![]() ![]() ![]() So this is where the traditional risk/reward factor present in any good roguelike is present, and Roguebook has a good twist on it, tempting you into seeking out more foes and encouraging your bloodlust. Normal battles reward you with a simple vial of ink that can, say, reveal five tiles in a straight line, among other things, while elite battles will provide an entirely new brush. And how do you gain more ink, you may ask? You have to defeat enemies, of course. So you have to explore each area for gold, possible events, opportunities for new cards and more. With each new area, you get five brushes to use, which reveals every hidden area around you within a two tile radius. Of course, you aren’t just supposed to stick to the path. Along that path will likely be a normal battle, a tougher elite battle right before the boss, and a couple of areas where you can pay gold to draft a new card, visit an alchemist to transmutate one, etc. At the beginning of each randomly-generated section of the book, a hexagonal grid is created, and a path is directly made from your starting area to the boss. Traversing the book in the unique gimmick, as it uses a unique ink-baked system in order to explore each land. Set in the same universe as Faeria, the developer’s previous game, Roguebook sees you setting out on a journey in order to defeat the titular cursed book, which naturally threatens the world. But Richard’s presence doesn’t automatically guarantee success and Roguebook still needs to stand on its own two feet. So yes, his involvement here is what I would consider to be a big deal. And while Roguebook, the new game from Nacon and developers Abrakam Entertainment, looks pretty, it needs a solid hook in order to…įor those of you who don’t know, Richard Garfield is the creator of Magic: The Gathering, AKA the game all collectible card games owe a debt of gratitude to, AKA the game whose online version is still currently an eSports staple, AKA the reason all of these deck-building games arguably even exist in the first place. And with so many, these types of games need to bring something special to the table in order to stand out. Hopefully, that will be sorted out in the final release, but it definitely hindered the experience a tad not knowing whether or not I’ll lose my run due to a game crash and not lack of slack and poor decision-making like usual.We have a ton of rougelikes with deck-building mechanics right now, and after the success of Slay the Spire, you can bet we’ll still have a ton more down the line. I also ran into pretty frequent technical problems, having the game crash on me multiple times when returning to a run or trying to load up a new one. ![]() It added a whole extra genre to the game with its tower defense mechanics, and while Roguebook tries to do something new, it doesn’t go that far. Monster Train was another game that was clearly inspired by Slay the Spire and incorporated a lot of the same or very similar gameplay mechanics, but at the same time, it still felt unique. Roguebook definitely tries to be original with its open-world map and dual-character combat system, but in the end, it just feels like another rip-off of Slay the Spire. The biggest thing that distinguishes a truly great roguelike from all of the others – and trust me, there are a lot of them now – is originality. While the characters are cool, the game doesn’t really stand out – which is ultimately my main problem with the game, it’s nothing special. The same goes for the graphics, its a cute and pretty fantasy game that looks really good but the art style isn’t that unique. The music is nice and atmospheric but didn’t overly stand out as anything special to me. ![]()
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