![]() ![]() ![]() I don’t think I ever spent more than ninety seconds customizing any specific deck mostly it was a matter of checking out a new card I’d acquired, deciding whether I wanted to swap it in for anything else, and then making sure I didn’t need to make any small adjustments. The deck-building interface is dead simple to work with, and it does a great job of visualizing the essential information so that you can tell immediately if you have too many cards that require steam pressure and not enough to build to them with. SteamWorld Quest keeps its decks simple you build a deck of eight cards per character, often doubling or tripling up on certain card types. Personally I’ve never much enjoyed the act of deck building in card games having to think about resource management and even distribution of action types across thirty or more cards quickly becomes challenging for me to keep track of and I don’t typically have the attention span for really maximizing the efficiency of a large deck. When it comes to building your decks is honestly where SteamWorld Quest really gets it right. This can be useful for unleashing a lot of damage in one go, or doing a lot of focused healing or protection, but depending on how you craft your character decks, it usually means you’re favoring one type of action for that turn over others. ![]() 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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