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Card Hunter: Expedition to the Sky Citadel Review

Added: 23.07.2015 23:43 | 9 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

Rise of the Tomb Raider X1 Exclusivity Up Next Year MGS 5's Bloody New Poster - IGN Daily Fix

Added: 23.07.2015 23:28 | 15 views | 0 comments


Rise of the Tomb Raider now has PS4 and PC release dates and MGS 5 gets a bloody new poster. Plus, Call of Duty: Black Ops 3 beta details and Microsoft talks Xbox One keyboard and mouse support.

From: feeds.ign.com

Is Paying So Much For A Year Exclusivity Really Worth It For A Title Like Tomb Raider?

Added: 23.07.2015 22:19 | 9 views | 0 comments


10 million dollars. Thats a lot of money. You could buy houses and flash cars with that. Or you could pay for exclusivity for a game that shouldnt have been exclusive in the first place. I talk about it here all the time, about whether or not Xbox Live Gold and Playstation Plus is worth it for the consumers because ultimately you want to be paying for a better experience in the way that you play, not to lock others out of content that has been on both systems for years. Lets talk about why Im not a fan of this strategy.

From: n4g.com

12 Things You Probably Did Not Know About Lara Croft

Added: 23.07.2015 21:25 | 29 views | 0 comments


Lara Croft Wasn't Her Original Name



The character's creator, Toby Gard, said that Lara Croft's original name was supposed to be Laura Cruz. However, the game's developers wanted a more British influence for the female lead. (Photo: Crystal Dynamics)


Her Name Was Chosen Out of a Phonebook



Once it was decided that game's protagonist would be a British woman instead of a Latina, the game's developer, Core Design, found the closest name to Laura Cruz in the local phonebook. And then Lara Croft was born. (Photo: Crystal Dynamics)


Lara Croft Was Originally a Rip-off of Indiana Jones



Gard's original idea for Lara Croft was a male Indiana Jones look-a-like. But he was told the character should be more original. Gard's other ideas before landing on Croft were a muscular woman and a Nazi-like militant. (Photo: Eidos Interactive)


Lara Croft Was Enhanced By a Programming Error



After settling on the name and design of Lara Croft, a programming error accidentally made her breasts 150 percent larger. The creative team decided to stick with the, ahem, mistake. (Photo: Eidos Interactive)


Her Braid Was Absent in the First Tomb Raider



In the original Tomb Raider game, Lara Croft's iconic hair braid didn't make the cut because of graphical limitations. The braid made an appearance in the next installment. (Photo: Eidos Interactive)


She's Been Proposed to Dozens of Times



Despite not actually being a real person, Lara Croft has been the subject of a multitude of marriage proposals, Eidos staffer Tricia Gray told the New York Times. One day Lara will find Mr. Tomb Raider. (Photo: Crystal Dynamics)


She's Honored In Derby, England



Core Designs famously created Lara Croft in Derby, England, and she's honored there today. The archaeologist's birthplace, the former Core Designs office, now has a blue plaque. In 2010, Derby voted to rename an inner ring road as Lara Croft Way. (Photo: Eidos Interactive)


She Owns Six Guinness World Records



Back in 2010, Lara Croft and Tomb Raider were awarded with six Guinness world records, including most successful video game heroine. That's high praise. (Photo: Eidos Interactive)


She Sang Two Songs Only Released in France



Lara Croft's popularity rose so high in the 1990s that she released two songs that dropped solely in France. One of Croft's 'singles' was called "Getting Naked." (Photo: Eidos Interactive)


She Was Created By Six People



Although Gard created the character, Core Designs needed just six people to create the original Tomb Raider game. Nowadays, there are hundreds of people that work on a single video game release. (Photo: Eidos Interactive)


Lara Croft Was Inspired By Neneh Cherry & Tank Girl



When Gard created Lara Croft, his influences were the '90s Euro-rapper Neneh Cherry and the comic book character Tank Girl. Quite the combo. (Photo: Crystal Dynamics)


There Have Been Five Voices of Lara Croft



A total of five women have voiced the game character: Shelley Bond, Judith Gibbons, Jonell Elliot, Keeley Hawes and Camilla Luddington. Bond, the inaugural voice of Lara, voiced the role in only one game. (Photo: Crystal Dynamics)


From: www.gamespot.com

12 Things You Probably Did Not Know About Lara Croft

Added: 23.07.2015 21:25 | 25 views | 0 comments


Lara Croft Wasn't Her Original Name



The character's creator, Toby Gard, said that Lara Croft's original name was supposed to be Laura Cruz. However, the game's developers wanted a more British influence for the female lead. (Photo: Crystal Dynamics)


Her Name Was Chosen Out of a Phonebook



Once it was decided that game's protagonist would be a British woman instead of a Latina, the game's developer, Core Design, found the closest name to Laura Cruz in the local phonebook. And then Lara Croft was born. (Photo: Crystal Dynamics)


Lara Croft Was Originally a Rip-off of Indiana Jones



Gard's original idea for Lara Croft was a male Indiana Jones look-a-like. But he was told the character should be more original. Gard's other ideas before landing on Croft were a muscular woman and a Nazi-like militant. (Photo: Eidos Interactive)


Lara Croft Was Enhanced By a Programming Error



After settling on the name and design of Lara Croft, a programming error accidentally made her breasts 150 percent larger. The creative team decided to stick with the, ahem, mistake. (Photo: Eidos Interactive)


Her Braid Was Absent in the First Tomb Raider



In the original Tomb Raider game, Lara Croft's iconic hair braid didn't make the cut because of graphical limitations. The braid made an appearance in the next installment. (Photo: Eidos Interactive)


She's Been Proposed to Dozens of Times



Despite not actually being a real person, Lara Croft has been the subject of a multitude of marriage proposals, Eidos staffer Tricia Gray told the New York Times. One day Lara will find Mr. Tomb Raider. (Photo: Crystal Dynamics)


She's Honored In Derby, England



Core Designs famously created Lara Croft in Derby, England, and she's honored there today. The archaeologist's birthplace, the former Core Designs office, now has a blue plaque. In 2010, Derby voted to rename an inner ring road as Lara Croft Way. (Photo: Eidos Interactive)


She Owns Six Guinness World Records



Back in 2010, Lara Croft and Tomb Raider were awarded with six Guinness world records, including most successful video game heroine. That's high praise. (Photo: Eidos Interactive)


She Sang Two Songs Only Released in France



Lara Croft's popularity rose so high in the 1990s that she released two songs that dropped solely in France. One of Croft's 'singles' was called "Getting Naked." (Photo: Eidos Interactive)


She Was Created By Six People



Although Gard created the character, Core Designs needed just six people to create the original Tomb Raider game. Nowadays, there are hundreds of people that work on a single video game release. (Photo: Eidos Interactive)


Lara Croft Was Inspired By Neneh Cherry & Tank Girl



When Gard created Lara Croft, his influences were the '90s Euro-rapper Neneh Cherry and the comic book character Tank Girl. Quite the combo. (Photo: Crystal Dynamics)


There Have Been Five Voices of Lara Croft



A total of five women have voiced the game character: Shelley Bond, Judith Gibbons, Jonell Elliot, Keeley Hawes and Camilla Luddington. Bond, the inaugural voice of Lara, voiced the role in only one game. (Photo: Crystal Dynamics)


From: www.gamespot.com


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