![]() ![]() They venture forth into the forest to retrieve the Peppermint Puffer, a mushroom with magical properties. ![]() She’s joined by her friend, Copernica, a scholar who studies alchemy and magic, and who dropped out of college due to her disagreements on how their knowledge should be used. We start with our main protagonists, Armilly, the daughter of a fruit grocer who dreams of joining the Heroes Guild and becoming a great knight. The only key difference is that everyone is also a steam-powered robot. There are dragons, knights, spells, potions, all the types of things you know and love in these kinds of stories. SteamWorld Quest plays it too safe to satisfy hardcore card-crawlers, but the campy characters, gratifying combat, and splashy synergies make it an enticing option for those looking for a traditional turn-based RPG that’s easy to wade into.In the world of Steamworld Quest, everything is the way you’d expect it to be in a world of fantasy and magic. On the flip side, players who enjoy pure RPGs shouldn’t feel any trepidation at the card-fueled gears, as it’s highly accessible for anyone that enjoys a light-hearted adventure. Seasoned deck-builders will lament a lack of options for more advanced strategy like distilling decks down to a few potent cards via card removal, but the game deftly dips into more advanced territory via a few abilities that let you stick cards in your opponent's deck or add special ones to yours. Other characters, like the buff-based robo-frog and mask-swapping samurai, add enough flavor to keep the card-swapping and switching compelling to the end. One your party members is a blast, bringing a synergy of axes and arcane damage that completely steals the show with powerful debuffs and devastating attacks. While the environments may lack punch, your crew is a smorgasbord of charm and engaging skill baskets. Coming up with new ways to use various moves together is refreshing, like creating a sustaining regeneration team, or using powerful abilities that may take a crew member out of commission in exchange for dealing insane damage. You may have to grind depending on your difficulty selection to increase your base stats and collect resources for new cards, but it never feels overbearing. You can also head to an arena with unique challenges and rewards, but most of the game is a straight line with simple puzzles. The story is forgettable if you can even be bothered to follow it, but you’re free to go back and replay earlier chapters to make sure you don’t miss any rare cards. Destroying a chapter boss after selecting the perfect selection of skills is satisfying, even if the trappings surrounding the encounter leave something to be desired. Rather than just simply playing an attack or a heal, your cards form ability chains that trigger special moves, employ special combos that work with your other characters, and keep a healthy balance of buffs, debuffs, swings and skills in order to craft the best possible turns. Deciding who to place in your lineup and what abilities to use forms the core of the decision making, and you have enough options there to keep things fresh. With little room for exploration and deviation, the dungeon-crawling does little to impress – but the characters, combat, and cards carry the experience. You assemble of a team of three characters from a larger pool to take on chapter after chapter of straightforward dungeons and puzzles. ![]()
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