![]() I’m not expecting a triple-A style narrative, but just some kind of goal would have been nice. Just survive long enough to complete the 6 chapters. There’s no call to action, no plot to chase, no villain to conquer. For every three shrines activated you get a brief glimpse at the history of Kara’s people, but that’s as far as the story goes in Windbound. Each of the six chapters takes place within their own procedurally generated archipelago, each vaster and more threatening than the last, and Kara’s only goal within each chapter is to simply activate three shrines scattered across them. I expected to be spending a lot of time gathering resources to expand on my boat, but I didn’t expect this endeavor to be so aimless. ![]() Survivalist mode threatens perma-death, whereas Storyteller mode offers checkpoints at each chapter break and slightly reduces the difficulty. Thankfully, Windbound does offer an option to those who are keener to focus on exploration and story. I don’t have a problem with these systems - they just feel a little unbalanced. I felt like a slave to these systems at times, like I was being actively discouraged from exploration because survival was more important. Food degrades and spoils a bit too quickly resulting in several occasions where I would gather plenty of food to prepare for a voyage to a new land, only for it to have spoiled before I had even docked at the shore. I expected an adventure game that saw me traveling to new lands to chase a story-related goal while tackling survival elements to keep me on my toes - however, it turns out Windbound is actually a survival game first and foremost, with exploration only serving as a means to keep those survival systems satisfied.įrustratingly, these survival systems dominate the general gameplay to a slightly detrimental extent. A hunger bar that must be frequently replenished, cooking meats to varying levels of quality, a crafting system that requires ingredients from all sorts of environments, all the survival staples are present - although, I underestimated just how much they would determine the kind of game that Windbound is. Players take control of protagonist Kara after waking up on a shore with no memory of her past and are instantly thrust into tackling the boat-building mechanic and different survival systems that define Windbound. Kara Eyeing Up A Shrine Tower Surviving The Seas
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