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Не рекомендую
0.0 ч. за последние две недели / 37.9 ч. всего (28.0 ч. в момент написания)
Опубликовано: 4 июн. 2022 г. в 21:46
Обновлено: 12 июн. 2022 г. в 17:04

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Concept could work, but nearly every part of it needs serious rethinking. Right now I would say it's overall not a fun game. It's like a mish-mash of gameplay elements from popular titles poorly sewn together.

In Valheim, ore that would propel you into the next item-tier prevented easy fast travel. Having a single leaf in your pocket will prevent fast travel in this game. And there's no carts or vehicles to increase your haul on your return trips. You have your tiny inventory and god-awful stack sizes and that's it. Don't forget that managing all of your resources is done in the classic 2010 survival game's hundreds of random chest method. I would ask that every dev that is going to implement resource management into your game plays Terraria with the Magic Storage mod. You'll never consider this terrible outdated method again. Stop it with the f*cking chest. Idiotic.

The amount of resources it takes to craft the next tier of gear is also unreasonable. I cleared out an entire large silver mine with about 40+ enemies in total. I received 5 (shiny new tier item)s, and I need 8 to craft ONE piece of gear for a net +3 gear level improvement. That's not including the second crafting component, which is in an entirely different region in the opposite compass direction and has a rewarding drop rate. And actually I need 16 of each because I'm playing co-op. It's tolerable early game. But quickly scales into ridiculous amounts. Compound the amount of items you need with the increasing return trip times and you quickly become disinterested.

There is ZERO build diversity. You might attribute this to a lack of content from the game being in early access, but lets take the spell trees, which are fully fleshed out. All of the spells are very similar in function. None of them are different enough to change the way you play. You have a damage projectile, a dodge, a shield. At their core, THIS is what you have. Like I said they all do slightly different things but that's what they are fundamentally across all the trees of magic. Back to the pigeon-holed gameplay: you and your clan mates will be dressed the same, use the same weapon and ring, and likely the same spells. There's an easy to discern absolute best in class for each of these and there's no alternative. There is ONE unique craftable weapon in the entire game. It is only unique in that it gives +x to (number) and +x% chance to (another number).

The most tedious part of this game is running back to your castle for the literal 10th time in an hour and a half session. I actually deleted my prior negative review because I learned there were horses that can travel faster than the alternative: wolf form. However, this only made the trip from one connected region to the next bearable. When I inevitably completed the bosses of the region containing horses the pain of hauling a relatively minuscule amount of resources returned compounded by the increasing cost per recipe and the decreasing stack sizes.

You can dominate servants and send them out on missions. These are mobile-game style harvestings. They can take 8 hours of IN-GAME TIME to complete. I literally am still waiting for my FIRST EXPEDITION TO COMPLETE. I cannot stand when devs take the time to create something then make it unusable within it's confines.

Speaking of creating useless features, you can learn different forms to transform into. One of these, is the bear form. It's special attack can essentially deal explosive damage, which can destroy two gates in a single encampment and damage large resource depos. Destroying the large resource depos in this manner will not yield any resources. Needless to say I've never used it since clearing that camp. What ♥♥♥♥♥♥♥ clown implemented this? Did it really bother you that a player might have an easy time farming a tier 1 resource copper deposit instead of having to carry an expensive explosive charge from his base to the depo because he can't teleport while holding the charge? You realized this might invalidate explosives and it didn't occur to you that maybe the meta you've created is arbitrarily difficult and tedious? You're fixing a symptom of your bad design instead of the cause, essentially.

There are already some mods for this game so there's a good chance they save it. But I said the same for Valheim, and look where that game is. I think people are enjoying a slightly new take on the survival RPG genre, and those same people probably never finished the second tier of items. There's a lot more to knock on but hopefully you get the gist of this game.
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