While matching games tend to get written
off as something for casual gamers to busy themselves with, Dreadbit is
doing their best to change that perception with their first title, Ironcast. While on the surface
the game may look a bit like PuzzleQuest with a Victorian Era Steampunk flair,
my time spent with the match-3/roguelite hybrid quickly revealed it to be much,
much more.
Ironcast is a true hybrid and has a considerable
amount of RPG elements welded onto its match-3 core game play. Without
spoiling too much of the story, the basic premise is that, in an alternate
history, England and France are at war and use Steampunk/Clockwork mechs called
Ironcasts and tanks to battle it out. You play as the pilot of one the
eponymous Ironcasts, engaging in glorious combat on behalf of England
(naturally, given that Dreadbit is based in the UK).
There are essentially three screens players
will spend their time looking at: the world map to select missions from,
the hanger bay where you customize and repair your Ironcast between missions,
and the match-3 combat screen; the first two are reminiscent of FTL while the latter resembles PuzzleQuest.
After players will pick a starting
commander and a Ironcast, it's off to the world map from which they can
progress through a non-linear story line by choosing and completing missions
with various objectives and, in turn, earn various rewards. Though there is
only one option in terms of available commanders and Ironcast chassis at the
outset, more of each will unlock over time as part of the roguelite aspect of
the game. Rewards come in the form of schematics or parts to improve your
Ironcast, upgrades to those parts, gold to buy these upgrades, or War Assets which are a unique resource that reduces the total health of Boss Enemies or
provides alternative ways of completing missions instead of entering match-3
combat. In addition to rewards you also earn XP, which is used both to advance
the current active game as well as unlocking things for future runs after you
inevitably fail in the active game.
As mentioned earlier, missions most
frequently take the form of match-3 combat. During each match, the player is
depicted on the left side of the screen and your enemy is on the right with the
matching grid separating them. In a standard match-3 style game you're
typically swapping or shifting tiles in that grid to match three or more tiles that
share a property, like color or shape, which clears those matches off the
grid and allows more tiles to drop in from the top of the screen. While in a
game like Bejeweled or Candy
Crush this setup is perfectly
fine, any game where you are playing against an AI, such as PuzzleQuest, this can be
infuriating as the human player can feel cheated if the AI manages to chain
dozens of matches together by random chance as new tiles fill the board and
automatically match up perfectly.
In Ironcast the tiles are of five colors and
symbols that players try to link, each corresponding to a specific function:
Green Wrenches for repairing damaged systems, Purple Ammo for powering weapons,
Blue Snowflakes for coolant, Orange Lightning for energy to power defensive
systems and movement, and, lastly Gold Scrap, which is used in the hanger
between missions for repairs and upgrades. There are also special tiles that
allow you to do things such as link different colors together or supercharge
systems to be more effective. Each combat is a delicate balancing act of
providing the necessary resources for the systems that demand them. More than
once I found myself torn between matching a string of gold for desperately
needed repairs and upgrades and simply keeping my guns sufficiently powered to
ensure I would live long enough to spend the pittance of gold I already had.
Where other match-3 games can feel
mind-numbingly repetitive after a point, Ironcast keeps things fresh and moving with
unlockable commanders, chassis, loot drops, and an intriguing story. After
several failed runs I managed to beat a difficult Boss, which I assumed would
be the end of the game a la FTL. Instead
I was pleasantly surprised to find that this is the point wherein the real game
was just beginning. Without getting into spoilers, apparently not everything my
character had been told up until that moment was as it seemed.
Overall, I found the gameplay challenging
but never unfair, and the global XP allowed me to feel like I was always making
some progress even through failure. Better-than-average story telling combined
with very welcome improved strategy elements to the classic match-3 formula
means the lovely art style and combat animations are just icing on an already
masterfully crafted cake. Ironcast doesn't reinvent the concept of
matching games, but rather redefines what they can be capable of. I sincerely
look forward to playing more of it and suggest you check it out once it releases on March 26th for PC/Mac/Linux via Steam and the Humble Store. Bonus: the game will be available at a 30% discount if you order from Steam or Humble in the first five days after launch. Ironcast will also be available on PS3, PS4, and Xbox One later this year.
Ironcast was reviewed on a PC using a beta access key
provided to the Care and Feeding of Nerds by Dreadbit.
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