It's these details, that complexity, that lets Gwent stand on its own two legs. Gwent gets more complex when you factor in things like weather effects that reduce the strength of units, cards that will outright destroy enemy forces or cards than bring back things that had previously died. Not really conducive to an online multiplayer experience. You could tweak and customise your deck to the point where nothing else stands a chance. The problem with Gwent in The Witcher 3 was that it was a breakable game. First player to win two rounds wins the match. If you pass, you can't play any more cards that round. Highest strength at the end of a round wins. Every card can either increase the total strength on your side of the board or reduce the strength on your opponent's side. You and your opponent take turns playing one card from your deck at a time. Still, I tracked down every NPC, I collected every card, I honed my Gwent deck into a finely crafted instrument of ludic destruction.Īnd then CD Projekt Red announced it'd be making a full, standalone version of Gwent.Īfter spending a few hours (OK, more than a few) in the closed beta, CD Projekt Red has built on the very simple rules from The Witcher 3 to make a game that stands on its own and, amazingly, still feels like Gwent. I was playing The Witcher 3, but really, it was just a vehicle for Gwent - a card game invented purely as a throwaway minigame. Toward the end, I could practically smell new opponents lurking in dingy pubs or market stalls. Instead of dungeon-delving and monster-slaying, I rode around the gorgeous landscape looking for people who wanted to play cards. What was perhaps less excusable was how I spent a good chunk of those hours. I feel like that was justified by the sheer breadth of developer CD Projekt Red's sprawling fantasy adventure. Confession time: I sank a lot of hours into The Witcher 3 last year.
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