Card RPG: Mist Battlefield Review


Card RPG: Mist Battlefield Introduction

Developer Acquire is continuing its push into self-publishing with the release of Card RPG: Mist Battlefield. Similar to games like Ancheint Weapon Holly, what we're offering here is a superficial offering of an SRPG adventure that never extends beyond the core of the system. While the demo provided a surprisingly decent layer of quality to the package, the overall gameplay mechanics never seemed to grab my attention.

A roguelike with limited risks

Card RPG Mist Battlefield 1Card RPG Mist Battlefield 1

Card RPG: Mist Battlefield It's labeled a roguelike, but its roguelike system is pretty much about losing progress only on the current map, which I don't think is overly punishing. Thankfully, I appreciate this, because the game loop can be quite repetitive, and if I get wiped out, it would really suck to start over again from the beginning. However, each map resets your team's base statistics, which can be improved through upgrades earned through leveling up. This is necessary if only to deal with the high difficulty spikes in later chapters, but whether you'll see this coming depends on whether you're willing to put up with an average gameplay experience.

The inability to create specific decks for characters results in duplicative encounters and limits strategic depth.

Narrative flaws

opening Card RPG: Mist Battlefield A decent introduction to the setting, but does nothing for the cast. After the opening scene and some battles, you won't know much about the missions or objectives of each act. To describe this better, let's say that after you complete a mission, the next screen is just another map, with no preamble explaining why you got there or what happens next. Your party gets more details on the Steam page than in the actual game, and you're never sure why you're fighting a level boss. This is probably the biggest disappointment, as the design of the characters makes them interesting at first glance, but they slowly lose any depth.

Fog and map navigation

When deployed on the battlefield, fog blocks visibility in the area. This is a feature, but I don't quite understand what it's all about. You don't get bonuses for clearing the fog, which can be done by traversing the map or inspecting facilities, but all it really does is reveal enemies and items that have been outlined in the fog. Anyway, before we get into the battle, let's talk about map navigation.

Despite its potential, the game fails to develop its narrative and characters, making it difficult to stay invested.

During a player's turn, they can move to various spaces on the grid, some of which contain treasure or towns, allowing them to choose one of three card options or discard a card. The interesting thing I found about the chest is that if you don't equip a found item immediately after opening it, you lose it. I don't know if this is a bug, but every time I check my inventory, even after receiving the items, they are gone. However, you can equip them if you equip them before the end of your turn. Hope this issue can be resolved.

Combat mechanics and deck building

Card RPG Mist Battlefield 2Card RPG Mist Battlefield 2

Anyway, onto the fight. When you encounter an enemy, you will have 3 – 5 turns to take action with your deck. Each character shares the same deck, which is another important transition site considering there are cards created specifically for defending tanks or ranged units. The option to create a specific deck around each character would encourage strategic use of that card's effects, but as it stands you're pretty much just rolling with whatever they give you, making every encounter repetitive , because you'll be pretty using the same strategy for every character.

Card RPG: Mist Arena offers a visually appealing experience, but falls short in terms of gameplay mechanics.

Cards allow you to attack or defend, and each card requires action points to use. However, some cards don't require any action points and instead buff the base stat or lower an enemy's stats over multiple turns. There are some cool combinations of cards that can be strung together, but you won't really find them until later in the game when more cards are available. Oddly enough, they make you discard a total of 3 cards after each turn, but I'm not quite sure why, and at least 15 of them seem to randomly remove cards anyway. I also don't understand what the purpose of this system is, but it's there and required after every mission.

Game loop and progression

As you progress, the gameplay loop becomes monotonous. It's all pretty easy to understand, but there's nothing more unique or better than other SRPGs or deck-building games. For starters, type mixing doesn't work when you can't build a deck for a specific character. Additionally, progression is mostly tied to the base stat upgrades you unlock when you gain Strategist rank, which are required to get past some random difficulty spikes. Characters never die permanently, and the narrative never dies. I've been playing it just as a personal protest against being beaten by a game that I naturally want you to finish over the weekend. As an entry-level SRPG, this might have been a good introduction to the overall gameplay loop of the genre, but sadly it doesn't offer anything beyond the typical, as well as much-needed quality of life improvements.

final thoughts

Card RPG Mist Battlefield 3Card RPG Mist Battlefield 3

Card role-playing game: Mistbaterfield The foundation is laid for the epic SRPG adventure you'd expect, but the execution suffers. Similar to the team's previous self-published games, the experience feels as if the people developing the game were trying to develop within a genre and game system they were unfamiliar with. ’s deck-building mechanics, all tied into the expectation of upgrading your units through repeated battles in roguelike guise. It's playable and visually stunning, but rarely keeps you engaged.

Card RPG: Mist Battlefield (PC)

5



mediocre

Card RPG: Mist Arena sets the stage for the epic SRPG adventure you'd expect, but the execution is terrible. Similar to the team's previous self-published games, the experience feels as if the people developing the game were trying to develop within a genre and game system they were unfamiliar with. Deck-building mechanics, all tied into the expectation of upgrading your units through repeated battles in roguelike guise. It's playable and visually stunning, but rarely keeps you engaged.

OK
  1. Visual appeal: The game has impressive visuals and character designs.

  2. Easy-to-use roguelike elements: Roguelike mechanics are not overly punitive, making it easy for new players to get started.

  3. Unique Card Combinations: Late-game action introduces interesting card combinations that enhance gameplay.

harm
  1. Repetitive Game Loop: The game can quickly become monotonous due to repetitive mechanics.

  2. Limited Narrative Development: The story and characters lack depth and development, reducing player investment.

  3. Shared Deck Limitations: The inability to create specific decks for characters limits strategy gameplay.

  4. Inventory Errors: Issues with items missing from the inventory can be frustrating for players.

  5. Unclear Mechanics: Some game mechanics, such as the mist feature, aren't well explained or rewarded.



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