Crown Trick Review - a fantastic cerebral game
Speed is a game for two gamers or more of the shedding family of card video games, in which each gamer tries to do away with every one of their cards first.
Each kind of video game needs a recycling course on why it must be played, that's why a property like Crown Trick can make a way on the stage. If you want to call this a two-in-one package, a three-in-one package or an amblated dungeon of terribly good moments, the answer is yes.
Developed by the creation studio known as NEXT Studios, Crown Trick offers a mix of rogue-lite goodness and Dungeon Crawler. The story, although a bit stereotypical, brings a blend of charming characters next to a diverse thug gallery. You play it, a grass hero at the limit of innocence, and the lore is a nice engine to familiarize us with the Nightmare Realm: a fascinating place full of magic mysteries and feared challenges. However, true magic in this world is the engine design and game at you.
It is incredibly tempting to qualify this title of Dungeon Crawler in turn. Although there is no hourglass or STOP-AND-GO mechanism, Crown Trick apparently requires the same degree of patience as a 4 × 4 strategy set. The passage of time coincides with movement, which means you and the IA play at your own pace. Each of your not equals an enemy step. The degree of difficulty is dictated by the speed with which the player switches his motion buttons. A movement here means a movement there; A striking by the front means a striking by the back. It also means that card sprites can move at the speed of a snail as fast as a super Mario speed race. Unless you have a prior experience in something like Speed Chess, it's worth going back and evaluating each situation before throwing the name of Leeroy Jenkins to vain.
Before the trip begins, there are three types of objects to consider: weapons, relics and consumables. Weapons take a myriad of forms; Think of sticks, firearms, blades, etc. If you saw it in a fantastic novel, it probably exists in Crown Trick. Each type of weapon offers a different method of treating enemies. They appear at random and have unique improvements and capabilities called aspects. As such, the player must reconcile his desired capabilities, his style of play and his cool look. As you can only handle one weapon at a time, you have to be picky. The relics, on the other hand, can fill your pockets. These come with passive buffs and capabilities that do not expire during the duration of the trip. You have to look for those who complement the skills and style of your character. Finally, we have consumables, which can be found throughout the labyrinth and looted on enemy corpses. As long as you have purchased enough inventory space, you can recover as many consumables as necessary to increase your chances in combat.
In combat and out fighting, art is a remarkable pillar of the gameplay. Take the Level Design; Each floor of the labyrinth of the Nightmare presents its own set of servants, boss and a unique atmosphere. At the moment when you appear, the character of a level prevails thanks to an aesthetic and an outstanding atmosphere, sometimes subtle, sometimes sinisters. The rooms can adopt an underground theme, something industrial, something under water or something more filled with flames. Here is another reason for being excited because you already know that invocable familiarities are waiting for you. More familiar with more capabilities; More capacities means more ways to wriggle these servants. Combos combos, my friends.
The beauty and faults of Crown Trick face in its root-lite design. The random element proliferates in all facets of the trip. Triumph or die, each card is always different from the previous one; New enemies, new layout, new hidden secrets. And sometimes, the next room does not seem to be bothering to be explored. For example, random slot machines deign to take money for a reward that is not better - probably worse - that everything you have currently equipped; Sometimes there is simply no gold to spend. In addition, big rewards as waiting in some suspicious colors can lead to costs exceeding the benefits. Since boss meetings are unknown quantities until you are both in the same room, it's hard to prepare for the top floor fight. Even worse, it is quite plausible that weapons and objects available are useless against a level boss. I speak by experience, which is why I stay away from the swords and axes of low rarity.
At the same time, a litany of weapons and skills offer many possibilities of experimentation. There are armed combos / skills almost infinite, that's why I had some vertigo by browsing the armory. This makes you feel very special when a weapon of great value falls unexpectedly; It feeds your thirst for conquest. This is all the more exciting to test this divine level weapon on new enemies. Thanks to a selection of robust weapons and the eternal randomization of levels and meetings, wipe a soil of enemies, most often, looks like a new experience. In other words, even when the game requires you to read carefully and that you fail, the reset of the progression never seems monotonous. You die, new weapons, new enemies and new possibilities appear. In addition, there is never a material reset of the meetings since the NPCs that you find scattered in the labyrinth will come back with you at the point of appearance, and they sell improvements that make the next exploration of the dungeon more interesting than the previous one .
The constantly evolving labyrinth, full of creative design choices, makes Crown Trick larger than the sum of its parts. There is never a boring moment where the player is very, very unlucky. Otherwise, the game is a rotating wow dating door, colorful fighting and epic boots. It is the fusion of rpg in turn by turn, chess and dungeon exploration robots in an erratic rogue-lite package. So, if you want to exercise this brain matter, do not hesitate to try this experience.
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