Shephy (Nintendo Switch/PC Review)
August 9, 2017 1 Comment
I can’t believe Shephy is a honest-to-God contender for the worst game I’ve ever reviewed. It makes no sense. It’s a harder-version of Solitaire with sheep, so I should have liked it. I mean, I like playing with myself.
Um, let me clarify that statement. I like playing with myself with sheep.
I mean, I like the idea of playing with myself with sheep.
No wait, I mean to say while helping breed sheep.
With each other, not with me.
I don’t think this is coming out right.
So yea, Spephy is based on a 2013 physical card game that is allegedly popular in Japan. I was tempted to buy a physical copy to compare for this review, until I saw how much is being charged for it on Amazon. Nearly fifty-fucking-bucks! Outrageous. Anyway, I say allegedly popular because it’s actually not a very good game, mechanically speaking. Think of it as a cross between Solitaire and a punisher. You start with one sheep card and are dealt five “event” cards. Event cards either help you to multiply your sheep or force you to kill or downgrade the ones already in “the field.” Over the course of the game, you have to combine the cards in the seven-cell “field” into higher ranking cards. You have three rounds to eventually get a single 1,000-rank sheep card onto the play-field.
And it has to be the 1,000 rank card. If you run out of rounds and have seven 300-rank sheep cards (the second-highest card you can get), you’ve lost the game even though you actually have 2,100 sheep represented on the play field. Even though the point is you’re supposed to be competing against a rival herd of sheep that reaches exactly 1,000 after you’ve played round three. So you can get a higher number sheep in your flock and still lose to a lesser amount of sheep based on bullshit rules. Fuck that. We already have that in America. We call it “The Electoral College.”
Dumb concept and design is sort of the order of the day. There’s a card you can get that forces you to destroy seven different sheep cards on the play-field. The play-field which is exactly seven cells large and can’t get bigger. So yea, there’s a game over card. You must play every card in every round. There’s three exceptions to this: there’s the meteor card that kills three of the cells’ worth of sheep, but it’s removed from the game after its first use. There’s a sheepdog card that allows you to discard any card in your hand. Finally, there’s a card that lets you remove any card in your hand from the rest of the game so that it doesn’t show up in later rounds. That sounds great, until you remember that there’s a card that is an instant loss. So, no matter what, you have to use one of the two discard cards on it, and since the sheepdog card is only delaying dealing with it for another round, the only logical thing you can do is wait to draw the “remove from the game” card and apply it to it. It’s a prime example of why everything is wrong with Shephy: it’s just not a thoughtful, tightly designed game.
And there’s far too many over-powered negative event cards to overcome. In about 25% of the games I played, my opening draw of five cards either was dead on arrival because no matter what card I played, my lone sheep would die, or I had one card I could play just to get to the next card and then I was dead. Twenty-five percent! That’s a lot of stillborn games over the course of the ten hours I put into this. Yea, sometimes you can have that happen in Solitaire as well, but only 0.25% of Solitaire games are unplayable and 8.5% to 18% are unwinnable. Now yes, there’s a running gag with me where I have remarkably bad luck when relying on random-chance in games I review, but even considering that, being dead with no possible opportunity to use strategy at least once out of every four games is kind of shit deal. And stuff like the instant-death card only serves to emphasize how little consideration strategy or complex game theory factored into the design of Shephy. The same problems apply to the positive cards. There’s one card that allows you to select one of the sheep cards in the field and place three sheep cards one-rank lower than the chosen card into empty cells. There’s then a card that allows you to replace existing sheep with ones a rank higher than their current one, excluding all sheep of the highest rank you have. So, if you have a 10-ranked sheep, you’ll get three 3-ranked sheep, which you can then turn into three 10-ranked sheep. These two cards were made for each other, to the point that using them together is basically the only plausible strategy for them.
Usually, I tend to review video-translations of physical games that were solid games to begin with. This is the first one I’ve played where the original game was so bad that it had almost zero chance of winning me over as a video game. For the digital port on Steam and Switch, extra modes were added that change the gameplay or the win/fail conditions. But, you’re still using the same base game, which was broken to begin with. The seven “stages” of the story mode somehow remove even more options for strategy or individualism. One of the stages tasks you with starting with a 1000-rank sheep and eventually making your way towards having a single 1-rank sheep on the field. Certain cards are eliminated from being part of this game, and the concept sounds alright. Well, actually, no. Because the game also eliminates the third round. There’s only two cards that allow you to get lower-ranked cards, and one card that can become a copy of any card. There’s seven sheep ranks. So, the actual means to get to the victory are already in place and unshakable: you have to use those 3 cards together over the 2 rounds. The only strategy is in keeping the cards that wipe out all the sheep from, well, wiping out all your sheep. But there’s almost no strategy involved in that. You’re at the mercy of just getting the cards in a specific order that will allow for the one and only one specific method of winning. That’s awful game design.
This is one of those rare games where I have nothing good to say about it. Even the user-interface is beyond atrocious. Show of hands, who here has played Solitaire? It’s a game responsible for millions, if not billions, of wasted productivity hours. And it got there by having a simple interface. Click the card you want, drag it over to the card you want to place it on. Shephy is based on Solitaire, so there’s no way they could screw up the controls, right? Wrong. You can’t do the most obvious thing, clicking the card you want, dragging it to the cell you want or the card you want to use it on. Oh no, you have to left-click the card you want, click the cell or card you want to apply it to, then press the up-arrow on the keyboard to make the move.
Are you fucking kidding me?
Oh, and while learning the game, you’ll want to know what each card does. But the text is really small, so you’ll want to zoom in. That should be as easy as using the right-click on a card, right? Nope. You have to right-click a card, make sure it’s highlighted in blue (sometimes it doesn’t do it), and then press “V” on the keyboard. Why not just allow people to highlight a card with the left-click and then use the wheel or the right-click to zoom? So yea, they didn’t optimize it for PC play. It’s actually sort of remarkable how badly they botched what should have been the most self-evident control scheme they’ll ever encounter in their development careers. This isn’t a complex real-time-strategy game or some kind of stat-driven RPG where a complex series of button-commands are called for. It’s a crappy game of solitaire that has pictures of sheep humping on some of the cards. How the fuck do you screw that up?
So that’s Shephy. A terrible video game port of a terrible card game. The fact that there’s extra modes added or that the developers went above-and-beyond crafting a bat-shit insane story for this mess would normally be admirable, but here I find it sort of annoying. Why were they writing an elaborate story line to go along with this instead of optimizing it for PC? I can’t blame the video game developers on the game play mechanics, since those are what ultimately doomed Shephy, but there’s no excuse to not tailor the control scheme for use with a mouse. But, ultimately, gameplay is king. Shephy is at best frustrating. At worst, Shephy is as sleep-inducing as counting some sort of fluffy bovid animal.
Shephy was developed by Arc System Works
Point of Sale: Steam, Switch
$4.99 would have rather been spent on a video game adaption of Lamb Chop’s Play-Along in the making of this review.
Keeping this review (relatively) sheep-pun free is one of my proudest achievements. You’re welcome.
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