SINK AGAIN: OVERVIEW
In Russia, they love games about pirates. They love not just in play, but additionally include them as - remember "Corsairs ".Moreover, Russian developers are so harsh that they can, in splendid isolation, literally in nine months make a project, which, of course, is Sid Meier's Pirates! will likely not lay to the shoulder area, but will be able to attract attention. It's about Sink Again, which is 95% produced by anyone - our compatriot, hiding under the nickname Artem Flatcoon. Exactly why is the overall game good and what's not so great?
Sink Again is a variety of roguelike, games plus some turn-based tactics and the previously mentioned Pirates! You cannot find any full story campaign here, but there are actually a couple of dozen separate scenarios that may very well be modules, as with a board game.
And they are all more or less funny. So, a single, regarding that old pirate-rocker, you must search all over the archipelago for his former colleagues, demonstrate to them the pick or drumsticks to eventually accept to reunite and provides a great concert. And after the script, we're also asked to properly fire the ship carrying gunpowder use a grandiose fire show for the concert.
In other scenarios, we want fake knives to get a non-violent bloody ritual fitting the ancestor-honoring, but far more progressive tribe; collecting one of the most stinky bait to trap a whale how big the an island; we're trying to find a heartless man who left your future daughter-in-law right at wedding ceremony - at the same time evidently he literally does not have any heart, he hid it in return for eternal life. Well, everything is within the same spirit.
My little raft
Nevertheless the gameplay itself is quite serious. Scenarios could be at different quantities of difficulty. In the operation, the game itself occasionally makes "autosaves", but if your team dies (for example, following your ship is launched to your bottom), all progress might be reset you'll also find to get started on over. The shame, since the passage of each and every scenario unlocks new items, characters, their traits, pets as well as forms of islands which is to be available yearly playthroughs. Everything is sort of a typical "bagels ".
And when everything starts on Tortuga, where we engage a team inside the tavern. Initially, there can be a more two pirates inside a squad, but, under certain conditions, the quantity of the gang increases. In the same position we equip them in my ballet shoes (for which you will have enough piastres), go with a captain at the job (he gives one or another advantage towards the whole team), buy food available on the market and https://www.science-kombat.com/ (Click That Link) go out to sea.
Then an aspects of Sid Meier's Pirates begin! We sail on a speed boat between the islands (which first have to be found), basically we can attack other ships, firing cannonballs and boarding. But other pirates as well as their hunters are sharpening their teeth on us.
Therefore, advertising and marketing to pump the boat - in a great many ports there are not only taverns (there you can get a new composition of the detachment) and shops, but shipyards, where for a payment they will increase the strength / speed / maneuverability in the vessel or the ability from the sides for guns. We are repairing the boat and replenishing the ammunition. In general, things in accordance with the classics.
Oahu is the doing the laundry trade. Each port has a niche, there it is especially convenient to indicate which items are more profitable to promote here and those that to buy. And earn money quickly enough by transporting bananas or wood between neighboring islands.
Seasickness
Usually, the nautical part is the weakest in Sink Again. The trade is convenient, but primitive, items don't deteriorate, as well as the team won't consume food throughout the voyage and doesn't raise an uprising. It doesn't often exist in the least: the pirates hired by the squad tend not to get a new ship's behavior in a different way.
Storms and rains may occur, but which does not affect the healthiness of the vessel. Although the boat is capable of doing crashing right into a port figure, if you can't slow down on time, and even head to the bottom of this - physics is likewise fun here! Well, in principle, something interesting rarely happens in the sea.
It takes place that you simply swim for some time, without meeting anyone, but at most inopportune moment hunters for pirates arrive and chase your boat. And to take part in battle with them until the ship has been pumped is useless. And this situation, which caused the failure of some scenarios, does not stimulate, but annoys - the appearance of hunters is just too big unpredictable, they are too strong to start with, it is too hard to break far from them.
A pirate trait!
But also in the dungeons, the relationship is more interesting. It will there be that we perform the key tasks to the script. We carry out it inside of a step-by-step mode - we try to find and neutralize traps, open locks on chests and doors, and fight. You will also find treasure there - if you will find there's map of your dungeon along with a shovel as part of your inventory.
The achievements of all basic actions, the danger of hitting / breaking / disabling / duration of movement - everything depends on the roll in the dice, as well as by who performs the action and what products are on it.