![]() ![]() ![]() It still has sizable penalties to pay upon death though. Instead of the “Survival Mode”, the “Story Mode” is a bit more forgiving. Yep, it just confirmed for me that I still hate rogue-likes. However after investing three hours, gathering resources, building weapons, boats and bags I died…….and had to start all over again with nothing. Now, I did have a go with the “proper” rouge-like mode. Secondly the art style, music and production levels are just gorgeous. Modes for all seasonsįirstly, it has a “Story Mode”, so I could partially opt-out of the start-over-on-death, rogue-like experience. But Windbound had two things going for it which made me brave the frustration zone of a rogue-likes. But don’t forget to make weapons and gather food to eat so you don’t starve. I gradually collected grass, sticks, skins and wood to build boats to get to the next island. Anyone who has played “Don’t Starve” will have a very good understanding of the design philosophy. Windbound is a survival game built around rouge-like mechanics and procedurally generated islands. I found it had little consequence to my actual adventure and the narrative was a bit too subtle for my tastes. There is a subtle background story driving Kara onwards to activate three towers per Chapter, to spawn a portal to access the next level. She has washed up on an island after a storm and must live off the land and build boats to navigate the procedurally generated archipelagos. Its beautiful art style and fun sailing mechanics, have been scuttled by the tough rogue-like penalties and clunky combat encounters. “a PS4 and a copy of Windbound”, alas I cannot. Stranded on a desert island, what do you bring? As much as I would love to say…. ![]()
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