There should’ve been more for the player to explore after the end-game content. There was a lot of lore that the developers created, so why not have more island variables with different things to find to unlock specific locations and items to further the story along? I dig the procedurally-generated schtick that everyone is going for nowadays but the handling of it in Windbound came across as uninspired to me.īeing that it’s a survival game first, it shouldn’t end. I think the choice of separating it into chapters instead of putting everything into a big open ocean was a wasted opportunity. This journey would’ve benefited from being truly open-world. The last tower is the same as the first tower-easy. The developers could’ve at the very least made them slightly difficult to climb them as you progress. There could’ve been more to do and I feel like this was a cop-out. While I don’t hate it, I wish it wasn’t the only main goal. I’d even run into a game-breaking crash along the way too. I think a couple more weeks or months would’ve done it well to clean up these issues. The game isn’t fully iron-out in its performance. Everything just jitters and it doesn’t look very smooth. Also, when using either of these, the world slows down around you but it looks kind of sloppy. I frequently pressed the wrong buttons while trying to see what I had and what I wanted to craft. On the subject of crafting, I wish the buttons to switch between the crafting menu and the sack menu were done differently. It felt like a slog just to get through it once and even though the crafting is fun, the game feels like it places it in the backseat to a story that’s barely chugging along. There aren’t any collectibles that make it a priority for anyone to find the need to play more than once, if that. If you want to play again, you can do so as you’re allowed three save profiles. There’s no option to continue on the open seas. While it is a survival game once you finish the last chapter you’re finished. There were a handful of moments where I got caught startled solely because of the loudness of what was going on. Everything sound-wise is balanced correctly but when coming in contact with an enemy a new track starts blaring out of nowhere. I’d cringe even coming close to an enemy, not for the fact of the combat but the music included. I do wish that the sound mix transitioned better when introducing combat music. The best tracks were the light tropical ones that offered a sense of whimsy to Kara’s traumatic journey. The music score is very beautifully done. I’m glad because these are the sounds that are going to be coming from your speakers most of the time. Cutting grass and chopping trees was cartoony and punchy in its delivery. I enjoyed a lot of the ambient noises throughout my journey. We never get to see the sense of helplessness and loneliness that anyone would feel in her position. She’s separated from everyone she’s ever known as she sweeps an endless ocean to find them. That’s one of my main gripes is that there aren’t more cinematics to see Kara’s emotions to what’s going on around here. The animations were pretty smooth and I would’ve liked to see more cinematics. When the islands did show their differences, I was immediately aware of what I could expect on that given island. Colors were vibrant and perfectly executed across all landscapes, beasts, and vegetation. I’d say that the visuals are the absolute best part of the whole shebang. Everything felt fresh from Kara’s look, the look of animals, and all of the craftable equipment. It’s kind of a turn-off.ĭeveloper 5 Lives Studios did a fine job in the art created. Turning your sails and catching wind makes for some fun naval challenges but when you have the sails in the optimal position to catch said wind you’ll frequently remain at the same slow pace. It offers sailing mechanics we’ve already seen and that are done better in other games. The sailing aspect is pretty basic though which makes the payoff for creating wondrous floating devices a check that can’t be cashed. Armors, spikes, and enchanted items can be mounted to it, giving you leverage on the open seas. It made it feel like a real choice of either using the readily available material that was weak or waiting and building up my supply of a sturdier material. You can make some really cool boats with a variety of materials, each offering different degrees of durability. Once you get an axe, that’s when you get to have some real fun with the crafting system. You can make plain rafts that you’ll use for the first couple of chapters but after that is when you can play around a bit. We’ve seen all of that done in every other survival title but the boats are done in a nifty way. Boat crafting is the most unique when comparing it to the rest of the crafting possibilities.
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