Category Archives: Review
Welcome to the first official blog post where I announce the fact that our “Pokémon talk” recordings shall now be called:
I’m aware that this recording is VEEERY long, but we talked about every single card and we may have spent a bit to much talking about the early bad cards just to rush through them towards the end.
BUT, still had a great and fun time reviewing this card for card, and I hope you will enjoy it as well.
Thanks for watching/listening!
Okay so I want to start of by saying that plenty of cards in the set have a place somewhere, and some cards work great in different types of combos. In this list there are cards that I can immediately see a good place for without having to show you 2-3 other cards to explain the value.
Other than that it will be very interesting to see how the cards from Order and Chaos will be used. So before I go in to the 5 cards that I like, I should really mention 3 other cards that may have caught your eye.
Yes, it’s a great card, being able to take care of any ice out there at the cost of you not being able to access cards, of course this wont matter if you play with different replacement effects that let’s you do other things or trigger other effects. Great card that will be played, but not one that I’m THAT excited about.
This card is getting plenty of buss because one, it’s a huge score card, 2 it has a greaaaat effect if you manage to actually do so. But still meh under my radar.
I mean, 2 damage for 0 money, yes pulease! Needs 2 tags to do it tho, but in the right deck. Holy moly can you gather a good hand of burn cards.
Now to the cards I do care about!
5 I’ve had worse
About time we got a second good draw card, mixing this with Diesel feels… well… great. But it’s not the only great thing about this card. In the matchups where you probably will take some damage, this may draw you cards for free. Which will not only be great but also cancel out a card or effect from the corp. Love it.
3 High-Risk Investment
Well holy-moly money in the bank. If you manage to score just one of these against a runner that likes to keep his money high. It will be awesome for you as the corp. You can even save it to make it a rough choice for the runner, should they use Account Siphon? And when they do, they have to have a sweet plan to waste as much resources as possible that very turn. Or you know, just score if after they stole plenty of money or have a huge stash of cash and mimic it.
So as soon as your opponent decides to do something, you do 1 damage to him. Wow. Really? That’s just great, and if the runner does not play any currents, this will be a overall game changing card.
1 Spooned / Forked / Knifed
The main reason I think these will see play is because a corp player can only have so much ice, and can only afford so much ice. Kill of the some of the most important ones and you will screw with their plans a plenty.
Until next time Nurglings, take care.
I’m horrible at rhythm games, I’ve never had the speed and skills to get through the harder difficulties and at the easier levels it feels like it’s to simple and child’s play. So I was kinda meh about the whole idea behind Sequence. But as soon as I got in there I must say that I really REALLY enjoyed rhythm gaming mixed with RPG elements, fighting, spells, mana and so on. Giving my successes and failures a deeper meaning.
It surprisingly fun to pull of a combo in Sequence and you’re rewarded with fun characters, good dialogue (not the best voice acting maybe but still fun dialogue). And for the first time I want to get further and deeper through the game… and it’s a rhythm game! The hardcore rhythm gamers will probably enjoy this, and the casual ones will like this, and the non rhythm gamers will still enjoy it for feeling more like a puzzle game.
Give this game a chance!
This is one incredible little game and it all (well mostly) takes place in a tiny little border control booth. It’s up to you to let people in to the country and of course they have to have the right papers, a good reason, ID, a visit visa or sometimes even unique documents. The rules of the games change for every work shift that passes you by and you have to make sure that you take a real good look at EVERYTHING to see if the documents are real. If they are you send them on their way in to the country, and if they’re not, you send them packing (or call the security on them).
When I started playing I really enjoyed making sure that all the papers are correct and it feelt simple enough to keep a good flow. But… the further I came in to the story everything started to get harder and harder. Checking the papers became a timed puzzle that you have to solve as fast as possible, you have a family that you have to feed and get medecine for, you have events and secret organisations that you have to make sure to keep track of. And once in awhile… you have to reach for a gun… and shoot intruders.
Everything is creating a horrible and very… realistic story which really ends up touching you. I was surprised by how much you could feel for this game. Definatly worth a try if you enjoy story and puzzle gaming.
Here we are to look at a few new cards from the third pack in the SanSan cycle, let’s see if they look any good.
Okay so I just want to being by saying: I truly never think taking brain damage is worth it, not for any kind of effect (well unless you win the game but this wont win the game on the spot). Even tho you lose 1card in hand size, you gain 3. So basicly… you gain 2 when it’s all said and done. I’m in general not a big fan of a card that gives you a bigger handsize, it doesn’t give you an advantage in it’s own right and sure it can build up for other kinds of combos, but I’m not really sure there is any kind of combo in the game that needs this card that’s worth it. We even have a resource card in the game at the moment that gives us the same effect (but is not being played anywhere important as far as I know) and that is Public Sympathy. A nay for me.
If we just ignore the damage part of this card which I think you actually should… more or less. This is a card that makes plenty of the standard Ice Breakers alot better (Yog.0 for example that can’t naturally be buffed). But that also of course depends on the ice your facing and if you’re often one strength of from being able to interact with the ice. Getting that one extra strength to brake through somewhat stronger ice can be a game changer at times. This card even saves you money the longer you have it on the field and the bigger need you have to buff your cards.
I’ve put all these cards up at the same time and the in same text cause I just love to see them as a unit. Each card in itself has a pretty good effect and they mix and match incredibly well to create a strong game plan.
The new identity may not look like much, but in a way it automaticly puts 1 brain damage on the runner at the beinning of the game. Which is awesome and also very strong against Andromeda if she can’t get plenty of cards out on the first turn (yea the chances of that happening is low… but still).
Then we have the Agenda that ALSO acts like a brain damage, working great in combination with the identity and the new card Ryon Knight which just seems… incredibly good. Mixing it with some ice that forces your opponents to spend clicks is now great. As a Runner you will have to think about what will happen if Ryon is at a certain location. Thinking about if they have to stop after spending a few clicks and at the same time if you’ve put in resources to make a run… you will want to complete it. Right?
In general I just love the gameplan of lowering your opponents hand with cards that are not in themself horrible. I can definatly see myself trying out a HB deck once this pack is out.
Until next time Nurglings, take care.
Everytime I get asked what kind of role or class I would have in a game, I always answer ”the shopkeeper”. Not only do they have a incredibly safe job, they also get to be the hero from behind the sceenes, they can teleport items from location to location without moving a finger, they have pets and portals to sell items across… well any distance and anywhere. That’s kinda awesome. And I haven’t mentioned the riches they have!
Recettear is a game that gives you a behind the sceene look on how it is to be that shopkeeper. You’re not the hero, instead you have inherited your fathers store and his somewhat… HUGE loan that you have to pay back. You collect items either from distrubiutors or by taking a friendly hero with you to a dungeon, killing enemies, finding treasures and defeating bosses.
The game is plenty of fun and you want to keep going trying to get better results and better items as you level up your shop-keeping-skills. Sadly tho there is not a lot of content, the game is tiny in both price and size. After you’ve learned everything there is to know, started to craft your own items, mastered the skills of buying and selling stuff, it ends up being a bit repetetive at times. Even though there are new story elements and some fun events to playthrogh, the basic game stays the same.
The dungeons don’t give a lot of variety either and they’re mostly there to give you more to handle when it comes to your time management, and also to add some needed gameplay. But I still enjoy being a shopkeeper and trying to make more and more money.
Overall a fun experience and definatly recommended.
So the only thing I really had to think about before doing this list was: Should I include promo art in this list. Sure promos are a part of the game but it’s not something that you will always see when getting expansions or playing with your buddies. So… should it be here? Well after looking through some of the promo cards I realized that they’re not always ”better” and they are a part of the Netrunner game so I kept them in there.
I first thought that I would give small motivation to each art but I just truly like them and just putting them in order should be enough for this list. Also, the Order & Chaos set and SanSan cycle are not included in the list.
So… here we go!
At spot number 10.
Until next time Nurglings, take care!
Shadowrun Returns is a RPG game with a turnbased fighting system set in a dystopian cyber-punk world. I’ve always loved the universe and setting for the Shadowrun games, mixing a setting where hackers and shamans, modern firearms and magic powers excist together.
I was a huge fan of the old SNES game set in the Shadowrun universe and was a bit worried about the fact that they had removed the real-time fighting, something I feel like they could have approved on today. But as soon as I got in there and tried it out, it reminded me a lot of the fighting from the new Xcom game and I was emediatly sold on it.
The story in the game has a great flow but you should all be aware that there are no recorded voices, everything is text based and for all of you out there that skips through text, you do not want to do that here. The story is told through dialog and written story segments and it has a GOOD flow that keeps you going through the game in a steady pace. And just like the old Shadowrun game and Fallout games you make dialog choises that may change how things playout for you. It’s a great system that keeps you involved throughout the story.
The game as a whole can feel a bit flat and one-directional at times but it really pulls you through it. You will play this to the end, and I was actually thinking: WHAT it’s over!? Already!? But then I relaized I had actually spent 17 hours playing this game, so… not bad, not bad at all.