4cr Plays - SteamWorld Quest: Hand of Gilgamech
Swedish developers Image & Form have taken on a variety of genres with the versatile SteamWorld setting. SteamWorld Dig and Dig 2 were gorgeous, polished takes on the sidescrolling action-adventure. SteamWorld Heist presented an addictive take on the turn-based strategy game. SteamWorld Tower Defense was, well, a creative take on its namesake.
Now, Image & Form are back with their most ambitious release yet. SteamWorld Quest: Hand of Gilgamech is the studio’s riff on the RPG genre, with an addictive card-based battle system.
Read on for my impressions.
SteamWorld Quest places you in the armor-plated shoes of Armilly - the grocer’s daughter, who dreams of living up to the legend of her hero, Gilgamech - Copernica - a college dropout who wants to bring alchemy to the people - and Galleo - a craftsman looking for a way out of his mother’s basement. Their little village is attacked by an army of mechanical monsters, and the professional adventurers prove to be completely useless. Suddenly, Armilly, Copernica, and Galleo find themselves in the spotlight, as the only ones who can repel the invaders and save the world.
The plot of SteamWorld Quest is essentially the hero’s journey at the heart of many fantasy novels. It’s a fun ride, and the charming dialogue really carries the experience. I fell in love with the characters from almost the start - you can’t help but love Copernica’s sarcasm and Armilly’s sheer, puppy-like earnestness. The general tone of the game is perfect. It’s a little tongue-in-cheek, and throws a few fun winks at the player without getting obnoxious. I expected finely-tuned gameplay from Image & Form, but was genuinely surprised how much I enjoyed the writing too.
SteamWorld Quest is presented as a series of chapters, each essentially a sidescrolling “level” to explore. Whether forest paths, a dungeon, or a damp cave, you move between a series of rooms full of enemies, characters to talk to, merchants, and obstacles. You can destroy items to collect gold, and search for chests full of items. Your map shows the rooms that you’ve explored, and indicates missed paths. Of course, there are also hidden rooms not indicated on the map, so there is incentive to explore each area as much as you can.
If you get close to an enemy, combat begins. Battles are turn-based, alternating between groups - that is, your party takes a turn, then the enemy party takes a turn (rather than alternating between individual characters). Combat is card-based. Each of your three party members has a deck of eight cards, which are shuffled together to form your deck. You draw a hand of six cards at the start of the battle, and draw back up to six each turn. On a turn, you may perform up to three actions. You could play three cards, or use up to three items - like health-restoring potions - instead.
The actions you can choose are determined by your SP - “steam points”. Each character has cards that represent basic actions, either simple attacks, stat modifiers, and such. Basic actions are weak, but they cost nothing to use and grant you one SP. More powerful cards - attacks, healing, powerful spells - cost one or more SP to play. SP is held in a shared pool for the party. When choosing skills, you need to decide whether to focus on one character’s cards, or whether to spread actions between party members. If all three cards belong to the same character, you get to execute a special fourth action for that character. However, some skills are more powerful if paired with another character’s abilities. Other times, it might make sense to pair one character’s mighty attack with another’s healing touch.
Using a card takes it from your hand to the discard pile, putting it out of play until the existing deck is used up. Fortunately, with a combined deck size of 24, it is never long until discarded cards come back into play. You can also freely discard two cards each turn and draw replacements immediately. This is a great touch, helping you get out of situations where you feel “stuck” and allowing you to gamble on a definite - but weak - turn versus a potentially great turn. Since you get cards back eventually, you have a lot of freedom to try to manipulate your hand.
Each character has their own specializations, strengths, and weaknesses. Armilly is your standard “knight”, excelling at physical attacks and defense. Copernica is the “wizard”, with elemental magic attacks. Galleo is your support character - your “priest” - with healing skills, the ability to inflict status ailments like poison on enemies, and stat manipulation abilities. This impacts the kind of skills they each bring to the table, and what you can expect out of them in combat.
Each character has stats (the typical RPG ones, like strength, magic, constitution, etc.). Armilly is good at physical strikes, Copernica is not. However, Copernica makes up for a lack of strength with powerful element-based magic attacks. You also equip weapons and accessories to improve your stats, and attacks do damage based on these stats. For example, an ice attack that does 120% magic damage does 12 damage if your magic stat is 10.
You can have three party members at one time, and eventually do meet more characters that join the adventure. Like Armilly, Copernica, and Galleo, each additional character brings their own unique twists to the combat formula, and it is worth experimenting with part composition to find the one that works for how you play the game. Unfortunately, only the active party members gain experience, so unused characters quickly fall behind.
Each character has their own deck of cards. You find new cards throughout the world, and defeated monsters yield materials that can be used to craft new cards at the merchant. Very quickly, you end up with many more cards than can be used in your eight card deck, and choosing the right cards becomes an interesting optimization problem. You have to consider not just that character in isolation, but also the decks of the rest of the party. Galleo might not be the strongest attacker, but you still might want to include some of their attack cards to not end up in a situation where you only have healing cards. However, reasonably frequent save points and the ability to resurrect enemies give you a lot of freedom to explore different deck configurations.
The battle system is incredible. I have had a blast experimenting with different party and deck configurations, and the element of random draws adds a lot of interesting little surprises and chances to plan out a series of actions. There is a huge amount of depth to each aspect of combat. Yet, at the same time, the system is easy to immediately understand. You never feel lost in a series of dense mechanics. It’s a wonderful case of “easy to understand, hard to master”.
SteamWorld Quest is also a gorgeous game, especially on the Switch’s tablet screen. The art has a hand-drawn, painted quality to it. The blend of steampunk and fantasy is really appealing - mixing traditional concepts like wizards and knights with gears and bolts - and I love the interesting little details in all of the character designs, like how the cards look like old-school punchcards. There is a nice variety of environments to explore, and the developers have made great use of color to present a richly detailed world. I have played almost entirely in portable mode, but the game looks wonderful both on the TV and on the go.
SteamWorld Quest is one of the most enjoyable RPGs I’ve played recently, and it’s easy to get sucked into. Once again, Image & Form have put out a wonderfully polished, creative take on a well-known game genre, and I think they’ve outdone all of their past efforts. If you like card games or RPGs, you should definitely give this a go.
This review is based on a copy of the game provided by the developers.
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