Can't help but feel they were a couple years too early for their ambitions. TES3:Tribunal was going to be much smaller but more detailed and double-down on emergent gameplay and I've always wondered how that would've turned out if they released in the late 90s or early 2000s. Perhaps it was too big for its own good but as Daggerfall Unity has demonstrated, there's a hell of a game underneath all the game breaking bugs and some half-implemented features, I feel they were on track to solve those problems in the sequel that never came. Daggerfall was released in 1996 with 100% proprietary technology on a 25-man team and a 15 month all-hands-on-deck production schedule. For those looking for fast action, this is definitely not the game for you as it’s as slow as a slug trudging through peanut butter, but if you would like gaming pallet cleanser to refresh your mind and warm your soul then take the wayward path to find Wayward Strand.Say what you will about Daggerfall but revisiting the procgen systemic sandbox approach to RPGs is long overdue. The mix of 2D roaming and a plethora of dialogue options had me feeling like Nancy Drew discovering clues and pieces together the disparate lives of 10 very unique characters. Taking time to talk to the old and infirm has never been so much fun. Overall, Wayward Strand is a beautiful heart-warming story and a welcome break from the madness of the world and its current crop of the hack, slash, shoot and destroy games. The music is generally serene and unobtrusive and fits the late seventies time period. The story is well written and flows very well considering the number of dialogue options and routes the stories can take. Pruess sounded more Asian, than European. Avery, and Esther are different enough and the characters they portray. The voice acting, on the whole, is fantastic, all the Australian parts such as Casey, Mr. The general story is the same but the way you reach the conclusion was different. The first time I sat with a staff member at lunch to unlock the abandoned section of the airship, whereas, on the second play through I missed lunch and listened to music with the aging Mr Pruess. Now in my second playthrough I was really happy (and surprised) to see it go in a different direction to the first. If one person mentions a missing nurse, you can now ask about it to everyone, miss that prompt and you may find yourself going down a different path. Each person holds the conversational keys to unlock new dialogue options. On the whole, it’s the dialogue that really drives this game as you will need to talk to a lot of people about a lot of things. The graphics of the rooms are detailed enough but anything outside of the airship is vague and blurry so don’t expect to see any grand vistas from the airship’s balcony. The wipe effect used when entering the rooms of the patients gives the player the feeling of uncovering a hidden truth which in some cases is true, as Casey can listen in at doors to achieve the same wipe effect. Sadly, some clipping and alignment issues mean holding or moving items looks a little weird but it’s not too destructing. The characters are beautifully designed and all convey their individual personalities and characteristics. The visual style is akin to 13, telltale games or the recently released Forgive Me Father, however, Wayward Strand is much more cheerful. The boxed frame and hand-drawn speech bubbles further enhance this comic book style. Bold black lines and a cartoon colour palette give this game a vibrancy not seen in many new games. Wayward Strand looks like it has leaped from the comic book pages of Tin Tin. As a budding journalist, you ask questions and piece together a fractured story that the many residents hold the parts. You play Casey, a young and curious girl tasked with visiting the sick and elderly that fill the ship. Set aboard a converted pre-war luxury airship, the now floating hospital is the setting for a mystery like no other. Every so often a game comes out that is so different, that you can’t help but take notice.
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The folks at EXOK had a live Q/A on Twitch earlier today. You can watch the VOD here: Supposedly it will be uploaded to YouTube later as well.įor anyone who'd like a summary they can read in 5 minutes or so, or has trouble using auto-generated captions on the video, I've put together a quick summary of what we've learned. I highly recommend getting every red berry for any. Please keep in mind that these are mostly my own words, so if I've misrepresented something the Earthblade team said, that's entirely on me.Ī. Collecting every berry feels excellent, and even better, knowing Earthblade is coming out eventually. Maddy (designer / writer), Heidy (personnel manager and social media), Lena (composer), Noel (programmer), Pedro (pixel art, art direction), Amora (character design, illustration). Chevy (tool design) and Kevin (audio) showed up close to the end with their dogs. Which games were the biggest influences on Earthblade's map and world design?Ī. The game "cannibalized a lot of previous work" that half the team did on a previous game called Skytorn, which was canceled. What is the moveset like in Earthblade?Ī.īreath of the Wild and Dark Souls were the biggest influences. It is also mentioned on the wiki page for the Terra Blade and The Horsemans Blade that the best modifier for each of them is Legendary. There won't be a lot of "hyperdashing around" like in Celeste, because the moveset is very different. Legendary grants +15 damage, 10 speed, +5 critical strike chance, +10 size, and +15 knockback, so will give the highest damage per second. The projectile is affected by Attack speed, it fires once every time the Terra Blade is swung. When used, it fires a green wave projectile / a green sword projectile, which costs neither mana nor ammunition, deals 50 / 25 more damage than the sword, and can pierce through two enemies, dissipating after hitting a third enemy or a wall. Both single-player and multi-player are supported. The game is a 2D action-adventure, open-world sandbox / platformer in which the player controls a single character in a pre-generated world. It was first released initially for Windows on May 16, 2011, but has since expanded to several other platforms. Movement is important, but not the core of the game. The Terra Blade is a Hardmode projectile sword. Terraria (/tr.ri./) is a video game developed by Re-Logic. Unlike Celeste, it's not a minimal input game. It will be possible to play with keyboard (and Noel does), but it's not really the intended or ideal way to play. The game will utilize the right stick for an unrevealed purpose! The game is "squishier", "less exact", than Celeste. Before long, you're crawling through dark air ducts unarmed, with a tentacled creature breathing down your neck. The game is a slow burn, but as things start to fall apart on the station, the tension and suspense ramp up quickly. What would it feel like to be trapped in a nightmare, unable to wake up? 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