![]() Players are only given 7 cards at the game's start, but can build decks of 15 (more on that later). As players earn supply points, they can purchase more cards by spending those points on different "supply lines." Each supply line contains cards that are meant to synergize. At the beginning of each act, players "draw" cards and select ones they one to activate for the run. ![]() When players start the game, they are given a small pre-made deck of cards that contain different active and passive buffs for themselves and their teammates. Deckbuilding and roguelikesįirst, a quick primer on how the card system in Back 4 Blood works. We wanted to know more about how Turtle Rock cooked up this neat system (and why the heck did they go with cards?), so we reached out to lead game designer Brandon Yanez to discuss the system's origins, what works well about it, and what the team wants to do with it in the future. When the core hook of a game is being able to run the same levels over and over again-it's a great tool for keeping that experience fresh. ![]() These cards can provide beneficial stats, rewrite abilities, and more.Īdditionally, the AI director can also throw cards into a deck during the player's run, acting as another lever to mix-up the Back 4 Blood experience. After completing runs and unlocking rewards, players can acquire new cards to put into a "deck" that can be drawn as a run through Back 4 Blood progresses. ![]() But there's one huge mechanic that wasn't in the Left 4 Dead games that has helped make Back 4 Blood an incredible successor to the original game-the card system. ![]()
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