Difference between revisions of "SINK AGAIN: OVERVIEW"
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− | In Russia, they love games about pirates. They love not only to play, but | + | In Russia, they love games about pirates. They love not only to play, but also to make them - remember "Corsairs ".Moreover, Russian developers are very harsh that they can, in splendid isolation, literally in nine months make a task, which, certainly, is Sid Meier's Pirates! will not lay for the shoulder muscles, but is able to attract attention. It is more about Sink Again, https://www.science-kombat.com/ ([https://www.science-kombat.com/ visit the up coming site]) which happens to be 95% made by anyone - our compatriot, hiding below the nickname Artem Flatcoon. Exactly why is the action good and what is not so good?<br><br>Sink Again is combining roguelike, board games plus some turn-based tactics and these Pirates! There's no full story campaign here, but you will discover about 2 dozen separate scenarios that can be viewed as modules, similar to a board game.<br><br>And almost all pretty much funny. So, in one, on behalf of the old pirate-rocker, it is advisable to search everywhere over the archipelago for his former colleagues, prove to them the pick or drumsticks so that they eventually say yes to reunite and give a grand concert. And at the end of the script, we're asked to correctly fire the ship carrying gunpowder to provide a grandiose fire show for the concert.<br><br>In other scenarios, we are trying to find fake knives for any non-violent bloody ritual that suits the ancestor-honoring, but a lot more progressive tribe; collecting the most stinky bait to catch a whale the dimensions of hawaiian isle; we're also buying heartless man who left his bride right at your wedding day - in the act it turns out that he literally doesn't have heart, he hid it to acquire eternal life. Well, everything is with the same spirit.<br><br>My little raft<br>Nevertheless the gameplay itself is quite serious. Scenarios can be executed at different levels of difficulty. In the act, the adventure itself occasionally makes "autosaves", if your team dies (for example, once the ship is launched on the bottom), all progress will probably be reset you'll also find to begin over. Which is a shame, considering that the passage of each one scenario unlocks new items, characters, their traits, pets and also varieties of islands which is to be available within the next playthroughs. Everything is like a typical "bagels ".<br><br>And anytime everything starts on Tortuga, where we engage a team inside the tavern. Initially, there can be quite a more two pirates in a very squad, but, under certain conditions, the number of the gang increases. In the same position we equip them for the first time (for which you will see enough piastres), select a captain at work (he gives one or another bonus on the whole team), buy food in the marketplace and visit sea.<br><br>Next the parts of Sid Meier's Pirates begin! We sail on a ship between the hawaiian islands (which first need to be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and their hunters will also be sharpening their teeth on us.<br><br>Therefore, it is better to pump the boat - in numerous ports there's not only taverns (there you'll be able to change the composition of your detachment) and shops, but also shipyards, where for a quantity they grows the strength / speed / maneuverability of the vessel or the proportions in the sides for guns. We will also be repairing the boat and replenishing the ammunition. On the whole, everything is according to the classics.<br><br>It is the same goes with trade. Each port has a place, and there it is very convenient to point which goods are more profitable to market here and which ones to buy. And you can earn cash quickly enough by transporting bananas or wood involving the neighboring islands.<br><br>Seasickness<br>Generally speaking, the nautical part is the weakest in Sink Again. The trade is best, but primitive, the items never deteriorate, and the team would not consume food through the voyage as well as raise an uprising. This doesn't happen appear to exist by any means: the pirates hired from the squad usually do not customize the ship's behavior in a way.<br><br>Storms and rains may occur, but and also this has no effect on the health of the vessel. Though the boat can perform crashing right into a port figure, if you don't decrease on time, and also check out the base of this - physics can also be fun here! Well, in principle, something interesting rarely happens inside the sea.<br><br>It occurs that you swim for some time, without meeting anyone, but at most inopportune moment hunters for pirates can come and chase your boat. And to get familiar with battle using them before the ship have been pumped is useless. This also situation, which caused the failure of some scenarios, won't stimulate, but annoys - the style of hunters wrong in size unpredictable, they are too strong in the beginning, it truly is too hard to interrupt from them.<br><br>A pirate trait!<br>Playing with the dungeons, the situation is more interesting. It perhaps there is that individuals perform the key tasks for any script. We feature out it in a step-by-step mode - we try to find and neutralize traps, open locks on chests and doors, and fight. There are also treasure there - if there exists a map on this dungeon along with a shovel with your inventory.<br><br>The success of all basic actions, risking potential hitting / breaking / disabling / duration of movement - everything is dependent upon the roll from the dice, along with by who performs the action and what products are on it. |
Revision as of 07:56, 22 January 2021
In Russia, they love games about pirates. They love not only to play, but also to make them - remember "Corsairs ".Moreover, Russian developers are very harsh that they can, in splendid isolation, literally in nine months make a task, which, certainly, is Sid Meier's Pirates! will not lay for the shoulder muscles, but is able to attract attention. It is more about Sink Again, https://www.science-kombat.com/ (visit the up coming site) which happens to be 95% made by anyone - our compatriot, hiding below the nickname Artem Flatcoon. Exactly why is the action good and what is not so good?
Sink Again is combining roguelike, board games plus some turn-based tactics and these Pirates! There's no full story campaign here, but you will discover about 2 dozen separate scenarios that can be viewed as modules, similar to a board game.
And almost all pretty much funny. So, in one, on behalf of the old pirate-rocker, it is advisable to search everywhere over the archipelago for his former colleagues, prove to them the pick or drumsticks so that they eventually say yes to reunite and give a grand concert. And at the end of the script, we're asked to correctly fire the ship carrying gunpowder to provide a grandiose fire show for the concert.
In other scenarios, we are trying to find fake knives for any non-violent bloody ritual that suits the ancestor-honoring, but a lot more progressive tribe; collecting the most stinky bait to catch a whale the dimensions of hawaiian isle; we're also buying heartless man who left his bride right at your wedding day - in the act it turns out that he literally doesn't have heart, he hid it to acquire eternal life. Well, everything is with the same spirit.
My little raft
Nevertheless the gameplay itself is quite serious. Scenarios can be executed at different levels of difficulty. In the act, the adventure itself occasionally makes "autosaves", if your team dies (for example, once the ship is launched on the bottom), all progress will probably be reset you'll also find to begin over. Which is a shame, considering that the passage of each one scenario unlocks new items, characters, their traits, pets and also varieties of islands which is to be available within the next playthroughs. Everything is like a typical "bagels ".
And anytime everything starts on Tortuga, where we engage a team inside the tavern. Initially, there can be quite a more two pirates in a very squad, but, under certain conditions, the number of the gang increases. In the same position we equip them for the first time (for which you will see enough piastres), select a captain at work (he gives one or another bonus on the whole team), buy food in the marketplace and visit sea.
Next the parts of Sid Meier's Pirates begin! We sail on a ship between the hawaiian islands (which first need to be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and their hunters will also be sharpening their teeth on us.
Therefore, it is better to pump the boat - in numerous ports there's not only taverns (there you'll be able to change the composition of your detachment) and shops, but also shipyards, where for a quantity they grows the strength / speed / maneuverability of the vessel or the proportions in the sides for guns. We will also be repairing the boat and replenishing the ammunition. On the whole, everything is according to the classics.
It is the same goes with trade. Each port has a place, and there it is very convenient to point which goods are more profitable to market here and which ones to buy. And you can earn cash quickly enough by transporting bananas or wood involving the neighboring islands.
Seasickness
Generally speaking, the nautical part is the weakest in Sink Again. The trade is best, but primitive, the items never deteriorate, and the team would not consume food through the voyage as well as raise an uprising. This doesn't happen appear to exist by any means: the pirates hired from the squad usually do not customize the ship's behavior in a way.
Storms and rains may occur, but and also this has no effect on the health of the vessel. Though the boat can perform crashing right into a port figure, if you don't decrease on time, and also check out the base of this - physics can also be fun here! Well, in principle, something interesting rarely happens inside the sea.
It occurs that you swim for some time, without meeting anyone, but at most inopportune moment hunters for pirates can come and chase your boat. And to get familiar with battle using them before the ship have been pumped is useless. This also situation, which caused the failure of some scenarios, won't stimulate, but annoys - the style of hunters wrong in size unpredictable, they are too strong in the beginning, it truly is too hard to interrupt from them.
A pirate trait!
Playing with the dungeons, the situation is more interesting. It perhaps there is that individuals perform the key tasks for any script. We feature out it in a step-by-step mode - we try to find and neutralize traps, open locks on chests and doors, and fight. There are also treasure there - if there exists a map on this dungeon along with a shovel with your inventory.
The success of all basic actions, risking potential hitting / breaking / disabling / duration of movement - everything is dependent upon the roll from the dice, along with by who performs the action and what products are on it.