Life requires darkness, because it contrasts everything that is light in life. Without darkness, the light would have no special meaning to us and make us feel whole.
Everyone here seems bent on pointing out the shamelessness of this game's effort at P2W, but I can give you two words worse than this that most have forgotten about on Kong: Tyrant Unleashed.
As far as a game centered around upgrades goes, I have yet to see anything in comparison to Swords and Souls as far as perfection goes. Every single penny spent, no matter where it gets funneled to, leads to more wealth and experience. If you buy weapons and items, the museum gives you more money per victory. If you give a share of your wealth to that same museum, it gives you back a lump sum every few seconds. If you choose to upgrade your homestead or the training area, all experience and money gains globally increase. It really is one of the most thoughtfully devised systems as far as upgrades and money management that I have seen in a game of this scope.
The coin toss for determining first turn is NOT an even 50/50 split. The opponent on the singleplayer side is far more favored than the human player to receive the first play.
To get the top rating of "S" as a side achievement, you have to scare everyone off without KILLING any of them. Panicking the houseguests rather than scaring them may cause them to jump out of a window to escape, which is lethal.
An extremely good opportunity to tie clues and revelations about the suspects into what coincides with the murder that took place (i.e. the murder weapon was a handgun and the murderer may be someone that is versed in firearms) was sorely missed here. The game is nonetheless addicting and thoughtfully produced.
I would be willing to excuse the cost of cards, energy, and gold as well as the grind that's above even a normal OCG's level of repetition, but the fact that the core gameplay itself is delivered so ham-handedly and so uninterestedly and that quite literally nothing as far as game mechanics is explained well enough makes it clear why veteran players are becoming disjointed with this new installment and why new players that stay are almost nonexistent.
If a sequel is to be made, there should be more comprehensive class workings, wider weapon/class restrictions, possibly an additional gamemode, and definitely a new take on the artwork and story. Hopefully at the very least if a sequel is made it does not become the joke it's making about games like CoD.
I would be compelled to award the developer with a reboot of the original PC port if it weren't a literal copy of the previous game's design, buy-ins, and grinding atmosphere.
@Matsteo Take the Fairey Swordfish for example - a biplane used for the entirety of World War II as a torpedo bomber, outlasting many uniplane models that were designed specifically to replace it.
@Marvaddin - This is a very solid strategy, but there is more to it than just hand-picking certain cuties to farm and to save up. When it comes down to later rounds, killing individual cuties of ANY type is very detrimental to your survivability. Even if you are killing a red cutie, you are still taking 1 turn and subtracting 1 health in exchange for 1 health back. Avoid killing individual cuties by taking the time to thoroughly plot out your path so that you can move along the edge of small groups but still be able to get to a clod of red cuties without wasting health.
Thank you so much for sharing your thoughts. It's a real accomplishment for me to get such reviews :)