Remember, just because you think monetization models have hit rock bottom doesn’t mean that the business people agree.
This isn’t a full article in any sense, but I’m annoyed, and so I write. This is going to be a brief list of specific games with business models that I hate and/or think are incredibly stupid. In order to be on this list the game had to be at least somewhat released, and do something uniquely and impressively shitty. Blind boxes, overpriced microtransactions, and “Surprise Mechanics” are all very well and good, but the games in this article all looked at those mechanics and went, “We can do worse!”
Axie Infinity
Ah yes. Axie Infinity, otherwise known “Pokemon But On The Blockchain And Worse.” It costs something like $150 (Oops, like $30 now, cuz Crypto) per Axie, and you need 3 just to play, which makes Axie Infinity cost about $90 $450. And fuck the blockchain.
Okay, so before the big Crypto crash recently, these things were a lot more expensive.
Princess and Conquest
Princess and Conquest is a Pornographic Action RPG with Political Simulation elements. I have a writeup on it. While you can just buy the game for like $12, that doesn’t actually get you all the stuff in the game. If you want all the characters, you have to be subscribed to the creator’s Patreon at the $20 a month tier so that when the limited character distributions are done, you can send over you save files to be modified. Also, a good half their updates are also behind a paywall?
Here’s a better idea: I already paid you $12. How about instead you just fucking add the content to the game?
Star Citizen
The true master of NFTs before NFTs existed, Star Citizen has been in development for just about 10 years now! Chris Roberts promised a space MMO with 110 explorable solar systems, hundreds of ships and players, and fidelity unlike anything ever seen. With over $500,000,000 raised over that time period, they’ve delivered a buggy tech demo built in Cryengine with one solar system that doesn’t support more than 30 players in a server. That hasn’t stopped them from selling ships for hundreds of dollars, not all of which are actually in the game, and having a pledge reward tier list that goes up to the $25,000 mark.
None of these actually include the “game package.” You have to buy that separately. I’m also not sure all of these are actually in the game.
Yu-Gi-Oh: Master Duel
Yu-Gi-Oh Duel Links had a model for digital TCGs that I actually rather liked. While the prices per nonexistent cards were fairly high, there was a box system where each “Box” of cards had a specific set of cards in it, and after you pulled a given card, it was removed from the box until you chose to reset it. This meant that if you were really after a specific card, you were guaranteed to get it if chose to buy out the whole box. Then, after getting that card, you could reset the box and start again if you so wished. It still cost too much god damn money, but I actually bought a fair amount of boosters for this game when they went on sale, and it was better than most digital TCGs that guarantee you a great big fat fucking nothing.
So it was almost impressive to me how badly Master Duel, a different video game for the exact same card game, choose to do their model.
Instead of having individual boxes that are released in small sets, every single box pulls from the same set of over 6000 or so cards, with higher rates for the “Featured” cards for that box. In addition, if you pull a card of the two highest rarities that correspond to a secret pack, you unlock the ability to buy cards from that secret pack.
But only for 24 hours. And again, only half the cards you get from those secret packs are actually the featured cards, so you might not get shit. I have other problems with Master Duel, like the fact that the general power level for Yu-Gi-Oh makes the speed of MTG’s Vintage format look like a casual draft cube. But the fact that someone looked at limited time gacha draws, and TCGs and went “How can I combine these and make it worse?” earns Konami a big “Fuck You Motherfucker” and Master Duel the 4th slot on this list.
I’m going to be honest. I chose to play through HuniePop purely to flex on a friend who thought that the game was “Too hard” and that “Most people couldn’t beat the first level.” For reference, this friend has beaten all three Dark Souls games, so my first impression was that they just really, really sucked at puzzle games.
Having now actually finished the game, I have to admit it was not as easy as I was expecting. But I still beat it, so suck it Kyle. Anyway, HuniePop!
HuniePop is sort of combination of dating simulator and match 3 puzzle game. I have some issues with the game’s implementation of both of these mechanics. But credit where it’s due, it did make me realize that I was about to forget a girlfriend’s birthday for the second year in a row. More on that in a moment.
Anyway, after a brief tutorial and introduction to the game’s mechanics by a sex fairy, you’re given a magic phone that that will let you locate girls you encounter and also show you information about how much they like you.
Hmmm… when you put it that way, it’s kinda creepy. Like, it’ll show you if they’re asleep, but you can’t go visit them or talk to them if they’re not already in a somewhat public place? I dunno. Anyway, that brings us to the first of the two main gameplay loops.
While HuniePop advertises itself as a match 3 game, there’s also a large portion of it that functions as a sort of memory game. Here’s how it works. After the tutorial, you’ll start off the first day, and you’ll go around talking to girls. There are four time blocks in a day, and the game progresses to the next time block when you choose to go talk to a different girl. These blocks are Morning, Noon, Evening and Night, and with some small difference for Evening and Night, they all function pretty much the same.
While you’re interacting with one of the girls, there are five actions you can take. You can buy her food, which increases the food meter, you can offer her a drink, which she generally won’t actually take you up on unless it’s already much later in the day, you can give her a present, or you can just chat with her. Food, alcohol, and gifts all cost Munie, one of the game’s two currencies, that you get by successfully completing dates (Editor’s note: just like in real life). Chatting with a girl gives you a small amount of Hunie, the game’s other currency, but lowers her food meter. Chatting is actually a fairly large portion of the gameplay loop, and she’ll either tell you something about herself, such as birthday, favorite season, etc., or she’ll ask you to remember something she’s told you previously. Getting these questions correct rewards you with extra Hunie, which is used to upgrade your stats, and increase the value of various tokens in the match 3 portion of the game.
It’s worth noting that none of these things actually make her like you any more.
In order to get her to like you more, you have to go on a successful date, and this is the match 3 part of HuniePop.
This is where HuniePop has some differences in genre from most other match 3 games. There are 5 different types of symbols, which each have a different mechanical effect:
Talent/Flirtation/Romance/Sexuality – These are the four symbols that build your affection meter. You need to fill this meter before you run out of turns to successfully complete the date. They’re the circular symbols in the image above. Each girl has a like, and a dislike. Matching the symbols they like will net you more affection, matching the symbols they dislike generally net you less. The other two types will just give a base amount.
Passion – The heart shaped symbols. Matching passion symbols boosts your passion level. Higher passion level gives you a multiple on the amount of affection earned from the four symbols mentioned above.
Sentiment – Sentiment tokens are the small teardrop cyan tokens. They give you energy in order to use your “Date Gifts” which are activated abilities. Abilities can range from permanently increasing the spawn rate of certain tokens for the rest of the date, to removing all tokens of one type from the board, to just replacing all tokens of one type with another.
The Bells I Can’t Remember The Name Of – They’re the bell shaped ones. You match these to get an extra turn.
Broken Hearts – If you match broken hearts, you will lose a large portion of your affection meter. You don’t want to do this.
I think this single gif is responsible for 90% of the bandwidth usage on this site…
While these mechanics are interesting, I have two big problems with them. The first one is how Broken Hearts feel to play with. Because you’ll try to avoid matching them, you’ll find yourself often with a very clogged board state, and it can be easy to have new tokens fall into the board, and set off broken heart chains. It’s frustrating, and it takes away some of the fun I’ve always had with match 3 games: trying to set up ridiculously long combos.
My second problem is a design decision that was made regarding how matches work. If you make a match that includes a set of 3 orbs going up, and 3 orbs over, in a sort of a L shape, with one shared orb in the corner, the game does not count this as a match of 5 orbs. In fact, it won’t count two of the orbs at all. It will just remove the highest match of three and remove the other two. It makes it much harder to set up certain combos. I just don’t understand why they made this choice.
So why do I think that this is a design decision? Well, if you successfully date a girl enough to get her to want to come home and fuck you, there’s a secondary mini-game version of the match 3 puzzle where you have unlimited moves and in that part of the game the L pattern does count as a full match.
Speaking of which, I think it’s time to briefly cover the “Adult Content” that’s present in HuniePop. There is… surprisingly little of it honestly. It’s there, but outside of some bare breasts, and six or so images, nothing ever reaches past the level of “Hot Babe Calendar.” It’s suggestive, but except for the aforementioned, not really explicit.
Overall, HuniePop is decent. It’s not amazing in any sense, but I did find myself continuing to play it, and trying to to beat it. The difficultly curve is a bit weird, with some unusual spikes, and there were a few challenging points. It’s better than I was expecting, and if it wasn’t for the pattern mechanics and Broken Hearts, I think I would have had a fair amount of fun with it.
HuniePop is available on Steam, and also GoG (You’ll need to be logged on Steam to see it though, because ADULT CONTENT). If you want to hit on anime girls and see breasts while also playing a weirdly difficult match 3, this might be the game for you. If you’ve got no interest in the game’s erotic theming, though, you’d likely be better off with another puzzle game. (I would personally suggested Beglitched!)
Don’t buy into the hype without reading this first.
I wasn’t quite sure what to title this article. I’m still not sure even as I write it. In any case, the general purpose of this article is mostly to warn anyone who, like myself, has found themselves curious about buying into MetaZoo.
So for starters, let’s quickly define what MetaZoo is. This is a bit difficult, because MetaZoo wants to be a lot of things, but its core is a TCG (Trading Card Game), named, unsurprisingly, Metazoo. It’s this TCG and the elements around it that currently make me nervous about wanting to get involved or buy anything MetaZoo related.
If nothing else, there’s a single massive factor that has turned me off of MetaZoo so far: the several times I’ve actually sat down and tried to play the game, I didn’t actually have very much fun. And I consider that a really bad sign, because I really like card games and trading card games. I’ve played a ridiculous amount of Magic, Pokémon, and Yu-Gi-Oh, both in paper and in those games’ digital equivalents. And even when I’ve gotten stomped, even when things have gone wrong, I’ve still had fun. MetaZoo hasn’t been fun.
(A brief aside: MetaZoo, generally speaking, plays like a combo of Pokémon and Magic, using parts of Pokémon’s attack based combat, and Magic’s resource system and life points.)
This is the root of my skepticism of the game. From there, my skepticism grows when I start to look at everything else around the game’s ecosystem. Right now MetaZoo feels like it cares more about making as much money as feasibly possible than trying to grow and become a fun game.
There are a lot of examples of this, and so I’m just going to go through them in no particular order.
The MetaZoo NFT
There’s an official MetaZoo NFT. Because of course there is. Here’s the link to the OpenSea page. And here’s the link to the page the token was sold on. The long and short of it seems to be, “There’s a plan in the future to use these to give exclusive access to discounts and presales on future products!” For reference, each of these tokens cost a minimum of 0.3 ETH to mint, and CoinBase has Eth listed at about $4,500 for the date this was going on. But if you bought during the presale, “During the minting process, certain errors occurred! These error tokens include a damaged Jersey Devil Purple token, a double stamped Mothman Gold token, and other eccentricities that are significantly rarer than their properly minted counterparts. These error tokens will only be circulated during the presale event.” So, lets be clear: A MINIMUM of $1500 for the potential future ability to… purchase a blind box T-Shirt at presale. And maybe other undetermined benefits!
What incredible fucking value. They sold 2300-ish of these things.
Blind Box… Everything
You know those blind box T-shirts that the token above got you presale access to? Yeah, so, those are $50 a box. Each box contains… 1 T-shirt and a Promo card. I could almost understand getting a specific T-shirt and random Promo, but why would I buy a random T-shirt I don’t even want? And a single promo card? They also had blind box pins and promo cards available at one point. Oh, and “1 out of every 40 boxes contains a Super Rare T-shirt and promo card featuring the Nightcrawler and all 6 iconic MetaZoo characters!” You may be starting to see a pattern here: limited exclusivity everything, with lots of hidden and random promos, at ridiculous prices… but if you don’t buy now, they might sell out!
Playing Card Kickstarter
So, with the world in the absolute shitter, and supply lines being what they are, if you actually want to play MetaZoo, it’s a bit difficult. The first MetaZoo Kickstarter raised about $18,000 to do the print run of the cards. So the MetaZoo team recently ran a second fundraising campaign to… print playing cards.
It has raised, at time of writing… $1,520,596. Let’s be clear: this isn’t for copies of the actual TCG cards, it’s for decks of normal playing cards with art from the MetaZoo game/franchise on them. Of course, these decks also come with special blind box boosters, and if you pledge at the $1150 tier, you’ll get a special promo, one of only 250!
You can’t though, because all those slots are already taken.
The point I’m trying to make here is that this company and community currently seems more interested in capitalizing on fear of missing out, impulsive collectors, and maintaining hype in the secondary market than their actual card game.
The Actual Game
Okay, so that’s enough about MetaZoo for now. Let’s talk about Magic: The Gathering for a moment, and some of the worst designed Magic cards ever printed. Specifically, the set of cards known as the Power Nine. These 9 cards are banned in virtually every format, and the only format that they can be played in, Vintage, only allows you to use a single copy of ONE of them in your deck. They are obscenely powerful with no downside, and have massive format warping potential. It’s actively admitted that it was a “Mistake” to print cards at this power level by the game’s designers.
Because of this, these cards have never been reprinted, exist in fairly small amounts, and are also some of the most expensive magic cards ever. For reference, at time of writing, the “Cheapest” Black Lotus on eBay is about $15,000. (Interestingly, a brief look at some older price guides show how much the cost has gone up. One price guide from 2002 has it at $300 at the time.)
In short, the Power Nine are incredibly valuable, while being toxic to the game of Magic if ever used in play. They are the poster child of “Cards you do not print” while designing a Magic-like card game. Of those 9 cards, 6 are mana rocks. These are the Moxes, and Black Lotus.
So why am I harping on about poorly designed early Magic cards in a article about MetaZoo?
This is why.
I mentioned up above that MetaZoo in many ways plays like a combination of Pokémon and Magic: The Gathering. And one of the things it takes from Magic is Magic’s resource system. You can play one “Aura” card per turn, you “fatigue” it to generate resources, and you “unfatigue” it at the start of your turn, just like Magic’s lands.
MetaZoo has a cycle of zero-cost cards for each element that look like this.
There’s one of these for each “Color” that can be played in MetaZoo, but they all function the same. A zero cost card that taps for 2 Aura.
Now, if you’re looking at this, and going “Wait a minute, that’s more or less just a cycle of strictly better Moxes,” then you’re thinking the same thing that I was when I when first saw them.
And this is another major reason I’m skeptical of the intentions of the MetaZoo team. Magic is close to 30 years old, and in those 30 years, the Power Nine have not been reprinted. While you could argue this is because of collectors, or fears of sullying the market, I’d argue that the core reason is different: the Power Nine ruin the game.
So if you’re making a brand new card game, why would you create more powerful versions of some of the worst designed TCG cards ever made? I can think of two reasons. Reason one is because you’ve never played another collectible card game before.
Reason two is because as you release your brand new card game, you want to immediately invoke FOMO by referencing the most infamous and expensive cards from the world’s most popular TCG.
From what I’ve written in the rest of the article, you can likely see which one I think is more likely. (Although neither are confidence inspiring)
This the vibe that seems to permeate MetaZoo for me. Underneath the wonderful artwork and 90’s video game box art vibe there’s a persistent drumbeat of “Fear of Missing Out,” “It only goes up,” and “Buy now! Limited edition!” This doesn’t feel the work of a team trying to create the most fun game that they can. It feels like someone trying to create a new version of the Beanie Baby craze, or Pokemon that they can cash in on.
And it’s why I’m currently very hesitant of engaging any further with the game or brand. If you’re looking at MetaZoo and going “Huh, that seems neat, I wonder if I can get some boosters,” I urge you to reconsider.
Death’s Door is has some great moments, and a lot more monotonous ones.
Death’s Door is a Zeldalike. I had that word in brackets, intending to replace it with something else, but I couldn’t find an appropriate replacement, so it stays. You play a small crow working for the Souls Commission. Things happen, and now you have to go places and kill the monsters who live there.
Death’s Door is fine, but it’s not good enough for me to really want to recommend it. It doesn’t do any single thing wrong, but it also never really felt like it did anything super special or unique. It has good moments, but after playing for 10 hours, my primary memory is one of frustration with the controls, and a few cool boss fights.
You’ll go from area to area, solving puzzles, and combat gauntlets, and finally getting to a boss who has to be defeated. These areas are fairly linear with a bit of back tracking. As far as I could tell, there were no real branching pathways, but there were a fair number of hidden areas.
The game just never felt that special though. There are a bunch of weapons, but only one really feels like it changes up how attacks work. Of the four spells you get, three felt just like the same projectile with different charge time. The puzzles were never quite challenging. The combat gauntlets were fine, but the longer non-gauntlet sections often ended up feeling tedious. The upgrades that you can buy are purely numerical, and never felt all that special or meaningful.
Howeverrrrrr…..
To be clear, this is effectively a mini-boss.
The full boss fights are, with a single exception, my favorite part of the game. They’re fast paced, bombastic with incredible art, and don’t overstay their welcome. Or at least most of them are. There was a single fight that drove me absolutely insane, and did a great job of illustrating my biggest problem with the game: the controls.
Death’s Door does not feel like it was meant to be played with a mouse and keyboard. I’m not sure how to illustrate this outside of giving an overly long explanation, so here goes:
Your movement is controlled with WASD. You can also swing your weapon with left click, use a spell with right click, and charge a heavy attack with middle mouse. (I never incorporated the heavy attack into my patterns, it was just too inconvenient.) You dodge with spacebar.
The problem is with how directionality works. Since you move with WASD, you can only move in 8 directions, and moving anything that isn’t up/down/left/right requires you to hold down two keys at once. Attacking, however, uses targeting from your mouse, and specifically where your mouse is relative to your little crow. Dodging, however, uses the direction that you’re facing at any given point in time. In addition, the camera isn’t permanently centered, which means that if it moves to keep a boss in frame, you can find yourself swinging in the wrong direction because the camera moved, and moved your mouse relative to your player. I often found myself dodging into an attack I was trying to avoid, or missing attacks because I lost track of where my mouse was relative to my crow.
This is my biggest actual problem with the game. While there were some minor technical issues with text boxes and pop-ins on various objects, I suspect these were caused by the fact that I was playing on an ultrawide monitor more than any actual technical failing.
The one thing I really do want to praise about the game is the art. There are some incredibly beautiful moments, mostly with the boss enemy design. The world itself is striking, even if it’s not always obviously impressive.
So that’s Death’s Door. A solid Zeldalike with incredible art, a few clever moments of world building, great boss fights, but also with janky controls, and a generally sort of humdrum feel for the other parts.
If you’re absolutely craving a game with simple Zelda-esque gameplay though, you could probably do worse. It’s available on pretty much every standard console, and for PC on Good Old Games, Steam, and the Epic Games store.
A unique Co-op First Person Shooter with Roguelite Deck Building for progression, with modernized Left 4 Dead-esque gameplay, and Counter-Strike-esque Item Shop by Turtle Rock Studios (TRS).
Author Note: I’ve played a lot of zombie shooters, including World War Z, Call of Duty Zombies, Zombie Army 4, State of Decay 2, and of course Left 4 Dead 1 and 2. As you might guess, I kinda like the genre.
If you’ve never played a zombie shooter before, the general gameplay loop is something like the following: you and several of your friends are dropped into the start of the level. You’re given guns, a few medkits, and “Good Luck!” and tossed out into the apocalypse. You start in some form of safe area, and your goal is to get to another safe area. Along the way, you’ll be attacked by wave after wave of zombies who want to get their hands on your delicious face meat. Different entries in the genre handle things like when waves of zombies spawn, special super zombies, ammo, and importance of individual performance vs teamwork differently. Groundwork set, so lets talk about Back 4 Blood.
Back 4 Blood is the most polarizing zombie shooter I’ve played. I can attest that you will either love it or hate it. At launch it had a lot of problems with bugs and difficulty scaling; however the current patch fixed most issues. As such, I will be judging the game in its current form as of the Dec. 17th update.
Technically, Back 4 Blood offers two different game modes. There are co-op campaigns through 4 different acts, as well as a PVP mode called Swarm Mode. I think Swarm Mode is an awful experience. If you’re looking for PVP look elsewhere. This game ain’t it. The rest of this paragraph is going to be a short list of why it sucks, but then we’re gonna just ignore it for the rest of the article. Swarm mode suffers from too much downtime between rounds, small map size, and frequent disconnects from either side due to just not being fun.
The PvE experience however is great. It offers high replayability with enormous build diversity and almost infinite skill ceiling in that you can always learn a new thing or two every time you play.
The game offers three difficulties: Recruit, Veteran, and Nightmare. Compared to other games’ difficulties these are comparable to Normal, Hard, and Insane. Nightmare is substantially harder than Veteran. The general progression path for all players is that you complete all missions through Recruit, then grind Veteran until you have enough progression unlocked to handle Nightmare difficulty. The main differences between the modes are the typical numeric difficulty scaling. Enemies hit harder, have more health, and more of them. The only big difference between them though is corruption card system.
Corruption cards add modifiers to change up attack patterns or defenses of the zombies. This can include the zombies getting armored plating to negate bullets, having no weak points, or auras to buff allies around them. This adds a lot of variety to the missions. You can go through the same mission, but have a vastly different experience based on what the AI director through against you with this Corruption card system. It could be common zombies explode on headshot for acid damage, which would incentivize more area of effect weapons like Molotov’s or barbed wire to slow them. Of couse, the AI isn’t the only one who gets neat cards. Back 4 Bloods biggest twist on the genre is its Deck System.
To build a deck, a player selects up to 15 cards to put into one, names it, then selects it and a character at the start of a level when joining a game. Order of cards matters in your deck. Your first card you will always have, but the order you pick from then on is somewhat flexible. For example on the first mission of act 1, you start with your first card but then you get a choice from one of your cards in order of 2 through 6.
This allows you to build the deck in such a way where you can put cards in to counter certain corruption card modifiers on your current run. For example, there are quite a few corruption cards that reduce line of sight via fog, toxic gas, or lack of lights; you can counter this with the card “Marked for Death” which allows you to highlight a red outline of special ridden while multiplying the damage your team does to them by 10%. No one player however can cover all contingencies; but a team can. There are lots of different strategies to deck-building because you can try to create a jack of all trades that can react well to everything, or you can go hyper specialized. The Deck System is complex because most games don’t offer this level of choice in customizing your character in a co-op shooter. You can make hyper specialized character roles, like melee, healer, reviver, sniper, loot find builds, grenadier, etc. or a hybrid between them. Each of the characters has a unique card (see above) which generally provides a unique buff to them as well as a buff to the team such as move speed or extra lives, etc. All characters are viable and usually have unique roles they best excel at. Depending on the campaign you start with a different amount of cards(see below), but you always gain 1 card per level from your deck.
I’m uncertain what is “optimal” but I can confirm that most cards are viable in some build up to veteran difficulty. Once you get to nightmare difficulty I’d say it is reduced to around 20% of the cards.
You get more cards for your deck by unlocking supply lines with supply points. You get supply points from completing missions. The top supply line is mostly damage cards, middle supply line is mostly support cards, while the bottom supply line is melee/utility/copper find cards. All supply lines are mixed with cosmetics to unlock as you play.
That is not necessarily to say that you can’t win without cards, just that it’s significantly easier with using the “best” cards. Still, all the cards in the world are nothing in comparison to having a good coordinated squad. I recommend joining a discord group because this game truly shines with a four man squad on voice comms. I’ve beat nightmare using exclusively in-game matchmaking on nightmare but prepare for lots of failed runs if you choose to do so.
For solo queue meta, the best decks I run with use the same 2 or so damage cards (Glass Cannon 25%damage/ Hyper Focused for 50% Weakspot Damage), 2 or 3 mobility (Run Like Hell for 12% move speed is auto include for all builds) cards and the rest goes to your role. The only role that deviates from this rule is melee, they will be a little weak early game but they are the kingpin to a group. Without melee to handle the common ridden you won’t have ammo to kill the specials or bosses. Pure economy builds based on copper gain or loot find are too slow to come online to be viable as Nightmare runs are reduced from checkpoint to checkpoint and rarely completing a full act in one sitting.
Here below are the decks I’ve used for my nightmare runs. Even though you lay out the cards you pick up 1-15, you don’t have to choose that way, for some runs you’ll react to what the corruption card is for that mission and prioritize getting different cards first. Generally speaking though I will prioritize 2 damage cards always, if the team is doing poorly I’ll get cards that aid the team such as Needs of the Many for extra lives, otherwise I’ll focus immediately on more selfish cards.
In the most recent December update they added a new type of one-use-per-level card called “Burn” Cards which apply a buff for one mission in any act campaign you are playing in. They cost on average 50 supply points, which is steep for beginning players. If you are a new player just ignore the burn card supply line and focus on unlocking all the other cards first. This feature is good because it allows you to take out some randomness in the game, for example if you are a LMG build, you can use a burn card to guarantee a LMG for your character at the start of your mission.
I was iffy on burn cards and this following statement is speculation; I am concerned at how easy it would be for TRS to turn Burn Cards into microtransactions where you buy supply points with real cash, so you can apply those buffs every mission for a campaign. The same could be said of regular cards as well. If such a thing happens though I feel like most players would drop this game. TRS are definitely treading a fine line with the introduction of burn cards. In its current state however it is an amazing addition to the game. Here below are some of the burn cards.
Core Game Flaws in summary:
Supply Point Acquisition is ergo the rate at which you unlock stuff is too slow, also no points gained from losses is unnecessarily punishing.
Not being able to see allied players’ decks to strategize accordingly.
New Player experience is mediocre for 6 hours at least which is intolerable for any game. For any casual player that is at least a week before the game gets “good”.
Swarm PVP sounds good conceptually as contests to who can hold out longest, but all the downtime between rounds and in practice feels awful to play with random Battle Royale Circle of gas closing in. Left 4 Dead definitely had the formula right with PVP through the regular campaign.
For Back 4 Blood the ratio between common zombies and mutants is around 75:25 where most zombie shooters are closer to 95:5 so the game feels more special hunting than massive hordes of zombies like most other games in the genre.
Lots of bosses with Big Health bars appear in the different missions, more than half the time the proper thing to do is just ignore them and run. The UI does a disservice in that all gamers have been trained for generations to see a big HP bar and kill it, not run. It’s a tough call though and I understand it’s useful for a player to know at a glance how close a boss is to being dead.
Map objectives are sometimes unclear, lots of levels have parts to them where they spawn endless hordes of zombies until you reach some area. An objective indicator stating such would be nice.
Back 4 Blood failed the silhouette test which is how easily can one spot the difference between the mutant ridden variants based on shape outline alone. In Left 4 Dead you can tell at a glance between Boomer, Smoker, Hunter, but in Back 4 Blood that only applies between the first level special mutant ridden. You can tell the difference between “Tall Boys”, “Stingers”, and “Reekers” however most of the variants of each are subtly different which in the heat of battle are harder to distinguish. For example the visual difference between a tall boy and bruiser is that a bruiser is spikier on the arm, but a bruiser has substantially more HP. Generally speaking when you play enough you learn anyways but I feel more could have been done to differentiate between them all to uphold the silhouette test more clearly.
Core Game Pros in summary:
Corruption System/Deck Card Roguelite system feels amazing
Makes every run feel different and promotes experimentation with different strategies accordingly.
Enables players to feel powerful towards the end of runs in ways no other in the genre successfully captures.
Allows players to finetune decks to cater to a specific playstyle that they enjoy rather than forcing each player to play only one way. There probably is an “optimal” deck for each campaign section and each role but most cards are competitively viable for a given role and feel impactful.
Highly replayable level design is great in that it’s still linear so you don’t get lost but complex enough where there are a lot of little things to learn even when you’ve played the level twenty times.
Cosmetics are all unlockable via in-game progression, and not with microtransactions aside from launch edition bundles of 4 skins. This will probably change, but on the whole is a sight for sore eyes in a world where everything is like 10 dollars a skin in the rest of the world in AAA gaming.
Monthly Patching keeps things fresh and exciting. The november update killed this game with heavy nerfs and ridiculous special spawn rate bugs, but they redeemed most of the problems with the december update with burn card system, and buffs to cards, while nerfing speedrun strategies. When speedrunning was exclusively the only way to play the game, it was just not fun and warranted nerfs. It’s still viable in coordinated group play but no longer required.
The corruption system that randomly buffs them throughout your campaign playthrough is a nice touch to keep you on your toes to change how you proceed through a level. This helps a ton with replayability, as you might gravitate to more bullet stumble type weapons to stagger armored ridden, or you could go for lighter faster firing weapons when they are all fast packing acid or fire heads.
The item shop between missions in an act feels amazing. You are constantly torn between pooling enough coins together to buy a team upgrade for long term power, or biting the bullet and buying up max equipment like frag grenades to shred bosses, or other items. Adding economy as a facet of the game is a huge win for enabling a pause to strategize with the team, as well as extreme flexibility to different strategies for any level. While other games have economy mechanics, none are quite like this for the zombie shooter genre.
At the end of the day I think if you like roguelites, and Left 4 Dead you will love Back 4 Blood. However, Back 4 Blood surprisingly isn’t a zombie shooter, like that’s the story flavor but gameplay wise it’s truly too different from everyone else. World War Z, Zombie Army 4, Call of Duty Zombies, Left 4 Dead are all games which nail the aesthetic of there are millions of these guys and you need to mow them down and get to that next safe room as soon as possible.
Back 4 Blood and State of Decay 2 play more into a slow proactive playstyle with few bursts of action and a focus on efficient resource use. The spice in Back 4 Blood is experimenting constantly with different card builds seeing what works and doesn’t work for you. Tailoring decks specific to each act ultimately. The power curve where you start weak, but over time become a god at your role is addicting in a way no other in the genre captures.
It’s possible you’re not sold on the game, which is understandable. I personally recommend playing Back 4 Blood on something like Xbox Game Pass first just to try it because the game is very polarizing. Some people love it, some people hate it, but no one comes out of it with a neutral opinion.