![]() We crave slow and clumsy, especially against enemies. The problem, as we have already stated, is that it is not as friendly as it should be when managing inventory or obtaining resources. When we have each part, we can complete the staircase to a central area that can be seen from practically anywhere on the map and that will allow us to teleport to a mystical area from which we will end up obtaining a permanent improvement. The objective in each chapter will be, in any case, locate some beacons of light inside some monuments that we will have to climb to obtain a piece of an ancient object. Windbound, Gone With the Wind …Īlthough it gives the feeling of having a vast ocean to explore, it all comes down to a few islands in each chapter, seeing how many resemble each other, despite varying the setting of some, along with the associated materials (the more as we progress, we can make better things, including better storage bags (the seven-slot one is clearly insufficient) and, of course, the animals that are part of their habitat. And the experience changes a lot with certain advantages. Those permanent improvements can range from spending less stamina when running, to seeing our life regenerate automatically or enjoy ancient weapons that never break. Not everything is bad, for the record: to begin with, after passing each chapter we can choose between two blessings if we make an offering of marine fragments. And progress that is becoming very heavy does not help either, a bit like it happened with the promising Deiland. His good ideas (because he always wants to explore islands within an adventure that is randomly generated in each chapter) end up collapsing like a house of cards, which is a shame. The problem is that it shows that this 5 Lives Studios job is green, very green: from graphic glitches looking at the subsoil to a control that could be improved enough in the face of combat or an unfriendly interface to manage inventory. It is extremely important in advance to know with what experience we want to face the journey, since Windbound offers two alternatives: Survival, where we return to chapter 1 when we die and only the “sustained” objects are preserved, and History, preserving all the progress of the game, no matter what happens. Get materials, dose the few inventory slots or hunt for food (although you can also choose to eat mushrooms without having to sacrifice any animals), are three of its key aspects that we will not stop squeezing. It is not easy at all to find a balance in this kind of games, where the main thing is that the task of survival does not become heavy due to how much we are going exploit that mechanic over multiple hours. Trying to figure out what’s going on in this universe But, does it work or does it sink at the first change? Unfortunately, the second. Here we are before a game of survival outright, where to obtain materials to make various objects that allow us to hunt and not die of starvation, or create a transport with greater navigation comforts. They have nothing to do with itlet that go ahead However, as soon as one delves into the work of 5 Lives Studios, the resemblance remains in the navigation and that’s it. Since the first images of Windbound, comparisons to the revolutionary The Legend of Zelda: The Wind Waker emerged. ![]() Trying to figure out what’s going on in this universe.
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