top of page

MCAlliance Reviews: Herobrine's Return

A Strong Comeback:

Reviewed By DaltronForce

 

 

When Herobrine’s Mansion first came out, it showed the world the true potential of what Adventure maps could do. But if you thought that Herobrine’s Mansion was the climax of Hypixel’s masterpieces, then you’ve seen nothing yet.

 

The 1.5 update was probably one of the main sparks for a new evolution in the game. It also sparked the creation of Herobrine’s Return, a sequel to its amazing predecessor.

 

Most sequels have higher expectations than its predecessor, and Herobrine’s Return has exceeded them with flying colors.

 

Herobrine’s Return continues the quest with your character having to defeat Herobrine once again after his reawakening from the dead.

 

On the surface, Herobrine’s Return definitely looks like a vast improvement from the first game. Instead of following the legacy left by Herobrine’s Mansion; Herobrine’s Return wanted to create its own. And you can clearly see Hypixel’s accomplishment yet again.

 

It still successfully managed to keep up the element of variety, without having too many similarities to Herobrine’s Mansion. Mobs still had their different and various capabilities. It wastes no time, and right from the start you are thrown into the midst of chaos, battling your way through hordes of ferocious mobs.

 

Difficulty was also extremely well done and it all felt all the more reasonable. Difficulty in Herobrine’s Return varied in different stages with a steady pace as you progressed. Death was not too repetitive that it was frustrating, and that’s a major improvement in the map. Now, instead of having an infinite number of lives, respawning was done at the cost of souls, which you had to earn through killing mobs. I could feel the consequence of losing more souls every time and it forced me to weigh my options carefully before charging into a pack of mobs. I always had to think of the opportunity of earning souls by doing so as well as the risk of losing them.

 

Boss fights also took another bold step forward. It prevented any kind of similarities to any boss fight in Herobrine’s Mansion which adds to the key factor of originality. Every boss fight in Herobrine’s Return managed to put players up against a whole new challenge. With various set pieces, I had to adapt differently to every fight as well as respond quickly to the different attack styles.

 

This brings me to my next point. What I loved most about this map was strategy and the entire map was all about it. I know I’ve stressed about this many times before in other reviews but it’s truly a key factor that adventure maps can rarely achieve. Like Herobrine’s Mansion, this map successfully brings the element in a strong, new comeback. Every situation would throw the worst case scenario at you and you just had to adapt to it. Fighting off hordes of mobs was never boring. You always had to keep moving, and unlike the original map, this one had the asset of open space which provided more choices for the player in every dilemma they were in. Half the time I had to switch between my sword and bow in order to overcome a large pack of skeletons and zombies.

 

Strategizing on how to get past mobs was now more tactical. Whether it’s going in stealthily or charging in guns blazing, it truly aimed at testing even the most experienced of players.

 

It’s astounding how a map like this could still combine other genres like parkour and puzzles. But Herobrine’s Return molded the mix perfectly without losing sense. Parkour and puzzle set pieces still flowed well with the main story plot and objectives. You needed critical thinking before approaching anything. How strategy is required for any quest ranging from crossing a lava field to combat made gameplay even more enjoyable.

 

Unlike how Herobrine’s Mansion lacked a story plot, the sequel strived to build one. It managed to build upon events from its predecessor, but still had a smooth flow in the chain of events. The storyline was also able to make more sense of all the facts, so I was left without any questions by the end of the map. Dialogue was tremendously improved, sounding more realistic as well as strongly helping to build character.

 

Scripted events were not just a new thing added, but something which truly enhanced the experience. Cinematic experiences especially felt rewarding after every stage. In fact, Herobrine’s Return probably had some of the best cinematic experiences I had ever had in any adventure map. It enhanced the game so much that it all seemed so real. Like in the opening sequence where Herobrine begins destroying the village, where the new fireworks from the 1.5 update were used fully to its advantage. Though, there were a few things still unexplained like Victor’s ability to teleport all over the map, but I’ve learnt to let such small things slip through my fingers.

 

However, one of the main problems Herobrine’s Return had was the ending. The ending showdown with Herobrine was just so disappointing. He was so easy to defeat and in the end it didn’t feel as satisfying as in the first game. I went through 2 hours of that to fight this? And why do I have to battle the Wither Boss again? With the unsatisfying final boss fight, I didn’t have a sense of achievement that I finished the entire map, which totally dumps down the good reputation built up by this map so far.

 

Presentation:

 

The presentation in Herobrine’s Return was like nothing I’ve ever seen before. I know I’ve said that nothing could be compared to the magnificence of the Dropper, but I think Herobrine’s Mansion is as close as it gets. It manages to take you out of the mansion and into the universe, traveling across mystical and foreign realms. This meant that I didn’t have to be restricted into a single building and there was a larger sense of exploration. The journey was taken to the outside world so it had a stronger element of open world gameplay.

 

It broke down all the barriers of restriction and I truly felt free in my movement. Looking across the world, it felt like I was playing Skyrim, and that mystical aura in the atmosphere is extremely difficult to recreate especially in a game ruled by blocks.

 

The use of blocks gave every set piece a different atmosphere. The texture pack was used brilliantly to give places a more vibrant and dark feel. I felt differently for every setting. Everything from the landscape to the architectural structures had their own unique style and design. And I realized that I was spending more time exploring the different realms than playing through the storyline.

 

Adventure was something Herobrine’s Return especially wanted you to do. It’s all about the process. It’s all about the journey. It’s all about the adventure.

 

The Verdict:

 

I’ve played many Adventure maps. I’ve seen the good and the bad. But my experience in the realms of Herobrine’s Return has been the most memorable. It was a map I could play with friends or by myself hundreds upon hundreds of times, and I can say without a doubt that my sense of awe will never diminish. With its beautiful combination of game types and astounding set pieces, Herobirne’s Return leaves a timeless legacy for all future map makers to follow. Hypixel’s Herobrine franchise has been a hell of a ride, and it’s been the most enjoyable and challenging one yet. And that is something which isn’t going to change for a long time.

 

 

 

 

 

 

 

+Larger sense of exploration

+Better story plot and dialogue

+Great combination of genres

+Challenging and fun gameplay

+Beautiful landscape design

+Great use of variety

- Disappointing final boss fight

 

Do you agree with our verdict? What adventure map do you want us to review next? Be sure to post your suggestions in the comments below. For more on adventure maps, news and updates, slap that subscribe button and join the MCAlliance.

 

 

 

 

 

 

Astounding

9.4

bottom of page