33.8 hours played
Written 11 days ago
Is it possible to make a story-focused singleplayer card game? Yes, clearly.
Did Thronebreaker succeed at doing that? I don't think so.
The game captures the Witcher's world faithfully, choices have consequences, and most of the time your options are two evils and you have to choose the lesser one.
The encounters have some variety, with proper 3-round standard battles, 1-round shortened battles, often with special rules, puzzles. At certain sections there were too many battles, but they fit narratively (getting ambushed while going through a Scoia'tael forest shouldn't come as a surprise), and the game was stretching too long which explains the number of encounters.
You can build your own deck, and sometimes through events and choices you get cards for your collection, but most of the time you get Trinkets (~spells), you get very few units and you have to craft those. You can upgrade your camp to improve your cards and be able to craft new ones, as well as put more/stronger ones into your deck. There is an achievement for buying all camp upgrades, and at the final boss I had about half of them even though I fully explored every map (and I spent very little on crafting new cards), so the difficulty definitely affects the economy. (It likely also affects battles, some enemy cards were extremely overstatted compared to what I had access to.)
The dialogue is well written and voiced, but there is a lot of it, way too much in my opinion (although it does help with pacing the encounters, which could get monotone otherwise - but the game is just too long).
Why did I not like the game:
You have to craft most of the unit cards you use (the ones you get from events and choices are usually centered around a specific strategy and they aren't very good otherwise, named characters are exceptions), and you don't get enough resources to experiment.
For most of the story the game pushes you towards playing an interactive deck: play cards that can damage and kill enemy units, because they will do this to you and you can't beat their combos with stats alone. (There are also enemy decks which contain a 2-unit combo that can kill one of your units every turn unless you can kill one of them.) Unfortunately the final boss completely flips this on its head, and killings his units is useless or even detrimental, so for that fight you have to change your deck. But the checkpoint is far back so after changing your deck you have to go through a bunch of story+dialogue again to face the boss (you can't skip the whole thing at once, you have to skip page-by-page). And you can only have one deck, you can't save loadouts to make experimenting easier.
There are a lot of events where the moral or ethical choice is one that avoids a fight - it's not fun to take the decision that feels "right" or fits the role I'm trying to play but it deprives me of gameplay (and resources, potentially even cards). There are also events where the choice to fight is given with the narrative that it'll be dangerous and risk the lives of soldiers for something unimportant - when mechanically there is no cost to losing a fight, you can restart it immediately.
There were events that activated upon walking into an invisible trigger, and they would take some of my resources - these were extremely annoying because I was hoarding most of the time (I was doing fine in battles and wanted to see what new things I get before committing), and every time it happened I Alt-F4d before the game saved, spent as much of my money as possible, then walked into the trigger again and lost significantly less than I had the first time.
There were treasure maps that lead to golden chests, which contained cards for the Gwent multiplayer game. I didn't even know that that game was still alive! But those rewards are worthless for me, those chests really could have held some resources as well.
The thing that annoyed me most with the game is that there was a story battle that I knew from the start would happen (because it was in the books). During that battle I got new, mechanically unique hero units!... that were hard-countered by the opponent's deck (specifically designed for this fight) - I either either used their active abilities and they died in two turns, or I didn't use their abilities and they died slower without doing anything interesting.