Linux Format

Griftlands

Management love a tough negotiatio­n but not with the staff, so Sam Greer will be getting a quick visit from the LXF shock troops right about now…

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Management loves a tough negotiatio­n but not with the staff, so Sam Greer will be getting a visit from the LXF shock troops…

Games have always been looking for ways to make conversati­ons as compelling as the combat. Why can’t a tense negotiatio­n feel as gripping as a tough-as-nails boss fight? That’s the question Griftlands seeks to answer. It makes for a compelling roguelike, experience thanks to great writing and characters, but doesn’t quite live up to the promise of its chatty deckbuildi­ng systems.

The t Griftlands are a chaotic place where corrupt law enforcemen­t and criminal syndicates run things against a backdrop that combines science fiction with fantasy. Brutal it may be, but it sure is pretty. You’ll get to love the scratchy, hand-drawn touch to everything. There’s a smart economy to where the embellishm­ents are made, which ensures the game can deliver on its scope without any rough edges. Character sprites have lovely gestures and expression­s that complement the writing, while the overworld map is simply littered with tidy icons.

Gangland style

Griftlands’ factions are written in broad caricature, in line with the game’s cartoonish look – which stands out in a good way among the crowd of indie pixel-art based games. However, there’s always a serious undercurre­nt of scepticism about the status quo. Criminal gangs prove virtuous, while the local police prove to be the most ruthless of all. In this way, developer Klei paints a strong picture of (downtown Bath? – Ed) the world you step into as a ‘grifter’, the game’s shorthand for a smooth-talking mercenary. There are three to play as one, each with their own story, but only one is unlocked to start with: Sal, a once-indentured slave now on the hunt for the woman who sold her.

Revenge is hardly a novel motivation, but Griftlands shines thanks to fast-paced dialogue that fleshes out its characters effortless­ly. What a relief it is to play an RPG that doesn’t involve scrolling through paragraph after paragraph of overdramat­ic guff that happened 1,000 years ago. There’s an immediacy to Griftlands, in both the world-building and the stakes. Life’s short, and only what’s in front of you really matters (sounds like my Monday morning mantra – Ed).

Even the smallest of characters get a chance to make an impression, as you collect an arsenal of subplots en

route to your overarchin­g goal. The writing can be damned funny too, the humour emerging from Sal being just a tad smarter than most of the other thugs she encounters (but not that much smarter). There’s a charm to these cutthroats, who are often acting out of sheer desperatio­n rather than any kind of malice. It’s a world of opportunis­ts, as you’d expect, but there are surprising moments of loyalty and kindness too. We found that the allure of Griftlands’ story was far greater than that of its expanding deck-building.

Fight, talk, fight

There are two modes of play: battles and negotiatio­ns. Battles are turn-based affairs where you draw cards for attacks and abilities, and can earn or hire party members. Overall, they’re fun but convention­al.

The negotiatio­ns are far more interestin­g. There, your cards are used for building arguments against your opponent. You’re constantly looking to chip away at your enemy’s smaller points, while piling damage onto their core argument. We really felt like we were juggling a lot of plates, in the best way – the pressure was always on to make the most of each turn.

As an abstractio­n it’s captivatin­g, but Griftlands never quite bridges the space between the actual dialogue and the card game in which debates take place. Compared with something like Signs of the Sojourner, which much more cleverly uses its mechanics to shape and fuel character interactio­ns, Griftlands feels a little awkward. Negotiatio­ns are disconnect­ed in a way that turns every interactio­n into a simple binary of success or failure. We wish we could see the impact of our chosen cards on our relationsh­ips or the story.

Worse, committing to negotiatio­n decks will punish you during the game’s handful of inescapabl­e combat encounters. There are side activities to help, but in general, focusing on combat decks is the easier path through the game.

Non-player cards

Griftlands does make good on far-reaching consequenc­es. Recurring NPCs pop up in unexpected places, leading to tough spots where you might have to contemplat­e a double-cross to achieve your goals. These are also randomised for subsequent runs, to an impressive­ly varied degree. This ensures new runs feel reasonably fresh and that softens the blow when you do die.

You can get a boost on your next run, too – but there’s only so much of the sting it can take away, and despite the convincing manner in which side-missions are generated, the main story remains the same. Failing close to the finish line is never not going to take the wind out of your sails. There is a Story Mode setting for those who want to focus purely on the writing, but it feels like a sticking plaster on some harsh difficulty spikes. We were coasting through the game for the first two days, and then out of nowhere comes a fight several orders of magnitude tougher than anything preceding it. It might make narrative sense, but it’s not very interestin­g to keep restarting and bumping into walls like these.

Shortcomin­gs aside, Griftlands is another slice of low-key brilliance from developer Klei. Is there a genre it can’t do? The balance of narrative and deck-building made for a much more engaging experience than we’ve often had with card-based titles, even if it feels like more could be done to connect those systems and bolster the storytelli­ng. Still, we’re going to remember our adventures with Sal and the little moments of friendship and betrayal throughout each run. It fits right in here at Linux Format Towers playing as a grifter; it ain’t much but it’s a living.

 ??  ??
 ??  ?? The overworld is purely functional but it looks lovely.
The overworld is purely functional but it looks lovely.
 ??  ?? Sharp writing elevates almost every NPC into someone memorable.
Sharp writing elevates almost every NPC into someone memorable.
 ??  ?? Negotiatio­ns are the game’s card battling at its best.
Negotiatio­ns are the game’s card battling at its best.
 ??  ?? Don’t take your dog off the lead at the local park, as it can cause issues.
Don’t take your dog off the lead at the local park, as it can cause issues.
 ??  ?? Body modificati­ons will give your character the upper hand.
Body modificati­ons will give your character the upper hand.

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