Whilst the plot and characters can be whimsical and light-hearted, there’s a lot of darker underlying themes: Inadequacy, regret, abandonment and irrelevance. There’s a delightful sense of humour running through the story, which stands out prominently. A party is made up of three characters, but you can choose which characters you battle with and the rest are still present during cutscenes. Along the way, you meet more party members and end up with a variety to choose from. An unusual band of heroesĪt the start of your journey, the party is made up of two characters. The levels offer minor elements of exploration in hidden rooms and chests, but really you’ll be following a set path, defeating enemies and trying to find the end of each level. Your aim is to move from area to area seeking enemies to battle, chests to open and the odd NPC character to talk to. In each chapter, you can control whichever playable character you want, but they all function the same. SteamWorld Quest’s story is a linear adventure through the game’s chapters and acts. There was one particular boss design that, to my distaste, was recycled on three occasions with extremely minor variations. Unfortunately, at times, they do fall victim to repetition though. In fact, all of the characters you meet on your journey, from NPCs to bosses, are fun fusions of steam-powered robots and the game’s fantasy setting.Įnemies and bosses also follow the same classic fantasy theme, with the like of slimes and goblins featuring throughout the title. Armilly the bold hero-to-be is clad in armour with oversized shoulder pads, whilst Copernica the smart, timid wizard wears a dress and a flower in her wizard’s cap. Each playable character is a well thought out nod to the RPG class they represent. Whilst this was a shame, it was by no means a deal-breaker, as distinct personalities were still delivered well through the dialogue.Īs I’ve come to expect from the SteamWorld games, the character designs are unsurprisingly excellent. Sadly, I felt a bit deflated when the rest of the game returned to the series’ trademark of robot gibberish adding flavour to text dialogue. SteamWorld Quest’s aesthetic ties in perfectly with the new fantasy setting.Īn animated, fully voice acted introductory cut-scene reeled me in immediately, preparing me for the adventure I was about to go on. The areas you explore are beautifully realised and the art style lends itself well to the spooky forests, creepy caves and other settings. The warm and comfortable aesthetic ties in perfectly with the new fantasy setting – a departure from the Western and Pirate aesthetics of previous SteamWorld titles. Outlines are bold and scratchy, with trees and bushes blurring into watercolour-esque backdrops. The game’s colourful, hand-drawn art style evokes memories of picture books and illustrated fairytales. It’s really unlike any turn-based RPG I’ve personally experienced before. This act of crafting your own move pools and randomly pulling attacks creates a more dynamic, customisable and varied experience. During combat, instead of choosing from your party’s pool of attacks, you draw from a deck containing all your party’s different offensive moves. SteamWorld Quest: Hand of Gilgamech is a turn-based, deck-building RPG that takes elements from both genres and smushes them together into a satisfying, attractive package.
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