C.A.R.D.S. RPG: The Misty Battlefield review: Heart of the cards
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Jun 10, 2024
C.A.R.D.S RPG: The Misty Battlefield
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When I first started this piece on Cards RPG the Misty Battlefield, I couldn't wrap my
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head around the game. It isn't that the mechanics are difficult to figure out or that the gameplay is souls-like
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level challenging, though it can be quite tough. No, it was because I couldn't find the heart of the game
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What it truly was and what it wanted to be. Is it a roguelike
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Is it a deck builder? Is it an SRPG? Is it truly all three like it claims to be
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The answer was challenging to determine and took me a few hours to come to a conclusion
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Cards RPG the Misty Battlefield is fun and worthwhile if you give it time and a little luck
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It's like building a deck of cards. You want to have fun if you never draw well or can't find the cards you need, but finding
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that winning combination can take a while to reach, if ever reached at all
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The roguelike style deck building SRPG is a combination of many great ideas but doesn't
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quite know what it wants to be. As a card collection and deck builder, it's great
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The combat is fun, smooth, and fluid, and collecting the more than 100 cards allows
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for creativity when it comes to designing your deck. However, its repetitiveness, though a feature of a roguelike, is not at all like the namesake suggests
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While it does have connections in combat design and procedurally generated levels, it can
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get stale quickly. While there are several things to enjoy about a Quire Corpse cards RPG, it's like opening
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a pack of cards. You know you're going to get cards, but it's as if the cards are from different
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games and genres. The story follows Vel as she leads her battalion against the Helmuth Brigade
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It may not be the strongest story, but it is engaging as the voice acting and casting
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are the more finer parts of the game. Characters will speak to one another during combat to encourage them or talk about the
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current encounter. This makes for compelling character development and engaging interactions that drive the narrative
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of each fight. However, you end up jumping from one scenario to the next without really knowing why
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One moment your group is fighting a man named Greg, who is challenging, but once you defeat
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him, he comes back again only for you to have to fight him all over
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Then the next level you're fighting a goblin spellcaster, but again, I'm not quite sure why
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The minions were human soldiers, not a squad of goblin enemies. When it comes to these encounters, you start each level by selecting units to place on
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the field. Each has a square like a chess board and can move a limited number of spaces per turn
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The map is composed of areas of shadow which you can only see when you advance nearer to it
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This can reveal enemy units, rewards, and facilities to discard cards or gain new ones
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Though revealing shadowed areas never felt rewarding. You can see silhouettes of enemies and chests, so you are at least aware of their position
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The one thing you aren't aware of is the enemy's style. For example, do they wear heavy armor and have a mace, or are they an archer that can
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shoot you from several squares away? This is where cards RPG gets interesting
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Units, including enemies and your own, each have a weapon, armor, and weakness
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Heavy armored individuals use large weapons and hit harder in combat, though they tend
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to be weak to two-handed swords, whereas archers use a bow and arrow and can attack from afar
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without being attacked back in the same turn. They are weak to daggers and swords, so knowing what you're up against is key so you can choose
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the best unit to attack. If you choose a unit like Vel, who uses a two-handed sword to attack a heavily armored
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enemy, you'll have a better chance of winning that fight. Because Vel's sword is strong against the armor, if you attack three times in a row
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you'll earn a break and cause the enemy to stagger and lose their next turn
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This gives you a chance to either hit them again if you drew well, heal, or buff your
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defenses without being attacked in the same turn. The enemy types aren't vast, and I really only ran into a handful of different units
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In the end, it all got repetitive quite quickly, and while I enjoyed the first few rounds of
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combat, after 15 minutes of it, it all blended together. Once you encounter an enemy, you go into combat and use your deck of cards to fight
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Fights with general enemies last three rounds, and ones with bosses last five
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Each round, you draw cards and use them to fight. These cards cost power, which you get three of during each turn, and cards cost anywhere
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between zero and three power to use. Cards vary, but generally come down to attack, defense, boosting your stats, and reducing
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enemy stats. It's a simple and effective design that doesn't take a lot of thought, which is great for
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anyone looking for a quick fight, though combat, in addition to traversing the map, can take
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anywhere between 30 minutes to an hour to complete. That's a chunk of time you have to devote to the game, and you can't save your progress
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If you lose, it's back to the start to tackle the enemies all over
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This is where the roguelite comes into play. When it comes to your deck of cards, you only get one, and it is shared among all of your
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units, so you can't tailor it to just one unit type. You'll need to ensure you have cards that boost ranged attacks, sword strikes, and armor
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for your heavy hitters. It would have been a great addition to be able to build multiple decks and either switch
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between them as needed, or build ones designed for specific units. Having a singular deck isn't a negative, though, as it allows you to really think on
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what cards you want in your deck that work with every unit
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You can find more cards on the battlefield or choose to discard them at a facility
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Discarding is useful if you have too many of one or need to add another you obtain during
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the game. You'll also find treasure chests that contain new cards to choose from or items to boost
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unit stats. You'll need to equip them right away or risk losing the option to do so later
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Plus, the unit that opens the chest is the only one that can equip the item
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This seems like an odd choice, as you aren't sure what you'll get until you open the chest
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Then again, the items offer general stat boosts and aren't focused on specific units
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For instance, you can find a sword that boosts your attack by a certain amount
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Cards RPG The Misty Battlefield is an amalgamation of two genres, a deck builder and a roguelike
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It offers a unique blend of strategy and luck that is captivating if only for a short time
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It's a game that doesn't fit neatly into any one category as it isn't quite sure what
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it wants to be. But for those willing to shuffle through its lengthy battles, there's a rewarding experience
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waiting to be dealt
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