

I’m always happy to take an opportunity to point out how useless most game reviews are. I mean… Did Edge publish the review scores of other magazines or websites? Probably not.īut it’s ok. Overall, though, there’s far more to love in Griftlands than not, and I’m excited to see how it grows through its Early Access cycle.Probably moreso from the extra clicks generated from the comments section.

Griftlands is at its most successful when I feel like a cool, fast-talking, combo-wielding rogue, and so it suffers where its dual deck building and keyword glut dazes and confuses me. A few hours later it became clear that he was the head honcho of an operation I needed to infiltrate. I’d never heard of the man before, so I thought nothing of it. In another instance, after I accidentally murdered a woman in the woods, someone publicly denounced me. In one instance, after I saved a religious fanatic’s life, I was able to leverage my friendship in order to get one of their parishioners off my back. Sometimes, if you find yourself in an unexpected brawl or argument in a pub, friends and foes might intervene for or against you.

Relationships play out by giving you social boons or social banes, which act as unique combat or negotiation modifiers. The resulting relationships create a complex web of consequences, serendipitous encounters, friends, and enemies-which can come to bizarre and interesting intersections. Most folks feel neutral towards you at first, but they can come to love or hate you depending on your actions.

The world of Griftlands’ NPCs is vast, and your character has a unique relationship with everyone. I’ve yet to build a deck as compelling as some of the infinite combos and damage machines I’ve created in Slay the Spire, but Griftlands has enough character outside of its deck building to stay interesting. One of my favourite touches is that playing a card grants it XP on its way to an upgrade, so your most-used cards grow from use. After I murder an unsuspecting guard, for instance, I gain the card Reputation Preceding-it tells people I am not to be messed with by giving opponents an Apprehensive quality, which, in turn, gives me more defense when they attack. Cards with new keywords can show up as a consequence of your play style. Manipulation allows you to search through your deck and play with card order, with the implication that you’re misdirecting your opponent in conversation. This is clearest in negotiations, where Diplomacy cards favour defense and composure, while Dominance cards favour aggressive attacks and intimidation. (Image credit: Klei Entertainment) A card game with a storyĮverything in Griftlands is flavored by the game world. The similarities make it easy enough to pick up the basic elements of both battle and negotiation. You can build for similar concepts in both decks, like searching your library for cards or applying debuffs to your opponent. Both battle and negotiation decks have identical turn phases, basic attacks, and defence moves. The decks are kept entirely separate, but their underlying mechanics echo to each other. Depending on the situation, you can pull out either deck to fight or talk your way to a resolution. Griftlands' twist on the card game genre lies in its dual deckbuilding: You build one deck for fighting, and one deck for negotiating. Like Klei’s other Early Access success stories, Griftlands is fun even before it's done, holding its own against the current cadre of killer deckbuilders, including Slay the Spire and Monster Train. Griftlands is the latest and slickest roguelike deckbuilding game, and it's of special interest because it comes from Klei Entertainment, the developer behind well-liked games Oxygen Not Included and Don't Starve.
