First Impressions of… Loop Hero

Once more unto the abyss.

Gaze not into the emptiness of this nightmarish domain, lest something gazes back. Something gelatinous. Something that probably doesn’t have eyes now that I’m thinking about it. But then I don’t suppose that they need eyes, as their sole purpose seems to be endlessly travelling around this perpetual loop. And dropping cards. Cards that they’re carrying. Somehow. Loop Hero is an immensely satisfying jaunt through a post-apocalyptic universe, which features delightfully distinct character classes and surprisingly creative deck building mechanics.

Creative and deceptively complex.

Placing different cards next to each other often results in fascinating interactions. If, for example, you place a Vampire Mansion next to a Village, it results in the creation of a Ransacked Village. Which is dangerous, but eventually becomes a Count’s Land which affords even greater benefits.

Few of these interactions are solely beneficial to you, but are necessary despite the drawbacks that they introduce. The cards that you’ve placed influence the raw materials that are available on any given attempt, and the rarest materials often require increasingly dangerous, or complex, interactions. Which became painfully apparent when I tried to acquire two Astral Orbs. Raw materials can be used to improve your camp, to craft supply items, or as reagents in alchemy. New cards are unlocked by placing (or upgrading) various different things, and new character classes are unlocked by placing specific buildings. Most of these can only be built and placed once, but there are a few, such as the Farm and the Forest, that can be built multiple times (should you have the space) for multiplicative bonuses.

The hunt is upon us.

Of the character classes, each has its own strengths and weaknesses, and two exhibit unique mechanics. The first, the Warrior, is the hardiest, and utilises different defensive statistics. The second, the Rogue, has unique trophy mechanics, and can dual-wield weapons. While the third, the Necromancer, has unique summoning mechanics, and relies on their skeletons to deal (and take) damage for them. Placing the Arsenal card unlocks an additional equipment slot, which allows each to utilise statistics otherwise unavailable to their character class.

Such as the Rogue utilising magical health.

It’s refreshing to see such creativity, and I can’t praise the developers highly enough for their meticulous attention to detail. I doubt that I’ll ever be able to see every interaction that exists between different cards,
and I couldn’t be happier about that. As it perfectly suits this experience.

One of constant experimentation. One of taking risks while carrying precious resources. One of embarking
on another loop even when you know that you shouldn’t. And one of being wholly absorbed in the enjoyment of these (often questionable) actions. Taking risks is a part of this experience, though. You can never be sure of what might change on the next loop, or how that is going to affect your survival. And that’s why I enjoy pushing each build to its limits. Failure is likely, but there are numerous mechanics which contribute to the longevity of this experience and keep it fresh. Hence why I’ve greatly enjoyed the time that I’ve spent with Loop Hero, and highly recommend it to those seeking exhilarating adventures on a perpetual loop. It really has been such a wonderfully engaging experience throughout.

Have a nice week, all!

Moggie

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