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March 21, 2017

Review: Shardlight

I cannot recall ever having played a __game with as bleak an opening as Shardlight. Within minutes you discover that Amy, the central character, has a potentially fatal disease. If that wasn’t bad enough, she is soon being pleaded with to perform a mercy killing by shooting a crossbow bolt through an unfortunate guy’s head. You soon realise that although the __game is a traditional point-and-click adventure, it is an extremely different beast to the light-hearted Monkey Island.

Shardlight is set in a near future dystopian post-apocalyptic world, twenty years after World War III. When the bombs dropped, the sun became obscured and the main source of light is now provided by shards of uranium glass that bathe the world in an eerie green glow. The few survivors live in fear of green lung. This is not a local government scheme in which scrawny trees are planted on busy traffic islands as a token gesture to save the environment, but a nasty respiratory disease that leads to certain death. The good news is that there is a vaccine, the bad news is that supplies are controlled by the ruling self-titled Aristocrats who operate a ruthless oligarchy. They hand out regular supplies of vaccine to the rich and powerful in return for their continued support, whilst the rest of the impoverished population are forced to carry out dangerous and unpleasant jobs in order to earn tickets for the vaccine lottery.

Market

This is the predicament in which we find Amy at the start of the game - as you may have guessed she has contracted the deadly green lung disease and has accepted a government job to fix an unstable nuclear reactor to try and win a supply of the vaccine. This is where she encounters the unfortunate guy with terrible injuries who first tells her about a secret underground movement before begging her to put him out of his misery. So begins Amy’s quest to work with the underground movement and discover the Aristocrats’ dark secret.

Amy herself is a really strong female character, a whiz with a screwdriver; she can turn her hand to fixing almost anything. She gamely battles the disease that has claimed her family and when at certain points in the game she suffers a coughing fit, you really feel death knocking impatiently at the door and the ever-pressing need to find a cure before it is too late. Interestingly, this is not a game of good against evil - Amy has to make her own moral decisions and like in real life no major decision is without its consequences. This all sounds a bit heavy, but thankfully the game still manages to introduce a host of intriguing supporting characters and lashings of dark gallows humour to lighten the mood. Indeed, the excellently scripted characters and superb voice acting is one of the game’s real highlights.

Trance

The Aristocrats themselves are an odd bunch with a fetish for lavish uniforms. They parade around the place with their powered wigs and flintlock muskets looking like they have escaped from an eighteenth century costume drama. Their leader Tiberius is especially strange, what with his creepy porcelain mask and husky voice.

At first I found the early 1990’s style graphics to be a little jarring on the eyes, they certainly aren’t going to appeal to everyone and unfortunately they do make some background details and objects hard to make out. However, the style soon began to grow on me, with the spooky green glow and mysterious red-eyed ravens giving the game a real distinctive atmosphere. At least the pixelated graphics ensure that the more gruesome scenes (and there is a lot of blood spilt in Shardlight) are not too gratuitous.

Tiberius

The game has a real tense focus and is tightly plotted, which means that thankfully there isn’t much wandering back and forth, as every scene is set over just a handful of locations. In addition, your inventory never becomes cluttered to the point where you are just aimlessly trying to combine and use items in the hope that something will happen. The puzzles themselves are a nice blend of object manipulation, prising information from the varied cast and some clever code breaking that adds an extra interactive element. Inevitably, most of us are going to get stuck at some point but the puzzle solutions never feel illogical or too obscure, indeed the writers have done a wonderful job in ensuring that the player never feels overwhelmed or directionless.

The game has made its way over from the PC unscathed, the unobtrusive interface being uncluttered, responsive and really easy to use. A long tap on the screen will highlight all of the features that you can interact with and then tapping on one of these will display two icons allowing you to examine or interact with the object.

Puzzle

My main concern is that the game is quite short, I would guess at around eight hours for someone reasonably experienced in this type of game. In a game that is on the whole excellently paced, it is a little disappointing that the ending feels a little rushed and doesn’t build up to the kind of climax that I was expecting. You can always go back and play the game again with the vocal commentary turned on. This is a really nice addition for anyone with an interest in game creation, as at various points in the game, the inspiration and thinking behind various aspects of the game are discussed by the designer, producer, artist and musician. A word of warning though, the commentary can sometimes give away clues and certainly takes away from the immersive atmosphere so I recommend leaving this feature turned off on your first play through.

Shardlight is constantly striving to build a real sense of tension and mystery, which is reinforced by an excellent understated soundtrack and the constant announcements that boom over the PA system in true Orwellian style. Who is behind the nihilistic death worshipping Cult Of The Reaper? Why is the place swarming with red-eyed ravens? What is that thing in the jar that Tiberius the leader of the Aristocrats keeps talking to? Hopefully all will be revealed before Amy succumbs to the dreaded green lung.

March 20, 2017

News By Numbers - March 20th, 2017

Welcome to this week's edition of News by Numbers, where we highlight some of the can't-miss mobile gaming news each and very week.

Sentinels of the Multiverse: version 2.4

Have you played Handelabra Game's hero driven digital boardgame Sentinels of the Multiverse? Did you think it was too easy? If so, the game's most recent update is for you thanks to the introduction of a challenge mode. It looks like the idea is to let villains cheat. Here's App Store update info:

"So you think Sentinels is too easy? Now, each villain gets another “twist” to their rules, adding that extra delicious layer of strategy to spice up your Sentinels game. And for those who want add even more fire to the flames, Ultimate Mode allows you to play with both the rules from Advanced AND Challenge Mode at the same time. Grand Warlord Voss isn’t being cutesy anymore, oh no, he’s playing the top card of his deck every time he flips. Think you can show him a dose of justice? Or how about The Matriarch who has made all her domain cards indestructible? Or Spite, gaining an unlimited amount of HP? They dare you to try and stop their nefarious ploys!"

Sentinels

Bottom of the 9th: 3 outs

Speaking of Handelabra, it seems they are hard at work bringing the tabletop __game Bottom of the 9th to digital devices. As the name suggests, the __game is focused on the bottom of the ninth inning in a baseball game. There's strategy, adjusting your lineup based on player abilities, as well as luck in the throw of the dice. I've not played the game, but it's fairly popular on BoardGameGeek. No word yet on release date but we'll keep you posted.

The Warlock of Firetop Mountain: 4 interesting sales facts

I always find it very interesting when developers pull back the curtain and provide some insight into mobile game sales. Tin Man Games did just that recently on Twitter in regards to their digital recreation of The Warlock of Firetop Mountain. One tweet revealed that there may have been some debate about supporting iPhone as well as iPad.

Interesting analytic. 50% of Warlock buyers bought it on an iPhone and 50% on an iPad. SO PLEASED we ended up pushing for an iPhone version.

— Tin Man Neil (@TinManGames) March 9, 2017

Three more tweets give a little more insight on the breakdown of sales on Steam…

Fun fact: Linux accounted for 1% of our Warlock of Firetop Mountain sales on Steam. Mac was 6.5%.

— Tin Man Neil (@TinManGames) March 14, 2017

And on iOS versus Steam…

Fun Fact No. 2: The Warlock of Firetop Mountain has been downloaded almost as many times on iOS as it has on Steam, in a much shorter time.

— Tin Man Neil (@TinManGames) March 14, 2017

Worth noting that the lower pricepoint on iOS will have contributed to that. 12% of iOS buyers went on to buy extra in-app heroes.

— Tin Man Neil (@TinManGames) March 14, 2017

D&D Beyond: 5th edition digital tools

At PAX East Wizards of the Coast announced the development of D&D Beyond, digital tools for their latest edition of Dungeons & Dragons. D&D Beyond will provide a rules compendium with official content and the ability to homebrew your own, character builder, and digital character sheets and promises high-quality tools on any device. It sounds good, especially the "any device" part, but given Wizards' track record with digital tools and applications seeing will be believing. You can sign up for the beta here if you want to help bring the toolset to life.

Faeria: 6 new cards

Faeria just launched on Steam and for iPads, but ABRAKAM seems keen on making their plans to expand the game known. A new expansion named the Adventure Pouch is coming this summer and will be adding a new co-operative campaign where you will work with friends or an AI ally, co-op boss fights, and new cosmetic items and daily challenges. The Adventure Pouch is available for pre-order at a discounted price between March 15th and May 9th and those that take advantage will get 6 new cards that have been added to the game's core set as well as a special card back. The pouch's promo video is worth a laugh, but probably not in a way they intended. Faeria is out now on Steam and iPads and will be launching for Android tablets in about a month.

Battleheart 2: 16 classes

Mika Mobile provided a quick update on the development of the latest game in the Battleheart franchise, Battleheart 2. At this point they're working on the art and animation for the game's heroes and enemies. Their goal is to launch the game with at least 12 but preferably 16 heroes, four of each major archetype (tank, support, melee, and ranged dps). It's too early to peg a release date, though Mika Mobile is aiming for 2017. They've long been touting this one as a return to the magic of the original Battleheart—with the addition of cooperative multiplayer—and if so, it'll be well worth waiting for.

Battleheart

Rome Total War Barbarian Invasion: 28th of March

Last week I talked about the imminent invasion of Rome by barbarians. This week, we have a launch date. Rome: Total War - Barbarian Invasion is coming to iPad on March 28th. In it, you can play as the Roman Empire or the barbarian hordes. Will it be as great on iPad as Rome: Total War? We will know very soon.

UK mobile games industry: £995.1 million in 2016

The UK mobile games industry is large and growing. UKIE, a trade organization for the UK's games and interactive entertainment industry, recently stated that the industry was worth £995.1 million in 2016, and increase of 16.9% from 2015. The mobile industry makes up about a third of the £3 billion game software industry. UKIE also stated that the future may be less bright thanks to Brexit, with 40% of game studios at least considering a relocation.

That's it for this edition of News by Numbers. If you've got a news item worth sharing send it my way on Twitter @MrVigabool and it may show up in a future edition.

March 17, 2017

Pocket Tactics Presents: iOS Guide 2017

2016 was an awesome year for gaming and I sure hope that trend continues into 2017. What follows is a number of intriguing titles that make me very optimistic about the coming year in mobile gaming. There are a lot of games in development of course, but these are the ones I am most looking forward to. As the year rolls on it is our intent to add to this preview as games of particular interest are announced—so bookmark this page and check back often!

Note: This is our iOS guide. The Android guide removes the confirmed iOS-only games and can be found here.

Antihero

Antihero is a forthcoming turn-based strategy __game where you control a thieves' guild and vie for dominance of a seedy underworld. You'll recruit and equip thugs, saboteurs, assassins, and urchin and bribe, blackmail, and murder your way to success. It conjures thoughts of Scott Lynch's entertaining Gentlemen Bastards series of books for me. Antihero will feature both single-player and asynchronous multiplayer modes of play, and is currently testing a real-time multiplayer option as well.

Armello 

The King of the animal kingdom is dead and the battle for his crown has begun in Armello, a digital boardgame that's been nominated for all kinds of awards since its 2015 release to PC , Mac, and consoles. You play as the hero of one of the great animal clans, each a claimant to the throne. The __game combines elements of card and board games with the depth of an RPG.

You can explore the world, duel and scheme against other players, and eventually storm the palace to become the newest ruler of Armello. The world is 3D and fully animated and quite frankly looks like something Disney would make. Armello looks great and sounds amazing and I can't wait to get it on my iPad. Watch this video and see if you don't agree!

Ashworld

One of the best games of 2016 was Space Grunts, which brilliantly made a turn-based roguelike game feel much more like a tense action-adventure title. Next up from Orangepixel is a Mad Max inspired game titled Ashworld.

Ashworld

This one will be much more of a fast-twitch shooter but with the same great graphical attention to detail. Pascal, the indie dev behind these games recently commented that he "increased the size of blood particles and improved all explosions and debris effects (stuff now bounces all over). It’s hectic, chaotic, and possibly a bit over the top.. just how I like my games!" Sounds fun doesn't it? Ashworld should hit your mobile device in Q1.

Card City Nights 2

Card City Nights cleverly blended a deck-building, collectable-card game within the context of a single-player adventure. Ludosity, the developer, recently announced that a sequel has not only been in the works since last August but is ready for beta testing. They also announced that Card City Nights 2 will include a feature the original did not: online multiplayer.

CCN22

Card Thief

Beta testing is in full swing for Card Thief, the latest game from TiNYTOUCHTALES—the maker of Card Crawl and ENYO. In Card Thief you drag your finger across a 3x3 grid of cards to chart the course of a master thief. Your thief must move stealthily, extinguish torches, and dodge guards all in a quest to steal as much loot as possible. Your ultimate goal is to steal the treasure chest card and return it safely to your lair.

Card Thief

Duelyst

Duelyst is a grid-based CCG where you not only play cards to cast spells and summon creatures but also move those creatures around the gameboard to battle opposing combatants and defeat your opponent. Think Hearthstone meets Hero Academy. Managing both cards and miniatures makes for challenging tactics-heavy gameplay that rewards skill over luck. Duelyst is live on PC and Mac and already well known for its huge cast of 16-bit generals and minions. It has a definite shot at siphoning players from Heartstone and building a big player population when it hits mobile devices this year.

The Elder Scrolls: Legends

The Elder Scrolls: Legends is a digital collectible-card game set in the universe that has served as the setting for many role-playing games, including Morrowind, Oblivion, and Skyrim. The game explores the characters, deities, and mythology of that universe. Legends is up and running on PC and plays a lot like Magic: The Gathering and Hearthstone, but with an interesting lane dynamic that really looks to differentiate it. You can read some early impressions here.

Elder Scrolls Legends

The game board is split in two and you must pick a side when playing a card. Cards can only affect others in the same lane, so it forces the player to manage what is essentially two different games. There's a lot of buzz that this twist, along with a recognizable IP, puts The Elder Scrolls: Legends in a position to take on Hearthstone when it releases to mobile devices later this year.

Faeria

There's a third exciting CCG coming to mobile in 2017: Faeria. Like the others, Faeria offers a twist from the Hearthstone model and has incorporated a dynamic, "living", game board that players shape by playing their land cards. Each type of land—Forests, Mountains, Deserts, and Lakes—is a different color with unique spells associated with it. You play lands, harvest Faeria, and summon creatures to defeat your opponent. A primary goal is for the game to be fast paced and the developers have said the average game takes 11 minutes. Faeria is currently on STEAM early access with very positive reviews and a mobile beta due to start up soon.  

Cool Faeria Deck Egg of Wonders 22 events

Exiles of Embermark

Exiles of Embermark first caught my attention last year with their tagline, "fantasy RPG multiplayer in one minute." It is a tactical head-to-head combat game built specifically for mobile and meant to be played wherever, whenever, in action-packed bursts. Gameplay is turn based where each player picks an action—attack or cast a spell—and then rolls initiative to determine who goes first. The goal is to drop your opponent first and there will be a ton of different abilities and gear to customize your warrior with an optimal build.

Exiles

This isn't just a fighting game, however. The goal of the developers is to bring the setting to life with vivid maps and an immersive narrative for a single-player campaign. To this end they secured the involvement of prominent writer John Scalzi to help develop the game world.

Exiles of Embermark will be free-to-play on both iOS and Android and will feature Hearthstone style IAPs to speed progress so what remains to be seen is how these freemium mechanics affect gameplay.

Hades' Star

Hades' Star is a game of galactic exploration and colonization with aspirations to become a great mobile MMO. I wrote about the alpha version in depth here and believe the game shows great promise for multiplayer fun—particularly in terms cooperative and competitive feature. The open beta, which will also serve as a soft-launch for the game, is starting soon(ish).

CroppedImage1140600 SetWidth1140 Hades Star

KAMI 2

I love puzzle games and KAMI, by State of Play Games, is one of the best out there. It's a simple, relaxing, and enjoyable game based on the folding of colored paper across intricate designs with the goal of reaching uniformity of color in as few moves as possible. KAMI 2 is coming in 2017 and will include over one-hundred new levels of paper-folding challenge. There will also be a daily-challenge mode and a feature that allows gamers to make and share their own levels.

KamiGuide

Strike Team

Wave Light Games, the indie developer who made Demon's Rise 2–our 2016 RPG of the year—is working on a new turn-based tactical RPG. Rather than fantasy, this one will have a sci-fi flavor and is inspired by games like XCOM.

Strike Team

You'll still assemble a crew of fighters from a slew of class options. You'll run your team through super-realistic tactical combat encounters that make use of the morale system and terrain effects the Demon's Rise games are known for. You'll definitely take on some alien baddies. Strike Team is due out in Q2 of 2017 and is definitely one to watch if you like combative role-playing games.

To the Moon

To the Moon is a heartwarming role-playing game about two doctors who travel through an old man's memories in order to make his deathbed wish come true. Released on PC in 2011 this indie game garnered critical acclaim and has an overwhelmingly positive reputation on Steam with over twenty-seven thousand reviews. Not only is To the Moon coming to mobile devices this year, but a sequel named Finding Paradise is slated for release on Mac, PC, and Linux this summer.

To the Moon

Warbands: Bushido

Warbands: Bushido puts you in control of a squad of fighters from medieval Japan. It is the first of two games on this list with an artistic style meant to evoke a tabletop miniatures game. Your fighters come in miniature form and can even be painted and customized, though no magnifying glass is required. Warbands' combat features a deck of cards that represent special powers and bonuses and winning multiplayer fights earns you currency with which you can acquire more miniatures and/or more cards.

The game is currently available on Steam Early Access where only player-versus-player skirmish mode is operational, though the developer intends to add a single-player campaign mode with a dozen stories, each 20-60 missions long. Sounds like some serious content. ETA for Warbands on iOS is unknown at this point, but my fingers are crossed for a 2017 look at this one on my iPad Pro!

WARTILE

WARTILE is a real-time strategy game where you command a band of miniature figures in a medieval campaign brimming with mythology, or against another player in battle mode. The game takes place on intricately designed diorama battle boards. Each mini has special abilities that work well in concert with others. Combat makes use of tactical concepts like high ground, flanking, and reach and is quite challenging. The dioramas are very realistic and are meant to represent real-word locales, like mountains in Norway and the English coast. Each board features quests, achievements and secrets to unearth.

WARTILE

WARTILE is currently in alpha testing for PC in advance of a Q1 release with future releases planned for Mac, tablets, and consoles. I've played it on Windows and must say I'm looking forward to getting it on tablets as well. The developer is trying to make that happen in 2017 but there's no guarantee at this point.

Got a game you're looking forward to that wasn't mentioned here? Let us know about it in the comments!

Out Now: Showcase Showdown Edition

Apple continued its Indie Games Showcase this week, featuring __game after __game created by independent developers. That's more or less every week at Pocket Tactics, but hey, we'll take great games when we can get them, and I've got a whole slew of them to share with you this week. Without further ado, the games…

Beglitched (iOS)

Somehow, the laptop of the Glitch Witch—the best of the best of hackers in a pink-washed world where magic meets technology—has fallen into your hands. Having her laptop makes you, a complete noob, her hacking apprentice and she is willing to show you a thing or two. From there, you're off following an odd narrative and trying to figure out exactly what you're supposed to be doing at any given point. Beglitched is a puzzle game with both match-three and Minesweeper elements that goes far beyond either.

There's an interesting story about insecurity, both of ourselves and our technology, RPG-laced combat with a lot more challenge and strategy than first meets the eye, funny dialogue, and interesting puzzles. You start out not really knowing what to do, but gradually get a clue through trial-and-error and hints in the dialogue. Beglitched is very cool and if you're looking for something unique and can handle being clueless until you figure things out, it is well worth checking out.

Euclidean Lands (iOS)

Comparing games is done often, maybe too often, but it's a handy way to quickly pass along what to expect. The Verge called Euclidean Lands a cross between Monument Valley and Hitman Go played on a Rubik's Cube and that's very nearly the perfect way to describe it (though I might have said Hoplite rather than Hitman Go). You control an implacable spearman who is certainly not plagued by vertigo or a fear of heights as you twist and turn the gameboard in search of foes for him to slay.

You have to take them all out before manoeuvring this intrepid warrior to a space marked with a red circle. It's a really cool combination of puzzle and quasi-roguelike that adds new terrain, weapons, and enemies to keep things fresh. I'm really happy there's no move limit or stars to earn in this one. You just worry about taking out your foes and claiming your rightful space. If you like a little combat in your geometric puzzler Euclidean Lands is for you.

Ticket to Earth (iOS)

Yet another tactical puzzle game, this one with an RPG storyline, is also now available for Apple gamers. Ticket to Earth is set in a science fiction future and based in New Providence, a dying colony on a distant world. The colony is being evacuated back to earth, but tickets fall into the hands of the rich and powerful. The people have had enough, and faced with an uncertain future, opt to rise up. You play as Rose, Wolf, Doc, and Seven as they work to stop a criminal conspiracy and find a way out.

The narrative is interspersed with plenty of puzzle-influenced, turn-based combat missions where the mantra is "see the grid, find the path." Your goal is to find a path to your foe that moves through as many same-colored squares as possible, as this powers up your attacks. I found this style of combat to be very fun and tactically challenging, especially as new characters with different powers come into play and you take on new foes. Couching it as a meditative martial art is a good story-based explanation for what would otherwise feel like a very inefficient way to fight, as well. Fans of both turn-based tactical RPGs and genre busting puzzle games should strongly consider Ticket to Earth.

Cosmic Express (iOS and Android)

Cosmic Express is billed as "a puzzle game about planning the train route for the world's most awkward space colony," which is about as accurate a game marketing line as I've ever seen. Your job is to figure out how to construct a space tram line to pick up and drop off a bunch of little alien folk. It sounds and looks a bit cutesy, but the levels are super challenging and a whole lot of fun. The new mechanics that get thrown in to up the difficulty level as you progress make sense and don't just feel tacked on like some puzzle games.

Best of all the different levels are like exploring a galaxy with lots of different directions you can go next, which means if you get stuck on a hard level you can just go play one of many other options and come back to it. I dig puzzle games and Cosmic Express is one of the best I've seen lately. It's made by the developer that brought us A Good Snowman Is Hard To Build—if you look closely you'll see a familiar "face" in the driver's seat—so there's some solid puzzle creating pedigree at work here. I definitely recommend it to both puzzle masters and more casual fans of the genre.

Guards 3D (iOS and Android)

Guards is a turn-based tactical combat game that's all about unit positioning units in three battlefield lanes. Each turn your four hero team of medieval-themed warriors attacks whatever dreadful creature, or creatures, stand before them in their own lane. Each turn you can swap two of your heroes before the attack phase. Your decision is often based on the hero's special abilities—some fire from range or hit multiple enemies for example.

There are eight different heroes to recruit and use and they are customizable with various items and equipment. The game is pretty simple to play, works well with touch controls, and has some decent tactical crunch in figuring out how best to take out enemies. This is worth a look if you are a fan of turn-based combat games and are looking for a new game with a different style of gameplay.

Aftershock Tactical Card Combat (iOS)

Aftershock is a card battler that goes for something a little different by trying to get in on the Pokémon Go vibe. Your real-life daily activity, both steps and location information, are used to fuel an adventure narrative. The game is more about battle than story, however, and you'll encounter plenty of opponents to fight. Combat is turn based and quick. Each turn you get to choose to attack, evade, or apply a shield.

You can apply a special effect card on your turn as well. There are some tactical decisions in combat, but it isn't super deep or overly complicated. As you advance you'll gain XP and levels, which allow you to upgrade your abilities, as well as fuel reserves which can be used to acquire more cards. Aftershock features both a single-player adventure and asynchronous PVP. Aftershock is yet another combat game with different gameplay mechanics and is worth exploring if you like the idea of a game driven by your own activity, or lack thereof.

Bit City (iOS and Android)

Bit City is a city simulator from the makers of the very well-received Tiny Tower. You start out with some cash and a lot of open space and buy plots of land to zone as residential, commercial, or services (parks, libraries, water towers, etc.). As your city grows you start to earn income per second. You also mash the yellow "Build" button whenever it lights up in order to upgrade one of your buildings. Your goal is to grow city by adding and upgrading buildings and keep increasing your population in order to progress through a series of levels featuring larger and larger cities.

Bit City has an in-game currency that is acquired fairly easily—grabbed off of cars driving around your city and by meeting certain objectives—and can be used to fast forward 10 or 60 minutes for some quick cash. There's also an option to watch a video and get double production for ten minutes. You can do this back-to-back to enable some much speedier play sessions. Yeah, these are freemium mechanics and Bit City is a free-to-play game but it isn't in your face about it. The game sounds and even feels a bit like SimCity, but you're not making anywhere near the types of strategic decisions that made that game so compelling. If you're looking for a clicker-type game to play a couple minutes here and there to pass some time Bit City is right up your alley.

That's all for this week's round-up. Seen anything we've missed? Let us know in the comments below and don't forget to share your impressions if you end up trying out any of the above! Have a good weekend! 

March 16, 2017

Review: Faeria

Faeria by ABRAKAM Entertainment recently completed its beta run and officially released on Steam and iPad. I've spent a good chuck of time playing since the __game launched, but this isn't a proper review. I could certainly give you my take on gameplay, controls, and the __game itself but Faeria is free-to-play and you can download it and pretty quickly get the gist for yourself. My purpose here is to try to help you decide if it is worth dedicating some serious time to grind, or money, to the game by highlighting two things. First, what makes Faeria different from the crowded CCG market that would make you choose to play it. Second, what will it take in terms of time or money to get to build a fairly competitive card collection.
Gameplay

Faeria is a pretty standard collectible-card game in a lot of ways. Cards have a cost to cast. Creatures have health and damage stats as well as special abilities. Combat is pretty straightforward—no Magic-style instants or combat tricks—it works about the same as any Hearthstone veteran would expect.

Where Faeria differs from other CCGs is in its battlefield, called the Living Board. The Living Board is a hexagonally shaped game board composed of hex-shaped tiles. The game starts out with you facing down your opponent—each of you avatars of a god within an orb—directly across the board. Each orb has twenty life and your goal is to destroy your opponent's orb before they destroy you.

To do this, you must sculpt a path from your side to theirs by playing lands. Each turn you can play two plains, basic builder lands, or one special land—a lake, forest, mountain, or desert. These special lands tie to the four different colors of Faeria: blue, green, red, and yellow respectively. How you manipulate the Living Board depends on your deck and overall strategy, what you perceive to be your opponent's deck and strategy, and how each turn plays out.

  Board2

Cards are played using Faeria (the game's mana). You start with three Faeria and gain three at the start of every turn. You can gain additional Faeria from one of the four wells on the game board by having a creature either start or move adjacent to one on your turn. Battling for access to these wells is a key activity on the Living Board and unless you're playing a rush deck chances are you'll prioritize securing them over the plains-to-the-face strategy. Certain spells require you to have one or more special lands in order to cast. A creature may require 4 Faeria to cast but you need one mountain to cast it. Creatures with such a restriction must also be played on a land of that type.

Sculpting the gameboard is just as important in Faeria as building a strong deck and deciding what to play and when. You can own an awesome creature. You can put that awesome creature in your deck, draw it during a game, and cast it. If you haven't created an advantageous game board, however, it might not matter. Conversely, if you control some hexagonal real estate adjacent to your opponent's orb nearly any creature can be awesome and game-ending. Land placement is super strategic and feels a bit like Chess with the variety of opening moves and responses and what you can tell from each.

More Cards

Getting your hands on new and exciting cards is the name of any collectible-card game and Faeria is no different. If you have any interest in being competitive in ladder play the basic cards just aren't going to cut it. You'll want to build more powerful and effective decks, which means better cards. The higher you climb the more cards you'll need, especially if you want to be able to field multiple decks to adjust to the metagame.

So let's talk about the game's boosters, known as chests. A Battle Chest contains five cards, at least one of which is guaranteed to be a rare and sometimes, if you're lucky, an epic or legendary card. A Battle Chest costs 1,000 gold or 250 gems. A cool feature when cracking chests in Faeria is the ability to reroll one of the highest rarity cards in the chest. If you have two rares, for example, you can reroll one. This is a great opportunity to opt out of the cards you are less interested in and avoid getting a card you're already maxed out on. If you tap on the card on your iPad it'll tell you how many are already in your collection and on Steam that information is already displayed.

Battle Chest

Getting free chests is pretty easy early on but slows down as you move out of newbie territory. You can earn chests in the tutorial and by playing through the solo content, of which there is quite a bit. There are solo objectives that reward chests, gold, and other goodies for doing things like completing 10 missions or puzzles or playing 15 green cards. You gain XP as you play as well and get free cards, chests, gold, and so on as you level up. Faeria also features daily quests that reward gold and work like Hearthstone quests. Each day you receive a new quest, which tend to be worth 400 gold, and you can have up to three at a time. You have the option to re-roll one of your quests once a day for a different one, although unfortunately you can't re-roll tutorial and certain other quests. To top it off, there's a daily reward that grants between 40 and 600 gold and also provides chests.

There's also a Mythic Chest that contains four "mythic items." There are mythic cards, which are fancy cards akin to foils in Magic: The Gathering and golden cards in Hearthstone. There are also cosmetic items like card backs, avatars, and different wells.

Daily Reward

Grind Versus Buy

The age-old question in CCGs is whether it is possible to grind out new cards through the free-to-play mechanics or a player must pay to win. The answer in Faeria is that you can, but it comes down to your level of patience. You can absolutely earn chests grinding out objectives and daily quests along with the daily award and competitive play. My guess is I earned somewhere around 20-25 packs from the fast-and-furious first few days of the tutorial, solo play, objectives, rewards for leveling, quests, and other stuff.

Those one-hundred or so cards helped, but certainly didn't set me up for competitive success. I built some decks that were somewhat better than the starter decks the game provides, but still not particularly good. They were fine for most casual-play games against other new players but if I ran into anybody with a better collection I could really feel the disadvantage. Furthermore, I struggled in some of the solo games against AI opponents with straight up better cards and found trying to climb the competitive ladder to be somewhat frustrating.

If you're willing to take some lumps and accept some losses due to lack of firepower you can eventually amass a sufficient collection to compete. The good thing is that at this point the card pool is relatively small. The crafting system is also solid and seems cheaper to me to disenchant and create new cards than in Hearthstone. Mythic cards, the fancy ones, cost more to craft but also give you more when disenchanting. You get a bit more to disenchant a mythic than it costs to create a standard one of the same card so if you don't care about digital bling, that's the way to go. Over time one could start to amass playsets of the stronger commons and rares with several epics and a legend or two and build a competitive deck. If you're willing to be aggressive and limit yourself to one deck or specific colors you could disenchant everything else for crafting purposes—not something I'd generally recommend because it hamstrings later efforts to build multiple decks—you can get there much faster.

Buying gems is the alternative to grinding, and 250 of them—enough to buy a pack—will set you back $1. The more you spend the more you get, of course. I wanted to expedite the process and see what it took to be reasonably competitive. As such I added 7,500 gems, enough to crack open thirty chests.

Gems

I also continued grinding out what I could. At somewhere between 60 and 70 chests opened I could feel a big difference. With some strategic crafting I was able to assemble playsets of strong rares and some very powerful epic cards, primarily in red. I put a Red Midrange deck together and kicked the tires in some solo play and easily took apart AI opponents that had given me a little trouble before. My result was similarly improved in casual play.

Climbing the competitive ladder is, of course, a different story entirely. My modest 60-70 chest deck was sufficient to make a good run and I climbed a few rungs without too much trouble. It seems like you can make about any effective deck work at the bottom of the ladder. One of the reasons for this is the Living Board. If you win the battle for control of the board, and back it up with solid tactical play, you can make up for quite a deficit in card quality, within limits of course.

With some modifications, and a few more freebie chests, I was able to build solid Red Rush and Red (board) Control decks to have a bit more variety of options in terms of playstyle, if not color. At some point I expect to be at the mercy of the meta. Are red decks good up there? Maybe, maybe not. If not I'll need more viable decks with which to play, which means more cards. As with other CCGs, any serious run up the ladder will require a big enough card collection to fine-tune and adjust a deck and also audible to an entirely different archetype if needed. I spoke with several of the game's veterans and they suggested you could get all of the competitively playable cards without paying a dime in 1-2 months, depending on how much time you're willing to put into it. What's playable will shift, of course, but once you've got a base collection it is much easier to keep up with the Jones'.

Red Deck

The Verdict

Faeria is new enough that 60 to 70 chests will get you enough cards to build a viable deck. It could be less depending on how lucky you are, what kind of deck you want to play, and how aggressively you disenchant cards you aren't using to craft the ones you need. You can definitely grind out that many packs, and rewards come fast enough early that you'll have 25 or so chests in short order with another couple a day for a few more days before diminishing to a single chest every day or two depending on how much you play, how often you rank up on the ladder, and how successful you are playing Pandora (Faeria's version of draft and worthy of an entirely different article or three).

Grinding out chests ultimately comes down to your level of patience and frustration playing with suboptimal cards for several weeks. The alternative would be to fork over money for gems. You could drop $20 for 30 packs worth of gems, or $40 for 65 packs worth, which would put you right in the hunt.

Faeria offers a considerably different CCG experience than Hearthstone and other options in the market. The Living Board adds another axis on which to compete, one that I find very compelling. It feels possible to play for free and if you're willing to be patient and grind you can build up a sufficient collection. I definitely recommend CCG players download and play Faeria, especially if you're tired or otherwise uninterested in Hearthstone, or are looking for something with extra strategic and tactical depth.

Editor's Note: While this is an official review, the decision was made not to assign the game a score. For anyone needing an instant summary though, this is a high-bracket game and get's our buying recommendation. Please see the first comment for further notes regarding the game's technical state.

Disclosure: Please see the disclaimer at the bottom of this post for additional important information.