![]() ![]() With the Gloomharrow skin you can make stealth armour, but… why would you do that? What’s the point? The only enemies that might see you before you see them are so inconsequentially simple to deal that it doesn’t matter if you stealth past them. ![]() Worse, when you do kill these big beasts, you’ll find that by-and-large it wasn’t worth it. You can’t even dodge if you’re not locking on to a target, so closing the distance with any enemy is just a recipe for disaster. It makes the process of engaging in melee combat essentially unviable. So you put yourself in danger only to find your gambit has failed, and you’ll take some unearned damage as a result.Īnd because the cost of death is so high, that unearned damage is felt so much more. But the lock-on mechanic - Left Trigger - makes you move extremely slowly, and often targets slower than some enemies move. Headshots, for example, do critical damage, so it’s in your best interest to put yourself in harm’s way while you try to do them. The combat, like the rest of Windbound, has spectacular ideas that are held back by some iffy execution. And suddenly the rest of the game world opens up.Īs you paddle your way to new islands you discover large beasts, many of which are capable of killing you in just a few blows. And at the far end of the island there’s an altar holding an oar. There are berries to eat and pigs to spear. And sticks you can bind together into a canoe. The island you’re on has grass you can cut with your knife, which you can turn into rope. ![]() And the stamina meter is slowly degrading thanks to hunger. You’ve got a knife, a health bar and a stamina meter. You wake, washed ashore, on an island the size of an indoor cricket court, and the first thing you do is take stock. Years from now, when decades of drinking have reduced my brain to a shrivelled peanut, you’ll find me muttering “Jellyshroom Cave” as the location of Magnetite in Subnautica is the only object left unbroken in my mind palace.Īnd in Windbound, the loop seems to exist at the start. It’s why I only play Minecraft every other year but I can still build my way up to a Nether Portal (I assume those still exist) from memory - because the way survival games teach players bakes that knowledge into their brain. The artificially high stakes lead to quick problem-solving, and the experiential learning process leads to - in some people, anyway - high retention of in-game skills. It reminded me a lot of Raft, another game where a few planks of wood are the difference between life or death. And truth be told, the opening of the game felt good. Even before I had begun this seemed a bit much.īut I opted to play on Survivalist anyway. You start the game anew at the first Chapter. You get to keep whatever is ‘in your hands’, which adds up to a whopping seven items. Windbound wants you to learn how to play it while permadeath is on the table. The default difficulty, Survivalist, or playing ‘the full Windbound experience” - is essentially an Iron Man or Hardcore difficulty. ![]()
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