![]() Enemies will display their intent – attack, defend, and specials – and the player then plays their turn in response. When combat is triggered the game switches to a side view, with a set of cards doled out based around the sets belonging to the two heroes the player chooses to take into the game. Each map is different and because the game is a roguelite, returning to them will generate very different experiences. They will find battles, unlocks, money and random scenarios. To get out of the book requires beating three stages of increasing difficulty and defeating an overpowered boss.Įach map starts with the path being laid out on a hex-based map that leads straight to the boss, the rest of the map is not uncovered and the player must use a combination of brushes and inks to explore it. They are later joined by a rage-filled Seifer and kindly Aurora. The story revolves around Sharra attempting to escape from a magical book with the help of a buddy Sorocca. When I say ‘new’, Roguebook has been out on Steam since last year, and gauging from some of the more lukewarm reviews from around then Xbox players are benefitting from the extra year of revisions and patches. The developers, Abrakam, clearly have a fondness for the universe because their ‘new’ title Roguebook shares the same setting and characters. This adds a new level of strategy to combat, as switching out your character to be in the lead at specific moments can mean life or death.Faeria was a hidden gem on consoles, part card collection game, part turn based strategy it had a messy history on other platforms, but on consoles it was a slick title with all the free-to-play bits removed and just a rock solid AI and polished visuals. ![]() Many cards, abilities, buffs, and debuffs in Roguebook are dependent on a character’s position–either in front or the back. Yet what makes Roguebook stand out is its focus on tag team combat. All these elements help make each run enjoyable, even if the RNG gods aren’t smiling on you. Players can also collect a number of items that can permanently impact combat and can stack effects to cards with gems found in each page. As you progress, more in-depth status effects, buffs, and debuffs are introduced, forcing players to be strategic about the cards they collect and play. Things start fairly straightforward, with each card and enemy simply dealing damage or raising defence. It doesn’t innovate on past deckbuilding roguelikes, but it does enough for its combat to become a highlight for the game. ![]() In the midst of battles, however, it can be easy to forgive Roguebook’s unremarkable presentation. Not every game needs to present never-before-seen concepts, but Roguebook’s lack of character and charm means that I’m simply unable to concretely remember anything about play sessions I’ve just spent a few hours in. Even the playable heroes Sorocco and Aurora fail to make much of an impression, ultimately blending into Roguebook’s familiar fantasy world. With the game touting the involvement of the creator of Magic: The Gathering, Richard Garfield, one would assume that more about the world would stand out. ![]() Unfortunately, Roguebook feels incredibly generic, its world, light narrative and character designs seemingly recycled from the sum of its influences and peers. ![]()
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