![]() ![]() Each regular attack/defense/magic/healing card that is used adds to that top steam counter. The card combat system in SteamWorld Quest: Hand of Gilgamech has another dimension added to it by the steam counters across the top of the screen. ![]() If all three of those cards are for the same character, they can unleash a devastating combo attack at the end. During your turn, you may select three of those cards to attack with. At the start of battle, six cards are randomly drawn from the deck. Each character in your party (I had three characters by the end of my demo: Armilly, Copernica, and Galleo) can select eight personalized and color-coded cards to put into the overall battle deck. The card-based combat system is what lies at the heart of SteamWorld Quest: Hand of Gilgamech. During GDC, I went hands on with an early part of the game and discovered that this new take on the SteamWorldfranchise is simply amazing to behold. This time, in SteamWorld Quest: Hand of Gilgamech, the new gameplay mechanic is a card-based combat RPG system that takes hand-drawn characters and drops them into a gorgeous world. Overall I enjoyed the tactical combat puzzle enough to play this through to the end.The SteamWorld franchise is known to take on an entirely different mechanic every single time a new franchise entry has come out, as evidenced by our reviews for SteamWorld Heist and SteamWorld Dig. 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. ![]()
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