Compara los precios de AXYOS: Battlecards en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Axyos Games. Publicado por Axyos Games. Lanzado el 22/4/2019. Disponible en PC. Géneros: Action, Casual, Indie, Massively Multiplayer, Strategy.

A modern-warfare card battler that looks the part but falls apart the moment you ask it to explain its own rules or find you an opponent.

I went in expecting a decent budget card-battler with a military hook, something to scratch that itch between ranked queues. What I got was a game that cannot decide whether it wants to teach you anything. There is a tutorial, and it clocks in at roughly thirty seconds, which is not enough time to explain why the dice button exists, what the numbers on the card edges actually mean, or why the cost of the same card shifts between matches. You are expected to reverse-engineer the ruleset yourself, and the AI is so passive it will not even punish you for guessing wrong. The setting is genuinely the strongest pitch here. Four factions, a modern-warfare theatre, unit matchups that follow at least a surface logic: send anti-air against planes, stack armor-piercing shells onto your APC before it runs into a tank. That framework has bones. The card art is clean, the music holds up, and the moment-to-moment controls do not fight you. On paper, the counter-system idea, where unit type dictates effective equipment, is a reasonable design direction for a card game aiming at players who grew up on tactical shooters rather than fantasy collectible games. The problem is everything built on top of that skeleton. Hero progression is locked almost entirely to multiplayer matches, so solo players grind against an opponent that offers zero resistance and earn almost nothing for doing so. The single-player story chapters exist, but advancing through them is gated behind leveling up, and leveling up requires opponents that simply do not queue. The player pool was thin at launch and has not recovered. Searching for a live match today is a patience exercise with no payoff. A game that bills itself as a competitive PvP experience and cannot populate a lobby is, functionally, a broken product for anyone without a friend on standby. There is also the harder conversation about the review score. Community watchdogs flagged coordinated positive reviews hitting the Steam page shortly after launch, written in patterns consistent with paid manipulation. That context matters when you are trying to read the signal from the noise. The legitimate critical reviews share a consistent read: interesting concept, near-zero documentation, dead multiplayer, and a solo mode that barely qualifies as a challenge. That is not a perception problem. That is a design and support problem. If you have one specific friend who also owns this and you want a low-stakes card game session with a modern-war skin, the two-player mode technically functions. For everyone else, this is a title that needed another year of development and an active community it never built. Fred, Scout Team

AXYOS: Battlecards

AXYOS: Battlecards

22 abr 2019Axyos Games
GamerScout opina

A modern-warfare card battler that looks the part but falls apart the moment you ask it to explain its own rules or find you an opponent.

PC
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I went in expecting a decent budget card-battler with a military hook, something to scratch that itch between ranked queues. What I got was a game that cannot decide whether it wants to teach you anything. There is a tutorial, and it clocks in at roughly thirty seconds, which is not enough time to explain why the dice button exists, what the numbers on the card edges actually mean, or why the cost of the same card shifts between matches. You are expected to reverse-engineer the ruleset yourself, and the AI is so passive it will not even punish you for guessing wrong. The setting is genuinely the strongest pitch here. Four factions, a modern-warfare theatre, unit matchups that follow at least a surface logic: send anti-air against planes, stack armor-piercing shells onto your APC before it runs into a tank. That framework has bones. The card art is clean, the music holds up, and the moment-to-moment controls do not fight you. On paper, the counter-system idea, where unit type dictates effective equipment, is a reasonable design direction for a card game aiming at players who grew up on tactical shooters rather than fantasy collectible games. The problem is everything built on top of that skeleton. Hero progression is locked almost entirely to multiplayer matches, so solo players grind against an opponent that offers zero resistance and earn almost nothing for doing so. The single-player story chapters exist, but advancing through them is gated behind leveling up, and leveling up requires opponents that simply do not queue. The player pool was thin at launch and has not recovered. Searching for a live match today is a patience exercise with no payoff. A game that bills itself as a competitive PvP experience and cannot populate a lobby is, functionally, a broken product for anyone without a friend on standby. There is also the harder conversation about the review score. Community watchdogs flagged coordinated positive reviews hitting the Steam page shortly after launch, written in patterns consistent with paid manipulation. That context matters when you are trying to read the signal from the noise. The legitimate critical reviews share a consistent read: interesting concept, near-zero documentation, dead multiplayer, and a solo mode that barely qualifies as a challenge. That is not a perception problem. That is a design and support problem. If you have one specific friend who also owns this and you want a low-stakes card game session with a modern-war skin, the two-player mode technically functions. For everyone else, this is a title that needed another year of development and an active community it never built.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvpachievementscloud-savestier:sub-5Modern Warfare ThemeDead MultiplayerFaction-BasedUnit Counter SystemHero ProgressionReview Manipulation FlaggedNo Tutorial Depth

Requisitos del sistema

Mínimos

OS
Windows 7 (32-bit)
Memory
4 GB RAM
DirectX
Version 10
Storage
2 GB available space
Graphics
GeForce GTX 460 (Radeon HD 5850)
Processor
3.0 Ghz (2 Core)

Recomendados

OS
Windows 7 or higher (64-bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GTX 560 (Radeon HD 6950)
Processor
3.0 Ghz (4 Core)

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Información del juego

Desarrolladora
Axyos Games
Distribuidora
Axyos Games
Fecha de lanzamiento
22 abr 2019

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¿En qué plataformas está disponible AXYOS: Battlecards?

AXYOS: Battlecards está disponible en PC.

¿Cuándo se lanzó AXYOS: Battlecards?

AXYOS: Battlecards se lanzó el 22 de abril de 2019.

¿Quién desarrolló AXYOS: Battlecards?

AXYOS: Battlecards fue desarrollado por Axyos Games.