|
dkirschner's SteamWorld Quest: Hand of Gilgamech (PC)
|
[May 12, 2023 06:38:15 PM]
|
Similar to what I just wrote for SteamWorld Heist, SteamWorld Quest: Hand of Gilgamech is a basic card-based RPG. There are way better card games out there (e.g., Slay the Spire, Monster Train) and way better RPGs in this sort of JRPG-lite style. I enjoyed it for a while (again, the setting, characters, and story are all very charming, creative, and there is much attention to detail), but ultimately it started feeling same-y and I became bored.
You have a party of up to three characters (I had five when I quit), and proceed from chapter to chapter through small 2.5d side-scrolling areas. Each character has a set of cards, and you choose eight from each character to equip, for 24 total. This makes your deck. In combat, you'll randomly draw like 6 cards from your deck to start, and you can play up to 3 in a turn. You can also re-draw up to 2 cards in a turn if you don't like what you've got or you want to fish for something.
The game is focused on pulling off combos of various types. If you play 3 of any given character's cards in a turn, then they do a special fourth move, depending on their weapon. This encourages you to manage re-draws to get three playable cards of individual characters to pull of their combos. Certain cards also have combo properties. For example, one might say that it'll do x% more damage if played after any card of another specific character. This allows you to get more mileage from cards even if you aren't pulling off single-character combos, and incentivizes experimentation with different party compositions. (This latter thing is unnecessary though. I played half the game with the same three characters without issue.).
As you gain more characters in your party, you realize that Hand of Gilgamech really wants you to play the elemental strengths and weaknesses game. There is fire, ice, dark, electric, physical, and other damage types. Some cards increase or reduce susceptibility to damage types, and enemies become innately strong or weak against various damage types. So, you're encouraged to create and exploit elemental weaknesses. It actually winds up being a lot to bother about. But like I said, using the same three characters and playing basically the same way halfway through as when I started was still working just fine, so all this "extra" stuff seemed to just get in the way. As with Heist, it started to get repetitive and dull, and I couldn't see myself playing twice as long just to beat it.
add a comment
|
|
|
|
dkirschner's SteamWorld Quest: Hand of Gilgamech (PC)
|
Current Status: Stopped playing - Got Bored
GameLog started on: Monday 24 April, 2023
GameLog closed on: Friday 12 May, 2023 |
|
other GameLogs for this Game |
This is the only GameLog for SteamWorld Quest: Hand of Gilgamech. |
|