You can choose to stack your rewards into one/two factions, but that is still interesting and not THAT major. yeah, I do not really have any complaints here. What makes it better is that the death system also makes sense, which I think matters for a game.Īnd. Further, since I did get a deathless win, I know you do not NEED it. I think having the progression be tied to the current world, and based around faction relations and discoveries is great. I should make it clear, but I do not always like meta-progression since its can be uninteresting (because you NEED it) or degrading (crazy power-creep). I guess this one really bothers me since so much time can pass by during a game. You even get a nifty animation on the map, where the faction token gets knocked off the board/map. You can already remove a faction from a node by clearing out their people, so I feel like there is probably some support (even if its just player driven, like mines). The presence comment also applies when inside of an area, and that can lead to unintended hostility if you attack the wrong person. They do claim mines if you help them, but I do not know if they can claim outposts, towers, and farms during a game. While I enjoyed building relations with the factions, seeing their presence outside of towns is difficult. When you mix in certain teleport options, the fast travel, and merchant 'fast'-travel, it feels almost dynamic. Further, the fact that each region can have a sub-story (or main attraction) is cool. The other part comes from discovery when you visit nodes on the map, with traveling merchants, and with special nodes like Bath House. Part of it comes from routine when managing gear, supplies, and learning rumors. I'll say what I thought was good with an additional observation/thought/feedback.įirst, pretty fun and a good sense of adventure.
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