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Card Hunter: Expedition to the Sky Citadel Review

Added: 23.07.2015 23:43 | 8 views | 0 comments


Card Hunter has brought its absorbing mix of Dungeons & Dragons and card gaming to Steam, and just like its free-to-play Flash-based predecessor from 2013, this expanded edition of Blue Manchu’s ode to 80s-era tabletop roleplaying is cute and clever enough to occupy many hours of your free time. Zippy adventures, loads of loot, and devious mechanics prove a real challenge to anybody’s role-playing and tactical skills, while virtual dungeon masters and a keen eye for nostalgia make the game appealing to a wide audience, but particularly to anyone who has ever rolled a 20-sided die.

This new edition of Card Hunter is much the same as the one that hit browsers a couple of years ago, albeit with a new sci-fi campaign, new artifacts, and cooperative multiplayer. If you could smash together a deck of Magic: The Gathering cards and some first-edition Advanced D&D books and then unmangle the resulting ball of papery mush and create a playable game out of the wreckage, you’d have Card Hunter. Basics have been freely borrowed from ‘70s- and ‘80s-era D&D in that you start off with a three-member party made up of the usual warriors, mages, and clerics from iconic RPG races, such as humans, elves, and dwarves. Characters earn experience, level up, and equip themselves with the traditional weapons, armor, and various magical goodies in the usual way.

Stage an expedition to the Barrier Peaks—er, the Sky Citadel—in Card Hunter’s new campaign

Adventures are selected on a world map that gradually opens up based on your level. Make your choice, and you’re off to a three-battle (or so--most modules have trios, but the number varies occasionally) module given an old-fashioned D&D name like “Diamonds of the Kobolds” or “The Sinister Wood.” These names aren’t as cheesy as the real thing, like “The Sinister Secret of Saltmarsh,” but they’re close. And the classic pen-and-paper RPG vibe has been preserved. Two dungeon masters named Melvin and Gary serve as a Greek chorus, commenting on both your adventuring and life in general. Characters are cardboard cutouts shoved into plastic stands that boldly slide across maps atop the fake wood of recreation room tables. Erol Otus-ish black-and-white art on module intro screens and an accompanying elaborate title font complete the time warp back to your mom’s kitchen table circa 1984. Old-timers will love these little touches, especially the retro font. That thing is beyond hideous, but it is so evocative of a time and place that I immediately flashed back more than 30 years to the first time I played the classic “Tomb of Horrors” module. Nostalgia may be the cheapest way to hook people on a game, but it is effective when done right.

Gameplay has been reworked dramatically from tabletop RPG norms, though. Instead of taking turns to move, roll dice for combat, and so forth, all actions are controlled by playing cards within the turn-based, tiled maps that make up the battle arenas in each module. Character skills and equipped gear provide access to specific cards for attacks, blocks, and spells, so that sword in your studly warrior’s mitts supplies a bunch of different attack cards. The staff toted around by your mage offers up various spells, and the mail worn by your cleric grants cards with armor blocks and healing incantations.

Tactical battles involve a lot of serious thinking and planning.

You have up to five cards in your hand per round (although this number can vary slightly depending on the special abilities of certain cards), all drawn from the stock provided by the aforementioned hardware. If you want to cast a healing spell, for instance, you have to play a card featuring one of these functions. The same goes if you want to bash an enemy with a club or even move from one space to another on the tile-based maps featured in every module’s set-piece battles. At the end of every round, you discard unplayed cards to get down to a maximum holdover of two, and then you draw new ones to fill out another hand of five.

Everything has been cunningly put together. Battles roll out as intricate tactical affairs where every action is loaded with tension. I was reminded of the Gold Box D&D games from the late 80s and early 90s, as Card Hunter maintains a lot of the turn-based anxiety from those classics. Cards add an appreciable new element, however, along with some welcome randomness that forces you to take chances. I constantly asked myself questions. "My warrior has Powerful Hack, Reaching Swing, and Skillful Strike up right now, so do I race once to the breach, dear friends, and go all medieval on these zombies? My mage has Surging Blast and a couple of Big Zap spells ready, too, so maybe I should go that route and move him forward? Can he survive out front like that? Or what about my cleric? She’s got two Healing Pulses in her hand, so maybe I should spend a round hanging back and healing. My mage is down to eight hit points, after all."

The sheer size of the initial campaign map is so impressive and so loaded with modules that you may never need to spend a cent to get a lot of gaming out of Card Hunter.

Class specialties work just as in regular fantasy role-playing. Going for the jugular with wide-open attacks isn’t always smart. Instead, you have to use mages and clerics to pave the way for swordplay. Buffs include blessings to make attacks instant hits and spells to make characters invulnerable, while you can also wear down foes with abracadabra stuff that strips away blocking cards, melts armor, and more. Area spells can also be used to cause cave-ins that hurt enemies and slow down their movement, establish walls of flame, pits of acid, and more. Every battle calls for specific equipment, especially as you move into higher levels. What works with troglodytes, for example, isn’t as good with imps, mutants, or zombies, etc. Tips can be called up if you fail a battle, so it’s generally pretty easy to figure out how to retreat after a loss and adjust your equipped gear to gain access to the cards needed to better handle the monsters currently on offer.

Of course, a lot also depends on what those monsters have in their hands. Committing to a rushing attack can be suicidal if the bad guys have the cards that they needed to fend you off. Holding off can also be tough, as you never know when you’re going to draw the right cards. Luck is a big part of every battle. I can’t count the number of times I’ve had my warrior all set to finish off a couple of bad guys only to draw nothing but passive armor and movement cards for a couple of turns until my chance at winning passed me by. Maps also enhance the tactical side of the game. Most battles take place in slightly elaborate settings with corridors, trees, and other obstacles that get in the way of movement and spellcasting.

for special bonus 70s-80s nostalgia, the font used in the new Expedition to the Sky Citadel campaign has been borrowed from old Micronauts toy packages.

Card Hunter still has a few problems. The biggest issue for me was the size of everything on a high-res monitor. Text is small, and a lot of the screen is wasted by showing a tremendous amount of the table that the game map is supposed to be sitting on. I loved the nostalgic touches like DM Gary’s “Campaign Notes” notepad and the D&D dice sitting nearby, too, but not at the expense of being able to read card descriptions without squinting. I was in the dark a little more often than I should have been, regardless, as some cards do not fully detail what they do. This can be dangerous, as some can be irrevocably activated with a single click.

volved combat can turn dreary, especially when mages and clerics are involved. I took on a number of battles that turned into one-on-one scraps between spell-casters where the bad guy would run away and just wait for me to attack. This led to lengthy cat-and-mouse affairs where I would hunker down in a corner and draw cards over and over until I got the healing spells and attacks necessary to charge back into battle. I pulled out a few desperate victories using these cowardly maneuvers, but they were never particularly fulfilling. Sometimes I just gave up the battle and restarted, as this was a more agreeable option than committing to 10 or 15 minutes of playing the waiting game.

Some of the new features in this Steam edition of Card Hunter left me a little cold, too. Expedition to the Sky Citadel is an inspired rip-off (complete with another cool retro font, this one clearly inspired by the old Micronauts toys from the 70s and 80s) of the classic AD&D module “Expedition to the Barrier Peaks,” where fantasy heroes explore a crashed spaceship with the guidance of a robot DM. But it’s also incredibly tough, and the pre-rolled party made up so you don’t have to take your own characters to the suggested level 19 before starting it is not good, with an abysmal selection of gear and cards. Buying all new high-level gear for them was the only option to make them playable, but this was unwieldy enough that I went back to the grind with the original campaign.

My gripes about Card Hunter are minor in comparison with the admiration that I have for what the game accomplishes when it comes to creating a mood and a challenge equivalent to that offered by both classic D&D and card gaming. Nostalgia, intelligent combat, and a range of tactical depth is hard to find in different games, let alone rolled up into one very catchy, very reasonably priced package.

From: www.gamespot.com

Quest of Dungeons coming to Xbox One this summer

Added: 17.07.2015 5:15 | 1 views | 0 comments


Quest of Dungeons is a turn based dungeon crawler game featuring a good old 16-bit retro artistic look.

From: n4g.com

Quest of Dungeons Announced for Xbox One

Added: 16.07.2015 19:09 | 5 views | 0 comments


The dungeons layout is procedural so you won#039;t find items/enemies in the same place each time you play

From: www.gamershell.com

[GamerTime] Desktop Dungeons Review

Added: 16.07.2015 18:15 | 1 views | 0 comments


"Desktop Dungeons is a puzzle-roguelike that has found its way to tablets. Porting the game to tablets does make the name entirely redundant, but it does not make the game any less brilliant."

Tags: Dungeons
From: n4g.com

Guild of Dungeoneering Review

Added: 15.07.2015 1:14 | 4 views | 0 comments


Guild of Dungeoneering is not a story of heroes. It is not a tale of bravery. It is not a tale of gods and demons and the men caught in the wake of their eternal struggle. It is the story of petty street trash looking to die an ignoble death to buy a better bedroom. It is the story of anonymous, disposable failures casually flitting through a death maze of your making towards dubious fame. It is a game for losers. And that is what makes it great.

On the surface, it's pretty simple. You're presented with the journal of a douchebag: A guy who was kicked out of the world's premier guild of heroes before deciding, out of spite, to start his own guild of famed adventurers. Having neither fame nor adventurers, he settles on your first character after he answers an ad on a poster: The Chump.

No, really, his class is Chump. He fights like a chump. He defends like a chump. The narrator sings ballads of his chumpery. And the chump has been chosen to conquer a dungeon full of rats, zombies, and goblins.

Cat Burglar Used BAD PUN. It’s super effective.

The gameplay exists in some beautiful nexus of all RPG styles, flitting between being a card-combat title, a turn-based system, and good old-fashioned Dungeons & Dragons. The format, with its focus on leveling up fast in quick bursts of gameplay to survive the ultimate challenges, pleasantly recalls Pretty sure this is exactly what Chuck Norris’ dreams look like.

And oh, die you shall. There is quite a bit of trial and error involved in figuring out how and when to place which enemies to make for a nice steady curve of difficulty over time, but the game is very good at throwing a curveball by placing stat-debilitating fountains in your way, or giving a low-level enemy the Fury buff, which gives them double damage after half their life is gone. It's times like that the game makes quick work of killing heroes. It does occasionally frustrate, leaving so much of your success up to the luck of the draw, and it makes quite a few dungeons altogether irritating, but those stretches never last long enough to result in a thrown mouse. Mostly, it adds to the game's snark. Every hero can be renamed, and it fast becomes a fool's errand even bothering to get attached, when running into the wrong bear or bat in the maze means we're looking for another Barbarian in 10 minutes.

What happens instead is getting attached to specific personalities, to the awful, hilarious puns and the ridiculous variety of makeshift armors and weaponry gleaned in your travels. Facing a Fire Demon armed with a tree branch, while wearing a straightjacket and a cooking pot for a helmet, is the best kind of absurd--a brand we don't get often enough from modern RPGs.

There may not be much more to the game than the constant adventures, but it's tailor-made for short, easily-digestible chunks of gameplay. It would've been right at home as a 3DS or mobile title, but it has an honest shot at displacing Minesweeper as a go-to timewaster whenever there's 5 minutes to kill, and you feel the need to slay a rampaging hellbeast with a fork. If that's not a need you've ever had, don't worry. After a few go-arounds with the Guild, it will be.

From: www.gamespot.com

Guild of Dungeoneering Review

Added: 15.07.2015 1:14 | 2 views | 0 comments


Guild of Dungeoneering is not a story of heroes. It is not a tale of bravery. It is not a tale of gods and demons and the men caught in the wake of their eternal struggle. It is the story of petty street trash looking to die an ignoble death to buy a better bedroom. It is the story of anonymous, disposable failures casually flitting through a death maze of your making towards dubious fame. It is a game for losers. And that is what makes it great.

On the surface, it's pretty simple. You're presented with the journal of a douchebag: A guy who was kicked out of the world's premier guild of heroes before deciding, out of spite, to start his own guild of famed adventurers. Having neither fame nor adventurers, he settles on your first character after he answers an ad on a poster: The Chump.

No, really, his class is Chump. He fights like a chump. He defends like a chump. The narrator sings ballads of his chumpery. And the chump has been chosen to conquer a dungeon full of rats, zombies, and goblins.

Cat Burglar Used BAD PUN. It’s super effective.

The gameplay exists in some beautiful nexus of all RPG styles, flitting between being a card-combat title, a turn-based system, and good old-fashioned Dungeons & Dragons. The format, with its focus on leveling up fast in quick bursts of gameplay to survive the ultimate challenges, pleasantly recalls Pretty sure this is exactly what Chuck Norris’ dreams look like.

And oh, die you shall. There is quite a bit of trial and error involved in figuring out how and when to place which enemies to make for a nice steady curve of difficulty over time, but the game is very good at throwing a curveball by placing stat-debilitating fountains in your way, or giving a low-level enemy the Fury buff, which gives them double damage after half their life is gone. It's times like that the game makes quick work of killing heroes. It does occasionally frustrate, leaving so much of your success up to the luck of the draw, and it makes quite a few dungeons altogether irritating, but those stretches never last long enough to result in a thrown mouse. Mostly, it adds to the game's snark. Every hero can be renamed, and it fast becomes a fool's errand even bothering to get attached, when running into the wrong bear or bat in the maze means we're looking for another Barbarian in 10 minutes.

What happens instead is getting attached to specific personalities, to the awful, hilarious puns and the ridiculous variety of makeshift armors and weaponry gleaned in your travels. Facing a Fire Demon armed with a tree branch, while wearing a straightjacket and a cooking pot for a helmet, is the best kind of absurd--a brand we don't get often enough from modern RPGs.

There may not be much more to the game than the constant adventures, but it's tailor-made for short, easily-digestible chunks of gameplay. It would've been right at home as a 3DS or mobile title, but it has an honest shot at displacing Minesweeper as a go-to timewaster whenever there's 5 minutes to kill, and you feel the need to slay a rampaging hellbeast with a fork. If that's not a need you've ever had, don't worry. After a few go-arounds with the Guild, it will be.

From: www.gamespot.com


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