sounds like this hit some.
@Chopper25 if it’s a Game Boy game then it deserves to be on this site.
I don’t know about the developer’s past but those accusations sound pretty serious. The game looks really well done and worthy of a purchase.
The main thing that bothers me from this review is the Cons. “ Another gripe we have is death resulting in us being returned to the world with the amount of health we had at the last save point, instead of replenishing it. ”
This “gripe” sounds like a normal difficult setting in older games and not a true complaint of performance. Maybe of replayability…
I am one of the kickstarter backers and I really enjoyed being a part of the community, the developer is a very nice guy and the game ended up being fun
I was hunting for fortune and glory kids, fortune and glory. Since this is just glory I think I'll pass.
@Chopper25 This is Nintendolife.com, not Switchlife.com.
As for the difficulty of having a map, the developer made a physical copy available that you can print out and have in front of you. I guess this fun idea may not appeal to everyone, but it was kind of an intentional game mechanic so you can print the map and make notes directly on it. More useful than the notes pages in the back of my NES game manuals.
Thank you very much for this review! I would really appreciate more homebrew Game Boy reviews, as there's an increasing number of them and it's often hard to tell which of the paid ones are well-made and worth spending money to play.
Game is super fun. I'm glad this review was posted, otherwise I never would have heard of this game and picked it up. It's a relaxing gem, highly recommend especially at the price (was only $5 on itch)
@JohnnyMind it was great playing it on a handheld. I hope you enjoy it!
@amongtheworms isn’t this what they’re doing in that first scene of 2001: A Space Odyssey?
@Chopper25 nobody should have to endure a difficult workspace. If there’s truth to this is certainly would be a shame.
@Poodlestargenerica I think that’s the case. It’s an incredibly ambitious game and I get the impression that it pushes GB studio to the limit. But ultimately the rough edges don’t break the experience and if it means more quality output for the console that can only be a good thing.
@Magrane that’s fair. Though I’m no stranger to those limitations in some older games it is something that doesn’t quite mesh with modern gaming sensibilities and this is - for all intents and purposes, a modern release. So I chose to view it through that lens in this respect. I also felt it was a bit at odds with the game’s core mechanic of rewarding repetition. It is a small gripe for me, but I’d still recommend picking it up if you enjoy gameboy games.
@belmont there’s an insane amount of replayability. I think backers will be pleased with the return on their investment.
@vcmacleod I made a full overworld map for The Legend of Zelda when I was a kid - still got it and use it whenever I return to the game! I love this idea but as it isn’t technically part of the game and not everyone will have access to it I wanted to focus the review onto the experience of the game alone. Definitely a good option though.
@Kotorcom I love championing the home brew scene as much as possible. Some incredibly talented devs out there making new experiences for consoles we love. Really thankful NL have given me the opportunity to shine a light on it here. Did you see the article about the home the showcase? Well worth a look.
@thecricket that’s great! Glad you’re enjoying it too. If you wanted to see everything there’s dozens of hours of gameplay in there. Well worth the low price.
Hello, my name is Cesar Arminio. I am the developer behind Glory Hunters.
First of all, thank you @Banks and Nintendo Life for taking the time to review the game. It means the world to me, and I am honored to be mentioned here.
It is unfortunate that someone is trying to discredit my work with false allegations, hiding behind an anonymous account without any actual evidence to support their claims. Initially, I did not intend to respond to this user, who cowardly created an account on the same day Nintendo Life published an interview with me about the game. However, I have noticed that this poisonous seed may have started to influence people who do not take the time to look for the so-called “Twitter accusations” by the Mexican gaming community, which I found hilarious at first because there are NONE. This user has been reported directly to Nintendo Life to ban all accounts associated with him, as he has more than one.
I co-founded 2think Design Studio as a graphic design studio alongside someone who eventually became my wife. We worked together, just the two of us, for over 11 years. After that, I worked with Bromio (@BromioDev) for two and a half years to create PatoBox. While we did experience some disagreements over development towards the end, describing that as “seriously mistreating, disrespecting, and verbally abusive” would be stretching the truth to the breaking point. In fact, I maintain a good, peaceful, and healthy relationship with everyone involved from that time, and I even keep in touch with some of the team members (three of them joined me to celebrate the launch of Glory Hunters).
Afterward, the only person I worked with directly was Rodrigo Núñez (the musician behind Glory Hunters) for two years. We are neighbors and he is one of my best friends.
You don’t have to take my word for it. You can reach out to Bromio, my Kickstarter backers, BitmapSoft (whom I had the opportunity to work with for over two years), or Rodrigo. I have nothing to hide and am always open to clarifying or responding to any allegations made against me to resolve the issue (which, for the record, I have never received in my life lol).
You can find me on social media as @2think_ds, and 2think Design Studio on Instagram and Facebook. You can also join the official Glory Hunters Discord server (links on my itch.io page and my X account).
I hope that everyone who gives the game a chance, even with its rough edges (because yes, it has them ha ha ha), has lots of fun and enjoys a great experience full of nostalgia and adventure.
I want to share a phrase that my friends and family often tell me: “When they see that they can't match you and much less surpass you, they will try to smear you.”
I still haven’t had the opportunity to play more than a small piece of the demo, but I’m still glad that this was one of the first projects I got to back on Kickstarter. I don’t quite remember how much info was originally on the campaign, but something there told me I definitely wanted to invest in this project. Even the game’s creator hadn’t anticipated that we were all investing in a two year project. When he hit bumps in the road he kept us up to date and even let us know the struggles that had him working hard to keep going. The backers waiting for the project respected all his honesty and still felt that vision he had was worth the wait. We even encouraged him to take a break from development for his own sake, which ultimately lead to fresh ideas and new perspectives for him. Cesar Arminio made plenty of personal sacrifices to see this project to the end. Despite all this, he is still the first to admit that the game is far from perfect. It’s sad to see someone resort to slander against someone who made a great game almost on his own. If the guy is suffering from jealousy, it’s not like Cesar made the game just to show of to someone else. I’m sure some unhappy stalker was the last thing on his mind while working on this fun adventure. Really, not something even on his mind. Now that he’s learned a lot from this first big project, we all look forward to a follow up. I honestly got so excited for this game that I even mentioned a sequel to him in the first months of this project when there was still so long to go. I like seeing reviews on Nintendo Life, but they could have given it a lower score and I’d still be excited to get my copy in the mail. My point is, regardless of anyone’s opinion of the game itself, the massive undertaking of this project for one man alone(almost), deserves more respect than some guy trying to spread career ruining rumors. All hail Cesar!
The homebrew scene intrigues me, but I don't have a way to sift through all of it. I appreciate NL for helping separate some wheat from some chaff.
@Magrane As usual with these throwback games, the review calls cons the nostalgic imperfections we buy them for.
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