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Review of Tainted Grail: Conquest on Xbox Series X|S

by Gemma Looksby Gemma Looksby photo Sep 2021
Cover image of Tainted Grail: Conquest on Xbox Series X/S
Gamefings Score: 8/10
Released: 23 Sep 2021
Genre: Roguelike Deck-Building
Developer: Questline
Publisher: Awaken Realms

Introduction

Tainted Grail: Conquest arrives on Xbox Series X|S like a moody bard at an ale-soaked tavern: it smells faintly of tragedy, tells you something cryptic about a fog, and then proceeds to fold your plans into origami. If you like your card games with a side of existential dread and your roguelikes served with generous helpings of procedural sadness, this is the sort of meal that will keep you chewing for hours. Developed by Questline and published by Awaken Realms, Conquest is the roguelite offshoot of a larger board-game inspired universe. It takes the 'one more run' temptation from the best deck-builders and sprinkles it with Arthurian gloom, procedurally-generated villagers, and the delightful cruelty of being told the enemy's next move so you can still mess it up spectacularly. This review looks at the Xbox Series X|S build, so expect console-related observations alongside the usual commentary about cards, fog, and goat-like creatures that apparently enjoy monologues. Reception-wise, critics liked it - it sits comfortably in the 'good' column on Metacritic - and you'll see why once you start stacking attack cards like a frantic Jenga game while trying not to die to a predictable but lethal enemy intent.

Gameplay

Conquest wears two genre badges proudly: 'roguelike' and 'deck-builder.' The village opening scene is a neat little tutorial for your emotional state - empty houses, a fog of madness, and a goatish herald who might be more helpful than your last two exes combined. You pick a class and step through one of four gates that lead to progressively nastier biomes. Like any roguelite worth its salt, runs start simple and slowly escalate into the kind of difficulty that makes you question both your life choices and your card choices. Combat is turn-based and card-driven in the manner of Slay the Spire: you see what the enemy intends to do next, and then you must use the limited energy and cards in hand to respond. It encourages tactical planning because the enemy's next move is telegraphed - which is to say, the game trusts you with the information and then gleefully punishes you if you ignore it. Cards have costs and effects; you get a few starter cards from your class and accumulate more by leveling up or picking rewards. There are weapons, equipment trades with procedurally generated NPCs, and side quests that tie into the game's road map of misery. The village acts as your base between forays into the fog, and once you leave a gate it closes behind you - so yes, commit to the spooky tour or go home and craft your resignation letter. Death is where Conquest gets clever and a little vindictive. You create a new character on each run, but progress isn't entirely meaningless: beating the game unlocks harder modes and certain permanent upgrades, and even failed attempts contribute to unlocking classes and abilities for future characters. That balance of short-term failure vs. long-term progression makes the roguelite loop addictive. There's also a surprising accessibility for newcomers - RPGamer noted that the design does a good job of welcoming players who might be allergic to opaque mechanics - while still leaving enough depth for deck-builders who enjoy wrestling with synergies. The game borrows Slay the Spire's method of telegraph + card play but layers on dark fantasy trappings. The story is more present than in some decks-'n'-dungeon games; NPCs hand you side quests, dish out lore, and sometimes offer equipment trades. Procedural generation of these characters and some story elements means you won't always get the same narrative beat in every run, which can be both charming and frustrating - charming because it keeps things fresh, frustrating because you might miss a juicy slice of narrative cake you wanted to taste. Where Conquest doesn't always hold your hand is balance and pacing. Critics have flagged that the pacing can be uneven: some runs feel like a downhill cruise, others like a cliff face with a single ledge. The card economy and difficulty can swing between 'perfectly tense' and 'wait, really?' which can make the learning curve feel patchy. Still, the core systems - knowing enemy intents, building a deck around a class, and choosing which upgrades to make permanent - are solid, and the game turns failure into an interesting mechanic rather than just a frustrating loop. You'll die. You'll learn. You'll unlock something that helps you die in a different, slightly more stylish way next time. On Xbox Series X|S specifically, the fact that Questline ported the game to consoles (it arrived on Xbox platforms on September 23, 2021) means you can enjoy these mechanics from your couch. The keyboard-and-mouse provenance of many deck-builders sometimes leaves console versions feeling like awkward cousins; Conquest, however, tends to translate well because card choices and menus are clean and deliberate, rather than needing frantic button mashing. The Universal feel of deck-building - click a card, see its effect, watch the numbers drop - is comforting and suits a controller nicely.

Graphics

The aesthetic is where Conquest shines like a cursed lantern. The game is powered by Unity and features art from a fairly large team of artists, which shows in the detailed character portraits, moody tableaux, and the fog that never quite looks like it's finished its morning coffee. If you've ever wanted your deck-builder to look like a hand-painted nightmare, this is your jam. Danheim's score (yes, the composer credited on the project) and the moody, minimalist soundscapes complement the visuals well, reinforcing the dark Arthurian vibe. Rock Paper Shotgun likened the tone to a Diablo-flavored darkness married to Slay the Spire's mechanics, and that's about right: it feels broody without being purposelessly bleak. The procedural NPCs and the variety of environments help keep each run looking and feeling different. The character art and equipment illustrations give the game a tactile, board-game-meets-video-game charm - which is fitting since Conquest is based on a board game from the same universe. On console, there are no major graphical sins to report - the visuals are functional and atmospheric rather than technically flashy. The focus is on clarity (you need to be able to read cards and enemy intents) and atmosphere (you want to feel like the fog will judge you). In practice the UI is clean, menus are readable, and card art is evocative. If you were hoping for next-gen ray tracing and hair physics on every grizzly bard, you might be disappointed; if you wanted painterly, eerie visuals that make you want to read every scrap of lore while nervously glancing at your hit points, you're in luck.

Conclusion

Tainted Grail: Conquest is one of those roguelite deck-builders that arrives with confidence and a slightly ominous smirk. It nails the loop: pick a class, build a deck, learn from your many, many deaths, and unlock little bits of permanence that make the next plunge slightly less mortifying. Questline took a board game's grim fairy-tale bones and wrapped them in a satisfying card-based combat system that rewards planning (and punishes hubris). Critics were generally positive - Metacritic has it on the pleasant side of the scale - and the consensus makes sense. The game is an inviting pick for newcomers and a healthy snack for genre veterans, even if pacing and balance hiccups occasionally trip up a run. If you want a game that treats failure like a teacher with a dark sense of humour, that dresses every decision in thematic flair, and that makes you want to come back just to see what new combination of cursed items and cursed choices will ruin you next, Conquest is worth your time. On Xbox Series X|S it's comfy on the couch and not too fussy about input; on the other hand, it won't hold your hand through its worst jokes. Score time: an honest 8/10. That's not a number pulled out of a deck of fate - it's a recognition that Conquest is very good at what it sets out to be, occasionally grumpy about balance, and deeply enjoyable if you like your card games with a side of fog and melodrama. Now go, pick a class, and prove to that goat-like herald that you're marginally less doomed than you think. Or at least die entertainingly.

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