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Ironcast review

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  • Ironcast review

    If you'd pegged Ironcast as one of those puzzle games that dresses itself up as strategy, you've got it the wrong way round. This is a strategy game - and a surprisingly fiendish one - that has donned the friendly clothing of a simple match-three timewaster. More than that, it's also a roguelike - or a roguelite, anyway, if you're happy to allow that word to exist. Whatever, it's the genuine article, with all the suffering that comes from a stat-wiping defeat, and all the anguish that builds as you ponder your next fateful decision.
    And this is good news. Roguelikes and their ilk can make you feel pretty weak and feeble, but when the tumblers spin in your favour, they can turn you into a god. Take a humdrum sortie to Canterbury the other day. A loot drop went my way and instead of the normal common clobber, I was left with a rare missile launcher that does, on average, 198 points of damage per turn. I clamped it on back at the hangar, and did what came naturally: I headed to Croydon. Another humdrum sortie, of course, but this time enemies were coming apart in two blasts from that missile launcher, each pull on the trigger lofting a fat missile into the air. The thud! Oh, you never heard such a thud. And I never had such luck on a loot drop. I felt almost guilty, except I knew how long it would be before another drop went so thoroughly in my favour. Five hours of playing, and this had been my only rare.
    Except right there in Croydon, I got another one. A rare energy beam, doing, on average, a sizzling 192! With weapons that tackled both the hulls of my enemies and the shields, I suddenly had all of my bases covered. Roguelikes, eh? (I died in Haslemere shortly afterwards.)
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