Oh wow. Okay, so here we are, diving headfirst into the wild world of Early Access. Honestly, this place is like my favorite ever hangout. It’s chaos, it’s potential, it’s like seeing the first awkward sketch of a masterpiece. Remember when Early Access was just this swamp of half-baked ideas? Games that might never finish, just… sitting there. But hey, not to bash all developers, right? Many busted their butts figuring it out. Today? Early Access is like the new cool kid in town with awesome vibes. Enter Vanguard Exiles. I’ve got an eye on this one—I mean, it’s got pedigree coming from Magic: The Gathering’s creator. Let’s just say, my hopes are sky-high.
Right, so Vanguard Exiles doesn’t have a card in sight, yet somehow, it feels like you’re stepping into an elaborate tabletop universe. Picture this: gritty hex-based fighting, the kind that makes me nostalgic for board games decorated with pricey miniatures. Seriously, if this turns up boxed with some flashy pieces, I’m throwing my money at it. Pre-order, baby!
But let’s pause—big disclaimer incoming. We’re talking Early Access. This game’s a work in progress, like a painting still missing a few strokes. Sure, I’ll gripe here and there (like who doesn’t?), mostly about that pesky RNG nonsense. But folks, it’s all part of the process. Trust me, the devs are tweaking away.
So what’s up in Vanguard Exiles? You wrangle a group of mercenaries, marching through trenches. The goal? Capture the right rooms. Each has a different point value, so strategy is king. First to eighty points wins. Some rooms gift you gold, others might boost your gear, while some just throw you against an angry bear (yep, you heard that right). It’s like playing chess, only with a side of chaos and no clear paths.
Anyone else feel weird about auto-battlers? Yeah, me too. But hey, strategy folks, this one’s about positioning your forces—but smartly. Pouring all units into one juicy point isn’t cool if it means handing every other advantage to your opponent. Balance, folks. Balance. And while auto-batting can sound lazy, here, it’s slick. The battles just flow.
Let’s talk units. They’re like cards drawn from a random deck each round. You buy them with gold. No gold? There’s a freebie. Each choice is about prepping your lineup, not playing in response. And yeah, so you don’t skim over this—it’s not a card game per se. It’s all about where you put your pieces.
Now, here’s the twist—I mean, something’s missing: story mode. And that’s a shame because understanding your mercenary factions adds flair. We’ve got dwarf warriors, nimble elves, suspicious cultists—yada yada—but for now, that’s all surface. I say fluff matters, but it can wait. Get the core gold first, fluff later.
It needs ironing out, sure. Some matches scream unfair—you know, where you’re losing ground from the get-go. Frankly, knowing if you’re doomed to lose by round four isn’t fun. It should be about skill, not luck. Just wishing this doesn’t stretch out a campaign longer than necessary. I mean, games should feel dynamic, not a slog.
And dang, unkillable units, huh? Some dwarves are tanks, their armor invincible, which is super annoying when it breaks the flow. There should be counters or timing to when these hit the field. Fix the stalemates, and it’s off to the races.
Okay, I might whine a tad, but truth bomb—Vanguard Exiles has me intrigued. Tweak the balance, toss in more content, and this could be a strategy fan’s dream. I’ll be eyeing those updates like a hawk, and if you’re curious, dive into the Early Access scene. Who knows? It might just explode into something phenomenal.
Ps. Got an early peek courtesy of the devs. Props to them.