![]() And Man Grew Proud: And Robot Grew Proud.Alchemy Is Magic: Specifically, alchemists are wizards: they wear pointy hats, carry grimoires, go to college in a wizard's tower, and cast huge flashy spells without the apparent need for flasks or vials or portable lab equipment.( Guild Master) Gainz, Captain Canary, and many more. Aerith and Bob: Armilly, Copernica, Gilgamech, Tarah & Thayne.Tropes found in SteamWorld Quest include: Eager to stand against them and prove herself is Armilly, a Heroes Guild hopeful that's been waiting for her chance to truly prove herself despite repeatedly failing at tasks in the past. Taking place in the Shared Universe of SteamWorld Dig and SteamWorld Heist, the game is set on a planet that is being invaded by an army known as the Void. ![]() ![]() They come in different flavors throughout, and there’s definitely enough that it doesn’t feel jarring or anything, but it was a shame to occasionally see stuff like recolored versions of enemies I fought in the first couple levels show up later on with higher stats and only slightly altered attacks.SteamWorld Quest: Hand of Gilgamech is a Turn-Based Combat RPG with card mechanics, released in April 2019 for Nintendo Switch and late May for Steam. Bosses are unique and exciting, but there just aren’t that many types of the basic grunts. That immense card variety is seriously important, too, because while the combat was always fun and changing decks could often result in entirely new and unexpected playstyles, the enemies don’t stay quite as interesting. Again, I was never left wanting when it came to discovering new strategies, but I also had to leave a few intriguing ones on the table that were just too hard to pivot to in the mid-to-late game. It was just a little bit of a bummer to see so many different and cool options in the shop that I wasn’t able to invest in. Nothing about the campaign felt unbalanced, and I never once had to grind to stay up to snuff with enemies. Granted, and crucially, you don’t need to get everything. These intertwined combos are all over the place, and constantly switching my party up to find new strategies never got old – especially as I got more characters and loads more cards. But if I swapped Armilly out, I’d usually revisit Copernica’s deck and replace her fire cards with ones that dealt lighting or ice damage. If the party’s plucky leader, Armilly, was in my line-up with Copernica, I might use her cards that weaken an enemy’s fire resistance alongside Copernica’s fire attacks. It also made weaving together the strategies of my different decks feel important and engaging. I loved how much that made me think about every choice I made, whether I wanted to go all-in on one character or use multiple people for a wider variety of effects. Playing three cards from the same character in a single turn activates a special fourth card for them that's determined by their equipped weapon – for example, Copernica’s ability to shield her entire team was a staple of my current run – while some other cards get bonus effects if they are played after one from a specific teammate. On top of SP is a clever combo system that went a long way toward constantly keeping battles fresh. It’s all the choice and variety I love from card games like Slay the Spire in a bite-sized form – granted, I missed many of Slay the Spire’s quality-of-life touches, like automatically updating a card’s displayed damage based on an enemy’s weaknesses or being able to look through your remaining deck, but it works well enough. But even as more strategies open up, you are still only ever picking any eight cards you want each character to equip at a time, and that simplicity keeps deck building from ever feeling overwhelming. I loved that none of those inherent styles felt wrong, and I frequently switched them up or mixed them depending on the roles I picked for other people in my party.Įvery character’s card pool grows and upgrades significantly as you progress and Quest really starts to shine as your options expand. ![]() Similarly, while Galleo has plenty of cards to taunt enemies and soak up damage, he can also be used as a healer or even a damage dealer in his own right with the proper setups. You could outfit Copernica with nothing but damage-dealing spells, or skew her more toward a support role with buffs and shields. While they generally stick to recognizable RPG archetypes – the small but passionate Copernica acts as the mage, while the large but lovable shut-in Galleo is more of a tank – each one has a multitude of different strategies available to them. ![]() Each of Quest’s characters has their own varied and specialized pool of cards to pick from, as well as an appealing personality that I enjoyed watching grow over the course of its roughly 15 to 20-hour campaign. ![]()
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