Insidia reviews

Translated by
Microsoft from Italian
Early Access Review I don't usually write reviews, but this-in a way-I promise it to the developers after comparing with them on a popular video game site;) I had promised to try more thoroughly the game and leave a feedback. First I admit I did not play it thoroughly: I did not succeed. The reason? Nothing I tried in the minutes dedicated to the game amused me, promised me future fun, challenged me, gave me reason to think that with a little ' patience the game experience would be improved, would become fun. Nothing. I'm sorry. If you're interested I'll explain why later on...... First I have to make another statement: behind this title there is so much, so much work of character design, much technique, so much design. .. And I like it visually. What's missing is the game. Briscola Call would remain a splendid game even if played with poorly drawn cards. Pitfall has cards drawn beautifully, that move well, with a color palette warm and inviting, but.. There's only that. Game to strategic turn-based and card game (my references in positive can only be xcom and Hearthstone), I have also tried the different and more recent genres hybrididations (such as Chaos Reborn, Atlas reactor etc.) but either I asked for the refund or I asked too late ;) In the titles I mentioned and I have tried longer, I found problems similar to the Pitfalls problem: Why put a PG on that box? Do I have information to organize to build a strategy? Am I making strategic choices? No... Hardly ever. It only Happens when I have to answer an opponent's move. Ah. Thank you. Where is the exaltation of the mind? In detail because I will not give him another chance: beautiful the simultaneity of the strategic phase, could have been the real heart of the game, but it is not. It is not for several reasons: you can not predict (first) to display (during) and react (after) to the dynamics of the Unladen strokes... That would be the funniest thing: I try to kill you that character but he actually changed the box at the same time and tries to kill a character of mine. These chain of events are not represented in a clear way, because you have chosen to move the characters on a mixture between a map, an arena, a game table... That is none of this (does not gives you the immediate symbolic representation that gives you a real board game, does not gives you the tactical possibilities of a map, is not in fact a real arena because the action is not free). I wrote in a somewhat confusing way, but in summary I can say: So much talent enslaved to a game idea not effective.
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