Mar 11, 2014
The best thing about Deadmanâ€™s Cross is that it takes a complete left turn from the standard card game RPG by adding in varied gaming styles that have never before been seen together.
The basic idea in Deadmanâ€™s Cross is that the world has ended and the few survivors left after the zombie apocalypse use teams of zombies, known as Deadmen, to defend themselves. These deadmen need to be hunted down to be added to the army and taken care of to grow in strength.
This boils down to a very familiar deck like interface in which each zombie the player owns is a card. The standard options for boosting a card’s strength by absorbing other cards are there and at certain levels cards can be fused together to create stronger versions.
What differs from other card games is how these zombies are acquired. The player literally has to take a rifle and go out to hunt down new Deadmen for their army. Using a first person shooter interface, the player snipes the Deadmen. Every one killed is added to their deck and timing shots results in one hit kills. A 60 second time limit necessitates quick shooting. Hunting requires Hunterâ€™s Permits, which are handed out regularly as rewards for job competition.
Jobs are like mini missions that form the gameâ€™s story. A job typically involves going to an area where a first person interface is again used. The player walks along fighting zombies, grabbing items and searching rooms until the items are found that are needed for the mission.
Mission rewards are pretty good too, with large wads of hardware and items up for grabs. Some good dialogue sequences during missions add some much needed personality to the proceedings. This story heavy approach gives the payer more incentive to work their way through the game compared to other card RPGs.
Unfortunately some annoying freemiuem features mar the game more than little. The energy system in particular is irritating. During a mission a stamina count decreases as the player walks. When it depletes, which is almost always before the mission ends, the player can do nothing but either use an Energy Drink, which costs 100 Deadman Coins for one or just wait the better part of a day for their energy to restore to maximum. This is extremely annoying in such a story based game. Hunting is affected as well. A large amount of Deadman Coins buys 60 seconds of elite hunting, where much more powerful and rare deadmen appear.
Deadmanâ€™s Cross looks good. Some really imaginative card designs make battles fun. Building an army of strippers, bicycle couriers and mutated animals adds some flair. The interface is good too. As expected of a Square-Enix game the music is good stuff. Some atmospheric exploration themes accompany jobs and some pumping battle tunes play in battle.
Deadman’s Cross is hobbled slightly by freemium features, but its distinct meshing of gameplay styles and its sharp presentation make it an interesting game to be sure.