This ingenious blend of RPG mechanics, visual novel-style storytelling, and deck-building roguelike gameplay is a beautiful recipe for a kind of game I never knew I wanted. Even though I’ve already spent the past week getting through each of Griftlands’ campaigns multiple times, I’m still looking forward to my next run – and the run after that. Campaigns are short and challenging, making them highly replayable and memorable adventures that reward your time. It’s kinda absurd that such an eclectic group of mechanics work together in such harmony, but once you’re bitten by their charms it’s quite hard to put Griftlands down.
Griftlands does what it sets out to do, offering a wholly compelling and unique take on its genre influences. It's yet another excellent entry into roguelike deckbuilding experiences and is immediately memorable thanks to its reliance on world-building and character depth. Even better, the story of Griftlands is a fun jaunt through a sci-fi world that is buoyed by an even more exciting card game. Those who loved Hades, Slay the Spire, or similar games will find just as much to love in Griftlands.
Griftlands is an atypical deckbuilding roguelite with an addictive gameplay formula and a top notch narrative. I can see myself playing this game for a very long time while trying to master everyone of its aspects.
I really like how the deck-building mechanics reflect the dispositions of the different characters. You can see this in both combat and negotiation; Sal is pretty strong all around, which makes them a good choice for your first couple of runs. Rook flips a coin every now and then during negotiation that can produce a powerful boost. Smith builds up a stockpile of empty bottles while in combat which they sometimes hurl at their opponents. The result is a wonderful sense of ludonarrative consonance.
Shortcomings aside, Griftlands is another slice of low-key brilliance from developers Klei. Is there a genre they can't do? The balance of narrative and deck-building made for a much more engaging experience than I often have with card-based titles, even if it feels like more could be done to connect those systems and bolster the storytelling. Still, I'm going to remember my adventures with Sal and the little moments of friendship and betrayal throughout each run. I like playing as a grifter; it ain't much but it's a living.
Griftlands is the new champion in the deck-building roguelike games arena, thanks to its original gameplay mechanics and deep/entertaining narrative nature.
Absorbing. [Issue#361, p.112]
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