There is a variety of motives, causing the
investigators to stand against the seemingly unbeatable powers of the otherworldly
forces. Revenge, curiosity, or simply will to survive when faced with monstrous
being trying to hunt you down. Zoey, however, is different. She is on a
God-given mission. While technically a Chef, most of her life is spent
following God’s orders. He speaks to her and she fulfills His instructions,
killing the wicked abominations and guarding our world.
Legacy:
I have a revelation to make in the very beginning of this article. Zoey has
been pretty much my favorite character so far, when taking into account both
Arkham Horror and Eldritch Horror. She was always a very proficient fighter
with added layer of other capabilities and neat skills. In AH, she had high
Lore/Luck value on top of her fighting competence and due to her Killer
Instinct only needed one weapon to wreak havoc on all monsters. In Eldritch
Horror she got even better! While still bearing her Cross to aid her during
fights, she was also able to get additional missions straight from the Creator.
And due to her well-spread stats she was also a proficient gate closer! A “killer”
combination! (if you pardon this unintended punchline)
So when I learned, Zoey will be included as one of
Dunwich Legacy investigators, I was beyond excited. And my excitement grew even
further upon reading all Zoey-related cards. I was a bit conscious about her skill seemingly
being inferior to Jenny’s, still was very much looking forward to playing her.
SPOILER ALERT!
I was disappointed
Zoey I love. This is how I will remember her! |
Skill
values: Zoey’s skill values shape her as a very evident
killer with one job – slaying the wicked foes. Combat of 4 allows her to rip
through them with a great efficiency, whereas Will of 4 protects her from all
kinds of negative effects (while also inviting to take advantage of some of the
Mystic options). However, one can wonder, since she’s to be a fighter and only
a fighter, why wouldn’t she have lower Agility? One point less wouldn’t make a noticeable
difference, but could help her to either do a decent job at investigating or boost
her Combat to crazy levels (there are characters with a skill value of 5 in the
end).
I don’t really find any thematic explanation for
this choice, either. In the end she just seems like a worse version of Roland
(another spoiler alert – you’re going to read this phrase again).
Strength
Theme
Special
Ability: Getting a resource for engaging an enemy is a
decent skill. It comes even more handy for a Guardian – their cards are
expensive and they do not have any cards to gather extra resources (so far). However,
if you compare Zoey’s ability with Jenny’s you have a nasty impression, it’s a slightly
weaker variant, really. On an average you do not engage one enemy per turn. The
difference is not that big and the ability provides a cool synergy with Zoey’s
Cross, nevertheless one can easily see it’s on the weaker side of thing.
I am not too sure how to thematically interpret her
ability, unless on a quite abstract level. Is it the killer instinct that
enables her to be very ehm… resourceful when faced with monsters?
I have mixed feelings about Zoey’s Elder Sign effect.
On one hand it’s very thematic. On top of that, many of Zoey’s tests are, in
fact, Combat skill checks, so there are decent chances it will get triggered
during a fight. On the other hand – it annoyingly often gets drawn during other
kinds of skill checks. Moreover, quite often an extra damage doesn’t matter at
all – it just leads to an unnecessary overkill – mostly because you can’t
really plan to draw an Elder Sing or make reasonable strategy based on an
assumption you will get one of 16 (or more!) tokens.
Strength
Theme
Signature
cards: Here we go! Zoey starts to shine for a difference.
Her Cross is my favorite signature card so far. It provides alternative means
of doing extra damage, while not being a weapon. Beat Cop style, if you allow
me such a comparison. It does not require any actions and the resource cost is
pretty much negligible, since Zoey gets one when engaging an enemy.
All points one can raise about an upgraded Beat Cop
apply to her Crucifix too – you can snipe out single health enemies with a great
efficiency (this is definitely my favorite use). If your partner did some
damage to the enemy you might finish it off, just by engaging it – no risk, no
nasty chaos tokens). When facing a major guy (Ghoul Priest level or so), one
additional damage for the start of the fight might also save you one attack in
the end.
Giving Zoey a Cross was an obvious design choice –
it’s her starting gear in Arkham Files since its beginning and naturally fits a
believer (a God’s warrior, one could say). I am just slightly skeptical about a
connection between the holy jewelry and suddenly striking the monsters.1
This would be such a cool graphic if not for the dinosaur-like creature making a come back from Unexpected Courage |
Zoey’s weakness might vary in impact, depending on
few factors. The obvious one is the strength of the drawn enemy. The second one
is its type – is it a hunter enemy or not? If it is, Zoey most probably won’t
have to >>hunt<< (haha!) it down, though it might stalk some of her
teammates. The timing (and size of the map) is also crucial. If there’s nothing
very urgent to do, Zoey (or one of her friends) might as well go and smite the
wicked. In this sense it’s just one extra monster added to the adventure,
possibly even less impactful for a bigger team. If it’s drawn towards the end
of a tense scenario… oh well, then it’s Cover Up all over again (these seem to
affect Guardians so badly!). And unlike all the task weaknesses it still
matters in the last scenario. All in all, it’s slightly more damaging than a
typical weakness, while not being Roland’s level.
The weakness is an obvious thematic choice for Zoey.
Even though the design is bit simplistic (and surprisingly similar to Jenny’s
weakness) one cannot deny its thematic quality. She’s on a God given quest and
once he points to another target, she feels compelled to fulfill his commands
to the point at which failing does permanent damage to her mental stability.
Strength
Theme
Class/Deckbuilding options: Zoey is a Dunwich Style Guardian. The class choice
is obvious both mechanically and thematically. She can have some options on
what to take from the different classes depending on your needs and approach.
Regardless of exact direction, you can always use Double or Nothing for
devastating blows (combined with a weapon and a Vicious Blow it does 6 damage
in one go!), all round strong Lucky! (nicely supporting Double or Nothing, as
well). If you’re looking for an extra fighting edge (and more chances to draw a
weapon), Baseball Bats come in very handy. If you decide to help a bit with
Zoey’s investigating capabilities, Rite of Seeking and Drawn to the Flame both
seem to be a very good option. Finally, if you’re looking at some support alternatives
(also helping with Zoey’s low Sanity), Liquid Courage does the job.
A Chef by day, a monster slayer by night. Let's hope she does not use any of the gained monster bits in her day job... |
I have already mentioned
how the Dunwich characters’ deckbuilding requirements are on the weaker side of
things for me. Zoey is less affected, as there are tons of strong level 0
Guardian cards. However, I could picture her with a Mystic subclass so well!
High Will would allow her to use multiple spells, Fearless to heal Sanity… That
would not only make Zoey stronger, it would also fit her legacy image. In Arkham
Files games her Lore stat (which is the spellcasting attribute in the previous
2 games) is on the higher end. Such a wasted opportunity! Not to mention, I feel slightly uneasy with some of the cards Zoey can theoretically access when it comes to the theme side of things (all Dunwich guys are affected, I guess).
Strength
Theme
All in all Zoey seems to
be a bit bland. She does lots of fighting and that’s pretty much it. Even
spiced up a tiny bit with a selection of 5 cards from different classes, she’s
still extremely one-dimensional. In fact, in the post about Roland I criticized
him for being rather dull. I am taking my words back – he’s so actually quite
fun and even more so, compared to the killer chef.
While I do appreciate a specialized
approach, it makes playing her bit on the boring side. To make matters worse,
she is only slightly more of an efficient killer, than Roland is, while the
latter can do so much more! We even tried her in a 4-player game, hoping her highly specialized profile would fit a bigger party more. Still she was a minor disappointment. Unfortunately the final verdict is not favorable to
Zoey.
Strength
Theme
1I am a Christian myself, however I can see no place
for God in the universe of Lovercraft and definitely not the Judeo-Christian
one. The cold, uncaring universe in which humanity is part of thin layer of a
biosphere in a Necro-cosmos faced with unhuman powers beyond their
understanding, Idiot-God Azathoth, destroying worlds at will and just all the lack
of purpose do not fit with the concept of the all-loving God. It begs a
question – who speaks to Zoey?
All images are courtesy of cardgamedb.com and fantasyflightgames.com
No comments:
Post a Comment