It’s a system that is almost instantly recognizable, yet still manages to remain fresh and engaging 30 hours into the game.Įach character begins with a preset deck of cards. Certain cards are cheaper when played from certain locations, while others have stronger effects when combined with cards from the other hero. You’ll be switching positions frequently. The hero at the front sustains most of the damage, while the hero in the back works to take down the enemies. However, Roguebook brings a new level of depth by combining it with a Darkest Dungeon-style team setup where you can bring two heroes into combat. It’s a turn-based deckbuilding game where you use energy resources to play certain cards before the enemy has the chance to do the same. Roguebook’s combat is very similar to that of Slay the Spire. This merely acts as a means of finding items and locating enemies once you actually get into the meat of the locations you can find when exploring, the game engrosses you like no other. Lining up the perfect inkwell to open a pocket into a large unexplored zone, followed up by a quick swing of a paintbrush – the feeling of accomplishment and glee as that canvas reveals some highly valuable items and challenging boss fights is fantastic. It’s a level of satisfaction and discovery rarely seen in games nowadays. You then use these items to reveal the various paths ahead. As you explore, defeat enemies, and find treasures, you’ll be rewarded with ink and paintbrushes. In an almost fog-of-war-like state, much of the map is blank, plain, yet to be brought to life. However, straying from the beaten path is where the game truly shines. That route has a few guaranteed encounters, such as an epic battle and a few vaults to purchase cards from. Each map has a single route that leads to the chapter boss. Roguebook throws that out the window and offers a blank canvas for players to explore. Most of the roguelike games that center around a CCG design fail to capture the thrill and challenge of exploration, oftentimes simply giving the player the choice between two or three paths. Each page of the book acts as a level there are three environments in total, each themed and designed slightly differently. Roguebook brings something fresh and exciting as it incorporates art and style into the very fabric of the game. The visuals are absolutely gorgeous, from the isometric-style environment filled with color and detail to the charming characters and bizarre creatures. However, that’s not to say that Roguebook doesn’t bring its own artistic flair, and it’s the delivery of this artistic creativity that truly sets it apart from the competition. Slay the Spire fans will instantly recognize the general combat layout and card design, while fans of the roguelike genre will quickly get up to speed on its general features and mechanics. Roguebook is a game that wears its inspiration on its sleeve. Roguebook has wasted little time in cementing its legacy as one of the best the genre has to offer. Once again, convinced that was the best it was going to get, Hades blew everyone away. Just when I thought Darkest Dungeon was the peak of the genre, I was blown away by Slay the Spire. I was fortunate enough to have the opportunity to dive into Roguebook for a preview earlier this year and while the content on offer was limited, I knew straight away that the team at Abrakam Entertainment had hit that special roguelike formula shared by the greatest games in the genre.
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