Last year, HEX very successfully completed the campaign on Kickstarter, collecting two with a tail of a million dollars instead of the requested three hundred thousand. CRYPTOZOIC Entertainment developers entrusted the players with a very simple idea, promising to combine KKI and MMO, so that neither one nor the other lost genre signs. So that there were raids, craftsmen, and guild wars, and the system of reputation, and the development of the character – and all this is in dense connection with cards.
As for the MMO component, they now run up in the bowels of the studio, hiding from the eyes of the public. But the card battles are already in full swing and leave the most pleasant impressions.
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A meteorite drive through
To introduce the Entratt world, promise in a single campaign, in the dungeons, and even on the pages of the novel based on the motives of the game-but all this someday, but for now you have to be content with essays from artbook.
► all male gnomes. Dying, they scatter a pile of stones, which are processed with gems and freshly deduced cobblestones in new individuals.
In time immemorial, entrath literally pierced the magical meteorite through, but the power of attraction kept it and left it to rotate in orbit. Crystals filled with supernatural power and subsequently served the catalyst for the global war broke out from the meteorite. Over time, the conflict has come to a dead end, and in the enthral more than two hundred years, the shaky world reigned. But now the satellite meteorite is finally ready to open his true purpose, and it is hardly portending something good.
The plot is somewhat bearded, but now the entrath is more intriguing the wildness of the peoples living in it. Feudal and terribly aggressive people of earnest rabbits, [orcopauki] (JavaScript: View (653,800, ‘http: // 4.BP.Blogspot.com/-aBrgJP5fIrg/UaB_-pNuE6I/AAAAAAAAA4I/Mk5DSAztYcc/s1600/HEX_VennenCleric_L2_COL-150.jpg ’);) with sadistic inclinations, for example. There are elves with gnomes – but they also correspond to the grated cliches only partly. The former-peace-loving artisans, the latter in general also create, but exclusively weapons-following the motto "Destruction for the sake of destruction".
► Let the eared fluffs not bother you – they are here on the same rights as Pandarins in Azerot. The difference is that rabbits are obsessed with the idea of enslaving someone.
Magic and nothing more
Dueling in HEX pass according to the rules of MTG, and to the last letter. The course begins with the replenishment of the hand, then two phases of playing the cards and the combat phase go (we order our monsters to attack or block someone else's attack), and after all this, the final phase comes when all the cards that work at the end of the course are activated. Then the line goes to the opponent. The purpose of the battle is familiar – to deprive the enemy hero of health. There are hundreds of cards at your disposal: outlandish and not very creatures, witchcraft and technological artifacts, as well as magical forces that can be crippled, to be affected, fooling and carrying good. A local analogue of mana is spent on the use of card arsenal – fragments – and they are used according to the principle of land from MTG.
Card effects in HEX are much more interesting than those that are found in popular KKI. In the same Hearthstone You are unlikely to see a spell returning a friendly creature from the field to the deck and allows you to call it again – but already in seven copies. There is such a card in HEX, and with it you can come up with a lot of crazy ligaments. Moreover, this is not the most powerful option.
► Robots-welders who know how to return a cheap artifact from the cemetery can play perfectly in combination with pterobots, which are cheaper, the more allied robots and gnomes on the field.
It is natural that the balance in this situation is threatened. There are many overly strong cards, and ways to deal with them – not so, and sometimes it is fraught with inconvenience. Suppose a dragon jamy fluttered on the field. Whenever you play the card, the reptile receives a temporary combat bonus equal to the cost of this card, and if Jamom does not stop in the coming moves, it can slam your hero in a couple of raids. It is very difficult to eliminate the dragon, and it happens that her antics have to be tolerated.
The picture is the same as the same as MTG: newcomer-payers with frail starting sets will not be able to compete with veterans and “payers” who filled their decks with multi-stage combinations of powerful cards. There is hope for auction, where digital cardboard and equipment for PVE can be bought for intra-game gold, but something tells you that the cost of useful things will roll out. Moreover, it is not yet known how hard it will be to earn
► Most likely, tournaments will be the most reasonable investment of money in the ratio of benefits. There are three formats at the moment: Draw, Constructure, Sile.
The colors of magic
[Bullet]] In HEX there are a lot of well -forming cards – such that can become the basis of a self -sufficient strategy. Say, the chant of righteousness is caused by a guard of light, which, under a certain condition, solidly strengthens the comrades.
All cards belong to one of the six schools of magic (if the brown with almost one technique can be called), also borrowed (again with the exception of brown) from MTG. Blue, for example, specializes in air attacks, shifting enemy cards from the deck straight to the cemetery and stabilization (replenishment of the hand with cards), and, say, green suggests crushing with rough force. Schools are allowed to combine in any quantity in any color palette. Let the dwarf dwarves stand in the same line with rabbits-samurai, and pious angels cover for no reason for no reason to be rotten ghouls. Nothing prevents all at once.
It is not so easy to make a good deck of more than two colors, but HEX has such experiments. Cards with echoing effects come across in various schools of magic, and for the greater efficiency to combine them is simply necessary.
As a result, any strategy can be played with a mass of dissimilar ways. Take for example the so -called Mill – dropping the contents of the enemy deck in the cemetery. Blue spells are always based on such a strategy, but then the options multiply. You can deprive the opponent in general any hope to embody his strategy, adding to mental spells those that devastate the hand. Or to ruin the deck slowly using local miracles of technology and sitting in a deaf defense. And here is a more insidious plan: stock up on stabilizers and keep something like [sapphire aura] (JavaScript: View (319,446, ‘http: // hex.TCGBROWSER.COM/Images/Cards/Big/Sapphireaura.jpg ’);) to pull out [Reginald's card] (JavaScript: View (320,446,‘ http: // hex.TCGBROWSER.COM/Images/Cards/Big/Reginaldlancashire.jpg ’);) and freely prick him the hero of the enemy. Then it remains only to hard to exhaust his deck, waiting for the victorious appearance of the fencer.
Carterian wardrobe
The first signs of future MMO haltings have already appeared in a closed beta. You can insert the gem that will endow them with a new skill into the cards of some creatures. It can be straightforward (like a flight ability) or more abduct – for example, the call of a rhino when hitting the hero of the opponent. But in order to bring the gem into action, you need to have fragments of the corresponding color. Let's say the wild sphere of security gives protection against spells only with two green quanta "Mana".
► playing the fragments and the effects of some cards are nourished by the hero with charges. Having accumulated enough of them and at the same time with fragments of the desired color, you can use the heroic ability.
But gems are "flowers". Equipment – it has not yet been added to the game – promises to open even more ways to use familiar cards. Equipment will need to be worn on the hero before the fight, and in battle the cards will receive the corresponding bonuses. For example, boots that allow the notorious Reginald to attack immediately after the call, limit the opponent in the selection of a countermeater.
True, there is one "but". The uniforms will be made only in PVE, so lovers of competitive game run the risk not to try one of the main highlights of HEX. The solution, however, is justified: many items are too powerful for PVP, and the balance in duels will completely break down. But for those who like this, developers are thinking of introducing tournaments in which it is allowed to take equipment.
► They promise to attach statistics to each card (how much damage was https://sister-site.org/20bets/ inflicted, how many times they killed it, and so on), as well as achievements that open access to visual decorations for this card. A trifle, but cute.
Falled, in Bable! Friend, Inner!
It is not sacred that from HEX they are most expected to be dungeons and raids. To give bosses, to hunt for trophies and participate in cooperative battles to death is curious – because for KKI this is not typical classes at all. True, so far in HEX you can only fight with stupid bots playing the role of beating dolls. However, the developers assure that in the final version of AI it will be the most perfect of those ever in digital card games. Ambitious. Even too much. But in HEX without brilliant AI there really is nothing.
► Avatar for PVE will need to be created independently: choose a race, class, and with an increase in levels put glasses in talent branches. It's a shame that nothing like this is planned for PVP.
The local villains will have to withstand thousands of card combinations that players can withdraw. In addition, apparently, the entire group of adventurers will be fighting with the boss, which will allow you to build an even more complex synergy. But this is the same as fears. Will the bad guys be smart enough to suppress our intrigues and sketchy weaving their? If not, the dungeons are at risk of becoming platforms for thoughtless grind, and this will put a cross on the group PVE group.
Success factors
Risk factors
- Clear adherence to the MTG rules;
- huge space for experiments;
- characteristic features of MMO, linked to cards;
- Clothing boots-fools.
- Clear adherence to the MTG rules;
- the balance causes fears;
- The newcomers probably will have to be hard;
- PVE is not even visible not even the horizon;
- Will the NPCs be able to worthily confront the players?
Stage of development
Closed beta testing. They say that open is not far off, but when to wait for a full release, with PVE and all promised, it is incomprehensible.
We will wait?
Cryptozoic promised a very, very much, and because it is scary-will they be able to realize all their ideas, and, most importantly, will they be able to realize them qualitatively. I would like to believe that they can, because then a new squeal will break down in the canopy of the digital KKI.
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