First Impressions: Card Hunter (beta)
I got into the Card Hunter beta last Thursday.
It is rare anymore for me to spend a lengthy amount of time playing the same game. Game developers these days front-load their daily bonuses in such a way that the most “efficient” way to maximize your playtime is to switch between 3-4 titles. And yet I spent ten hours playing Card Hunter on Saturday, and another six on Sunday. So, spoiler alert: I really like this game.
Card Hunter grabbed me from the word Go. In essence, this F2P browser-based game is a tactical, turn-based RPG where your abilities come in the form of random cards. Instead of building an entire deck on your own, a character’s game deck is actually the sum total of the cards associated with that character’s equipped items. This might sound complicated, but it is the exact opposite – after about 5 minutes of looking at the screen, the system becomes immediately grokkable and engaging. For example, here is a character sheet:
All of the cards along the bottom are the sum total of the deck. When you look at a specific item…
…you can see what cards it contributes to the overall deck. As you might imagine, weapons usually contribute attack cards, armor contributes armor cards, and so on. Occasionally though, you will have some items that contribute cards from outside their “theme.” Most items are limited to certain classes, of which there are three: fighter, cleric, and wizard. You can have either human, elf, or dwarf versions of any of those classes, with the differences being the typical D&D tropes; elves have low HP and fast movement, dwarves have the opposite, and humans are in the middle.
How does the game play? Fabulously.
As you can see, the “setting/lore” of the game is retro-D&D, and it is adhered to from start to finish. All characters are represented with those figurines, and all the maps are exactly like this one (with different terrain and such, of course). The game’s F2P currency are slices of pizza, the battles are all prefaced with D&D-module write-ups, and there is clearly some tension going on inbetween the new DM Gary and his rules-lawyer brother Melvin in campaign mode – not to mention Gary’s awkward crush on the pizza delivery girl. Change some names around, add in two more teenagers, and Card Hunter could have described my high school D&D experience to a T.
As far as the game flow goes, it is pretty intuitive. You and your opponent take turns playing one card from any of your characters’ hands. You don’t have to alternate which character’s cards you play – if your warrior has 3 attack cards and someone within reach during each of his/her turns, you can wail on them 3 times. When you and your opponent pass turns in sequence, the Round ends, everyone discards down to two cards, three cards are drawn (one of which is always a movement card), and any Round triggers fire (e.g. players starting their turn in lava take 10 damage, etc).
The strategic brilliance of this combat system simply cannot be praised enough. Yes, the card-based nature of abilities can lead to immensely frustrating, if not outright impossible scenarios. In the screenshot above, for example, my elven mage has drawn all movement cards, severely crippling any initial attack I could muster. Defeat can (and will) be drawn from the jaws of victory even if you are careful. Here was a moment I exclaimed “You have got to be shitting me” out loud:
The above screenshot was taken from the dreaded Compass of Fucking Xorr level, right from where you might imagine is an insurmountable advantage. The armored dogs are dead, I have the last mercenary backed into a corner with 5 HP, and all my dudes are (barely) alive. It’s a new Round, my turn, and… look at the bottom. Don’t see many red cards, do you?
In fact, I drew exactly one attack card, and it only deals 3 damage. That larger card in the screenshot is a “seen” card that I know is in the merc’s hand, and it’s a doozy. Basically, any time you would deal damage to the merc, he rolls a d6: on a 4 or higher, the damage is reduced by 3. Like many Armor cards, it also has the Keep quality, which means it stays in his hand after triggering, ready for the next reduction in damage. And from fighting this guy, let me just tell you that his attack cards all deal 6+ damage from two squares away.
I did kill the merc on the turn after this one, as he just happened to draw a “drawback” card that caused him to discard all his armor cards. But it was a close one either way.
In any event, I am having a blast with Card Hunter thus far. That might sound strange after I just dedicated a few paragraphs to describing what could have been a terrible RNG-based wipe, but that kinda goes with the TCG territory. Who hasn’t been mana-screwed in Magic: the Gathering before? Part of tactical thinking should include the possibility of things going wrong – if games like Frozen Synapse taught me anything, it would be that. If nothing else, it keeps you on your toes.
I’ll go over the other elements of Card Hunter, including the ever-important F2P bits, next time.
Posted by Azuriel
Sometimes it takes a game to start doing something mundane before you appreciate how every other game doesn’t bother you with that crap. Case in point: Divinity: Original Sin doesn’t automatically remove anything from your inventory.
Nothing. The answer is nothing.
In pretty much any other RPG ever made, introducing lock to key causes the key itself to disappear. It is not as though the key will work on any other lock, so why keep it around? “Why not?” muses the D:OS designers. “Because it’s dumb,” says I. My inventory is filled with keys (which you can’t sell), books that no longer serve a quest or skill gain purpose, and other kitchen drawer debris. There isn’t any special glowing inventory effects either, so sometimes it gets difficult to realize that you actually have picked up something worth clicking on.
Can I manually go through my whole inventory? Of course. But why exactly do I need to? What is the underlying gameplay purpose? As far as I can tell… well, I can’t. I don’t actually know if this is a “old-school” throwback, as I don’t remember if Baldur’s Gate had anything similar. Probably not.
In any case, I’m glad most modern games have moved on. Because ain’t nobody got time for that.
Posted in Commentary
Tags: Divinity: Original Sin, Game Design, Inventory Management, Old-School