Friday, November 1, 2013

Some thoughts on New Net Runner (Android NetRunner)

by Nathan Stout (of AccordingToWhim.com)

Chris and I have played a couple of games of the new version of Net Runner. As you may (or many not) know Chris and I have played Net Runner (the original one) for many years now and consider it an almost perfect CCG. Richard Garfield knew what the hell he was doing yo.

We have worked on many 'virtual expansion' card ideas and have play tested many, hoping one day that the game would see the light of day again. Lo and behold it happened last year. Fantasy Flight Games worked with Wizards of the Coast to bring out a new version of Net Runner that is very similar to the old version. We were excited but a little wary.

In the end they changed just a few things:
  • Some terminology has changed.
  • Link is just a value, no hiding bits then revealing.
  • You now have 1 'identity' card that gives you a bonus.
  • When you build decks, you have to pay attention to it's faction and can only add certain additional cards not in your faction (think Battle Tech CCG).
  • There are no pre-con you can buy. It's their LCC so no boosters/starters. You have to build everything.
The art is there. One of the big complaints for the old game was that the art was 'too out there' for it's time. I think the art fit with the game theme but that is just me. The new stuff looks great. I'd prefer it to be a little darker in tone (the whole cyberpunk type thing) but I can't have everything.

The card design is one of areas I feel the new game falls short. In the old Net Runner you knew when a card was an Ice and when it was a Resource. The designs stood out. The new game's design is a bit soft and you have to focus on the middle of the card to read the card type. I am sure after many playings I will begin to memorize the designs, they just don't stick out at you as easily.

The gameplay is basically the same. The key to Net Runner's success is still there, asymmetrical gameplay with different cards for each side. The change of the Link is a good one and I'm not too hot on the identity simply because if it's ability is constant (throughout the game) you have remember you have it. There are some newer elements slipped into the game but they don't seem to alter the basic structure of the game.

The big fail for me and the only reason I am not foaming at the mouth over this game is the deck building aspect. I am IN LOVE with old Net Runner's pre-con starters. You could buy one starter pack and both of those decks played SO WELL against eachother. There are no pre-cons here. You have to build the decks yourself if you want to play at all. You can get online and look at people's
'power decks' but I really enjoyed the 'semi-randomness' of the old starters. I don't need to win in 3 turns, I need to have fun. Getting a starter to work for you is most of the fun, not a over powered 3 turn-win designed deck.

Finally I am having issues collecting this game. I want one of each card, in sheets, in a folder. The old Net Runner was grouped by Corp/Runner, then set, then card type, then by alpha. Easy enough. The new Net Runner is numbered. This means you have every type of card all mixed together, not good for organizing in any sort of display method for easy viewing. Oh well, small gripe.

Most of my issues will work themselves out with more and more play. It's a fun game and has still held onto it's uniqueness. Long live Net Runner.