![]() ![]() Everything in Don’t Starve, including the animals, can provide the things needed to get through another day. There are birds, bees, butterflies and spiders even frogs and mosquitoes fill the marshlands. ![]() The world of Don’t Starve is also full of life from the rabbits in the fields to the Beefalos in the desserts. Unlike other crafting/survival experiences, there is a story, of sorts to be told here and only through exploring the whole world will players uncover what is going on. But as I explored the world more and more, it was clear to me that with a bit of luck, time and courage those hard to reach items could be just within my grasp. The system is as in-depth as the other crafting games out there, with some of the items seeming almost unachievable. This meant leaving my comfort zone and going out in to the wild. Trees and grass are often readily available, but if I wanted to craft the more advanced things, I needed more advanced minerals and items. Things generally start off in an area that will give enough resources to get players through the first day or two, but it won’t last long if they don’t explore the land. Do I hunt for food, do I try and restore my sanity or do I want to explore more of the world in the hope of finding an area rich in goodies? Running low on sanity does produce some interesting effects, but ultimately will end the game more quickly than the other two meters. There is a limited amount of daytime in which players can go in search of things. As I made it through each day, it became a balancing act. Let any of those meters get too low and its game over. There are three meters to maintain hunger, heath and sanity. The title of the game is a little misleading, as it isn’t just my belly I had to worry about. All I could do was huddle around the fire and wait for dawn to break, wondering if there is something nasty just beyond the darkness. I learned very quickly that I had to build a campfire before night falls, but even with that, I couldn’t stray outside of the small amount of light it brings. The squeals of a frightened rabbit still freak me out after hours of playing, but it is when night falls that I really felt alone and scared. A lot of what filled me with dread in this game was what you couldn’t see, and the sounds of the world really go to work on me. ![]() I soon got used to it, which is more than can be said for the sound. It’s all very eerie and gave me an unsettled feeling at first. The world feels alive, as if the very ground under my feet was breathing. This is expressed so well in the design, both art style and sound. It is a dark and evil place, even in the daytime. The world in which players wake up is unique to that play-through, with a new map being generated each restart. The feeling of triumph I got when I combined my first items, or discovered a new area truly felt like this was all of my own doing, because it was. This is part of its strength letting the player discover things on their own. Although the lack of any direction is a little daunting at first, I found it strangely liberating not having the game tell me where to go, or what to do. From here on in, players are on their own in terms of tutorials. This is the game’s only advice to the player. The advice the man gives Wilson is that night is coming and he would be best off getting prepared for it. Better Rock Lobster A.Players control Wilson the Scientist (at first), who wakes up in a strange land, with a strange man towering over him.This can be enabled or disabled from the settings menu. Auto Save Improved: Game will now auto-save after every in-game day by default.New HUD Size Settings: Players can now increase or decrease the size of the HUD in settings menu. ![]() New features include an improve auto-save system, new HUD Size Settings and better Rock Lobster AI. Now it’s focusing on some of the community feedback left on the game. The title just left Playstation Plus and was replaced by Outlast. A decent sized patch for Don’t Starve has gone live on Playstation 4. ![]()
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