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Review Darkwood | How to make a player concentrate |
Greetings for all subscribers and ordinary readers in the vastness of Stopgame blogs! Today, the theme of our conversation will be one of the reasons for the nervous breakdowns, screams of horror, depression and other „funny“ emotions, namely Darkwood. Today we will analyze in detail this unique game of its properties and features, and the reason why it is worth your attention, and most importantly, gratitude to its developers. This is my first blog so that I ask you to be more advanced, but complaints are categorical welcomed.
The game belongs to the genre of Survival Horror, the studio developed the game is called Acid Wizard.In order to briefly introduce those who did not play into the essence of the matter, our hero wakes up far into the wilderness of the Polish forest, the forest himself wants to kill the hero, so he needs to get out. This game is simply incomparable and now the surprise is very difficult.
So what is this game ready to challenge you?
Atmosphere and peace
I swear such about work landscapes and characters in the counting number of games. The essence of the forest bowl located in the ass of the world, where there are not even banal roads, so the wilderness, conveyed incomparable. Here, even as if time itself stopped its course. Sometimes you will even find something beautiful in this horror, here there is an old house, froze time, there is a truck. The forest reigns complete silence from which your steps of the trampling branches are heard distinctly, the immersion is excellent.
But also in the game there are elements of mysticism: ghosts, poltergeists and other mysterious events will make you even more paranoid. Walking through the forest, you will somehow stumble upon interesting buildings or places where you can sometimes witness strange events or run into big troubles. Music in the game is also excellent, she is always to the place and supports one or another state, you are guaranteed to remember the music of dawn for the whole game.
The characters in the forest are painted and spelled out perfectly, everyone has their own view of the forest, goals and history.(there are much more of them than in the picture)
Things are also complicated by the very position of the hero. He does not know who he is, but the worst that he is not local, because of which everyone will treat you as a stranger. You yourself are free to choose how to do it, you can be a good man and help everyone, but you don’t know what your choice will lead to, and in this forest you will barely have time to take care of yourself, and not only about others, and sometimes the phrase “There is no more important one more importantly” in your head.
The narrative and development of history
The plot of history is quite interesting and spurks to the study of the world. In Darkwood, you, as the main character, will not know anything, only as you go through, finding notes, comparing the facts, you will ultimately get an approximate picture of events, and in order to find out the most interesting facts as for example the personality of the hero, you will have to sweat a little.
The game itself contains variability of the elections, but they wag only on ways to achieve the final, but not on it.
For example: To obtain a quest item, a couple of options will be available to you, a service for a service between 2 characters or an independent search. Each solution will affect the further path of the hero in the forest, you can open a special quest, or get an enemy or e -worse.
Two basic properties of the game
1)Darkwood is not one of those games that will drive you by the nose. Your experience will accumulate gradually until the above, you will not begin to „respect the forest“. The simplest example in the game is a game day from 8:00 to 21:00 day, and from 21:00 to 8:00 night. In the game, they will not tell you directly to you at least read out training. You say this, and so you can understand by the genre, or having logic by the darling of the forest is closer to the evening, even the outfits will try to “help” to you (the hero is closer to the evening, if you don’t have it at home that it is better to return), but the message is easy to skip, and you are in any case poorly oriented at the beginning and do not know the speed of the course of time. And if you got lost and already in 20:00 a khan for you, you will either have the creatures or the horror of the forest (not killed fog that appeared at night in the dark).And after this moment you are already somehow impudent, as if you remember the map of the terrain and as soon as the sunset occurs immediately, run home immediately (in the future you will have the opportunity to buy a watch, do not worry).And on such „laws“ there is the whole game you must be a walking encyclopedia and be ready for everything. You will die, stop, study and most importantly think before you do.
2) Change of day. Roughly speaking in the Nongamstop-casinos.uk afternoon, vacuum the map, sit in a corner at night and barricades, remembering all the gods. And you probably think about the day the sun, so it will not be so gloomy yes? But figs to you, the forest is so overgrown that trees are at a height of 30 meters! So if at night nifiga is not visible at all, then during the day, due to branches, the light barely skipping, because of which the feeling of fog is created, and the gloom does not disappear from you in good shape. About the night this is generally another story. For each you are preparing that this is the finale of the game, the essence is this after 20:00 to be on the street is dangerous because of the above horror of the night, but there is a pot in the shelter with some kind of decoction of you that protect you, but what is more important to have lamps that scare away the shadows. And it seems to be sitting and wait in the morning, but the catch, at night the forest is extremely active, you will be suspected of all dogs, monsters, ghosts to such paranormals that skates can be moved. And it turns out a funny paradox, in the afternoon you want time to go slower and at night faster.
Together, these two properties set the entire pace of the game, the nightmare of the world wherever you know anything and limited time acting on your nerves.
Gameplay
First of all, it is probably worth noting the mechanics of vision, in the game you play with a view of the top, but unlike the Don’t Starve, for example, you see current in a certain radius. However, you can still observe the approximate silhouettes of the landscape, but there are no enemies, traps or lout.
As I said in the features, during the day you study the area by collecting resources and studying the territories, finding some kind of significant or distinguished object, then you will fall asleep on a map. By the way, one of the difficulties of the game is connected with the card, the player’s permanent marker is not on it, only while next to one of the sketched objects he will be marked with red that you are “approximately” somewhere here, this feature complicates life well. Resources can be roughly divided into 4 groups consumed, for craft, weapons, for sale.
This is how the hero’s menu looks like above the strips of health, active effects, below endurance, a couple of quick access cells, and inventory.
In the evening you are waiting for something like Tower Defense, you must survive the night fighting off all evil spirits. There are 4 game locations in the game, each has its own shelter and in each you will build up the defense lines in its own way: moving furniture, placing tracting windows, etc. As the shelter is moved, they will become more and more uncomfortable, and the number of evil spirits increase.
Crafts can be divided into field, and behind the workbench in the shelter. On the go, a pair of objects of generally need for a first -aid kit, torch, molot, etc. are available to you for craft. Behind the workbench, you can crawl already serious weapons, armor, traps. The workbench itself can also be improved, and you may not be afraid, „forest magic“ all improvements on one workbench, are transferred to a workbench in another shelter.
The hero’s arsenal is not to say that it is great, you will mainly use a close battle, but there are also a little firearm in the game, but there are very few cartridges for him, and they can be barter more often than them.
And since they started talking about trading, let’s analyze the local system of economics. In this forest, the money did not give up to anyone, it all depends on the „reputation“. It is worth noting that it has its own for each „seller“ as well as the system of its earnings. For example, we will call the location merchant, and the characters are simply located on the location ready for exchange. The reputation is earned by the fulfillment of some requests by selling the right product, for example, the mechanics do not need a gun, but bring it the engine and immediately raise his respect. The location merchant differs in that, for every night, a free reputation will accrue on every night.
Your best bro, but the problem of locations merchants appear only at dawn, but do not worry in the morning “freezes” and you have enough time for all things.
The game also has a tree of skills, and if you do not like mushrooms, then in this game they will become the best prey for you. Mushrooms contain a certain essence (it can be obtained by a couple of ways, but mostly mushrooms), in the kitchen you can cook yourself serum and in the point of pumping a pumping point.
Although there are all skills, but they are all useful, the system is such only 4 groups of skills as the dose increases in order to open the ability to pump two skills from the group, you need to take a passive debaf along the way, and since the game is difficult, the very first one is the most stringent in the game, if you play you will understand.
Enemies
I will not tell you about everyone, but I will introduce the matter. Enemies are diverse and unique everyone requires a special approach. Their design is also done perfectly. Basically, they can be divided into monsters and poltergeists. The first are killed, the second is not.
Each of the monsters behaves in different ways at a meeting, you should be at one (until the first to attack), the latter attack only occasionally, and others will attack you for a mile, moreover, if there are more than one 3-type, it’s better to run right away if you are not prepared if you are not prepared if you are not prepared if you are not prepared if you are not prepared. Also a little sadists. An example when you already get up closer to the middle, you will be sure that at night there are traps and barricades, then you are safe because if the creatures go to you, then it first gets into the trap, and only then will beat the door or move the barricades. And then the outfits have prepared a surprise for you, exceptions will begin to appear well adding nervousness at night and repainting your underpants into brown.
I won’t give you words how I was frightened at the first meeting. As mentioned above, I sat completely in the barricades and everywhere with the traps, it was quiet, I already relaxed the type of „well, traps while they are standing, then the norms“. And then it comes to Madame, she does not trigger traps and quickly walks, because of which she came to me, as he moved to her hut and stitched me by surprise. And you think, well, I was just scared that the mob was abruptly attacked? Ha, if everything was so simple, this is a bird if you are in your field of view, it begins to yell, thereby cutting down the whole world. And this is not enough, so she is pregnant with small chicks, whom she will give birth right after a scream, going to the next world.
And now imagine the situation, you have a gap in the barricade, you don’t see anything, somewhere in the dark, 4-6 chicks of you are bitten by a pack, but the ghosts in the dark instantly will be finished you need to get a flaer faster until the light is cut. And all these thoughts, along with fear, immediately come across in your head, giving just a „excellent“ spectrum of emotions.
And such examples of competently thought out enemies with a surprise still a heap.
What to get ghosts and poltergeists, then most often you will meet them at night, but there are a couple of exceptions. They are also made by hazard category. The first are screamers: voices in the darkness, opening the doors themselves and the like. The second something like Casper, they move furniture, they will move traps, etc. And finally, the third, are directly those that will try to bang, they can include the horror of the night, shadows, horizon of events (the black hole which cannot be looked at or it will eat your hp).
And here the principle of studying your enemy will work again, at first you will be cracked by ordinary dogs because you do not know their possibilities and t.d, but after day 4, so you will exterminate them like cockroaches. And by the end of the game, you will already become professional Hellsing.
Conclusion
Darkwood is definitely one of the unique projects. The game is ready to present you with a bunch of emotions and trials. A perfectly spelled out world, characters, and gameplay will lure you for many hours.
Of course, the game can scare away with its gloom and complexity, but for true fans of the genre, hardcores or dudes with cast -iron eggs, this is a game – a treasure.
But unfortunately, the game was not particularly popular that it is very sad because a lot of strength is invested in the project, so if you really hooked the game as I do not be greedy and buy it, these projects should live and be encouraged, and maybe the second part will loosen on the horizon.
P.S will add from myself that you will get a full range of emotions only for max difficulties.