FoxMania: The Quest To Review All Fox Games On Steam! Conditions for inclusion: [*] The player character must be consistently a fox; the fox must not be merely a skin or a character option [*] Must have 100% working Steam achievements [*] Must not be a visual novel Game #21: Of Blades & Tails In the far future after humans have left Earth, animals have learned to walk on two legs, speak, form societies, and use magic. But thereās a problem: bugs have started evolving, too! And theyāve started getting much stronger than anyone is comfortable with. The fox warrior Reik sets off to unite the tribes of animals and uncover the source of the bugsā power. Of Blades & Tails is an open-world turn-based tactical RPG. Movement behaves like roguelikes / Mystery Dungeon games, even as you traverse the wide-open overworld. And the world is pretty darn massive and begging to be explored, with over a hundred special spots to find. And whatās the incentive to explore? Well, loot, of course! That, and the joy of holding your ground in a difficult area that previously wiped the floor with you. Enemies are constantly dropping weapons and armor that can potentially improve your build in various ways, or you can sell them off for gold (which seems to be the main intended source of your characterās income). And if you explore all the gameās dungeons, find treasure chests and defeat optional bosses, you might find unique legendary items with special perks that change the gameplay quite drastically. The game does a pretty good job of stringing you along its path by making you hunt for that āsweet spotā area thatās just barely out of your comfort zone, conveying the feeling of making headway into challenging territory and rewarding you with new powerful loot along the way. Is the combat any fun? Well, yes, if you go for certain builds. Grid-based, turn-based RPGs like roguelikes have a fundamental flaw that makes melee combat both unbalanced and painfully dull, since you can easily get surrounded by multiple enemies who wail on you while you only get one turn at a time. Itās a problem with the system itself, kind of like trying to play a board game where you can only move one space at a time. If you want to have fun, you need to base your build around interesting ranged attacks and movement skills, allowing for tactics that make creative use of the space around your character. If I had to make a nitpick about the combat, I think the enemy types get a little monotonous after a while, and the game could have used about twice the enemy types it has ā but thatās a minor complaint compared to some of the bigger issues. The difficulty seems just about right, at least on Adventure difficulty, if you play the way the game intends. Tactics can be pretty fun, as death comes swiftly and suddenly if you make a wrong move in a high-threat area, and it feels great to narrowly dodge a terrible fate by your sharp wits. The game is pretty forgiving in its difficulty; dying will only take away any progress you made on the current screen, and your game position, as it will warp you back to the last save point. Music is all stock, but itās fine ā some tracks are even memorable. Character sprites have no animations aside from some minor shifting and rotating, but somehow managed to be endearing. No real complaints with the art style or presentation; they actually grew on me. As for the loot itself, the game has made some very strange design choices, and optimal character progression becomes rather unclear as a result. Let me see if I can summarize: loot appears in five rarity categories: white, green, blue, purple, and orange. The first four kinds are randomly generated, whereas the orange loot are special ālegendaryā items found at specific locations. The only significant difference in weapon rarity is the amount of mod slots an item has: the purple āepicā loot has four slots a piece, and is the kind you want unless you need a specific special ability offered only by legendary loot. You can scrap most any equipment item in the game (except legendary items) to remove one of their mods, then apply that mod to any other item (except legendary items). Furthermore, when your character levels up, youāre given upgrade points to distribute into your different stats, each which improve the effectiveness of your equipment in some tangled and confusing ways. But this is where it gets rather weird: to get the best loot possible, you need to put āorbs of magnificenceā into them, which add a multiplier to any mod attached to the item ā the more orbs you add, the higher the multiplier. There are only about 10 of these upgrade orbs to find in the entire game, which really limit your flexibility. Furthermore, it is possible to overlevel an item over the hard level cap of 25, such that it would become unusable. So the idea isnāt to find high-level āepicā loot, but rather to find low-level āepicā loot that you can mod and upgrade to be the best possible, without going over the hard level cap. Confusingly, some items can get closer to the level cap than others, which makes it very difficult to tell which loot is actually worth keeping and investing in without a lot of trial and error. Legendary loot eventually becomes useless, as it cannot be modded, only upgraded, and has massively diminishing returns for the orbs required. I get that a loot-based game needs that hunt for āspecificā loot rather than just ābetterā loot, but I felt that the way this game implements loot is annoyingly counter-intuitive. But game and upgrade mechanics all side, my biggest gripe with this game lies in its interface. The UI is plagued with at least a dozen irritating quirks and bad design decisions, including: [*] No inventory sorting whatsoever ā for a loot-based game. [*] Thereās no list highlight, so you canāt keep your place in long inventory lists. [*] The inability to sell your loot on the modification screen, forcing you to search back through your inventory multiple times for the same items (again, with no sorting features). [*] A very important special item that unequips your weapon every time you use it, forcing you to go back through your inventory to re-equip your weapon (again, with no sorting features). [*] Upgrading equipment wonāt tell you how close it will come to the level cap until you waste orbs trying to upgrade them, then you have to waste downgrade orbs to get your upgrade orbs back. [*] The ability to open massive side-panels that cover up over a third of the gameplay screen, and completely cover up important gameplay if you happen to be standing near the edge of the map. [*] Several skills that just straight-up lie to you about which tiles are within line-of-sight. [*] Sometimes a turn will last a lot longer than expected, dropping all your inputs while you wait for it to end. [*] A strangely unresponsive game grid that will cancel your moves ā or perform unwanted moves ā if you click the wrong parts of an enemy sprite. Oh, and mouse is hard-required. You canāt play with a game pad, or with the keyboard only. Honestly, the interface problems are so egregious that Iād give this game a neutral vote if Steam had one. Right now, Iād give the game a 5.5 / 10, but Iād gladly bump it up to a 6.5 / 10 and a solid thumbs-up if a future patch came and addressed half my gripes with the interface, especially adding some kind of inventory sorting feature. For lack of a neutral vote, Iāll still give it a recommend; I got a lot of mileage out of this game, about 20 hours on a single playthrough, most of which was quite enjoyable. That was a very nice little surprise of a game! Iām happy to have experienced it.
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