It takes a wonderful turn, and in doing so makes the sedate opening act look more an ingenious set-up. Think of it as a prologue: make the necessary introductions to world, characters, and game, then, when you're knee-deep and invested, flip it. Everything goes out the window. All the regal pomp flies away and the real story underneath is uncovered, and in blows a gale of charisma. Thronebreaker gets personal. I've been gripped ever since.
Now I know what you're thinking: 'You said card game,' and I get it. The Witcher 3 was a cinematic action role-playing game and you ran around slicing monsters of all kinds into pieces and it was all glorious to behold. But a card game - what?
Don't be so hasty.
![1](https://d2skuhm0vrry40.cloudfront.net/2018/articles/2018-10-19-05-44/Desktop_Screenshot_2018.10.15___10.06.47.85.png/EG11/resize/690x-1/quality/75/format/jpg)
It's because the writing is confident, witty, and imaginative, and accompanied by a rousing library of sounds. When a 30-foot golem comes crashing through the forest towards you, you hear it; when a town is ablaze and inhabitants roasted, you hear it; when armies hurl themselves against the walls of a city, you hear it. And you hear every word written, either narrated by the Storyteller or voiced superbly by whichever character is being quoted.
Thronebreaker made me think more than once of Game of Thrones, actually. I know The Witcher 3 used British accents, northern English accents particularly, but in Thronebreaker, you're a monarch, which means people call you "Y'Grace" a lot. You're also on a mission across a gritty world to strengthen your faction because you're at war with others, which in turn gives rise to all kinds of politicking and backstabbing. Sounds familiar doesn't it?
Regardless, what I mean to say is Thronebreaker can evoke a scene as powerfully as The Witcher 3 by sparking your imagination in the right ways. A leading image here, a noise there, and hey presto a battle springs to life in your mind's eye. It's a freeing technique. In some ways Thronebreaker can show you bigger and grander things because it isn't limited by the expense of painstaking art, animation and motion capture. It just can't do it in as explicit detail, which isn't to say there's nothing to look at. The lands you roam through, from hazy, lazy river villages to burning, dismal forests, and to mountainous blizzardy peaks, are delightful. They react to you moving through them, debris spilling on the road after battles, or little candles flickering to life at wayshrines, or flocks of birds flapping by just too close for your vision to focus on them.
![snowy](https://d2skuhm0vrry40.cloudfront.net/2018/articles/2018-10-19-12-06/snowy.png/EG11/resize/690x-1/quality/75/format/jpg)
![elftree](https://d2skuhm0vrry40.cloudfront.net/2018/articles/2018-10-19-12-06/elftree.png/EG11/resize/300x-1/quality/75/format/jpg)
But it's not all doom and gloom. Thronebreaker can be funny, too - silly even. Coarse characters blurt out all kinds of inappropriate things. Queen Meve asked a villager for directions, which he duly gave, adding, "then ride on straight as piss". Then he remembered who he was talking to and quickly corrected himself: "um, an arrow". It's a sense of humour which seeps into everything. I've got a dog called Knickers, for goodness sake!
What's even more ingenious about being a warrior queen is how well it fits Thronebreaker being a card game - or how well a card game fits telling this story, more to the point. It makes total sense laying cards as if you were a commander ordering troops into a battle. You can even get stuck in yourself via your leader ability.
![puzzle](https://d2skuhm0vrry40.cloudfront.net/2018/articles/2018-10-19-12-06/puzzle.png/EG11/resize/690x-1/quality/75/format/jpg)
Amazingly, using cards to settle almost every encounter doesn't get boring. Some of this is because Gwent is great, but it's more to do with Thronebreaker painstakingly tailoring the majority of encounters to be one-round (rather than three) affairs with special rules. A siege might have a puzzle based around breaking palisades, for example, whereas a manticore boss might be spread across several cards, each one representing a different body part with different abilities. They're all thematically in keeping, and they're all pacey, fresh, and imaginative.
Puzzles are the best of these, and often fiendishly hard, but they're optional so you needn't bother (although you should). Puzzles disregard your deck and give you a specific hand to overcome a specific challenge. It could be using a handful of crossbow-type soldiers to clear an entire screen of monsters, for instance - but monsters which blow up damaging adjacent monsters, and crossbow-type soldiers whose damage depends on how many other units are on their row. So the puzzle becomes how to place your crossbowers and where to trigger a chain reaction of exploding enemies first. You know you have the right cards, you just have to work out how to play them. What's so clever about this is Thronebreaker surreptitiously teaches you advanced Gwent. It introduces new cards and has you find the complex synergies between them.
Those initial concerns I had about Thronebreaker have vanished. Thronebreaker has proven a card game can be gripping, entertaining and powerful in a way I hadn't realised was possible. It's CD Projekt Red going above and beyond again - pushing things to another level with lavish care, attention and talent. Thronebreaker isn't a blockbuster, but it has the heart of one. I am smitten.
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