Your initial grifter is Sal, a grizzled former slave who, newly liberated, has returned to the Griftlands to seek vengeance on the woman who sold her into a life of indentured servitude. There are three different grifters to play as, each of whom offers a slightly different take on the game. Taking place in a hodgepodge post apocalypse that mixes sci-fi, fantasy, and anthropomorphic animal people, Griftlands sees you play as a ‘grifter’, a mercenary for hire whose gift for the gab is equal to their skill with a blade. It’s a well-made CCG that has big ambitions and some smart ideas, but unfortunately it doesn’t quite pull those concepts off. Surprisingly though, I find Griftlands much harder to recommend than I anticipated. Naturally, therefore, I was excited for Klei’s take on the card battler, one specifically designed to treat dialogue and conversations with the same depth as most CCGs treat combat. Whether it’s a survival game, a turn-based heist-sim, or a colony simulator about gases, the studio possesses an uncanny ability to turn its hand toward any genre and create innovative and fun and experiences. Griftlands is the latest game from Klei Entertainment, a studio with a remarkable knack for transforming whatever it touches into gold.
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