Video Games

Moonbreaker Early Access Review – IGN

With the skyrocketing popularity of tabletop miniatures, it’s a little surprising that we haven’t seen digital recreations of games like Warhammer, Infinity, and Malfaux. That’s the appeal of Moonbreaker, a new early access project from Subnautica developer Unknown Worlds. This is the video game version of the complete collect, paint and play hobby, with fun tactical battles and wonderfully detailed painting tools. His one-on-one skirmishes are full of character as he combines his vibrant sci-fi hero powers to reduce his opponents themselves to crumbling plastic shards. However, the more time I spend with Moonbreaker, the more I question its strategy’s potential, how it will evolve over time, and its deeply concerned approach to microtransactions.

Moonbreaker is clean and simple compared to the often complex tabletop skirmish games. Your sole objective is to defeat the opposing captain, a high HP character with various special abilities. This is a common goal of card games such as Hearthstone and the now-defunct Duelyst, and the comparison is far from over. Moonbreaker builds on many of the same basic elements as his quintessential CCG. You choose her crew of 10 miniatures (deck) and he costs Cinder (mana) to place them from randomly placed bridges (hands). But the presence of the physical arena and the movement of the miniatures literally add another dimension to its construction.The four different maps feature choke points that can be blocked with mines, as well as steam that can hide and provide cover bonuses. Various obstacles are available, even holes.

Featured in these maps are a collection of colorful characters drawn in a heroic style familiar to anyone who’s played Overwatch for a minute. Each of the 41 miniatures currently available come from one of three different cultures (Roman-like Metedri, Ragtag Smugglers, or Spiritual Choleks), and the crew includes characters from all of them. can do. Their miniature nature means they stay in a static pose forever, but there’s a huge amount of personality in their movements and attack methods. The unit lands heavy shots that erupt with bright particle effects.Moonbreaker, coupled with charismatic voice acting, brings the hopeful sci-fi world created by beloved author Brandon Sanderson to life on board. increase.

Every character has a specific role in combat, often enhanced by special abilities. The most impressive is provided for each of Moonbreaker’s three captains. For example, the centaur-like combat robot Extilior can spin in a circle, dealing massive damage to nearby enemies, and providing an energy shield for itself and its allies. Regular crew members tend to have buffs. Deadeye is a gunslinger who can provide precision buffs to ranged characters, and Torali, a drum dancer, can upgrade her melee miniatures with the ability to attack twice in a row. You also need cinder, which is replenished in increasing amounts. So once you find a balance between calling in reinforcements and using your abilities, you have a simple and attractive resource economy to manage.

Unpredictability encourages short-term tactics, adapting to what’s on the board at any given time.


There is a lot of satisfaction in finding the ideal combination of abilities. For example, drum dancer Tolari pairs beautifully with Tipu, a strange lizard dog whose attack and health values ​​increase with each successful hit. However, although there is clear overlap between certain miniatures, the links are simplified. It feels designed to act as a solo warrior. Complementary He can be difficult to synergize without pulling the two units together. As such, a good crew is primarily made up of characters who can be independent agents, but they shine twice as bright when the ideal combination hits the board.

In many ways, this limits Moonbreaker’s strategic depth, at least for the current roster. But now I really like the format. Unpredictability encourages short-term tactics and adapting to the situation at the moment, rather than the relentless pursuit of pre-planned strategies. There’s still plenty of room for clever plays and combos, but it relies more on effective individual use and positioning than building up complex multi-hero synergies. It’s not casual, but it offers mid-range tactical thrills without requiring a previous stint in Warhammer’s past catalog. I’m afraid Moonbreaker may become static and obsolete if it doesn’t evolve with access. Going forward, we hope that Unknown Worlds can maintain its strategic spontaneity while creating more interesting bonds among its crew.

Moonbreaker isn’t completely devoid of long-term strategy, but you can find it in the single-player cargo run mode rather than in competitive matches. In Cargo Run, you start with his six-man crew pre-assembled and build and strengthen your team in his five matches against increasingly difficult AI. This is done by collecting crates that randomly drop into the arena. Each crate contains perks, buffs, or new characters. This on-the-fly team building is extremely satisfying, requiring different tactical and strategic choices to be made with each turn. I picked up the box. This left her temporarily open and in danger of death, but the perk upgraded her to fire twice per attack, not just for the rest of the match, but for the entire remaining run. That means you’re as much planning for the next round as you are for the current match or turn. This mode allows you to create truly monstrous builds, upgrading an already powerful character with tons of extra hit his points and outrageous damage potential. The most fun game on Moonbreaker, despite the emphasis on his PvP mode overall.

Until just a few days ago, you needed a contract to play Cargo Run. Admission tickets paid using either Blanks (free currency earned through play) or Premium Pulsar Coins. We were offered one free contract per day, which was an inadequate system given that Moonbreaker is a paid game, at least for now (currently £25/$30 on Steam). Unknown Worlds responded quickly to player feedback and removed the need for contracts entirely. But sadly, contracts were the least important of my concerns regarding Moonbreaker’s approach to microtransactions.

As mentioned earlier, Moonbreaker recreates the hobby of collecting, painting, and playing. Part of that collection is done through monetization systems that are as ubiquitous today as the infamous loot boxes. To add new miniatures to your roster, you’ll need to open a booster pack. Each pack contains 3 randomly selected characters of hers. You already know where the pay-to-win and gambling problems start. Those with money to spare can seek out powerful characters and open pack after pack, while those with no money can collect enough free currency to access the entire roster now and in the future. , you have to put up with what feels like a slow, uneven grind. Characters added to Moonbreaker.

To clarify: While the system offers the guise of a free-to-play game, Moonbreaker currently costs about as much as Unknown Worlds’ own single-player adventure Subnautica. This price is enough to unlock all 3 Captains of his characters, his 10 pre-assembled miniature crew, and in theory his 41 characters his entire collection. A good amount of boosters in his pack. But of course you are at the mercy of his RNG. There’s concession currency to open replicas that you can spend on specific models you don’t own, but there’s a nasty 5-tier rarity system that means replicas often aren’t technically replicas For example, if you own the common version of Jailbreak and get the epic variant in a booster pack, you won’t get duplicate currency. That means you can pull the same character up to five times before getting a real duplicate, which is frankly ridiculous. Kicker: What all rarities do is make minor cosmetic changes to character deployment and death animations. This is a system that is labeled “still in development”, but it’s a woefully inadequate system when you might already be spending money on it.

The final element of Moonbreaker is the paint module. All models come pre-painted in a stunning default scheme, but you can use the miniatures in the collection to create entirely new color schemes. This is done using tools designed to replicate real-world miniature art. Standard paint provides even coverage, washes pools of indentations to create shadows, and drybrush selects the highest points of the model to add contrast and highlights. It works and creates characters with a truly authentic tabletop look. The system understands paint opacity and can use layering techniques such as zenith base coats and undercoats, but the best results are It comes from a very traditional 3-step process of base, wash and highlight. As someone who paints miniatures in real life, I’m really impressed with the tool’s reliability and flexibility (although rotating the model to get into gaps can be a bit cumbersome). Bring the button to life.

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