Steamworld Quest (Switch) Review | Stellar Steamworld Strategy | Please Play It

Steamworld Quest (Switch) Review | Stellar Steamworld Strategy | Please Play It


Review code provided by the publisher. Hello, this is MykonosFan, and welcome to
Please Play It, the series where I implore you to…please play it. Today’s video focuses on Steamworld Quest:
Hand of Gilgamech, which releases this Thursday exclusively for the Nintendo Switch. Let me get this out of the way, right up front. Steamworld Quest is developer Image & Form’s
best game, and an absolute must-buy for any Switch owner looking to flesh out their library. You might be familiar with their previous
games, whether it be the exploration-focused Steamworld Dig titles, or the 2D tactics-based
Steamworld Heist, but this time the developers have went in another new direction with their
Steamworld universe and produced a card-based RPG. When I first heard about it, I can’t say it
captured my interest all that much, I have to admit. But after sinking my teeth into the game,
I feel a fool for doubting it. They’ve made something really great. Steamworld Quest starts in a small, modest
town in a very fantasy-inspired world. It’s an interesting shift from the environments
of their other titles, but one that makes sense considering the genre. What helps this in particular is a very strong
art direction, the game is a joy to look at, with especially appealing key art and character
designs. One quibble I’ll get out of the way right
now, is that I wish there was an option to enlarge the font size in handheld mode, but
I got by. The premise of Steamworld Quest is a simple
one; that small town gets overrun by an evil army, and the local guild leaders are abducted
and imprisoned. This inspires one of the town’s wannabe guild
members to set out with a couple of her friends to rescue them, which leads to them getting
entangled in a larger narrative overall. It’s certainly no unique trope, but I couldn’t
help but get attached to the characters and get invested nonetheless. In particular I wound up really enjoying Galleo,
a big green robot who hesitantly leaves his mother’s basement to go along on the adventure. Like the other Steamworld titles, the writing
has plenty of quirky quips, and while I think the strong characters and presentation helped
this game earn a more serious nature than it actually delivers, it’s not really an issue
at all. Once I warmed up to the characters the jokes
worked for me. None of it ever really gets old, either. Image & Form estimated Quest to be about a
15-20 hour experience, but due to having a fast forward toggle turned on in addition
to my skills as an epic gamer, I rolled credits in about 13 hours. I would absolutely have been okay with the
game being twice that length, and was itching for more immediately afterwards. The reason why lies in the heart of the combat. I’ve never really gotten into card games outside
of TCG-specific ones, so Steamworld Quest managed to be very novel for me. The basic rundown is that you take up to 3
characters into combat, each with a deck of 8 cards that get pooled together and shuffled
each fight. You draw an opening hand, and cards to replace
the number you use each turn. There’s a Steam system, which are the gears
at the top. Cards with no gear value on them let you build
a single gear each, which you spend to use stronger cards. It’s a bit hard to describe, but the game
lets you in and teaches you so perfectly that you’ll quickly feel like a strategic genius
with very few questions lingering in your mind. Within half an hour I felt both comfortable
with my grasp on the game, and incredibly excited to see what they did with this system. And god, is their system good. 24 cards per match may not sound like a lot,
and in a way it isn’t, but it helps ensure that in a pinch, you’re most likely going
to see a card you’re hoping for when you need it. You can redraw 2 cards per turn if you don’t
like your hand or need cards to build up your Steam gauge, so outside of horrible luck or
poor deck building, you’re very likely to get something to help you turn a battle back
around. Each character has a specific purpose, and
throughout the game you get access to enough cards to where you can see the potential builds
you can make for a character and determine how you’d like to use them. For most of the game, I was rocking a team
that was built around each character using 3 of their cards per turn, which allows them
to pull an immensely satisfying combo and use an additional 4th ability card. One of my character’s ability cards let them
poison every single one of my enemies, which singlehandedly might be one of the most useful
tactics in the entire game due to how much damage it does. I would then follow this up with another character
that converted all of their attacks to be lightning-based with little to no steam usage,
and then have him use a card that deals another attack for each gear in the Steam meter that
was built up. I coupled them with a support character that
was constantly healing and could deal one of the most powerful attacks in the game in
a pinch, and for most of the game I quite comfortably wrecked shop. A few different times though, particularly
at the end of the game, I had to switch up strategies, get new cards to try new builds,
and rethink how I was approaching the game’s combat to advance. All of this packed neatly into Steamworld
Quests’ runtime helped things feel like they were constantly moving along and never dragging. It’s perfectly paced, and you’re always either
coming across an interesting card to shake up your approach, or an interesting enemy
that makes you rethink what you’ve been doing. It’s all so concise and well-thought out. When I wasn’t playing Steamworld Quest, I
was thinking about what I wanted to try next when I got home and could play more. At work I absolutely spaced out a few times
and had to ask someone to repeat something just because I thought of a new strategy I
wanted to try. This game doesn’t have an endless depth, but
there’s just enough there that if you enjoy thinking of ways to combo abilities, I have
no doubt you’ll get hooked. Between a fantastic presentation, super engaging
combat system, and charming characters, it’s impossible to go wrong here. Image & Form have truly outdone themselves,
and I can’t wait to see what they do next after Steamworld Quest. Please Play It. This video was generously supported by the
above patrons. Thank you.

5 thoughts on “Steamworld Quest (Switch) Review | Stellar Steamworld Strategy | Please Play It”

  1. Which Steamworld games have you played? I wanna know how y'all have gotten on with the series over the years.

  2. I first played Heist in summer 2017 after discovering the series through SPG and I've been a fan since! I played Dig 2 the day it came out and quite literally binged it until 1 AM. I can't wait to play this game–it's already preloaded and ready to go!

    I'm a little confused by your strategic decision just before the video faded out, though…

  3. I've got this weird mental block with the Steamworld games ever since not really "getting" Dig 1 when I played it. If you're this high on the game though, shoot, I might have to give it a try when it inevitably gets a physical release!

  4. I only know about this series because my bf is really into steampunk and a band we like made music for one of the games, I do like card based games so I might try this

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