![]() ![]() Instead of mana your card resource is called Momentum, and each card has a cost to be paid. You have a hand of cards, each performing a series of moves such as punches, kicks, movements, and blocks. Moving along the path that occasionally branches you will enter locations to fight, which play out across stark white isometric grid environments that are really striking. Which leads us into the combat, a skillful dance filled with thrilling moves and choreography that would keep Keanu on his toes. While it may not be as crazy as moving from The Ironclad to The Watcher in Slay the Spire, it does a good job to show that there are different builds to match your playstyle in interesting ways. These starters really showcase just how diverse your options can be in Fights in Tight Spaces, and across my ten hours with the game so far I still jump around each depending on which mission I am playing. There’s also the Trickster deck, which is filled with unconventional methods for an enterprising agent. There’s the Balanced deck, which gives you a good mix of aggressive and defensive options, the Defensive deck that is geared towards counter-attacks and soaking damage, and the Aggressive deck with is filled with the coolest moves such as spin kicks and jumping off walls to slam your foes. When beginning a run you will also get to choose from four starting decks, each completely changing the way you will approach the combat in the game. For the most part the story is just set dressing and told in a matter of seconds, but having this objective and enemies themed to the setting really made each run feel like I was working towards a bigger goal. If you’re skillful enough to make it to the end, you will face off against the gang leader with the outcome determining the gang’s drug trade. The opening has you taking down the foot soldiers of a Nordic biker gang in Tattoo Parlors, Bars, seedy alleyways, and bathrooms. From there you embark down a long line of tight spaces that are made for fighting, as you kick, punch, and push your way through each location until you reach the boss.Įach of these missions really sells the idea of this being a major event. ![]() The beginning of a run will let you choose from a series of five missions, each that set the tone, locations, and enemies you will encounter. You play as a faceless agent in Section 11, the team who is called in when digital espionage fails and an old school touch is needed. Throw it into the Superhot art style and you have a pretty good approximation of what Fights in Tight Spaces is trying to do. Imagine you took the deckbuilding of Slay the Spire, the planning and information of Into the Breach, and tinge it with a little James Bond meets John Wick. To start off, let’s distill things down a bit. ![]()
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