
What at first seems an unnecessary complication, turns into a remarkably clever fit for the setting. Players then try to whittle down their opponent’s Hit Points or ‘Resolve’ (a separate set of HP for talking) before their own health pool hits zero. At the start of either du-du-duel, a hand of cards is randomly drawn from the player’s deck. The game features two distinct decks: one for conversations and one for altercations. Instead of relying on the classic combination of action broken up with the occasional dialogue choice, players’ primary interactions with the world of Griftlands are decided via…cards. Klei’s take on the genre goes beyond distinguishing itself in design, however. Bounty hunter Sal wields dual daggers that recall Shank, Klei’s first game protagonist. On paper, this stylized space western sounded suspiciously similar to another game that ends in ‘-lands’. When Griftlands was announced three years ago, there was little to indicate that Klei Entertainment’s next game would be taking on this unexplored aspect. There’s a reason why the phrase is ‘Han Shot First’ instead of ‘Han Emptied The Clip’. Playing a trickster-type character usually tends to mean that slightly stealthier versions of shooting and looting are on offer.Ī rogue should triumph by resourcefulness rather than brute force alone. This is because gaming often defaults to translating rogues into power fantasy scenarios, which is a fundamental misunderstanding of the archetype. Unfortunately, video games have a somewhat limited portrayal of scoundrels. The quick-witted, quick-drawing grifter with a heart of gold is a reliable archetype across a multitude of genres and mediums. QUICK DRAWNįictionally speaking, everyone loves a rogue.
