But the gameplay is quite particular to itself, and after looking past some of those rough edges of this sport, Windbound becomes a pleasant and fun experience. Kara is tossed out of her ship and left for dead, and with a sea-creature seemingly being her doom. However, Kara wakes up marooned on a islandwith a puzzle to unfold.
With each finished chapter, Kara learns of the background of her clan, and its connections with the sea creatures. Although very mysterious, the narrative points to the sea creatures being worshiped and then abandoned by her folks. Finally, they even seem to be in conflict with critters in a war.
Windbound artwork story Survivalist mode is quite difficult, using permadeath features built-in, whereas the Storyteller setting is a bit easier and safer. Each death simply resets the progress of the present chapter, and tools and crafted things stay with the participant.
What players find throughout the island planet is a part of the fun, but it also could be frustrating. The collecting of resources and discovery of new crafting recipes has a domino-like effect in Windbound. For instance, a rod can be found and then used to make a spear, which becomes a helpful weapon to take down creatures like a wild boar. The wild boar can be killed for its skin, which may be turned into the leather that may be used to create more things. That same boar might have instead produced bones to creating other items, or meat to be eaten for survival. Discovering new things is a part of the pleasure from the game, but early on it seems like a chore as a result of the inventory system.
The menu screen – navigating through the material and crafting items – does not feel intuitive at all. Early on Kara can simply hold a very restricted number of items, making it frustrating to should drop items with regularity because other items need to be kept for crafting purposes. Finally, players can craft bags of different sizes but even people can fill up quite quickly.
There are various sorts of islands to explore, and as Kara can’t swim long distances, she needs a boat to find out everything the world has to offer. During crafting, the player can gradually build up their ship to better function that exploration. It seems rewarding to start out with a slow and shaky creation, but eventually develop a reinforced wooden boat that can cook food, hold more luggage for item management, and also hoist a beautiful sail to roam throughout the sea.
Talking of sailing, the mechanisms are both solid and annoying. Because of how fickle the end is, it can be frustrating to move from 1 island to another. After the wind is at the back of Kara, Windbound is fun. However, it feels like the end is always led in the wrong direction. The sailing mechanisms are somewhat realistic, in how the ship is influenced by the wind, but it’s not just enjoyable to just take 10 minutes to go from one island to another when it feels really close.
The fighting in the game is rather simplistic, but it will get the job done. Kara can strafe, dodge, and roll around incoming attacks, and she is able to fight the enemy with a knife, spear, as well as bow and arrow. Crafted firearms will break after prolonged use, however there are ways to get weapons which never fall apart, which can be helpful. It can be a bit frightening to fight most animals in the game, however, as perishing would be the worst-case scenario. Because most of the more powerful weapons need to be crafted with items the stronger monsters fall, the game becomes a cycle of hardly surviving simply to get craft a brand new weapon that may make the next fight easier.
The most important objective of the sport, besides residing and researching, is to locate three different towers with orbs on these. When Kara reaches the cover of the location, her necklace absorbs the energy. When all three places are found, Kara can then go to a huge island where she can finish the chapter by pressing three switches (which cannot be struck unless the orbs are consumed) and then traveling up to the peak of a mountainous like change.
This is the point where a little section of the story is revealed, along with the chapter is wrapped up. Before the end of the chapter, however, Kara journeys in a mysterious waterway that’s filled with massive waves, rocks to dodge, as well as sharks. The first time that is experienced, with a pretty tune in the background, it is moving and enjoyable.
But this exact series of events occur differently. And also the simple fact that the sport is a permadeath experience usually means that this is even more dull. If a player were to get to chapter 4 and then perish, it means they would have to re-do each facet of the travel, and by the time they eventually make it to chapter 5 with the next run, they would have increased 24 towers, sailed to countless islands, and traversed the mysterious waterway 8 times.
While the reproduction is disappointing, sailing the seas is mostly enjoyable, and discovering new sources in an island is great. Additionally, the game’s two biggest flaws are a poor mix with one another. On the other end the game gets repetitive, so as soon as things finally get going, it starts to feel like a drag.
Windbound is a pleasant oceanic indie. It does a really fine job of balancing itself between being a relaxing encounter in a deserted island universe and a title that is genuinely tense thanks to its survival and permadeath nature. The inventory management is extremely frustrating early on, but the crafting nature of the game clicks and it becomes enjoyable to create helpful tools along with a resourceful vessel to explore the world. The objective of the game, sadly, becomes insistent just as the other aspects of the title come into their own. But simply traversing the islands, finding new materials and recipes, and residing at the magical world of Windbound is interesting enough to outweigh a number of the game’s shortcomings.