![]() ![]() EVERY map is a story mission, during which you're making persistent progress. There's a sprinkling of story in it via the official scenarios, but most of it is driven by a metagame meshed into how people actually play. Or smth close in meaning, Im not quite sure. The game is a procedural framework now for telling the stories of your pantheon of demigods as they settle the multiverse. There was a dialogue choice in mission 1 think, where you talk to former Bekarnas assistant (your 2nd hero) about xenoplague, and you can say that this research can be controlled to become a powerful weapon, or that its wrong and dangerous (I chose 2nd). After escaping your overseers thanks to a re. I think they've realized this is the way the community is leaning, and honestly, I'm incredibly delighted by it. Age of Wonders: Planetfall Revelations puts you in charge of a Syndicate faction comprised of exiles and outcasts. I don't want the studio to spend 40% of their time developing handcrafted scenarios which would represent <5% of my total playtime. Now I'm not going to begrudge a story existing, but with a finite number of developer-hours to spend on a product, what I want is primarily rock solid core systems. ![]() It's not how I ever spend most of my hours playing an Age of Wonders game, and that's true of a lot of people. ![]() While I like the idea of a story being existing, and there being a framework mythology for the game to exist in, it's not even close to the drawing point of the game for me. The campaign in Age of Wonders: Planetfall is reminiscent of those available, for example, in the Heroes of Might & Magic series or in WarCraft III - the campaign features closely related story missions during which the player will have the opportunity to control each of the available in-game factions. ![]()
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