![]() ![]() That was the peak, though, and we can't put this off any longer. The first time it happened I got to shout "how dare you bring my dog into this" at my screen, and I will cherish that memory for a long time to come. It turned out, however, that while untrained alien dogs are handy in a scrap, having one next to you is something that people can bring up in arguments. Because I'd helped him out earlier, I had an easier time persuading him to hand it over for free. Veep ambushed me while I was making my way elsewhere, and offered to sell me his alien dog. Little event sometimes pop up when you're travelling around the (incidentally gorgeous) map. I love me some rippling consequences, and Griftlands is chock-full of them. I chose not to, though, and suffered for it an hour later when she popped up in a bar and told someone they couldn't trust me. ![]() If I'd done that I could have killed her without diplomatic consequence, without having to fear her retribution down the line. If I'd wanted to, I could have tried provoking her into attacking me (which would have had an extra chance of working, thanks to the supporting influence of my two new friends). I told the thugs that everything was her fault, I got my reward, and Bina very understandably began to hate me. At that point I could have attacked the thugs, but that didn't seem wise. I headed over to the docks, where both Bina and the man I'd just promised to help awaited my help. I plumped for the latter, figuring I might be able to scrounge up the money somehow. I had to choose whether to beat Veep up, or offer to pay his share - even though I was penniless. I duly went and spoke to the bloke (Veep), and it turned out he’d had to dip into his half to pay off debtors who were threatening to kill him. I'm hazy on the details, but it was for some risky venture involving dockyard thugs. It started with me taking contract from a woman named Bina, who wanted me to shake down a business partner who hadn’t come through with their half of the money. Testament to that is the way I finished my first quest without playing a single card. That's a bit harsh, because Griftlands is so much more than a card game. Griftlands would be more like the guy who does a big show and dance when you knock his drink over, but then doesn't want to take things outside because he sprained his knee the day before playing boules. If we were inside one of Griftlands' many shady bars, Monster Train and Slay The Spire would be the two hunks menacing up a corner that the rest of the clientele are too scared to go near. I should caveat this by saying that I've been playing in-between Monster Train runs, and so the poor thing was always going to suffer. Thing is, it gets flabby, and the parts where you're actually playing cards just aren't that great. Decisions constantly come back to haunt you in ways that feel seamless. Parts of it are very impressive, and those parts are very impressively tied together. That sounded wild to me even before I learnt that it's about moseying around as a bounty hunter in an alien city, doing odd jobs for the locals and building up a network of friends and enemies as you work towards pulling off one last big gig. It's an unusually story-focused deckbuilding roguelike - and it's from Klei, of Oxygen Not Included and Don't Starve fame. A deckbuilding roguelike with stories and excellent rippling consequences, hooked up to two underwhelming card gamesĬhrist, I'm not sure what to make of Griftlands. ![]()
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