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Pretty solid. Soundtrack is a banger. Feels a little clunky sometimes, but nothing too serious. Just not as tight platforming as something like Mario World or Metroid.
Victor Vran is one of the most boring, uninspired ARPG's available. Pick it up if you've already exhausted all your other options (Diablo, Path of Exile, Torchlight, or even Darksiders Genesis), but don't pay full price. The gameplay is excruciatingly slow and repetitive, and character progression is almost nonexistent.
A massive step down from the simpler original. Better sprites and more customisation options do not even come near to making up for the near predatory ads here, as it feels like every time you replay there comes a chance of a mobile game ad that is unskippable for 5 seconds. This may seem insignificant but it goes a long way to breaking up the normally addictive flow of the game.
As for the game itself, if you like the courses in the original you’ll probably like the courses here although there is a noticeable step down in course quality, although I feel they rely too much on quick flashing lasers that are no doubt included to deliver unexpected deaths and therefore more ads.
As for the game itself, if you like the courses in the original you’ll probably like the courses here although there is a noticeable step down in course quality, although I feel they rely too much on quick flashing lasers that are no doubt included to deliver unexpected deaths and therefore more ads.
Dece open world GTA-style game. Really good acting. Disappointing but serviceable combat, and terrible shooting.
I recommend it as it wasnt too long, and didnt overstay its welcome.
I recommend it as it wasnt too long, and didnt overstay its welcome.
From the 2D pantheon of Final Fantasy games, FFV might have the oddest place, along with FF III, it looks like it is kind of forgotten. Often you heard how FF IV or FF VI are classics, how FF I has a special place for being the first, and how FF II is usually hated, but V seems to be the one that eludes people. Most of what I read were positive things, but they were so little that I entered this entry knowing nothing, and I’m glad that it was this way, as it made my experience more filled with twists. I can’t say that it was a perfect experience, yet it was a fulfilling one nonetheless.
Sealed Away
The core of Final Fantasy V is its job system that has evolved in some way from the job system on FF III. You start as a Bare or Freelance class and each time you make significant progress within the story, you’ll be awarded a new set of jobs to choose from. These jobs range from a variety of melee and magical jobs with some hybrids like the Red Mage or Geomancer, each job can only equip specific types of equipment that significantly alter their stats and make them more proficient with their skills: a Black Mage will heal more than a Knight because of their job stats, to give an example. Each job can be leveled up and their levels vary from job to job, as well the points needed to level up each level, for instance, a job like a Geomancer will only take 3 levels and 175 ABP points (the job system unique exp currency) to master, and on the contrary, a Knight will take 6 levels and 690 ABP points to master, so in a way, some jobs will be more useful than others. The beauty of this job system, however, is its skill mixing potential, once a character level up a job it will be awarded a new skill of that particular class, and now will be available to equip it with another job, so you can have healing Ninjas and summoning Thieves if you want to. Trying to make the most efficient killing machines within my party was a lot of fun, it reminded me a lot of my time with the Final Fantasy Tactics games, and is easy to see where they took their inspiration from.
The only downside of this system is when changing jobs and skills, each time you change any of them your equipment set up will be also changed to “the optimum” according to the game selection, and more often than not it will choose a set that you’ll likely change. In my case, I used the white mage skill a lot, but each time I wanted to heal a character (off battle) a tedious process of selecting things through menus needed to be done, to finish with your equipment all wrong. The sentiment of “I’m doing a chore each time I heal” never left, and I never get used to it till the end, so be prepared. Also, unless you consult a guide on what each job rewards you, you’ll be getting “random” skills.
On the other hand, you also level up your character’s base levels that in turn increase their base stats. These two separate systems have their own points and depending on the enemy you’ll get a certain amount of each one, they are more or less balanced and to beat this game you don’t need to do much grinding or any grinding at all. True to the past entry, Final Fantasy V uses the ATB (Active Time Battle) system, which I like for the most part, my only issue is that some of the inputs felt a little laggy and in situations where speed is required it’s easy to mess up and choose a wrong command. This can be tweaked a little in the options where you can select the speed of the battle or the typical Active and Wait mode (on which if you choose Wait mode, time will stop when navigating through magic spells and items), nevertheless, is more a nitpick than an actual problem.
Aside from the normal battles, the more interesting ones might be the boss ones. For the first half of the game, these boss battles are pretty basic, where you need to take care of them and not die, but after you hit a certain point, the battles start to get trickier and challenging. Overall they are good and there are a lot, so it has a sense of reward and anticipation to them, but aside from a few you’ll most likely beat them on your first and second try, however, the harder ones were a lot of fun, these make me reconsider my strategy and approach them from another angle, and because of the job system, it just meant to change a couple of skills and be more offensive or defensive according to the battle to finally complete it, and make victory the more rewarding.
It is kind of ambiguous and hidden, but it contains a multiplayer mode where it seems that a 2nd player can control other party members in battle. It might look like a small feat, and in a way it is, but still, I totally could play this game with another person, even when it is just in battles. Sadly I couldn’t try it but it is nice to know it is there.
Four Hearts
Storywise, it has the classic approach of good versus evil. Final Fantasy IV presented a great story filled with nice twists and amazing characters, but because of the larger pool of characters, sometimes felt a little sidetracked. Final Fantasy V doesn’t delve into the darker themes of the past game, neither have a complex story of politics and conquest, it is more a mix of the things that worked in the past games, and lands into a safe middle ground: not as simple as the first game but not as dense as the fourth.
It focuses mainly on 4 characters: Bartz, Reina (Lenna), Galuf, and Faris, on their adventure to save the crystals from being destroyed and uncover the mystery of Galuf’s amnesia while meteorites are crashing on the planet. The start can be quite bland, as aforementioned, it goes by the classic formula and can be somewhat uninteresting, but once it takes its road it keeps building slowly but truly with a sense of expectation and it keeps getting better and better. The same happened with our main cast, at first, I didn’t prefer any of them but before I knew it, these 4 characters became people in front of me, and in the next moment, I was rooting with them for their struggles and their dreams. The game makes an excellent job of showing us optional (I think) cutscenes where their true selves and insecurities emerge to the surface and get to know them better, some of these scenes are incredibly done and have transitions that have film editing quality to them, they’re rudimentary but they convey a lot and that’s what it counts. Thanks to these scenes we get to understand why are they like they are, why Faris is that though? Why does Bartz long for adventure? The game is not as dark as FF IV but I love how it tackles its darkest tones more subtly. If the overall theme of FF IV was redemption, the overall theme here may be hope.
The game is so subtle in its themes that it can be a little hard to notice them, but it also has an anti-industrial-pro-nature message, it is not as direct as in (fast forward to the future) FF VII, but it is there, sum the meteorites plot, among other mechanics and is easy to see how this game could be the baseline for Final Fantasy VII, additionally, it has some saying on gender issues, it is a delicate subject to tackle on and I’m not sure it addresses it the best way possible, but at least they tried and it felt progressive for its time.
The drawback for the story is that the dialogue is way too simple, normally for games of that era, I don’t mind that much their localization, but as the story unfolded and things get more personal and the stakes higher, I have this feeling that maybe the oversimplified dialogue replaced a better written and more beautiful script, I could be wrong as I haven’t researched this topic but one can only wonder if the original script was this lighthearted and silly. Don’t get me wrong though, the game has a hopeful and lighthearted tone overall but sometimes the dialogue can be quite silly for its good. The biggest offender might be Faris, you see, Faris is a pirate, and for that reason, they decided to give him a thick pirate accent, oversimplifying his character in the process, not to mention that it can be quite distracting. From what it seems, this is the only edition of the game he has this artistic choice, so bear in mind that. Something similar happens with the main antagonist, it feels more cartoony than it sounds to be, but I have no proof at all.
What the game do great in terms of merging story with gameplay, however, is its rhythm and progression, Final Fantasy IV took some cues from FF II in this regard and make an incredible experience, yet, FF V might surpass it by some levels. Sometimes you’ll be doing a dungeon, while the next destination could be just a town and an event, or in the next end, it will be a boss rush through many enemies. It never felt repetitive and I was always expectantly to see what will be next, throw side questing into the equation and you’ll get a memorable adventure, my favorite aspect of the side-quests were the summon bosses that you almost casually met in the wild. Also, a commendable thing is that for the first time in the franchise, the last dungeon wasn’t a chore to make. It has some layers that look different but it never felt infinite nor padded like the ones before. If anything, this game has a high rate of random encounters, they’re not the worst you will ever see but they’re high nonetheless.
One of my favorite parts of the story, it is also one of the greatest and most hyper battles in the entire series to this point, and I’m entirely sure it’s because of the music. Also, it reminded me a lot of certain battle sequence of Chrono Trigger so this must be the reference point for that particular part. And in true Final Fantasy fashion, the final battle poses a great challenge, I consider it among the more challenging and rewarding battles of the franchise as it should be, it is also comfortably near a save point and as previously mentioned, you can go in and out through the last dungeon in a more or less fast way to get better equipment or to get stuff sorted out. Speaking of getting better equipment, when you go to armor and weapon shops, items don’t have concrete details (or any detail at all) on what their stats are, so you won’t know if a weapon is stronger than another unless you buy it, normally they are, but some towns can sell older and newer equipment and are easier to get them mixed, so you better make some notes on this regard or consult a guide from time to time.
In Search Of Light
Visually it looks quite similar if not the same as the SNES version or at least to an uneducated eye as mine that’s what I get when watching videos to compare them, I imagine that this would be a matter of taste but in my case, I prefer it to retain the most closer resemblance to the original work, since looking for a way to play it on a SNES would be a little bit expensive. That aside, V has my favorite designs and sprites from the series to this point, enemy sprites are quite detailed and they look gorgeous, it always gets me how little things like eyes are abstracted to the point of being a couple of pixels and they also go the extra mile to convey emotion, it is mind-bending.
Music-wise overall the soundtrack has aged pretty well and is solid, but there are some songs that stand-out above the rest, I’m not the only one to think of this as some of them are used in official arrangement and orchestral albums, I liked a few of them before playing this game, but I discover and fall in love with other ones too. Comparing sound to the original SNES version, the bass sounds a little deeper and other sounds may be different, but the transition is not as jarring, so overall I think that it sounds pretty good.
One thing to note though is that this version has some pretty long loading times, most specifically, the random encounter animation when it starts and ends have way too many seconds long, in the short run it may look harmless but in the long run, those seconds made all the difference as it can make advancing and navigation too tedious, the cherry on top is that the ending animation has this blackout effect as if it was an eye slowly closing, I can’t say for other people but in my case, in some nights when playing I notice that my eyes started mimicking this motion and it made me kind of sleepy, so I wouldn’t recommend that you play this while tired or driving, or not playing anything while driving at all (huehue).
Dear Friends
It is no wonder why this game turned out as great as it is, you just need to have a quick glance at the credits and you’ll see that almost every area has a now revered veteran. Is not only Final Fantasy classic helmers Hironobu Sakaguchi, Nobuo Uematsu, or Yoshinori Kitase. You’ll also find Kingdom Hearts director (and basically the character designer for the modern Final Fantasy games) Tetsuya Nomura, Yasunori Mitsuda from you may know of being the lead composer of Chrono Trigger and the magnificent Xenoblade Chronicles games, and even Hiroshi Takai who has been involved on other Square games that I love and is currently directing Final Fantasy XVI. These names are the ones that stood out for me but I’m sure that there is a lot more talent involved here.
I surely didn’t know what to expect of Final Fantasy V, but after the great game IV turned out to be, my expectations were a little low as V is not that quoted on the medium, I imagine this must be because this game didn’t see Occidental lands after many years have passed since its release, still, I was rewarded with a great experience. Some localization desitions may not aged that good or the challenge may be somewhat dull for some portions of the game, but it is impossible to ignore the charm and heart the developers put into the core of the game, being the story, the mechanics, or little details easy to overlook. Its greatness doesn’t come with a darker story but with the freedom of its systems that lets you bend its rules as the very idea of fantasy does. You fall in love with its characters not because they’re perfect or well-scripted, but because flawed and vulnerable as they are, they felt like human beings, and as any real human being they never lose hope, this reminded me of something my mother used to say, that: Hope is the last thing to die.
Sealed Away
The core of Final Fantasy V is its job system that has evolved in some way from the job system on FF III. You start as a Bare or Freelance class and each time you make significant progress within the story, you’ll be awarded a new set of jobs to choose from. These jobs range from a variety of melee and magical jobs with some hybrids like the Red Mage or Geomancer, each job can only equip specific types of equipment that significantly alter their stats and make them more proficient with their skills: a Black Mage will heal more than a Knight because of their job stats, to give an example. Each job can be leveled up and their levels vary from job to job, as well the points needed to level up each level, for instance, a job like a Geomancer will only take 3 levels and 175 ABP points (the job system unique exp currency) to master, and on the contrary, a Knight will take 6 levels and 690 ABP points to master, so in a way, some jobs will be more useful than others. The beauty of this job system, however, is its skill mixing potential, once a character level up a job it will be awarded a new skill of that particular class, and now will be available to equip it with another job, so you can have healing Ninjas and summoning Thieves if you want to. Trying to make the most efficient killing machines within my party was a lot of fun, it reminded me a lot of my time with the Final Fantasy Tactics games, and is easy to see where they took their inspiration from.
The only downside of this system is when changing jobs and skills, each time you change any of them your equipment set up will be also changed to “the optimum” according to the game selection, and more often than not it will choose a set that you’ll likely change. In my case, I used the white mage skill a lot, but each time I wanted to heal a character (off battle) a tedious process of selecting things through menus needed to be done, to finish with your equipment all wrong. The sentiment of “I’m doing a chore each time I heal” never left, and I never get used to it till the end, so be prepared. Also, unless you consult a guide on what each job rewards you, you’ll be getting “random” skills.
On the other hand, you also level up your character’s base levels that in turn increase their base stats. These two separate systems have their own points and depending on the enemy you’ll get a certain amount of each one, they are more or less balanced and to beat this game you don’t need to do much grinding or any grinding at all. True to the past entry, Final Fantasy V uses the ATB (Active Time Battle) system, which I like for the most part, my only issue is that some of the inputs felt a little laggy and in situations where speed is required it’s easy to mess up and choose a wrong command. This can be tweaked a little in the options where you can select the speed of the battle or the typical Active and Wait mode (on which if you choose Wait mode, time will stop when navigating through magic spells and items), nevertheless, is more a nitpick than an actual problem.
Aside from the normal battles, the more interesting ones might be the boss ones. For the first half of the game, these boss battles are pretty basic, where you need to take care of them and not die, but after you hit a certain point, the battles start to get trickier and challenging. Overall they are good and there are a lot, so it has a sense of reward and anticipation to them, but aside from a few you’ll most likely beat them on your first and second try, however, the harder ones were a lot of fun, these make me reconsider my strategy and approach them from another angle, and because of the job system, it just meant to change a couple of skills and be more offensive or defensive according to the battle to finally complete it, and make victory the more rewarding.
It is kind of ambiguous and hidden, but it contains a multiplayer mode where it seems that a 2nd player can control other party members in battle. It might look like a small feat, and in a way it is, but still, I totally could play this game with another person, even when it is just in battles. Sadly I couldn’t try it but it is nice to know it is there.
Four Hearts
Storywise, it has the classic approach of good versus evil. Final Fantasy IV presented a great story filled with nice twists and amazing characters, but because of the larger pool of characters, sometimes felt a little sidetracked. Final Fantasy V doesn’t delve into the darker themes of the past game, neither have a complex story of politics and conquest, it is more a mix of the things that worked in the past games, and lands into a safe middle ground: not as simple as the first game but not as dense as the fourth.
It focuses mainly on 4 characters: Bartz, Reina (Lenna), Galuf, and Faris, on their adventure to save the crystals from being destroyed and uncover the mystery of Galuf’s amnesia while meteorites are crashing on the planet. The start can be quite bland, as aforementioned, it goes by the classic formula and can be somewhat uninteresting, but once it takes its road it keeps building slowly but truly with a sense of expectation and it keeps getting better and better. The same happened with our main cast, at first, I didn’t prefer any of them but before I knew it, these 4 characters became people in front of me, and in the next moment, I was rooting with them for their struggles and their dreams. The game makes an excellent job of showing us optional (I think) cutscenes where their true selves and insecurities emerge to the surface and get to know them better, some of these scenes are incredibly done and have transitions that have film editing quality to them, they’re rudimentary but they convey a lot and that’s what it counts. Thanks to these scenes we get to understand why are they like they are, why Faris is that though? Why does Bartz long for adventure? The game is not as dark as FF IV but I love how it tackles its darkest tones more subtly. If the overall theme of FF IV was redemption, the overall theme here may be hope.
The game is so subtle in its themes that it can be a little hard to notice them, but it also has an anti-industrial-pro-nature message, it is not as direct as in (fast forward to the future) FF VII, but it is there, sum the meteorites plot, among other mechanics and is easy to see how this game could be the baseline for Final Fantasy VII, additionally, it has some saying on gender issues, it is a delicate subject to tackle on and I’m not sure it addresses it the best way possible, but at least they tried and it felt progressive for its time.
The drawback for the story is that the dialogue is way too simple, normally for games of that era, I don’t mind that much their localization, but as the story unfolded and things get more personal and the stakes higher, I have this feeling that maybe the oversimplified dialogue replaced a better written and more beautiful script, I could be wrong as I haven’t researched this topic but one can only wonder if the original script was this lighthearted and silly. Don’t get me wrong though, the game has a hopeful and lighthearted tone overall but sometimes the dialogue can be quite silly for its good. The biggest offender might be Faris, you see, Faris is a pirate, and for that reason, they decided to give him a thick pirate accent, oversimplifying his character in the process, not to mention that it can be quite distracting. From what it seems, this is the only edition of the game he has this artistic choice, so bear in mind that. Something similar happens with the main antagonist, it feels more cartoony than it sounds to be, but I have no proof at all.
What the game do great in terms of merging story with gameplay, however, is its rhythm and progression, Final Fantasy IV took some cues from FF II in this regard and make an incredible experience, yet, FF V might surpass it by some levels. Sometimes you’ll be doing a dungeon, while the next destination could be just a town and an event, or in the next end, it will be a boss rush through many enemies. It never felt repetitive and I was always expectantly to see what will be next, throw side questing into the equation and you’ll get a memorable adventure, my favorite aspect of the side-quests were the summon bosses that you almost casually met in the wild. Also, a commendable thing is that for the first time in the franchise, the last dungeon wasn’t a chore to make. It has some layers that look different but it never felt infinite nor padded like the ones before. If anything, this game has a high rate of random encounters, they’re not the worst you will ever see but they’re high nonetheless.
One of my favorite parts of the story, it is also one of the greatest and most hyper battles in the entire series to this point, and I’m entirely sure it’s because of the music. Also, it reminded me a lot of certain battle sequence of Chrono Trigger so this must be the reference point for that particular part. And in true Final Fantasy fashion, the final battle poses a great challenge, I consider it among the more challenging and rewarding battles of the franchise as it should be, it is also comfortably near a save point and as previously mentioned, you can go in and out through the last dungeon in a more or less fast way to get better equipment or to get stuff sorted out. Speaking of getting better equipment, when you go to armor and weapon shops, items don’t have concrete details (or any detail at all) on what their stats are, so you won’t know if a weapon is stronger than another unless you buy it, normally they are, but some towns can sell older and newer equipment and are easier to get them mixed, so you better make some notes on this regard or consult a guide from time to time.
In Search Of Light
Visually it looks quite similar if not the same as the SNES version or at least to an uneducated eye as mine that’s what I get when watching videos to compare them, I imagine that this would be a matter of taste but in my case, I prefer it to retain the most closer resemblance to the original work, since looking for a way to play it on a SNES would be a little bit expensive. That aside, V has my favorite designs and sprites from the series to this point, enemy sprites are quite detailed and they look gorgeous, it always gets me how little things like eyes are abstracted to the point of being a couple of pixels and they also go the extra mile to convey emotion, it is mind-bending.
Music-wise overall the soundtrack has aged pretty well and is solid, but there are some songs that stand-out above the rest, I’m not the only one to think of this as some of them are used in official arrangement and orchestral albums, I liked a few of them before playing this game, but I discover and fall in love with other ones too. Comparing sound to the original SNES version, the bass sounds a little deeper and other sounds may be different, but the transition is not as jarring, so overall I think that it sounds pretty good.
One thing to note though is that this version has some pretty long loading times, most specifically, the random encounter animation when it starts and ends have way too many seconds long, in the short run it may look harmless but in the long run, those seconds made all the difference as it can make advancing and navigation too tedious, the cherry on top is that the ending animation has this blackout effect as if it was an eye slowly closing, I can’t say for other people but in my case, in some nights when playing I notice that my eyes started mimicking this motion and it made me kind of sleepy, so I wouldn’t recommend that you play this while tired or driving, or not playing anything while driving at all (huehue).
Dear Friends
It is no wonder why this game turned out as great as it is, you just need to have a quick glance at the credits and you’ll see that almost every area has a now revered veteran. Is not only Final Fantasy classic helmers Hironobu Sakaguchi, Nobuo Uematsu, or Yoshinori Kitase. You’ll also find Kingdom Hearts director (and basically the character designer for the modern Final Fantasy games) Tetsuya Nomura, Yasunori Mitsuda from you may know of being the lead composer of Chrono Trigger and the magnificent Xenoblade Chronicles games, and even Hiroshi Takai who has been involved on other Square games that I love and is currently directing Final Fantasy XVI. These names are the ones that stood out for me but I’m sure that there is a lot more talent involved here.
I surely didn’t know what to expect of Final Fantasy V, but after the great game IV turned out to be, my expectations were a little low as V is not that quoted on the medium, I imagine this must be because this game didn’t see Occidental lands after many years have passed since its release, still, I was rewarded with a great experience. Some localization desitions may not aged that good or the challenge may be somewhat dull for some portions of the game, but it is impossible to ignore the charm and heart the developers put into the core of the game, being the story, the mechanics, or little details easy to overlook. Its greatness doesn’t come with a darker story but with the freedom of its systems that lets you bend its rules as the very idea of fantasy does. You fall in love with its characters not because they’re perfect or well-scripted, but because flawed and vulnerable as they are, they felt like human beings, and as any real human being they never lose hope, this reminded me of something my mother used to say, that: Hope is the last thing to die.
«Just one more turn»
«Time-tested»
The variability is at an unattainable level, but the player's desires are squeezed into the framework of the final goal. However, this problem is completely exhausted after the first playthrough.
«Just one more turn»
«Time-tested»
Only if you really liked The Witcher 3.
An interesting reimagining of «Knights and Merchants» game.
I liked the game design the author took as a basis. The cartoon style helps capture the spirit of the original and sets new colors.
I liked the leaderboards and the player's personal account, where everyone can track their progress and compare themselves to others.
Looking forward to the release on «Steam» and wishing the developer a great start!
I liked the game design the author took as a basis. The cartoon style helps capture the spirit of the original and sets new colors.
I liked the leaderboards and the player's personal account, where everyone can track their progress and compare themselves to others.
Looking forward to the release on «Steam» and wishing the developer a great start!
«Blew my mind»
«Can’t stop playing»
Weak Plot:
Although «Fable II» has many strong points, its plot is somewhat weak. The main story is quite simple and doesn't offer deep plot twists or complex characters. Story missions can seem predictable and linear, which reduces the overall interest in the game. However, the game's unique features and the impact on the world can compensate for this drawback for many players who are more focused on gameplay and world exploration.
Business and Landlord Simulator:
The player can acquire real estate, shops, or houses to generate passive income. This makes the economic aspect of the game significant, as rental and business income allows for financing the purchase of equipment, upgrades, and even influencing the economy of towns. Investments in real estate also affect the appearance and condition of towns, adding depth to the game mechanics and a simulator effect.
The World Changes Based on Your Actions:
The choices made by the player directly affect the appearance of the character, NPC reactions, the state of towns, and even the landscape. For example, good deeds can turn you into a hero for the locals, while evil deeds will make people fear and hate you. You can also notice how your decisions change the appearance of villages and towns - from poor and dirty to prosperous and wealthy.
Conclusion:
«Fable II» is a game that stands out for its deep world-influencing system and the ability to become an entrepreneur and landlord. Despite the weak plot, the game offers many opportunities for interacting with the environment and creating a unique gaming experience. If you enjoy seeing how your decisions change the world around you and watching the economy develop or decay, Fable II is worth your attention.
Although «Fable II» has many strong points, its plot is somewhat weak. The main story is quite simple and doesn't offer deep plot twists or complex characters. Story missions can seem predictable and linear, which reduces the overall interest in the game. However, the game's unique features and the impact on the world can compensate for this drawback for many players who are more focused on gameplay and world exploration.
Business and Landlord Simulator:
The player can acquire real estate, shops, or houses to generate passive income. This makes the economic aspect of the game significant, as rental and business income allows for financing the purchase of equipment, upgrades, and even influencing the economy of towns. Investments in real estate also affect the appearance and condition of towns, adding depth to the game mechanics and a simulator effect.
The World Changes Based on Your Actions:
The choices made by the player directly affect the appearance of the character, NPC reactions, the state of towns, and even the landscape. For example, good deeds can turn you into a hero for the locals, while evil deeds will make people fear and hate you. You can also notice how your decisions change the appearance of villages and towns - from poor and dirty to prosperous and wealthy.
Conclusion:
«Fable II» is a game that stands out for its deep world-influencing system and the ability to become an entrepreneur and landlord. Despite the weak plot, the game offers many opportunities for interacting with the environment and creating a unique gaming experience. If you enjoy seeing how your decisions change the world around you and watching the economy develop or decay, Fable II is worth your attention.
«Sit back and relax»
«OST on repeat»
The main focus in «Stronghold» is on building and managing a castle. Players must construct various buildings necessary for the prosperity of the castle: residential houses, farms, blacksmiths, barracks, and other structures. It is important to set the right priorities in construction to ensure the castle has all the necessary resources – food, wood, stone, and iron.
The game features large-scale battles. You can recruit an army from various types of units: archers, spearmen, knights, and so on. The tactical aspect of the game involves using different strategies to defend your castle and attack enemy fortresses. A key element is the use of siege weapons, such as catapults and battering rams.
Сampaign consists of a series of missions where players must fight against various opponents, gradually developing their strategic and tactical skills. Each mission offers unique challenges, making the gameplay diverse and engaging.
In addition to the campaign, the game includes a free play mode, where you can independently choose conditions and difficulty. There is also a map editor, allowing you to create your own scenarios and share them with other players.
For its time, «Stronghold» featured commendable graphics. Detailed castles, varied landscapes, and battle animations create a medieval atmosphere. The musical score and sound effects also play a significant role, immersing the player in the game.
«Stronghold» is a game that rightfully earned its popularity and the love of players. It is an excellent military strategy that combines elements of building, resource management, and tactical combat. It allows players to immerse themselves in the atmosphere of medieval castles and epic battles, remaining interesting and engaging to this day.
The game features large-scale battles. You can recruit an army from various types of units: archers, spearmen, knights, and so on. The tactical aspect of the game involves using different strategies to defend your castle and attack enemy fortresses. A key element is the use of siege weapons, such as catapults and battering rams.
Сampaign consists of a series of missions where players must fight against various opponents, gradually developing their strategic and tactical skills. Each mission offers unique challenges, making the gameplay diverse and engaging.
In addition to the campaign, the game includes a free play mode, where you can independently choose conditions and difficulty. There is also a map editor, allowing you to create your own scenarios and share them with other players.
For its time, «Stronghold» featured commendable graphics. Detailed castles, varied landscapes, and battle animations create a medieval atmosphere. The musical score and sound effects also play a significant role, immersing the player in the game.
«Stronghold» is a game that rightfully earned its popularity and the love of players. It is an excellent military strategy that combines elements of building, resource management, and tactical combat. It allows players to immerse themselves in the atmosphere of medieval castles and epic battles, remaining interesting and engaging to this day.
«Time-tested»
«Beaten more than once»
What could be better than taking your favorite playlist and rolling through it in an arcade game? Think about it.
«OST on repeat»
To each his own. Tactical shooter or survival game? Neither. Every map I wandered through gave me a bunch of positive emotions. Above all, it was interesting. What's worth the map «Dobro Mesto», which looks like an Eastern European city with its surroundings. Of course, everyone will find something different, but for me, first of all, it is an exploration!
«Constantly dying and enjoy it»
I think this is a console game. Little realism - a lot of action. I didn't like the combat where you have to choose the position to attack and defend, as it is suitable for the gamepad. This game looks like a fighting and is suitable for the Asian market.