Spell synergy, despite being a key part of how you build up your deck, isn’t particularly interesting. There just isn’t enough here to make each run feel distinct from one another. In fact, a lack of variety is by far the game’s biggest flaw. Bosses are powered up if you fight them at the end of later areas, and defeating them will unlock them as a playable character, but it’s not long before you’ve seen most of what they have to offer. It’s just a shame that there are so few bosses overall, with each character, aside from the final boss, being encounterable no matter how far you are in a run. Each boss has their own attack patterns that are usually fun to memorise, and it feels like the game is generally designed around these boss fights instead of regular encounters. Speaking of bosses, they’re by far the strongest part of One Step From Eden. Since many spells rely on certain gimmicks, such as trinity spells needing you to have three stacks of the trinity buff for bonus effects, if you don’t get the right ones by a certain point it can be hard to defeat some of the tougher bosses. There is a feature that lets you increase the odds of certain cards appearing, but it’s still mostly just luck. How you unlock spells is one area of the game that doesn’t quite work in conjunction with its difficulty level.Īside from the initial spells your character has, your deck is made up of random spells gained after battles, or ones purchased from a shopkeeper in each area. It’s not long before this changes though, as each battle gets progressively more difficult and your spell count increases. Aside from the deck system, which doesn’t let you choose what order you use spells in, early battles are quite laid back and give you time to figure out your next move. Going through a few of the initial encounters, One Step From Eden didn't seem too different from the Battle Network series. Most spells hit a certain number of tiles away or affect specific tiles, so positioning is often a key part of each battle. Spells, the main way you attack and gain beneficial effects, also make use of this grid system. Each battlefield is made up of an 8x4 grid, with movement of your character being restricted to half of this. After choosing a character - each one having their own weapon, a unique starting artefact, and a set of spells - you’re thrust straight into your first battle. Again, nothing too uncommon for games in this genre, but it’s certainly going to be a change of pace for Battle Network fans.Īt its core, One Step From Eden is a mashup of Battle Network combat with the deckbuilding and area progression of Slay the Spire. In fact, a single line in the game’s Steam description is more information on the game’s setting than you’ll get when actually playing. After many hours and playthroughs of the full release, it’s a shame to see my fears for One Step From Eden were not misplaced, though it’s not all bad.Īs is the case with most roguelites, little time is spent on One Step From Eden’s story. However, it was hard to tell if this style of game would work when turned into a roguelite. It seemed to be an evolution of Capcom’s long-dormant Mega Man Battle Network series, taking the grid-based gameplay and turning it up to 11. So, when One Step From Eden was shown off for the first time I was cautiously optimistic. Don’t get me wrong, I love titles like The Binding of Isaac and Nuclear Throne, but many games use procedural generation as an attempt to mask their lack of content. I’ve reached a point where I’m now a little wary of games that are described as ‘roguelikes’ or ‘roguelites’. Reviews // 29th Mar 2020 - 3 years ago // By Isaac One Step From Eden Review
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