A love letter to slavic folklore I bought Black Book due to its theme; I find slavic folklore and pagan traditions in general deeply captivating, but I hadn't much expectations for what seemed at first glance like a small indie game coasting on personality alone. What I did not expect is how much I would love every aspect of this game. Theme and general ambiance First of all, it is a game made with heart and it absolutely shows, it's oozing with the charm of the modest and hardy life of older, rural cultures and their countless traditions, beliefs and superstitions. Playing as a witch, the player will be in constant contact with such customs and have a particular insight into the surrounding mythology, at the frontier of the real and supernatural. Black Book also does a great job depicting the blurring of the lines between orthodox faith and pagan spirituality, from its world and dialogues all the way to its combat system and itemization. The game has an encyclopedia feature where articles of knowledge and lore can be stored as the player collects them on their travels. From real tidbits of local culture or history to tales and legends, the game is a true treasure trove to those who like to take the time to read and learn about a culture where reality and superstition are interwoven, influencing each other in every aspect of daily life. Visuals Although some might be put off by the low-poly 3D phases of the game (namely: while exploring/investigating an area or during combat) I think the game truly shines during the visual-novel-like dialogues, which uses a hand-drawn style not unlike one of a story book, bringing details and personality to the characters while remaining simple and humble enough, just like the folks it portrays. In battle, the pages/cards imitate the style of illustrations one could find accompanying the stories of old or on religious iconography, further reinforcing the omnipresence of this liminal atmosphere, halfway between the world of men and the spiritual realms. Sound design In the audio department, the game once again shows sobriety but not austerity: the music and sound effects convey emotions effectively, remaining in the background without taking the spotlight. The deep, low-intensity music or sometimes lack thereof is perfect to explore a forest at night with only the wind and rustling of leaves for company whereas the combat soundtrack brings percussions, drumming in the intensity of battling an evil spirit. I must say what truly sold me on the game were the songs that can be collected just like encyclopedia entries. It might be very niche interest but I absolutely love traditional slavic folk music (with or without instruments, monodic or polyphonic, ukrainian, polish, russian or any other origin it doesn't matter) and the unexpected delight of finding a dozen of such acapella songs, very well performed in the traditional "white voice" technique, is what made this game so special to me. I must give a special mention to the russian voice acting, which consistently hits the nail when it comes to tone and delivery: I don't speak the language yet I could feel the context-appropriate emotion or feeling in every line. Note: English voices are also available and I was surprised to see one could freely toggle between English - Russian - None (silent) at any time without having to reload the game. Combat gameplay I consider the turn-based card battles to be the main gameplay loop of the game, since the rest consists mainly of conversations, making text-based choices, moving rather linearly between areas and interacting with item vendors. Not that it's devoid of interest, far from it - but most of the "meat" is in the combat system. Mechanically, I would say there are enough different mechanics to be interesting without becoming too confusing, and effect descriptions are correctly worded for the most part. Early on it is a bit too simplistic and limited but with each chapter of the story, a new collection of cards is unlocked, allowing for more diverse and complex strategies as the game progresses. Also, the player can complement their decks with a wide array of consumables and permanent items, some improving certain effects, or granting stats while others can apply effects at the start of battle, for example. In the same vein, there is a companion system which is basically a cooldown-driven, on-demand buff, the nature of which depends on the chosen companion. I must say I was surprised with the build diversity and viability (on Normal difficulty), also the game allows the player to save up to 3 decks, which is nice to play around with deckbuilding. Here are examples of decks I personally used to great effect, to give you an idea of what is possible: a slow-ramping deck relying on stacking damage and defense buffs to egregious levels -- an attrition deck based around debuffing enemy attacks into oblivion and applying damage-over-time with a few trump cards scaling their damage on enemy debuffs -- a weird deck that's all about self-inflicted damage to trigger effects, and massive healing/lifesteal to compensate -- a deck based around increasing how many cards can be played per turn and using cards that get stronger the more cards of the same color are played. There are other mechanics I can imagine building around, but haven't experimented with. The game features a handful of "puzzle battles" as well, which are encounters where you have no items, no companion and a fixed deck to find the one (sometimes few) play order to "solve" the battle. I found them interesting and creative, often forcing you out of the comfort of your deck to discover new ways to play, but I can understand that voiding player progress even if only for the time of one battle can be frustrating to some people. Finally, Black Book also offer an optional regular card game of Durak that can be played with peasants and sometimes demons or spirits. It can be fun for a while, especially since the player (and sometimes the more occult-inclined opponents) can employ a couple of sorcerous tricks to cheat. Conclusion I cannot overstate the amount of heart and soul that radiates from this game, and even though I am very biased in its favor due to how well it resonates with my personal interests, I know it is not necessarily a game for everyone due to its slower pace, weird-working save feature (think manual saves that just send you back to the beginning of the current area without saving progress or inventory changes made within the area) and minimalist 3D. However, if you are even somewhat remotely interested in slavic folklore, or more generally in the sort of themes I have described, please do yourself a favor and give Black Book a chance.
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