papersgugl.blogg.se

Windbound platforms
Windbound platforms










windbound platforms

Every discovery, every triumph, every setback, we have enjoyed together. The time I saved myself from starvation at the very last second by following a wild hog around until he finally unearthed a truffle for me to eat, we both cheered with delight. The first time I died (running my grass canoe into coral and then drowning) we both howled in horror. I have played through the game in its entirety with my seven-year-old daughter perched by my side, and we have had a complete blast riding the ups and downs of the experience.

Windbound platforms how to#

And survival games can be awfully satisfying when you learn how to actually survive. Roguelike mechanics can add stakes to a game that make it absurdly exciting when things begin to go wrong.

windbound platforms

It turns out that when done with care, procedural generation can create natural-feeling worlds that are a pleasure to explore. And it is utterly delightful.Įvery now and then a game comes along that breaks through the barriers I have carefully constructed in my mind and reveals to me why people enjoy certain genres. It shares a bit of DNA, but Windbound is indeed a roguelike, procedurally generated narrative survival game. Yes, the promotional materials lean heavily into the aspects of Windbound that make it seem like a Zelda-like, but Windbound is a completely different thing. But I’m here today to testify, I’ve spent most of the last week running through Windbound (1.8 times, to be precise), and this ain’t Zelda. Reading comments on the internet, it looks like most gamers saw Windbound’s trailer and thought the exact same thing-that Windbound must be a Legend of Zelda: Breath of the Wild clone. I had to play this game as soon as possible. I saw the gorgeous cartoon-ish visuals, saw images of the main character sailing across the open ocean on a skiff, saw what looked like some ancient temples, and my body immediately dumped a truckload of Zelda-flavored dopamine into my brain. Somehow, while viewing the advance materials for Windbound, I completely missed the fact that the game is a procedurally generated roguelike survival game. I want a nice, hand-tailored game with levels carefully planned out by a human being a game that doesn’t require me to die every 10 minutes in order to progress. I need intentional design in my experiences.

windbound platforms

Combine those words with “survival gameplay” in a game’s description, and I would rather scrape the paint from my front porch with a toothbrush than play that game. The terms “roguelike,” and “procedurally generated” give me hives, almost guaranteeing that I will avoid games bearing them like the plague. There are a few words that-when I encounter them in a game’s description-typically send me scurrying in the other direction.












Windbound platforms