2/27/2023 0 Comments Windbound clay pot![]() ![]() The objective of the game, unfortunately, becomes repetitive just as the other aspects of the title come into their own. The inventory management is extremely frustrating early on, but eventually, the crafting nature of the game clicks and it becomes enjoyable to create helpful tools and a resourceful boat to explore the world. ![]() It does a very fine job of balancing itself between being a calming experience in a deserted island world and a title that is genuinely tense thanks to its survival and permadeath nature. On the other end the game gets repetitive, so as soon as things finally get going, it starts to feel like a drag. On one end, the game takes a while to get going thanks to a (initially) restrictive inventory management and crafting system. Additionally, the game's two biggest weaknesses are a bad mix with each other. While the repetition is disappointing, sailing the seas is mostly enjoyable, and discovering new resources on an island is great. If a player were to get to chapter 4 and then die, it means they would have to re-do every aspect of the journey, and by the time they finally make it to chapter 5 with the second run, they would have climbed 24 towers, sailed to countless islands, and traversed the mysterious waterway 8 times. And the fact that the game is a permadeath experience means that this is even more tedious. But this exact series of events happen repeatedly. The first time this is experienced, with a pretty melody in the background, it is moving and enjoyable. Before the end of the chapter, however, Kara travels in a mysterious waterway that is filled with massive waves, rocks to dodge, and even sharks. This is where a small portion of the story is revealed, and the chapter is wrapped up. When all three locations are found, Kara can then go to a massive island where she can finish the chapter by pressing three switches (that cannot be hit unless the orbs have been consumed) and then traveling up to the top of a mountainous like alter. When Kara reaches the top of the location, her necklace absorbs the energy. The main goal of the game, other than simply surviving and exploring, is to find three towers with orbs on them. Because many of the stronger weapons need to be crafted with items that the stronger monsters drop, the game becomes a cycle of barely surviving just to get craft a new weapon that may make the next fight easier. It can be a bit scary to fight most creatures in the game, however, as dying is the worst-case scenario. Crafted weapons will break after extended use, but there are ways to access weapons that never fall apart, which is helpful. ![]() Kara can strafe, dodge, and roll around incoming attacks, and she can fight the enemy with a knife, spear, and even bow and arrow. The fighting in the game is rather simplistic, but it gets the job done. The sailing mechanics are rather realistic, in how the boat is affected by the wind, but it's not exactly enjoyable to take 10 minutes to move from one island to another when it feels so close. However, it feels like the wind is always headed in the wrong direction. When the wind is at the back of Kara, Windbound is fun. Because of how unpredictable the wind is, it can be frustrating to move from one island to another. Speaking of sailing, the mechanics are both solid and annoying. ![]()
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