General Impressions At this stage of Early Access, Cross Blitz is not without a small number of flaws. However, the flaws are, mostly, superficial and easily amended or changed, rather than baked into the core concept or execution. Beyond these small flaws, which I will elaborate on further down, Cross Blitz is a stunning and truly special addition to the card game genre on PC and - much like Wildfrost on its release - deserves far, far better than the initial Steam reviews suggest. The game has two distinct modes at this stage: a fleshed-out story mode (with two multi-chapter campaigns at the time of this review), and a roguelite not dissimilar from many other deckbuilders, but with a form of level selection and meta-progression that most resembles the Path of Champions mode from Legends of Runeterra. Overlaying both modes is a charming, bright, well-executed and engaging aesthetic everything from the UI feedback to the art and illustrations themselves, along with excellent, thematic music. Its cards are relatively well-balanced and well-conceived, the relic system (and trinket system, in the roguelite mode) is integrated well into the deckbuilding strategy to allow for a broader range of potential strategies and perspectives to view each card for, and even in this early stage the game offers quite a lot of content and diverse experiences to the player. Examining Story Mode Cross Blitz's story mode - probably its selling point - is a rarer form of card game (at least nowadays for non-live-service games) where you accrue currency, relics, cards and levels as you play through a story, complete sidequests and build a collection of different decks to overcome a number of opponents and challenges. For those with nostalgia for the older Yugioh game titles (and some other examples, like the Pokemon TCG for the Gameboy), this is a well-crafted, modernised take on the genre that I find myself constantly aching to return to after each day of work. I particularly like the rewards for defeating enemies in specific ways that encourages the use of different decks and strategies. If there were faults I could take with story mode so far (having only played half of the first campaign), its that the level-up system for your hero appears fairly bare-bones and the implementation seems to fall flat. You have something resembling a 'skill tree' which is actually just 5 linear columns of improvement. About 2/5 of the upgrades are just "increase max health slightly", another 2/5 is "unlock a new card for your decks" and 1/5 is "unlock a special ultimate skill for your deck" (called a Blitz). These are weird upgrades, especially in the light that you can respec for free at any time . Some issues include... 1. Because you can only equip one ultimate skill at a time, AND respecs are completely free, there is NO reason to EVER spend a level up on another ultimate skill unless you've maxed out every other upgrade. Even if you want to switch ultimate skills, it's more efficient to just respec when necessary. 2. Similarly, if you're not using any given card unlocks, it's optimal to just respec to grab all of the max-health increases rather than waste the level ups on cards now being used by your current deck. 3. A combination of 1 and 2 above (and the relative infrequency that you would mix cards TOO much from different parts of the skill tree) means that by about level 8-10 (of a max of 20) you feel like you've gotten all of the power you possibly could want from the level-up system, and remaining level-ups are worthless to you. 4. The small max-health increases, though often the ONLY relevant level-up, are really boring. 5. The very nature of ultimate skills and strategy-centric level up cards somewhat stifles possible deckbuilding creativity by rewarding you overmuch for just following one of the four core strategies actually enabled by the ultimate skills on offer. But the game would be fine without an explicit level-up system at all, and at the very least it's satisfying to unlock your first ultimate skill (which IS a really strong option). I'd love to see level-ups focus on different nuanced improvements, a lower level cap where you actually had to make choices rather than easily unlock all of the useful/relevant options for your deck from early on, and a broader selection of Blitzes/ultimates, whether earned in-game from challenges and quests or by level ups. Examining Roguelite Mode Its roguelite mode is also... interesting, featuring an uncommonly broad progression system possibly inspired by Legends of Runeterra or even Hearthstone's Mercenaries mode. It has a number of different missions, expects you to frequently switch characters between missions, and has multiple difficulty options and tweaks. At first impressions, despite being relatively content-rich, Cross Blitz's roguelite mode does not feel as impressive from my first impressions, though, in part because it is competing in a fairly busy/saturated genre, and in part because it seems to offer you so many cards and stores and rewards, giving the player so much agency over their deck with few restrictions on stacking powerful upgrades, that it seems to lack much challenge. Further, the roguelite mode - like Legends of Runeterra - doesn't seem to reward "fair" gameplay where you try to create a broad strategy or synergistic gameplan, but instead wants you to just cut your deck down to a small number of greatly enhanced cards with a lot of duplicates, which leads to a lot of the battles becoming both easy and repetitive. Other Issues The game is a bit buggy, which is unusual for a card game as relatively mechanically simple as this, it seems like. Card images stuck on board after they die sometimes, or seemingly-unintended sequencing of actions or events sometimes occur. The game is surprisingly slow to load and sometimes experiences framerate issues, which I don't expect for a card game at all. Respeccing your character (a powerful option, as explained above) breaks your saved decks, even after you respec-back again to recover the same ultimate skills and card unlocks, because the decks reliant on those unlocks don't properly update to become playable again without manual tweaking. The animation speed is so slow and, combined with the loading time and the delay between phases, leads to the game progressing so much slower than it needs to. The art and music are so good that I wouldn't mind overmuch, but I'm sure - especially in the roguelite mode - the amount of downtime between turns is going to turn frustrating long before I've finished the content on offer. Some of your most powerful relics are earned early-on in the story mode (such as one that increases the attack power of all of your Pirate units), which constrains a LOT of your deckbuilding over the story because you're encouraged to stick with a specific subset of strategies that receive far more support and enhancements over alternatives. This also plays into my experience of the game being quite easy (so far), but the overall structure of the game offers a myriad of ways for the developers to add challenge in a number of ways yet. Final Thoughts Despite the list of grievances and suggestions, I reiterate that this game is excellent . It's content-rich, full of heart, full of strategies and options, and utterly, utterly brilliant and enjoyable. I hope it only gets better as EA continues, because Cross Blitz could very well - without exaggeration - become one of the greatest card games on Steam with just a relatively small number of enhancements.
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