by Smoo
kungfugeek wrote:
SommerMatt wrote:
from the sound of things it does NOT sound very thematic to the genre-- heroes trying to screw each other over? Weird.
I played the demo at GenCon and that was one of my problems with the game. The game text refers to your opponents as "foes". But since when are Wonder Woman, Flash, and Batman all foes of each other? That bothered me.
Another thing that bothered me was that there wasn't any thematic restriction about which cards could be in your deck. So, playing Flash, my deck had things like X-Ray Vision, Super Strength, and lots of Kicks. I didn't feel like Flash at all.
Another thematic problem -- using "Power" to "buy" super-villians makes sense, but why do you need it to buy, say, a batarang or Arkham Asylum? They were going for simplicity, which normally is fine, but in this case they lost a big thematic connection.
I also suspect that the game has a built-in runaway leader problem. The big point value cards are also highly effective cards. So, unlike Dominion, where big point cards are dead and will slow down the player who gets off to an early start, in DC Comics, the player who gets that first big villain card will not only be ahead in points, but will have a more powerful deck than the others.
I'm sorry to rain on Luke's enthusiasm for the game, and hey, if you enjoy it, more power to you! But what I saw was a lot of wasted potential. They could have done some really great things with that license but instead they just recycled a bunch of ideas from other deck builders (mostly Ascension). It struck me as a very lazy design. Completely disappointing.
This is more and more the sense I'm getting from this game. Very disappointing. I love the DC Universe and was really hoping to find a nice game in that genre but if this is just a Dominion/Ascension clone with very disconnected theme pasted on then I'll pass. So sad.