61.3 hours played
Written 1 month and 23 days ago
It is hard to write about Roots of Yggdrasil without being comparative. Many now-staples of the deckbuilding genre are here - modifiers, exhaust pile, artifacts - while also adding Islanders-like gameplay, where building placement is meticulous and key for not only optimizing resources but also avoiding incompatiblity. The pain that will arise if you didn't place a Barracks just right and now have no room for a second... it's a bit of learning that pays off. All of this is wrapped up in a mythological bow, with (sexy) gods and scions who make callbacks to Norse mythology while also forging a new path forward.
Forging forward is the theme of the story and gameplay, a delightful merger. Sunna and her crew are ushering faceless unseen mortals, innocent victims of Ragnarok, to an actual haven. You're not building communities (for the most part, we'll get there), you're building temporary reliefs that will be consumed by an unstoppable void. This applies to the broader world map as well as levels; I was often only tending to the starting island on a stage for the first three rounds, before the exploration meant shifting my focus to accomplishing mini and major goals. This is not a complaint, but rather an acknowledgement that this is less of a city builder than it might appear. You're not making a thriving town, you're using the mechanics of construction and building placement to rapidly expand before leaving. I never took photos of my finished city like I do in so many other games.
That focus on functionality makes it very purpose-driven. At a certain point, Iron Mines stop being living workplaces and rather a number. Which risks a bit of tedium. Even the one spot where I could build a lasting community fell off a bit by the end. The hub haven lets you build a whole town that lasts to give roguelite benefits like better draw chance or starting resources. Good in that I liked making something that lasted, but also it had yet again become numbers. This dissociation was accelerated by exploring the characters and kinships. They're great and well-written. Special shout-outs to the romances. But some of those kinships require a lot of grind and sometimes luck to unlock. I still went through and did them all (I hit all achievements), but some of the process was much more mindless than I wanted. Starting and restarting runs searching for the Golden Strand just so I could befriend Sybil. Doing all of this sadly has little conclusion; there is no buildup to an actual finale.
Do I recommend playing it? If you like deckbuilders, absolutely. Just great solid take on the genre. But I also do think it's important to set your story expectations lower. If the gameplay hooks you and you go through the grind and replay naturally, it will be all the better than just trying to see a sort of non-end through.