![]() It’s a rhythm action game about fast bikes, giant swords, lost loves, and magical girl transformations. I’m so glad this gorgeous indie made the leap from consoles, travelled full speed through cyberspace, and skidded to a timely halt on Steam. We could all do with a little more of that in our lives, eh? Sayonara Wild Hearts is en pointe with its speedy transitions-Rachel Watts It conjures up nostalgia not just for a particular time and place, but for an entirely different attitude to gaming-one based in youthful curiosity and wonder. ![]() I love a deep and straight-faced strategy game as much as the next PC gaming magazine editor, but there’s something wonderfully freeing about Cardpocalypse’s anarchic approach. Maybe that’s a card of equivalent rarity-but, equally, maybe it’s just a fistful of chocolate bars. If you want a particular card, you’ve got to find a kid who’s got it, and give him something he wants. Instead they constantly change hands-traded back and forth, used as currency, borrowed, stolen. Thanks to an article in the official magazine, it’s also considered kosher to create your own new cards from scratch, as long as you can do a convincing enough crayon drawing to illustrate it.Ĭards are coveted, but not hoarded in pursuit of a complete collection. They trade not just in cards, but in stickers-it’s agreed that you can stick new numbers over your favourite pet’s stats to buff them, and even give them a new name. The kids at protagonist Jess’ school love playing Power Pets, but even more so they love making it their own. What was fair play and what wasn’t, what made sense and what didn’t, it was up to you and your friends.Īnd so it is in Cardpocalypse. Especially in the period in which the game is set, the community that defined that rule wasn’t a global one, it was local. There’s only one rule that kids follow: the rule of cool. They don’t religiously follow the rules, or pore over FAQs online for the latest tweaks. ![]() Children don’t spend their time worrying about balance in games, or finding the most precise, efficient combos. By presenting its ‘Power Pets’ card battles from the perspective of a group of enthusiastic kids, it gives itself permission to be messy. You play a kid at a school where everyone’s obsessed with a collectable card game starring weird, animal-like monsters-in other words, a throwback to Pokemon’s utter domination of the playground zeitgeist in the late-90s.īut that set-up serves to do more than just evoke happy memories. For players of a certain age, there’s an easy nostalgia to Cardpocalypse’s premise.
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