With The Falconeer being close to a dozen hours, it's very tragic that the back half feels more like more of a chore than a game. I tried to turn the bird away but at the moment I hit for the first time, my health drained in 1 or 2 seconds completely and I died over there, lost my money and stuff. THEN I just hit the zeppelin thing flying above Shard. You can speak to vendors at various outposts in the game who will sell you items that boost certain stats, but obtaining enough currency to unlock them takes more time than simply completing the main campaign. I was in Shard and protecting it from the birds that appeared. This repetition in mission design might be easier to ignore if there was a meaningful progression layer for your character, but outside of a few basic upgrades, there isn't much to customize. Outside of the occasional boss fight, you're effectively doing the same things over and over. It essentially boils down to combat missions, escort missions, and delivery missions and each of them plays out in a very similar fashion. ![]() After a few hours of playing, you've seen basically every mission type the game has to offer. My other major complaint stems from a lack of variety in both missions and customization. It's very tragic that the back half feels more like more of a chore than a game Source: Wired Productions (Image credit: Source: Wired Productions) It wasn't the most gripping video game storytelling, but it was presented in a very unique way. Player deaths also grant you additional insight into this mysterious world through the stories of a curious shaman. It was a great way to portray the complexities of each faction's motivations without beating you over the head with exposition. You can play them in any order, but ultimately, you're experiencing almost the same timeline for each chapter. You essentially take control of different warring factions throughout the four main chapters of the game, experiencing unique perspectives and ideals from opposing militias. Getting used to the combat does take a bit of time, as movement and aiming are tied to the same control stick, but once everything clicks with the targeting mechanics enemy encounters generally feel great and rewarding.Īnother element of this title I really enjoyed was the cryptic way the over-arching story was presented. You'll fight an array of deadly enemies based on the faction you're currently playing as and eventually get to square off with some rather deadly boss encounters. so the penatly becomes a lot less painfull later in the game.Īs a small compensation, there is some treasure in the big rock directly east of dunkleīetween two small pointy rocks should be some floating treasure worth a nice bunch of splinters.The forces of nature and their importance to navigating the map is one area where The Falconeer shines ![]() ![]() You should by the way only have lost ammo and a max of 2000 splinters. That said I am also contemplating keeping ammo after death and losing some XP as a penalty instead of money and ammo. In any case, this should be much less aggrevious in the coming update, and I'll have a look if i can do more to prevent it. The cause in your case could be a high speed collision, or an accidental friendly fire where cannon projectile got fired near you and basically rammed you against the zep and draining your health. that it will extract you from huge instant damage events with 1 health left insted of instant death. In the upcoming free content update coming soon, I added a "narrow escape" system., I.e.
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