![]() My main takeaway from Inscryption is that Daniel Mullens has a deep love, respect and/or knowledge of card games, and Inscryption as a whole is a love letter to the medium, both physical and digital. The pack opening videos in front of the green screen were the standouts imo, just the right amount of hamming it up for the camera. It's a little hokey, but didn't distract me too much. I also had a strange sense of sadness/melancholy with the Grimora fight and Leshy wanting to play without keeping score, which I didn't expect with how weird and creepy the game usually was. Quite possibly my favorite moment in any game this year. As someone who spent many years watching and playing Yu-Gi-Oh, the duel disk fight absolutely fucking killed me. ![]() I also liked how you can end fights on the first or second turn under the right conditions. Random thought on the game mechanics: the tug of war life system is really neat with how it can sometimes encourage going for damage simply to offset incoming damage on the opponent's next turn. Boss fights get absolutely nuts in Act 3, even if they aren't super challenging, and I enjoyed the more focused commentary on game design, like with the opportunities to create your own cards. I never used machines in Act 2, so I was really pleased to have another resource switch-up with a more traditional mana system, encouraging me to play a more curve-based strategy. The first Empty Vessel upgrade feels like a miracle, and by the end my Empty Vessels were rocking spikes, +1 energy and sentry, on top of my deck being boosted in all sorts of other ways. The difficulty here starts off pretty rough at first, but like with Act 1 I really enjoyed the progression and how you become unstoppable over time. Some of these fights feel more like a straight up puzzle or turn based tactics game. Losing can be a significant penalty depending on how many fights you already cleared, and every third fight or so will have you sweating. The card mechanics start off more simplified than Act 2, but the playfield is more complex, and the stakes are much higher. Act 3 is where the gloves really come off. It's made even better with how forgiving the game is - while a lot of that stuff can be confusing at first, there's no penalty for losing, and traversal around the world is really snappy if you decide to try another region.īut holy shit: part deux, that's just Act 2. I really like how the game is structured and how Act 2 piles on so many more mechanics out of nowhere. Mixed in a few beasts to put more stats on board, and cruised through most of it after some initial trial and error at the start. I started with the Grimora deck and really enjoyed getting a bone engine going with Graverobbers and such. Seeing the world map was like a nostalgia tidal wave, as was beating the first opponent and earning a pack. Act 2 completely stabbed me in the heart by being a full-on spiritual successor to Pokemon TCG for Game Boy, which is a game I adored as a kid. That progression was really satisfying to me.īut holy shit, that's just Act 1. Even if a player is struggling, they''ll eventually get access to items like the knife, broken abilities on their squirrels, OP death cards, and general game knowledge supporting all of this with good picks for card upgrades and such. ![]() The time loop nature of the game was also evident with how insanely strong the player will inevitably become with the cabin upgrades and death cards. ![]() The card mechanics are solid, if not super deep, but I didn't mind it since the game was so strong thematically, and it became increasingly apparent that the card game exists in service of the overall story. I was pleasantly surprised to find that it's not really that type of game at all rather, it's more of a time loop puzzle game, by way of a card game, where the goal is simply to break the cycle. So just based off the trailer I went into the game thinking it was another roguelike/lite card game like Slay the Spire or Monster Train, just with some thematic twists with the cabin puzzles and talking cards.
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