You play three cards per turn, from whichever characters you choose playing three cards from the same character results in a Chain Attack and gives you an automatic bonus card that plays at the end of your turn those cards are defined by the weapon your character has equipped. You can expend this steam pressure to play more powerful cards that are essentially your power attacks or spells. This encourages you to vary up your tactics and to get comfortable with switching between offensive and defensive play styles from turn to turn, and it gets you thinking about how you compose your decks so that you’re never (or rarely) in a situation where you can’t play something useful.Įach character has basic action cards (typically physical attacks) which help build up a unit of steam pressure (represented by a gear icon on a bar). It’s a seemingly small change menus of set actions and spells are swapped out for decks of eight cards per character, with new cards randomly drawn each turn, so that the pool you have to work with is always familiar but never the same each turn. SteamWorld Quest: Hand of Gilgamech is the latest demonstration of this highly effective formula, taking the classic turn-based RPG and infusing it with the dynamics of a card battler. That’s the magic of Image & Form’s work it’s a special alchemy that takes the best parts of many games, improves upon those elements where necessary, and brings them together to create a fun, well-polished experience. Sure, you look forward to some whimsical character interactions and continued iteration and improvement upon the universe’s art style, but a big part of what makes SteamWorld games special is how consistently they are able to take something familiar and tweak it just enough to make you feel like you’re playing a new kind of experience, while simultaneously wondering why every other game before it didn’t do things this way. A big part of the excitement of diving into any new SteamWorld title is discovering just how Image & Form have decided to interpret the genre of that game and in which ways they’ll refresh and hopefully reinvent its already established mechanics.
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