The unknown world. First glance at Solace Crafting
A game with survival, a large number of craft, the construction of settlements, the study of a huge world. A lot of content.
Lyrical introduction
He played quite tightly, but it was clearly not possible to comprehend all the secrets, one of the quests was stagnated, and in the end everything came down to the fact that I broke the game. Therefore, the first glance.
Absent. More precisely – we come up with it here ourselves.
The gameplay is a mixture of survival, the study of the world, the construction of the settlement (perhaps more than one).
Create a hero and set up the world in which adventures will take place. The incredible number of thin installations is noteworthy.
We land at the starting point, which is the city center. There is a crystal in the middle, it is also our chest storage of craft materials.
A small platform is spread around, on which you can build the first craft and processing stations.
Each city has something like a zone of influence. As far as I understand (but this is not accurately), when the foundation is expanded, this space increases. The description of the game states that NPC will be able to operate in this radius (which in the future we will call) living in the settlement, for example, to collect the necessary resources.
An interesting concept is declared in the game – the difficulty of testing and possible awards increase depending on how far we have moved away from the starting point.
The world is really huge and filled with various kinds of activities and consists of several biomes. The main goal (as I understand) is to find various drawings and resources for craft. Recipes are located in monsters, some of the resources are scattered around the world, part of opponents.
There is a serious system for collecting and processing resources. You can chop trees, extract ore, cut a variety of animals and so on. Types of resov – incredible number
Everything mined turns into useful objects. Either this is equipment, or craft stations and other buildings.
There is a good survival system. I positively evaluate it magic-win.uk because it is made correctly – does not soar the player the brain every second, recalling his existence. You need to eat/drink/warm up, but more than once per minute, as in some other projects, and at 15-25, they let them play calmly in the game.
And he noticed that some details were very reasonably organized. For example, you need to fry three or four pieces of meat, one log is spent quite adequately on this. One, not 10, as it sometimes happens.
Make yourself food, like everything else, you need from the world around you. You can defeat some kind of animal or pick up edible plants or fruits.
There is some water problem in the survival part. Find a source (river, for example) is easy. But how the collection of nutrient fluid is organized – I never understood. Once, having reached the water, the hero somehow replenished the reserves, the objects of the quenching thirst appeared in the inventory, but how exactly this was done and, accordingly, this could not be reproduced in the future.
Mighty craft is present. Basic recipes are known immediately, and the most powerful and useful drawings are located in monsters.
At the same time, it is in the system of creating objects and buildings that a small dog is buried. Gave a quest – build an enchanting station. And now I’m still guessing – where to get it? There are no hints, in the known list of recipes – absent.
Interestingly, when creating a particular item, you can try to make its improved version. This will cost additional resources, and luck depends on the development of a particular skill.
The Hero Development System has been reached. He can do anything and his skills will develop depending on the type of activity. That is – we cut a lot of wood, so we get the development points in forestry (transmit them between categories will not come out) and so on.
Even more old and interesting is the control of the hero. Everything is concentrated on the character. The hero can develop not only within the framework of the created world, but also to visit new worlds, including in coope. The system is very similar to the Neverwinter Nights operating, the characters are not attached to the world and a specific game, but as if loaded into it.
You can see the parameters of the character in the window of the stats combined with the inventory in great detail.
There is not only craft and construction, the game is full and battles. Opponents come across very different ones, for example, once a couple of dangerous stone golems appeared right by the camp, which nearly rested the hero, and running in one direction for about 10 minutes came across not very dangerous wolf and bear. This suggests that the concept with an increase in complexity depending on the remotion of the starting point does not always work correctly.
Consider the pros and cons of the game, summarize the results.
+ Simple, but pleasant graphics (there is dependence on settings, I had to put not very good to stir up local optimization).
+ Good musical and sound accompaniment.
+ An excellent hero development system and the ability to calmly explore different worlds with your character.
+ A huge number of types of resources, craft and construction capabilities.
+ Worlds (locations) are large and filled with points of interest.
+ There is a cooperative (did not check)
+ There is Russian localization of the text (sometimes performed incorrectly).
What can be both a plus and a minus:
+- It’s dark at night. There are no comrades to the taste and color of the comrades, but I personally would prefer it to become lighter.
– The cursor/sight is quite inconvenient, moves somehow strained – it is difficult to visit it on objects.
– Not very good optimization. For example, when trying to draw the grass as far as possible and well as possible, the game just flew out and continued to fly tightly. That is, probably, it would be worth organizing it somehow, so that you didn’t have to manually look for your settings, and if the wrong one is set, so that it is possible to return the correct one (there is no video settings in the starting menu, they appear only inside the busy world, and when the world is uploaded, instant departure).
The conclusions are objective
The game offers huge worlds and the opportunity to travel between them solo or in coope. There is a good survival system, powerful craft and construction. By optimization, you can argue, but the fact that the game can be broken tightly, indirectly indicates that in a technical way the project should be finished.
The conclusions are subjective
The game is positioned as a player player for players. Description in STAM on this subject penetrated. And it is felt. I personally really liked the concept. A bet on a huge one (I respect it when the work is visible) the amount of content in terms of craft, construction and collection of resources in which it is very easy to get confused. Pleased the approach to survival. The fact that the hero can jump between the worlds and pumps by performing certain actions – excellent solutions. Technical implementation and optimization – weaknesses, for a long time I could not break the game completely.
PS: probably did not reveal all aspects, could miss something. I will be glad to supplement/adjust the review or answer questions in the course of communication in the comments.