In
HEX: Shards of Fate, the big reveal of the day was the
PvE content. Jones pointed out that this next big update would be delivering a portion of systems that were promised in Kickstarter, yet this is only the first of the PvE patches. Chronicles of Entrath will introduce dungeons, characters, skill trees, equipment, and storytelling; more dungeons, more systems, and more storytelling will happen in future patches.
Ben Stoll, director of game theory, expounded on the upcoming changes. For example, the game starts with a better tutorial to help people get on-board. There are cinematics and visuals that lead you to the next place. After the tutorial is the single-player campaign, which teaches you more about the game and delves into deck-building. The devs were pretty open about the fact that these changes really improve the new player experience, something that’s been much needed.
As for the play itself, players will choose between two different factions, a number of races, and three classes. Which faction you pick influences which races you can play. Factions also have different gameplay in the campaign, such as dungeons only that faction can access. Which race you play also matters; each race has inherent talents, and each will be treated differently by various NPCs. Each race will start with a tailored deck; the number of cards in each deck will be small, with only a certain number of each type allowed. However, as the character levels up, that allowance is increased.
Class, according to Stoll, remains the most important decision. Each player will have race-specific traits that are tailored to each class. Each class also has a special charged power that can be used during the matches. Currently, there are three classes heading into the game: warrior, cleric, and mage (mage being the hardest to play initially). Stoll noted that three more classes will be introduced later. Can’t decide? That’s OK: There will be 10 different character slots to play a variety of combinations. And since the beginning is really steeped in lore, you just might use up your slots playing the many variations.
Once you get in and start playing, you will note that while you are on the adventure map, defeats don’t really have any consequence beyond needing to try the battle again or (as in the case of the piranha swarm), turn around and choose a different path to follow. However, when you are in a dungeon, life matters! You have only a certain number of lives before you are forced to start the entire dungeon over.
Speaking of dungeons, this next fact was one of the most fascinating to me: The raids in game actually evolved from the way Jones played with his friends. He’d build decks for three of them and have them all face him at once; in HEX, three players will face off against a boss.
The PvE content also has a great deal of new art, from the animated battle boards to the panoramic cities. Art Director Tyler James and members of his team showed the process from the initial concept art to the completed assets. You really should see the finished product! The depth and details of this art gives the game an organic feel of being in different locations.