Borrowed Power, Borrowed Time

The Blizzard devs have been on a bit of a interview circuit since the reveal of the next WoW expansion. Some of the tidbits have been interesting, like this particular summary (emphasis mine):

  • Borrowed Power
    • The team reflected on the borrowed power systems of the past few expansions and admit that giving players power and then taking it away at the end didn’t feel good.
    • As they thought of a way to move forward without borrowed power systems, they realized that the only talent system used to fill those gaps by giving you something new every expansion that would not be taken away at the end.
    • The goal of the new talent system is to grow on it in further expansions with more layers and rows.
    • They want the new talent system to be sustainable for at least a few expansions and what to do at that point is an issue to solve then.

In other words, Blizzard recognized the failings of the “borrowed power” system – after three expansions! – and decided to bring back talent trees as a replacement. All while acknowledging the reasons why talent trees failed in the first place… and simply saying the equivalent of “we’ll jump off that bridge when we come to it.”

You know, I’m actually going to transcript that part from Ion Hazzikostas for posterity:

And I think we’ve built this system… you know, I mean, could we sustain that for 20 years? Probably not. But we don’t realistically… we think of, you know, there’s a – there a horizon of sorts where you want to make sure this will work for two or three expansions and then beyond that it’s sort of a future us problem. Where so much will have changed between now and then we can’t… it’s not really responsible for us to like, you know, make plant firm stakes in the ground. And if we’re compromising the excitement of our designs because of we’re not sure how they’re going to scale eight years from now… we’re doing a disservice to players today and eight years from now won’t matter if we’re not making an amazing game for players today.

I don’t technically disagree. When you have a MMORPG with character progression and abilities that accumulate over time… at some point it becomes very unwieldy to maintain every system introduced. Not impossible, just unwieldy. It reminds me of when CCGs like Hearthstone or Magic: the Gathering start segmenting older card sets away from “Standard” and into “Legacy” sets. Want to play with the most broken cards from every set ever released? Sure, go have fun over there in that box. Everyone else can have fun with a smaller set of more (potentially) balanced cards over here.

Having said that… is it really an insurmountable design problem?

My first instinct was to look at Guild Wars 2, which recently released its third expansion. The game is a bit of an outlier from the get-go considering that there is no gear progression at the level cap – if you have Ascended/Legendary Berserker gear from 10+ years ago, it is still Best-in-Slot today (assuming your class/spec wasn’t nerfed). That horizontal progression philosophy bleeds over into character skills and talent-equivalents too: whatever spec you are playing, you are limited to 5 combat skills based on your weapon(s) and 5 utility skills picked from a list. You pick three talent trees, but those trees don’t “expand” or get additional nodes. The only power accumulation in GW2 is in the Mastery system… which is largely borrowed-power-esque, now that I think about it.

So GW2 is doing well in the ability/feature creep department. For now. Because that’s the rub: ArenaNet is on expansion #3. WoW is on expansion #9. Are we prepared for six more Elite Specs per class? Outside of it being a balance nightmare – which is hardly ever ArenaNet’s apparent concern – I could easily see more Elite Specs being slapped onto the UI and nothing else of note changing. So the problem is “solved” by never granting meaningfully new abilities to older specs.

And… that’s basically the extent of my knowledge of non-WoW MMOs. Surely EverQuest 1 & 2 have encountered this same issue, for example. What did they do? I think FF14 is accumulating character abilities but not yet hitting the limit of reasonableness. EVE is EVE. What else is out there that has been around long enough to run into this? Runescape?

Regardless, it’s an interesting conundrum whereby the choices appear to be A) not grant new abilities with each expansion, B) have Borrowed Power systems, or C) periodically “reset” and prune character abilities before reintroducing them.

Classically Classic

I kind of glossed over it amongst all the other WoW news, but let’s talk about Dungeon Finder, aka LFD.

Wrath of the Lich King Classic is coming. What is being intentionally left out is the Dungeon Finder, a feature that debuted at the tail-end of the expansion. According to Brian Birmingham, this was done for reasons:

“We know that the Classic audience is more interested in long-term social engagement, that feeling that comes from reaching out to people, talking to them about how you’re going to group, trying to coordinate, who’s going to do what role walking to the dungeon together, trying to figure out how you’re going to get to the dungeon, who’s going to summon, maybe run into a PVP fight on the way,” Birmingham says. “And then you finally get in there and you have friends that stick together with you.”

Did anyone read that paragraph and actually go “Yeah, that’s exactly what was missing in my life”?

I do not necessarily want to get into the semantic fight of what is Classic and what is not – Blizzard has tinkered with the formula of what is “classic” from the very beginning, and it’s a fool’s errand besides. But I do feel like this decision and the reasoning behind it is firmly in the “tail wagging the dog” territory. Which is funny, considering the lengths the retail WoW devs go to to specifically ignore player feedback on their many disastrous designs. Perhaps the Classic devs are more acutely aware of the temporary nature of their work if that playerbase evaporates.

That said, Dungeon Finder is indeed a conundrum. As Wilhelm succinctly puts it:

I have been down the “where does classic end?” path before, but I think you could make a very strong argument that Dungeon Finder is the dividing line between “classic” and “modern” World of Warcraft.  Yes, Cataclysm changed the world, making Azeroth a different place, but Dungeon Finder changed how we played.

I will agree that Dungeon Finder is the bright red line between when classical WoW turned into retail.

Or to put it a different way: Dungeon Finder represented the democratization of WoW.

I did not start playing in vanilla, but I experienced the full depths of despair that was pugging in TBC and early Wrath. What is missing from the Brian Birmingham quote above is the 40+ minutes you spent in Trade Chat forming a group, the next 15 getting everyone through the door (“I was waiting for a summon” “Oops, I left my reagents back in the bank”), and finally having the entire run ended abruptly when someone left or got fed up. Back in 2008 burning two hours to maybe finish one heroic dungeon was okay. It certainly wasn’t going to continue being fine for long either way though.

Maybe that wasn’t your experience. Maybe you were privileged enough to have joined the game with IRL friends, or got a guild invite at the right time and place to meet people willing to routinely run dungeons with you. In which case… the Dungeon Finder should not have negatively impacted you at all. The only people it would have “hit” would have been GearScore tryhards lording over Trade Chat, or perhaps extroverts looking to hook up with randos. Thing is, both of those types would be just at home in a guild anyway. So again, no loss.

Dungeon Finder opened up the game to solo players. WoW has always had a reputation as being solo-friendly compared to its peers, but within the game itself there was a rather abrupt progression stopping point at the level cap. You could grind reputation dailies for blue gear and… that’s it. It’s fine to say that MMOs are better with friends, and to encourage the fostering of friendships within the game, but this was all stick. It also made for some questionable design considerations when 80% of the design effort went into content that only 20% of the playerbase ever saw.

Did Dungeon Finder affect WoW culture? Sure… in a roundabout way. You cannot exactly type “GOGOGO” in a hand-picked TBC pug nor can operate in radio silence the entire time. And it is certainly true success rates of Dungeon Finder groups is dependent on the difficulty of the content in question, thereby putting downward pressure on (default) dungeon difficulty. See: the Cataclysm LFD Disaster. But as the esteemed Rob Pardo said back when Dungeon Finder was released:

The other piece is that the WoW playerbase is becoming more casual over time. People who were hardcore into MMOs, they joined us first, but the people we’re acquiring over the years are casual. They heard about the game from a friend of a friend, and maybe it’s their first MMO – maybe it’s their first game. The game has to evolve to match the current player.

This was from the lead designer of vanilla and TBC, not some random intern or junior B Team dev. And this was from when Dungeon Finder was first released, so it wasn’t that it caused the playerbase to become more casual over time. Rob Pardo actually went on to say: “To be completely honest, [the Looking For Group tool] is a feature I wanted in the game when we launched the game.” Dungeon Finder was not an accident, it was not a concession to some casual boogieman. It was intentional! Which makes its removal from Wrath Classic such a contortion. What is trying to be preserved technically never existed. This is a do-over attempt with a self-selected group of purists. Which is cute – I hope Blizzard eventually releases dungeon completion rates.

Perhaps the devs did come to regret the Dungeon Finder inclusion and/or unintentional consequences over time. Certainly they felt that way about flying as the years went on. But warts and all, the Dungeon Finder saved WoW for me and presumably millions of others. What was “lost” was never really desired by me in the first place, e.g. ingratiating oneself to strangers to complete a 20-minute dungeon for badge loot. If you want a static group and a sense of accomplishment, join a guild and raid something. Opposition to Dungeon Finder is even less rational these days as the devs have included scaling Mythic difficulty to dungeons for several expansions. Hard group content never went away.

The only thing that did disappear is the dependency on social networking skills… for low-tier group content. If your guild/friend group fell apart because everyone could now get their dungeon needs met with anonymous strangers, chances are that the “bonds” were not quite as strong as you perceived. Sorry, champ: if they really wanted to play with you, they would be playing with you.

Ultimately, I suppose we will just have to see how this all plays out. Maybe the Classic community will love spamming LFG and/or Trade chat to fill the Pit of Saron group for the 50th time. My guess is that Blizzard will end up putting in Dungeon Finder by the time ICC is released, or else they are really going to need to tinker with the badge and loot economy.

World of Guildcraft Wars, Too

World of Warcraft’s next expansion was revealed today, and its theme is… Guild Wars 2.

Sorry. It’s called Dragonflight, deals with helping dragons reclaim their legacy, will “provide a more in-depth open world experience going forward,” and features new dragonriding skill that lets you “defy gravity while using your momentum and skills.” Here is a video of it in motion:

I get that the entire history of WoW is copying other peoples’ homework and all, but something about this is… a bit too on the nose.

Anyway. There were some other items that popped out at me.

Cross-Faction Coming Soon. Technically old news (first revealed in January), it was nevertheless interesting to hear cross-faction grouping being brought up again. While Blizzard is still being ultra-conservative with it – not being able to join guilds is probably going to make organized raiding problematic – cross-faction play of some kind is one of those things that never really made sense not to have in WoW during its heyday. I have had real, non-theoretical conversations with coworkers in the past wherein we (briefly) got excited to learn the other played WoW, only to face the double disappointment of being A) on the wrong server, or B) the wrong faction, or C) both.

If only we knew why it took so long…

…oh, right.

Talent Trees Return. Overrated. It’s mildly interesting that they have a class tree and a spec tree separately, but that is just lampshading the “lack” of a borrowed power system in the expansion.

WotLK Classic. Expected, but nevertheless still hit me in the feels. Everyone has a WoW entry point they feel nostalgic for, and for me it is WotLK… despite my actually starting to play in Burning Crusade. Epic scope, epic music, ground-breaking raiding (in 10m flavors!), and some great guild members relationships. Devs mentioned intentionally leaving out the Dungeon Finder for “social fabric” reasons which, okay, whatever. It will be interesting to see what happens to said fabric when everyone is trying to farm badges for gear.

UI Improvements. This sort of thing might seem minor at first, but not being able to get my screen looking like it did the last time I played WoW ends up being a rather large, subconscious barrier to reentry. Addon Managers can remove some of the tedium, but having a lot of the same functionality within the base UI is more ideal.

Cosmic Plot Intermission. Coming out of the narrative disaster that is Shadowlands, it’s refreshing to see Blizzard basically hitting the pause button. Nothing in the trailer hinted at some kind of Big Bad Guy to face, or that the fate of the world was once again at stake. It’s always possible that that comes later, but the tone is being set early on. Reminds me a bit of Mists of Pandaria minus the faction war.

Everything Else. K.

This is the part of the post where I talk about how I’m intrigued by what Blizzard is doing and will probably resub to see the new content. Probably not this time around.

A pause in the power escalation is necessary, but… I don’t like dragons. Not quite on the level of hate Syp has for elves, but dragons are a solid third place above “It was all a dream” and Time Travel in terms of ire. What possibly interesting story could ever be made concerning dragons? I don’t just mean in Dragonflight, I mean in any fiction. Yes, I watched The Hobbit, played Skyrim and Dragon Age, etc etc. In all cases, dragons could be replaced with an infinitely more interesting colossal beast with no impact to the storytelling. Dragons are flying, hoarding tropes. Vampires? A lot of directions you could take a story. Dragons? Replace it with an eldritch horror of some kind and get a much more engaging tale.

So, yeah. Good luck, have fun.

Review: Per Aspera

Per Aspera is one of those games you can become obsessed with far beyond its actual quality.

Uh oh.

In short, the game is about terraforming Mars – a surprisingly crowded field these days. You are an experimental AI in charge of turning the red planet green, and must plan out a series of resource mines, factories, and resolve supply chain issues on your way. While you go through this process, you (the AI) will reflect on some of the philosophical ideas surrounding artificial consciousness, your role in terraforming Mars, and some political intrigue as major players swap out.

One of the reasons I don’t actually like the game is because it’s poorly paced. When you first start your journey, you have a single hub building providing minimal electricity, one worker rover, and some basic building materials. Your primary goal is to create a 2nd worker while acknowledging the existential threat of not having a Maintenance Facility, which is a building that’s required to keep everything else from decaying in the Martian atmosphere. One carrot, one stick. Okay. So what’s the path?

  • Worker Factory = Parts + Electronics + Glass + Aluminum (and Steel to construct)
    • Parts Factory = Steel + Aluminum
    • Electronics Factory = Silicon + Aluminum
    • Steel Factory = Iron + Carbon
    • Glass Kiln = Silicon
    • Aluminum Mine = Steel
    • Silicon Mine = Steel + Aluminum
    • Iron Mine = Aluminum + Silicon
    • Carbon Mine = Aluminum + Iron
  • Maintenance Facility = Polymer + Electronics (and Aluminum and Steel to construct)
    • Polymer Factory = Chemicals + Carbon
    • Chemical Plant = Aluminum + Steel
  • Solar Farm = Aluminum + Electronics + Glass

Basically, every fucking thing.

So you’ll start by building an Aluminum and Silicon Mine, then a Glass Kiln. This will get you far enough to place a Solar Farm or two, as your original landing hub won’t have enough juice to power many more mines/factories. Then you can get started on Iron and Carbon Mines to fuel a Steel Factory. And so on.

This entire time though, you have one single worker rover, which means it carries a single resource at a time to a location. Does something take six total resources to craft a particular building? That’s six trips. The game offers a speed boost up to 16x, which pretty much tells you everything you need to know.

Didn’t realize he pioneered driving electric vehicles down tunnels.

To say that the game is a slow burn is an understatement.

Having said that, I did start feeling the coals after a while. As soon as you get that second worker, things accelerate significantly. The 3rd/4th/Nth workers pop out as soon as you build the corresponding Worker Hubs, and you can get busy planning your expansion across the Martian surface. Your growth is kept in check by building limits, which is tied to Tech trees, which is tied to Research Points, which is tied to hosting human colonist and keeping them alive with Ice and Food. A lot of things to keep you busy planning and expanding.

Of course, it all grinds to a halt again in the mid-game when you slowly realize that “choices” aren’t really choices. Goal: increase temperature at Martian polar ice caps to release frozen CO2. Looking at the tech tree, you see things like “Construct Satellite Mirrors” and “Aerobrake Comets” and “Import Greenhouse Gases from Earth,” along with some lesser stuff like Greenhouse Gas Factory. What isn’t immediately obvious is that the comet is a one-time deal, and the Mirror project only heats things up by about 20% of the total. You’re back to doing all of the things, this time limited by how many Spaceports you build rather than Worker rovers.

I did this.

And spoiler alert: there’s a third grind at the endgame, notwithstanding however long it takes to get a breathable atmosphere. The last two hours of my “playtime” consisted of me having the game run at 16x while I dicked around on my phone.

Ultimately though, I did stick around to the bitter end. Why? It’s hard to say. The existential musings were a bit basic compared with other titles, but they seasoned the stew. And this was a very, very long-burning stew. But perhaps in a cognitive dissonance sort of way, I began to really enjoy myself once I saw Mars starting to change. Once water appears, the game just feels different. You start needing to place Water Treatment Plants near the water, but take care that they won’t get flooded should you continue to pump up the water table. Some unique buildings require you to use craters rather than just placing willy-nilly, and that changes up how you approach base design and/or expansion.

I haven’t played many other sims like this, so I cannot really speak for whether Per Aspera is more worth your time than Surviving Mars or whatever else is out there. Hell, I’m conflicted as to whether it was worth my time to play Per Aspera at all. But I did play it for just shy of 30 hours in less than two weeks, so that’s worth something.

Review: Outriders

This past weekend I completed Outriders via Game Pass. The game is basically an over-the-shoulder, cover-based, arena looter shooter. Think 3rd-person Borderlands or Destiny.

…and that’s it.

No, really.

OK, fine. There were two interesting things going on that kept me playing to completion.

First, the story. Or more specifically, the main character’s “Renegade Shephard with Charisma as a Dump Stat” schtick. I’m not certain if the writers were trying to make the main character into a badass anti-hero and overshot the mark, but the end result is so bad it loops back around to good. I kept expecting to see an attempt on character growth, or becoming a leader, or any of the other tropes in the genre, but nope! Your character basically doesn’t give a shit about hostages, is painfully awkward when NPCs share their trauma, and is content shooting first and never bothering with questions.

As far as plot goes, it’s all grimdark trauma-porn, but not the fun kind.

The other piece that was interesting was the crafting mechanics. As a looter shooter, you get a lot of loot, of course. One thing you can do though, is deconstruct the items you receive to unlock the ability to add the special properties of that item onto another item. For example, if a gun Freezes enemies, you can deconstruct that gun and replace any future gun’s existing ability with the Freezing ability. Epic/Legendary items can have two properties, but you can only swap out one of them. Additionally, Epic/Legendary items have higher-tier effects, which you can place on regular items to make them more competitive.

Really though, only the concept alone was interesting. The actual looting experience was pretty terrible, on par with the foundational problems with Borderlands. You have levels, guns have level requirements, and enemies get exponentially stronger the further you progress. This means that whatever cool items you receive will be useless trash within an hour of gameplay, and you will be scrambling for green replacements for your purples soon enough. While the above crafting system lessens the blow a bit, it never feels great to continuously get weaker, and the drop from 2-slots to 1-slot is especially painful.

I completed the game’s story despite it becoming progressively less interesting, and then immediately bounced off the endgame loop in disgust. You are intended to go on repetitive sort of strike missions and face waves and waves of the same sort of enemies you have fought all game. If you play solo, you will die almost instantly outside of cover, and death resets the entire mission. It is clearly intended to be played in a group, but… why? Destiny 2 is mechanically better and Outriders is not an MMO wherein you might expect to rewarded in some fashion in the future. “Borderlands!” Closer, but the Borderlands series has additional DLC content and is much more kinetic and less swingy besides.

In any case, you don’t have to take my word on it: Outriders is still on the Game Pass.

Idles of March

I am once again experiencing a long stretch of gaming ennui.

Guild Wars 2, which had hitherto commanded a solid portion of my daily gaming allotment, fell off a cliff in the weeks leading into the End of Dragons expansion. There were really three things in play. First, I was beginning to question “the point” of my toil – as good an indication of any that one has shifted from intrinsic to extrinsic motivation. Second, I could not readily commit to which version of the expansion to purchase. This remains a barrier even now, because when I do log in I see items in the Gem Store that are enticing, which suggests I should buy the $80 version of the game (which comes with gems). Surely buying the standard $30 version and then buying gems separately is the worst of all worlds. So… I do nothing.

The third reason was actually recently addressed: I was not certain whether End of Dragons was to be the last GW2 expansion. Who wants to grind things in a “dead” MMO? Well, ArenaNet announced they are working on a fourth expansion. Whether it is coming in 2 years or 4 doesn’t matter so much as that it is coming at all.

Beyond all that, I am actually playing a lot of different games. Not the ones I committed to in December, of course. I completed Undertale, but then hit a wall with SOMA insofar as trying to decide whether I wanted to keep playing with monsters on or off. I (used to) own all of the Silent Hill games and enjoyed all of the Resident Evils through the years, but I’m not a particular fan of the helpless horror genre. Dead Space and Prey? Good. Amnesia and Alien: Isolation? No thanks. The anxiety and thrills feel cheaper than, say, from a roguelike or at the end of a long raid-dance sequence – I either one-shot the area or get killed enough times to abstract the encounter into a puzzle.

In any case, I do not particularly want every post between now and Summer to be an Impressions piece of whatever indie game I take for a spin. So, I have been writing next to nothing. Which is probably worse, on balance. Hmm. This is what I have been playing recently:

  • Black Book
  • FAR: Lone Sails
  • My Friend Pedro
  • Outriders
  • We Happy Few
  • Sunset Overdrive
  • Sheltered

That last game, Sheltered, is really a sort of Fallout: Shelter-esque time-waster that nevertheless sucked 6 hours out of me and reignited a burning need to collect random garbage in survival crafting fashion. Unfortunately, I have pretty much played everything in the genre already, and what’s left will remain unpurchased until Epic’s Summer Sale. A mere 50% off doesn’t do it for me anymore: I need 50% + $10 off.

So, that’s my life at the moment. How are you?

Stand with Ukraine Bundle

Humble Bundle has a new mega bundle for $40 with all of the proceeds going to Ukraine relief. Since I was browsing through the list anyway, here are what stands out:

  • Satisfactory
  • Metro: Exodus Own
  • Sunset Overdrive Game Pass
  • This War of Mine Own
  • Slay the Spire Own/Game Pass
  • The Long Dark Own/Game Pass
  • Ring of Pain Own/Game Pass
  • Starbound Own/Game Pass
  • Supraland Game Pass
  • Wizard of Legend
  • Vagante
  • Wargroove
  • Warsaw
  • Superhot Own
  • Pathway Game Pass

The above aren’t all the games, just the ones I would have been interested in. For example, Back 4 Blood Game Pass is one of the “headliners” but I have no interest in Left 4 Dead-esque games these days.

As you can see though, a large number of these games are currently available via Game Pass. While pure value isn’t the purpose of the bundles, I do think it’s worth pointing out that this will be much more heavily weighted on the donation side of things. That said, a few of these games – like Starbound, for instance – are better off in a more permanent library where you can easily mod them. So there’s that.

It’s Getting Tempting Now

Still in the market for a new computer, then start seeing deals like this:

Laptop with a RTX 3070 and 165Hz IPS screen for $1400, shipped from Walmart of all places. Less than a month ago, a prebuilt PC with the same specs was running $100+ more. I wasn’t in the market for replacing my PC with a laptop, but now? Hmm.

That said, 512GB SSD is untenable when I’m already rocking two additional SSDs (1TB and 500GB) in my PC. So right off the bat I’d have to pony up $100-$200 more for a 2TB upgrade for the laptop, voiding warranties in the process. Plus I’d probably want to get some kind of cooling stand to put the thing on. Finally… there really isn’t much of a use case for the mobility it would offer. The option to take it places is one thing, but 99% of the time it would be sitting on my desk making loud fan noises as I play Game Pass. And even if I did take it somewhere, it isn’t as though it’s actually mobile – I would be much better off with a cheap tablet and emulators or a Switch or whatever.

In any case, video card prices are recovering to a large degree, and I am expecting things to continue getting less expensive as we head into the Fall and start seeing the 4060/4070 release. I am not necessarily planning on waiting 8+ months to replace my current PC, but if it takes that long before a good 3080 prebuilt hits ~$2000, then maybe I continue waiting. It has worked up to this point.

Impressions: Banners of Ruin

Banners of Ruin is an incredibly slick deckbuilding roguelike that has consumed my life for the past week. While it shares some conventions with other games in the genre, it has a fairly unique mix of them that result in a number surprising interactions. Also, everyone is an anthropomorphized animal.

Before moving on though, let me say this: the visuals and especially the music are phenomenal. The combination sucks you right into the setting, and I found myself humming along with the battle music pretty much the entire time it’s playing. Just like with Tainted Grail before it, I will be tracking down this soundtrack, if it exists.

Just look at how evocative that Pierce card is.

The central premise of the game is that you are a member of a suddenly-deposed House, and you are trying to escape the city with your life. As you navigate the city, you must choose from one of three “path” cards which can lead to combat, shops, or events. These choices are mutually exclusive, and you don’t have a particular notion of what offerings you will get next time. After a specific number of choices, you will encounter the boss fight of the area and then move on, if successful.

Combat is highly tactical. You start with two characters that can be arranged however you like (ahead of time) on a 2×3 grid; enemies are will be placed in their own 2×3 formation facing opposite. While you are free to play cards every turn, your foes will only act one rank at a time, e.g. the front three positions on Turn 1, then the back three positions on Turn 2, etc, unless there are no enemies in a specific rank.

Easy choice.

Positioning matters. Enemies will typically attack a specific horizontal lane. Place one character in front of another, and that front character is likely to eat all of the incoming attacks. However, if three enemies are targeting a character with nobody behind them and then that character moves to a different spot, all three attacks will be negated. And remember when I said that enemies take turns attacking based on which rank they’re in? If they are set to attack you this turn from the front rank and you move them (via a card like Kick) to the back rank… then they don’t attack that turn. Next turn, if you then draw into cards that can move them back to the front, you can skip their turn again.

The tactical nature of the game extends out into deckbuilding and character progression too. Each character has two weapons slots and an armor slot. Equipping a bow will add a Bow card into your deck; equipping two daggers adds two dagger cards instead; a shield will add a shield card, and so on. Armor is more passive insofar as it affects your starting armor only, although there are special armors that have more interesting effects. As characters level up, they can unlock a choice of three Talent cards which are then added to the deck, but only that character can play the card. Same with the weapon cards, actually. Level ups also unlock a choice of passive abilities. Oh, and each race has a racial ability that can be activated any time, as long as you have a secondary resource (Will) available.

I somehow won this early, accidental Elite battle. I mean, I’m amazing, of course.

What all this combines into is an interesting gumbo of choices, tactics, and deckbuilding strategy.

…until you get to the endgame.

There is a final Final Boss that become accessible after performing a series of steps along the campaign. However, the fight itself is so oppressive and ridiculous that it leads to really just a single strategy to overcome it. Once I understood this, and realized the same strategy works for the rest of the game too, every subsequent run started to feel the same. It doesn’t help that while there is a great variety in character races and Talent cards and passives, the number of defined weapons/armors and enemies in general is much more limited. Indeed, I think all of the bosses are the same each time too.

The potentially good news is that the game appears to still be in active development – there was a major release in November 2021, which added new “hallway” scenarios, some optional difficulty modifiers (aka Ascension ranks), mini-bosses and so on. That is not enough to elevate the endgame to a Slay the Spire level, IMO, but A) not everything needs infinite replay value, and B) maybe a future patch or DLC will spice things up.

Overall, I am very satisfied with my (discounted) purchase of Banners of Ruin. As someone who plays a lot of games in this genre, I definitely appreciated the slick presentation and the novel mix of elements. The sort of defined challenges I complained about earlier might be more of a positive to others who dislike a lot of randomness. Or maybe we can just be happy playing a game for ~30 hours and be done.

Impression: Roguebook

Out of all of the deck-building games I have played, Roguebook is the one that has come closest to scratching the Slay the Spire itch. And yet it is also different enough that it’s possible that someone who didn’t like Slay the Spire might enjoy Roguebook.

There are a lot of interesting design decisions going on in Roguebook. The basic premise is that you have been sucked into (presumably) the titular book, and you must battle your way past many foes and bosses on your way out. However the aesthetic is one of “blank pages,” where you use bottles of ink and paintbrushes to uncover blank tiles in order to explore and otherwise navigate towards the exit. By default, there is a very straight path to each level’s boss, but you are unlikely to survive without exploring more of the board and getting stronger. Regular fights give ink bottles to uncover straight-line paths, and elite battles give AoE paintbrushes. Gold can be found on the map, and there are a number of other structures that allow you to purchase new cards, get additional treasures, and there’s always a shop available to do likewise.

Make no mistake: exploration is extremely RNG-driven. While there are sometimes pre-revealed tiles you can head towards, the difference between uncovering an empty tile and one that lets you transform a basic card into a rare one with gems attached can be massive. You do eventually start earning progression currency that will allow you to improve future runs – thereby making exploration and combat easier overall – but things can be swingy in the beginning.

Speaking of gems, cards have gem slots ala Monster Train. Some gems are standard sort of “+3 damage” options, but some of the rarer varieties can do goofy things like giving you a free copy of the card, shuffling it back on top of your library, and similar. Artifacts can also be earned/purchased, which give passive (and sometimes active!) abilities.

Combat is fairly standard Slay the Spire with cards costing resources to play, drawing new cards each turn, etc… except there are two heroes. Playing a Defend card (or a few others) will cause that hero to go to the front, with any incoming damage hitting just that person. Losing one hero is not Game Over – you can recover by casting 5 special cards, but you get saddled with two spoiler cards in your deck until that level’s boss is defeated. Each hero has their own exclusive card pools and there are four heroes total, and you can choose the pair at the beginning of each run.

One twist I appreciated was the introductions of talents based on deck size. Basically every X number of cards you add to your deck, unlocks a randomized selection of three talents based on the heroes you’re running. All too often in this genre, the optimal strategy is to keep your deck size as small as possible, so it was fun to see the designers address it with talents. While some of them can be misses, a few can radically alter your entire gameplan.

For example, one character might get “Gain 1 Power each time a card is Dissolved,” which by itself is whatever. But if you paired that character with another that is frequently offered cards that generate 0-cost Throwing Daggers that, you guessed it, dissolve when played, and then combine that with an attack the original character has that deals 1×8 damage… yeah. Does that get your juices flowing?

Overall, Roguebook is a fun game that nevertheless feels a tad easier than Slay the Spire. I have played over 40 hours thus far, unlocking almost all of the Ascension-esque effects. I would say that about 80% of that time has been with the same pair of characters chasing the same strong synergies each game, only deviating if my luck was terrible. In other words, I don’t feel it has the same depth has Slay the Spire, but none of that matters much if you aren’t looking for something to entertain you for 200+ hours. Roguebook is entertaining enough and possibly more approachable at that.