Nowhere Prophet has, over the course of its Early Access, been a promising, but sometimes frustrating ride. And with release? Well, there’s some improvement, including rejigging what the difficulty settings tell you, introducing and then toning down bosses for each checkpoint along the way to The Crypt, supposedly the salvation of this post-apocalyptic, Indian themed landscape, and rejigging items to create a more manageable version of the Leader decks, along with special abilities that can be used once a battle.
In short, Nowhere Prophet has changed quite a bit from when I last reviewed it, and, on reflection, these changes are good, especially after some of the bosses have been toned down.
Because, hot damn, they were frustrating a day or so ago. To recap, Nowhere Prophet is a turn based game in which you balance food and hope versus progress and better gear, and the life of your followers versus your own life, because, in the fights, it’s a Hearthstone style of “Play units, play leader cards, get one more energy than the last turn, and your goal is to kill the leader.” There, a nice executive summary.
What complaints I have essentially still remain: Some decks are damn good, especially in the enemy’s hands, and the AI plays its deck well, grinding you down quite efficiently. Which is why the difficulty setting restatement is welcome: The AI does not play any better or worse on any difficulty, but does have less synergy in their own decks, and less powerful cards. On “Burdened” difficulty (Previously described as “Normal”), some of those decks can be, for want of a better word, bloody evil. But I’ve talked about things like Taunt and Armour boys before, so we’ll instead move on to bosses.
As mentioned, each checkpoint now has a boss fight, against one of 10 bosses (One for each of the factions), and the toning down has been good, because previously, some were intriguing, but many were downright frustrating, like the Union Bulwark essentially being the ultimate Taunt-Armour Boy, or the Blue Devil Tormented’s ability to level up all of his hand if you murder one of his folks. Now, those abilities are toned down, and, in some cases, limited to once a turn, for a limited number of turns, or both. Which means I can actually be excited about King Lizard’s clever trick without looking like a masochist.
King Lizard, on release, essentially straight up wounded/killed whoever attacked him when he didn’t have armour (Your Leader cards don’t count.) But now, it’s only the first unit a turn, and that is still tactical (Who do I sacrifice for the most gain?) without, for example, waiting to buff up some of your units so they really count toward that goal. Each has their own schtick, and it’s relatively easy to understand from the tooltips and what you’ve encountered of a faction.
I will say that, while there’s definitely a lot of replay value (even having beaten the game, there’s more I want to find), the final unlockable ability of convoys is brought about by beating… 25 bosses. And that, honestly, is expecting a bit much, considering there’s nine tribes to unlock this for, and four leaders, some of which you can only unlock through certain circumstances.
Still, overall, it’s visually impressive, its music is good, and even with that brief day one hiccup, it shows promise, with its daily challenges adding a little spice to the game. I would recommend this, because it does have some clever ideas, and playing it on the easier settings is not a guilt trip.
The Mad Welshman says Rusters are People too. This is in no way due to the nanocontrollers in his head.