![]() There’s not much to see, and the islands you discover all feel the same. Unfortunately, as beautiful as the world is, it’s empty. This wasn’t particularly hard, though, and made the survival aspect of the game irrelevant, leaving only sailing and exploration for me to dive into. My strategy turned to foraging, looking for berries or things that were dropped on the ground just to keep my meters up. When I did manage to kill something and get food, it would sustain me, but barely. Often, my weapons were simply not effective and I couldn’t build better ones because no matter what island I visited, none of the materials I needed existed. I rarely felt like my inability to take down an animal was my fault. Not in the way a survival game should, either. I wanted to dive deep into the game, learning the ins and outs of how to build, forage and hunt to survive, but everything felt too unequal. The survival mechanics feel hollow and, at times, completely unnecessary. Windbound gets increasingly disappointing from here. The easier mode restarts you from the beginning of the chapter instead of the beginning of the game, but the text makes it clear that this is considered the inferior way to play. Of course, there is an easier mode for players who don’t want this experience, but the game actively discourages you from picking it. While this element is still present in Windbound, there’s a huge difference between being sent back 20 minutes and learning from your mistakes than getting sent back four, five or even six hours. Dying in survival games is supposed to challenge you so that on your next run, you perform a little better. As a game with a narrative through line, however, it made dying incredibly frustrating. This would have been fine if it was a roguelike. Not from the beginning of the chapter, but from the beginning of the game. Plus, as a survival game, Windbound’s default mode means that if you die, you start over completely.
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