Especially in more recent years, the eccentric Yoko Taro of Nier fame has made quite a name for himself as a game designer simply without an equal. Any project he works on is sure to be interesting and experimental in certain ways, and this trend has continued with his latest release: Voice of Cards: The Isle Dragon Roars. Though this card-based RPG proves itself to be more traditional than it first appear to be, it nonetheless delivers a satisfying and enjoyable take on the RPG genre that you won’t want to miss out on.
Voice of Cards has an extremely traditional narrative, but it also stands as a fantastic example of how delivery is just as important as content. This is a story that’s ‘just’ about a fellowship of adventurers who travel across the continent to slay a dragon threatening the land. Along their journey, they stop in various towns and get caught up in whatever subplot the chapter calls for. Sometimes a new party member even joins afterward. This kind of story is likely nothing you haven’t seen before, but it’s elevated to something much more special by the narration.
See, Voice of Cards is really a ‘game within a game’, and all the dialogue is read to you by the sultry tones of Todd Haberkorn—the Game Master and narrator. The Game Master is the literal 'voice of cards', andevery line of dialogue has a smooth and relaxing cadence that really sells the idea that you’re sitting by firelight at a table with a guy who loves telling stories. This effect is only strengthened by the fact that the Game Master proves himself to be a character in his own right. For example, there are moments where you can hear his judgment of a character’s actions and words slipping into his tone as he reads off their lines. Or there are times where he mispronounces a character’s name and has to quickly correct himself before continuing. Little touches like this go a long way towards selling the kind of cozy and imaginative vibe being pursued; it’s hard not to be pulled in.
Gameplay follows the template of a standard turn-based JRPG, just one wrapped with a remarkably fascinating aesthetic. The whole game is evidently taking place on an old wooden table in a warmly lit tavern somewhere, and the game world consists of a series of cards laid out on the table in a grid. You navigate this grid with a small totem that represents your party and only the cards immediately adjacent to the card your totem is currently on are flipped over to reveal the terrain. In practice, it doesn’t feel that different from navigating a typical overworld in an old Dragon Quest or Final Fantasy game, but there’s a delicious pull to exploration here that’s uniquely tied to the card aesthetic.
Most cards will just have various sea, road, or grass pictures to represent traversable terrain, but every now and then you come across something more interesting like a treasure chest, a cave, or another town. So, each time you come to a new area and survey a brand new sea of cards placed face down, it's hard to resist the need to turn over each one to see what it hides. The environments are just the right size, too, so it doesn’t feel like flipping every card is too laborious or done too quickly.
Every few times you jump to the next card, you’ll trigger a random encounter and this is where the game’s turn-based combat comes into play. Each character is represented on the game board by a card that displays their key art and main stats, and fights play out in a simple manner wherein everyone takes turns bashing away at each other until someone dies. Things naturally get a little more interesting when you factor in things like elemental weaknesses, but this is otherwise about as straightforward as combat gets in a JRPG.
Interestingly, there’s no such thing as ‘MP’ in Voice of Cards, but there’s an alternative to it in the form of ‘Gems’. Every party member will generate one gem when their turn comes up and it then gets tossed into a pool that’s shared by the whole party. Most of the more useful spells and attacks will thus have a Gem cost attached to them, which can create an interesting layer of strategy as you’re planning out your turns. Having your mage cast a thunderstorm spell surely could wipe out a couple enemies, for example, but then your healer won’t have enough gems to pull back another party member from the brink of death. This limited resource management aspect adds a surprising amount to combat encounters, and it only becomes more interesting as you progress and widen your options.
Character progression initially seems rather limited—there’s no job system or skill trees to be seen here—but leveling up your party eventually unlocks additional spells and abilities that give you some leeway in what kind of role you want each character to play. So as each character matures, their potential roles diverge that much further from the other party members, and this helps add to the sense of customization and autonomy, especially because you can only pick three party members at a time to be in combat. Considering the length and difficulty of the whole game, it feels like the developers struck just the right balance between simplicity and depth.
Believe it or not, there’s also an entirely separate minigame that actually does play like a more straightforward card game. You can play this at any town in a game parlor against myriad AI opponents and under some different rulesets, and while it’s not the most compelling card minigame Square has ever devised, it nonetheless adds a fun extra dimension to Voice of Cards. Additionally, this is where the multiplayer component comes in. You unfortunately can’t play online against others, but any friends nearby can join in on their own Switch or you can take turns on just one console. The rules are simple enough to learn and teach to others, and we’ve found that it can get fiercely competitive when you’ve got someone on hand who really grasps the nuances.
Though the presentation is stellar and the gameplay loop is well-designed, there’s nonetheless still a lingering sense that Voice of Cards is missing out on some of the potential of its distinct aesthetic. For one thing, it simply feels odd that a game entirely communicated through playing cards features a simple turn-based combat system, rather than one centered around some kind of deckbuilding. Decisions like this make the singular focus on cards feel less like a fascinating deconstruction of RPG gameplay and more like shallow decoration that’s used to disguise a game that is otherwise ordinary.
And yet, there is something uniquely captivating with how all the disparate parts of Voice of Cards come together. It may only be a dozen hours long and feature an unambitious combat system you’ve seen in a billion RPGs before, but there’s something powerful in how well-executed it shows itself to be by the end. Simply put, this is a game that feels tremendously complete. In an age where RPGs often bloated and playtimes can reach a hundred hours just to see credits, it feels remarkably refreshing to play through a quick and memorable experience that doesn’t try to aim too high and gets out of your way before it overstays its welcome. You won’t be bogged down here by extraneous characters and poorly explored gameplay mechanics; everything in Voice of Cards exists for a purpose.
As you’ve probably gathered so far, presentation is an absolutely critical part of Voice of Cards’ DNA, and the developers have roundly nailed the atmosphere they were going for. Todd Haberkorn’s enchanting narration paired with a warm and rousing soundtrack from Keiichi Okabe makes for a thoroughly excellent auditory experience, while all the card art from Kimihiko Fujisaka is impressively detailed. Characters may not have a single frame of animation, yet their poses and designs imbue them with distinct personalities all the same. Most importantly, the art fulfills its purpose of priming the imagination, as your brain comfortably fills in the gaps and creates for itself a world that the images onscreen only hint at.
Conclusion
Voice of Cards: The Isle Dragon Roars is a game that certainly won’t appeal to everyone; this is one that you have to come into with an open mind. It’s pretty short compared to most RPGs and doesn’t take many chances with its gameplay, yet the card aesthetic remains consistently interesting, it’s supported by extremely strong presentation, and that gameplay ultimately proves to be quite satisfying. For thirty bucks, this card game is one of the best concise RPGs you can buy on the Switch, and if any of its art or concepts pique your interest, we strongly recommend you give it a shot.
Comments 34
Great review and easily the same score id give it.
This is the kind of game that I had absolutely no interest in when it was first announced and thought it looked pretty boring but thanks to an article over on Pushsquare where the writer encouraged people to at least try the demo..I not only tried it but was so hooked I preordered as soon as id finished!
I was originally playing Eastward but that game has been abandoned while I concentrate on this and Animal Crossing.
Makes a nice change from.the big open world games in used to.
I gave it the same score. It's a tad on the simple and easy side (a harder difficulty option would have been nice) and feels like it's over in a blink of an eye but it's still a really enjoyable experience while it lasts. The aesthetics never get old.
Was waiting for a NL review for this, so I am glad it is now up and gave it a good 8. I played the demo and enjoyed it but will still hold off on getting it until it comes down in price. Doesn't help also that SMTV and PBDSP are launching imminently.
This'll likely be a sales purchase down the road. I liked the demo well enough, but there's a LOT of stuff releasing in the next few months that I'm interested in, so this will need to wait.
Ok, NL, you’ve got my attention on that.
Really enjoying this game so far, though like others said I wish there was higher complexity/difficulty. Ironically I've enjoyed it most with narration off lol otherwise the pace is too slow for me. Perfect game to enjoy while waiting for holiday sales/releases.
You forgot to mention that it's glacially slow. Based on the whole relaxed tavern tabletop vibe, I'm pretty sure it was intentional, but every action in the game, both exploration and combat, just takes a little bit longer to execute that it feels like it should. Apparently they're working on a patch for that, so I'm probably not going to finish it until that happens.
If only I enjoy card battle game then maybe I would give this a go.
Seems like a winner to me!
thirty bucks? Are we now playing to the stalls which is obviously those across the pond. We this side have been pushed up to the circle.
@Wazeddie22 Nice! I trust anyone with a Lunar avatar pic
@coolaggro 👍😉
I've been on the fence with this one, so I'm glad to learn there's a demo. I like the look and the idea, but it's really just a different (and beautiful) coat of paint on something I've experienced before. Even if I do bite, I'll likely wait for a sale first.
@Lilmonix3
Thats suggesting length was the only quality generating value.
I get the sentiment, but I also blame incentivizing developers to add pointless fillers in their games, diluting the experience in the end and making the games worse than they needed to be.
Have had some good feedback about this from gaming friends and the reliable reviewers (like NL) are giving this game good ratings. Had this on my wishlist anyway so I'll DL at some point. Cheers again for the review.
After playing the demo, I decided to give it a pass. Like someone else said, the pace was just too slow. I loved the art and the narration was great for a while, and the whole concept of cards was interesting, but I like my RPGs a bit more...efficient.
If anything the ‘too short’ concept appeals to me. So many games are padded to the Nth degree and I quite enjoy short and sweet titles.
I really need to play the demo that I downloaded
If it wasn't so slow & easy, I'd definitely get it. The slowness will get a patch, but just going through the motions in an easy game is pointless. I may as well watch a lets play.
Yeah card games are stupid. The card craze in the early 2000s ruined a chance for pso episode 3 card evolution and metal gear solid acid.
I enjoyed the demo, but wasn't really sold on what made it unique. How long is the game?
Two things I don't like - too short and too easy ... Put those together, and it's a pass until it comes on sale.
@Nanaki Same for me. I have a chronic issue with never finishing most modern RPGs because most of them are too damn long. Anything over the 50 hour mark for me is where I really start losing interest.
I'm at the final boss now. Happy I picked it up as this was one of the most relaxing RPGs I've ever played.
Alright I'm ready for Yoko Taro's writing to hit me in the feels where it hurts again
Call me a fusspot, but just reading the text on those cards shown in the screenshots... I'm not impressed with the writing. But the rest of it interests me so maybe one day...
I absolutely adore the game and thoroughly recommend trying out the demo!
It's one of the most refreshing and enjoyable gaming experiences I've had this year.
It's small but perfectly formed 😊
@BenAV I enjoyed it, but couldn't help feeling it's more of a visual novel with RPG mechanics than a real card-based RPG... Perhaps it's just me, I don't know. Nevertheless, I enjoyed the first playthrough but didn't follow up with an NG+. Perhaps one day I get through the staggering backlog.
@Beetoe I play a lot of visual novels so I wouldn't mind that but I definitely wouldn't agree with that assessment personally. I don't think Voice of Cards is particularly heavy on dialogue. Felt like a pretty typical balance between gameplay and story but just very short so fairly light in both.
@BenAV Thanks for answering, I'm not really into visual novels - not yet, at least - so yes, my assumption was poorly informed, to say the least. Yes, I agree, a bit light on both sides, still an enjoyable game. Looks like a project that lends itself to DLCS.
@Beetoe The way that the logo emphasis the subtitle 'The Isle of Dragon Roars' over the main title 'Voice of Cards' makes me think that they might be intending this to be an ongoing series. I hope that's the case as I'd like to see where they could go with it.
@BenAV Yes, exactly. I was thinking the same and would definitely play an expansion should it arrive.
@Cathousemaster Around 15 to 18 hours I would say.
@Beetoe thanks. I wouldn't say 15hrs is short ... I know RPGs go longer, but this is different.
@Cathousemaster Yes, considering how the game's structured I'd say that it sits in a nice spot. Not too long, neither too short, just right.
Ok I’m interested, especially since it’s only $30 and 12 hours.
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