![]() The environments display a pleasant variety of lighting effects to sell the mood, genuinely feeling more like a dank necropolis than a board on a table. They also feature limited voicelines, and a narrator for the main campaign. The animations were sometimes wonky and stilted, but only noticeable during long movement abilities. The adaptation is faithful to the original, but adds in figures with life, animation, and a limited number of skins that I think will increase over time. Gloomhaven’s foremost goal is mechanical, and it’s clear that the story was built as a justification for dozens of exploratory combat encounters. The setting is standard fantasy fare, with some new races and factions to shake things up, but unfortunately doesn’t contain any ideas that are themselves memorable. In some ways it’s a strict upgrade from the board game mode, as it also includes online or offline co-op, a rewarding single player campaign, a Guildmaster mode with an additional campaign with more videogame focussed progression, and options for player made maps and missions. The PC allows you to campaign at lightning speed, calculating everything immediately and abrogating the need for lengthy set up and teardown. Gloomhaven is perfectly balanced to keep you feeling on the verge of death, barely pulling through to survive until the end. Choices during the game will open up alternate paths and story options, making for a rewarding replay. Characters advance with equipment, level ups, and Perks generated through special requirements during missions. Long rests take an entire round, heal you, and allow you to choose the burned card short rests allow you to act but force you to burn a random card.ĭamage is also random, affected by cards from -2 to x2, including a miss and additional effects you can generate through events, cards, or level ups. Managing time is crucial, as every recovery of your cards removes one for the rest of that mission, reducing your options and taking you closer to exhaustion. You discard most cards after use but some allow you to burn them, removing them from the discard pile, for more powerful effects. All characters and opponents then show their cards and take those actions in initiative order. Each round you choose to use the top effect of one card, the bottom of another, and either one’s initiative. Those cards each have a top function, usually offensive based, and a bottom, usually defensive or movement based. The card based mechanics are Gloomhaven’s most strategic and unique feature: all actions are governed by a character’s deck of cards. Those missions are tactical turn based dungeon crawling, with a few twists to set Gloomhaven apart. While traveling, encounters will give you choices that can affect future missions. ![]() Your campaign, which can last over 90 missions in length, involves play at several different levels: you can build your reputation within the city of Gloomhaven, as well as its prosperity, and engage in events there. ![]() The original and PC versions task 1-4 characters with traveling the land engaging in turn based tactical encounters. Gloomhaven’s basis is the titular board game that exploded onto the scene in 2017. Despite some minor quibbles I have with the interface, I found Gloomhaven on PC to be among the best board game adaptations I have seen, and holds immense satisfaction for a single player or a team. The tactical dungeon crawler translates remarkably well, though not perfectly, to the PC, keeping intact the tactical combat while enhancing the atmosphere with music, voicelines, and a well realized dungeon-scape. Gloomhaven’s Steam port is a rare treat among the dubious world of board game to video game ports.
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