This is a wonderfully charming game that, unfortunately, did not manage to completely win me over. Like most players of this game, at least that is my assumption, I have developed an interest in Voice of Cards purely based on the fact that Yoko Taro, the eccentric weirdo and lovable madman behind Drakengard and NieR, worked on this. Statements made by Taro himself as well as the videogame press had prepared me that this game was quite different from the previous titles in Mr. Taroās catalogue. Instead of a wide and deep discussion of very fundamental, very human themes, Voice of Cards would be a fairly straightforward fantasy tale in the form of a traditional JRPG. At first, I was saddened by this fact, me being a huge fan of NieR and its sequel and at least appreciative of Drakengardās ambitions. Still, I watched a trailer, was intrigued by the music and the unique art style and decided to give it a shot. The first thing I noticed which took me by surprise was the fact that Voice of Cards isnāt a card game at all. In fact, except for an optional card minigame, this gameās mechanics arenāt informed by playing cards at all. It merely is an aesthetic choice that the developers picked as a basis for the gameās presentation. Everything in this world is a card ā characters, buildings, equipment, items, the entire world map consists of cards that are arranged in a tile-based fashion that form the layout of the world. Now, you might think that this is probably an economic choice on the side of the publisher to save costs ā after all, if all your gameās assets are made of static cards, you can radically cut costs in multiple departments, above all graphics and animation. That assumption may be correct. However, I have to point out how elegant Voice of Cards works with its limitations that arise from the card-based presentation. For instance, if a character in your party performs a ārollā attack, the card actually flips over and rolls over the enemyās card. There is a scene where a character starts squatting frantically which is represented by an animation that lets his card move up and down erratically. A monster you help in the fields by curing its paralysis bows to you by subtly tilting its card. Stuff like that is just cute. Most actions in the game arenāt visually translated though. This isnāt an inherently bad thing for me as this sparks my imagination, much like older titles with simpler graphics do. On top of that, everything you do and everything that happens to you is delineated by a narrator. That guyās voice is soothing to an extent that borders on tiresome. Iām pretty sure this is by design as to give the narrator a sort-ofā¦bored tone? but it didnāt really work for me. You have to listen to this guyās voice for the entire runtime of about 12 hours and the joke of āhaha, an old tired narrator ironically comments everything in the gameā got old pretty quickly. I would have loved to have at least the main characters voiced by professional actors. Besides the visual style, another aspect that really stands out is the music. The OST has no business being that brilliant in a āsmallā game like this. Keiichi Okabe is a god in this business and Iām so glad they got him to work on this project. I implore you, even if you are not interested in this game at all, check out the OST, it is beyond beautiful. The choral sounds of NieR and the melancholic undertones that Okabe is known for, itās all here and itās honestly some of his best work. As a sample, just listen to [url=https://www.youtube.com/watch?v=4-GaOzt8ZjE]this . Given its smaller scale, I presumed the game would not reach the narrative heights of NieR or Drakengard. And it doesnāt. For the most part, this is a standard JRPG fantasy story the likes of which you have seen a million times before. However, the typical Yoko Taro weirdness is absolutely here, if somewhat hidden and not as extreme as in his other works. By exploring the world, talking to people and fighting monsters, you unlock cards for each kind of NPC or enemy. These cards contain some bits of lore about the world and these texts can getā¦juicy. Not spoiling anything here but Voice of Cards definitely deals with some of Taroās favorite topics like what distinguishes humans and monsters and even contains some tragic as well as questionably humorous elements. The writing is still not quite there though. There are twists that you can see coming a mile away, background stories for villains that arenāt all that interesting to begin with and a conclusion that leaves a lot to be desired. It was good enough to make me want to see things through till the end and get a chuckle out of me every now and again, so thereās that. All that sounds well and good and still, my time with this game can only be described as a pretty mediocre experience. Why is that? Well, for one, the dungeon design in this game is among the most boring I have seen in a JRPG. At first, that isnāt that much of an issue as the first set of dungeons are fairly limited in scope but the more you progress, the worse it gets. Some of the late game dungeons are so dull as they consist of a multitude of levels that offer little to no variation. Every level looks the same and the high enemy encounter rate (yes, this game has random encounters) doesnāt help either. It just goes on and on and sometimes, you spend the better half of an hour in there. The lighthouse, volcano and mausoleum are especially terrible in this regard. Mind you that the game usually allows you to jump to previously explored tiles on the map. In some dungeons, movement is heavily restricted though and the game forces you to trod through these boring-a$$ levels one step at a time; itās not fun. Then thereās the battles and they are simply way too easy. Except for some battles at the end, out of which the best ones are optional, you can turn off your brain and breeze through this entire game. Thereās no real challenge here and most of the combat decisions you make end up not making any significant difference at all. Combined with the uninspired dungeon design, things can get very tiresome very soon. This is the type of game you enjoy on a lazy evening with nothing to do and maybe some āDevilās Lettuceā if thatās your thing; believe me, youāre in for a chill time :D Another thing that bugged me was that some game design decisions feel like Yoko Taro is taking the pi$$ out of the JRPG genre, and not in the usual subversive way but more in a direct and heavy-handed manner. To give some spoiler-free examples, in this game you travel from the town of āAdventā to āNextonā and then āThricetonāā¦ medicine is conjured on a mountain called āMt. Medicaāā¦see where Iām going with this? Then there are a number of treasure maps you can find and they point to the most random places. One map hints at āa place where you can see the oceanā which is ā¦ interesting, given the fact that you can see the d@mn ocean from literally everywhere :D Another points to a place āsouth across the mountainsā which is as vague as can be. Remember, for every step you take, a random encounter may ensue, so this seemingly fun treasure hunt can turn into quite the chore. There was also an event where the game required me to have a āMercenaryās Swordā in my possession, one of the weakest early-game swords I had naturally sold at this point. This was a one-time chance and to this day, I do not know what I missed by not having the required item. Stuff like that is just annoying. This is a fine game with amazing music and a cool art style. Itās no narrative masterpiece and its dungeon and enemy design could use some heavy polishing. It didnāt fully grasp me in a way NieR did but I surely enjoyed my time with it. If youāre looking for a chill JRPG with mostly lighthearted storytelling and a relatively short runtime of approx. 12 hours, give it a shot. If youāre expecting Yoko Taroās next big thing, this aināt it.
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