Impressions: Across the Obelisk
Across the Obelisk is a chunky deck-building roguelike that has a lot of overlapping mechanics that… mostly work together.
You control four characters each with their own decks. By default, these characters are a warrior, ranger, mage, and cleric, and all have their own unique card pools. Additionally, each character has four equipment slots (and one pet slot) that can be filled with a wide assortment of gear. Additionally additionally, each character can level up five times, getting a binary choice of abilities unique to that specific character (e.g. the four warriors each have different choices). Additionally additionally additionally, you earn Perk points across all characters that allows you more customization options in the form of +1 bonuses to various stats.
Oh, and you accumulate “Supplies” that let’s you upgrade the towns at the beginning of each map. And maps have various lanes and encounters and character unlocks and secrets and general themes.
Like I said, there’s a lot going on.
The problem, 25 hours in, is an understanding that a lot of the game just doesn’t matter. In Slay the Spire, you always go first and can see what the enemy is going to do. In this game, enemy actions are hidden by default – you have to debuff them with certain cards to temporarily see – and turns are based on the speed stat… which can be buffed or debuffed. So sometimes the enemy will just do things to your team without you knowing what’s going on. Like all deck-building games though, sometimes you can’t do anything even if you do know what’s coming due to the cards drawn.
Another issue I have is how often what the card says doesn’t matter. Characters have resistances to the various damage types in the game, and it’s often a fact that enemies get 60% resistance or higher. When I first unlocked a high-cost card that said “Deal 60 damage” I was excited… only to find that it actually deals like 20. The game calculates it for you so there’s no surprises, but nevertheless this funnels all successful strategies towards stacking debuffs (which typically lower resistances as a bonus). Which is whatever I guess… until you face enemies immune to that debuff, or can self-dispel, or can transfer (!!) the debuffs back your way. Most of the time, whether a given enemy can do this will be a complete surprise. Fun times.
Ultimately, I’m finding the game plenty compelling in an almost unhealthy way. Each run makes the next one that much easier, which is good, but this also means you are set up to fail the first dozen or so runs. I like how you can end up crafting a lot of your favorite cards right at the beginning of the game and thinning your deck out so there is less ramp-up. Figuring out synergies between the classes feels satisfying, and unlocking characters can lead to new ways of playing based on their unique talents.
But if you aren’t into deck-builders, this certainly isn’t going to get you onboard. Not only is there a lot of RNG – moreso than normal deck-builders – each run takes several hours between having to coordinate four different decks and equipment and upgrades and so on.
Posted on April 5, 2023, in Impressions and tagged Across the Obelisk, Deck Building, Progression, RNG, Roguelike, Slay the Spire. Bookmark the permalink. 1 Comment.
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