The game plays linearly in chapters rather than any kind of explorable map, with each chapter being a self-contained area to explore in a room to room, branching corridor fashion with the occasional hidden room to discover and loot. SteamWorld Quest plays things straight when it comes to gameplay, keeping things simple and foregoing much of the chaff that even casual RPGs tend to offer. In their latest title, we’re transported to a fantasy setting, following the adventures of a few plucky steambots as they face down an invading army of evil. SteamWorld developers Image & Form have never been known to hold steadfastly to a single genre, with previous SteamWorld entries including turn-based space shooter (and hat collector) SteamWorld Heist, and two platformer adventures in the Dig series, the latter of which we gave an astounding 9.3. Overall I enjoyed the tactical combat puzzle enough to play this through to the end.Blending Spire style card combat with the zany antics we’ve come to expect from SteamWorld titles, Quest impresses with its exciting new takes on the genre. Not a deal breaker for me, though I did find it aggravating when it happened. Now you know that you need to tweak your deck for those things, take out most of those physical attacks and put some Storm damage or whatever. The biggest flaw in the game is that you can go into encounters that you are guaranteed to fail because of your deck make up simply because you've never fought a Flying Demon Whatever before and didn't know that they are immune to physical attacks and those make up 80% of your deck. You need to be changing things up fairly constantly. This isn't really a game where you pick your 3 characters and your favorite attacks and then just roll with that for 20 hours. There are enemies with resistances or weaknesses. There are bonuses for playing multiple cards of the same character but also bonuses for when two specific characters play cards. There are various synergies between characters and cards. It's a bit like Magic the Gathering where you need to balance mana-generation and actually useful cards. a simple attack) but also generate Action Points that can be used to power advanced attacks. The cards are divided into basic and advanced where the basic cards do some basic effect (e.g. The heart of the game is puzzle about picking 3 (of 5) characters to be in your party and then selecting 8 cards for each from a choice of dozens. This is more like a turn-based version of an ARPG, where the action is the main thing. This isn't a game with conversation trees or companion side quests, so there's just not much room for them to develop.īut that's fine! Because I wasn't here for that kind of RPG. The initial two characters are reasonably well done but the other 3 you eventually add to the party become more and more flat. There is a plot that exists to move things along. It is extremely linear and despite a handful of puzzles, the focus is 99% on the tactical combat. This is a "small" RPG, so don't come into it expecting some grand open world thing like Paths of Exile or Baldur's Gate. A solid tactical RPG that does some interesting things with its card-based combat system.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |