5 people found this review helpful
2 people found this review funny
Recommended
0.0 hrs last two weeks / 47.0 hrs on record (28.3 hrs at review time)
Posted: 11 May, 2021 @ 6:12am
Updated: 11 May, 2021 @ 6:27am

Hood: Outlaws & legends is a near- perfect mix between real- time strategy, stealth and head-to-head Combat.

In Hood: Outlaws & legends you take on the role of Robin, John, Tooke or Marianne in a nerve wracking race to steal from the rich and give to the poor- But there's a catch. You're not the only ones sneaking in tonight.

Each of the characters features a unique play style and is relatively easy to understand, but difficult to master.

Robin is an archer; He can take opponents out in a single shot with a well placed headshot. He comes with an ultimate ability that will shoot a 'sticky' explosive arrow at his foes, and has a flash bomb that temporarily blinds his attackers. He lacks on the melee department. However, he does have a basic melee attack in case of emergency. The most precious thing to learn as Robin is strategic positioning. He can turn the tide of battle with a well placed arrow and buy time for his team at the extraction.

Tooke is a monk; wielding a flaming morningstar. He is able to use medium range melee attacks that vary in attack style. Deadly up close, this monk also comes with a very powerful supportive ultimate ability that lets him heal himself and teammates nearby, as well as reveal the position of nearby enemies for a short duration. For those struggling with him, and missing most melee attacks, try locking onto your target with 'F'. He is able to block attacks (including projectiles).
He comes with a poisonous gas grenade that confuses his enemies.

John is a blacksmith; Wielding a giant hammer, this tank is able to lift portcullis gates to create an opening for his teammate. Besides also being able to carry the chest faster, he features a big health pool, a devastating running ground- slam attack and grenades. John is the easiest character to get into, but balancing stamina in combat, especially during blocking will prove to be the challenge. And will set apart the beginners from the experts. He too is able to block attacks, including projectiles.

Marianne is an Assassin; Featuring the most 'Assassin's Creed' style approach, she is able to render herself near- invisible using her ultimate ability, and is able to take enemies out with ease, assassinating AI both from behind as well as the front. Players, however- can only be assassinated from the back. She also comes with a powerful hand crossbow which can be charged to allow for 3 simultaneous shots. land these on the head, and your enemy will be gone before they can say ''who's that over there?!''. She comes with a smoke grenade that can turn the tide of battle if used properly.

Above that, any character is able to silently finish off an enemy from behind. Whether it's AI or a Player. This can be a strategic move during team fights, and if you find yourself in a 2 versus 1 scenario, entering sneak and assassinating the enemy may just be the most valuable play.

A lot of complaints I've seen surface come from the combat mechanics and auto lock-on abilities such as John's Run and Jump. However, over time you'll start recognizing attack patterns and will learn to evade these with a well timed dodge.

After a match, you'll be returned to your 'Main hub', or Hideout located in Sherwood Forest.
Here you can target practice, check your dailies, listen to lore, upgrade your characters' skills, change character, change and buy (with in-game earned gold coins) cosmetic skins, and of course matchmake either for a 4v4 raid or a private game with friends.

More about the 4 v 4 raid (main) game mode below;

Hood is a PvPvE game in which two teams fight over treasure. Gameplay can be divided into 4 sections:
1) Sneaking into the castle in search for the Sheriff. He's the one who carries the key to the treasury.
2) Finding and opening the treasury.
3) Carrying the treasure to one of several extraction points.
4) Extracting the treasure / Winching stage.

Now this might sound simple. But there's a catch.

Each map has control/respawn points labeled A, B and C. These can strategically be captured, either to provide your team with a respawn point close to the objective/extraction, or to hinder the enemy teams progress by taking away their ability to respawn close by.

The real beauty of this comes forth in the end game/ winching stage, when one of the teams has been able to place their chest at the extraction either between the two players spawns, or at one of the extractions closest to their own (to insure close by respawns.) When playing with a team of pre-made friends, or have a team of randoms with communication, you really learn to utilize this mechanic.

Allow me to paint you a picture:
You were able to place the chest at the extraction near your spawn, hurray! However, those blasted enemies took you by surprise and are now winching away at your treasure! Quick, let us run at them and kill them. *or..* If two of us distract the enemy and buy time, two of us can capture their respawn point, attack from behind, potentially win the fight and buy the team up to a minute of time, which can be enough to extract the last 3 or 4 notches on the winch.

Lastly, I'll end with a 'pro tip': If you were able to kill the enemy team, and are winching away, but know their respawn is fairly close and they'll reach you before the finish, don't winch the second to last notch. Chances are the enemy will get a well placed arrow or grenade in, and a fight will ensue. By the time you're respawned, they'll have killed the remaining teammates and started winching. You will have enough time to run back and kill them before the very last notch most of the time.

Remember, Outlaws- It's the last notch that counts.
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