A completely broken gameīut what really leaves you stunned Shards of Feyra is the huge amount of unsolved bugs scattered around the game, as well as the severity of the same. The music practically shrinks to a single track that, although it is vaguely pleasant and in theme with the fight, it is too short to be repeated indefinitely without tiring. To make what, money? And where are they? And where is it that you could buy something? Mystery. To aggravate the situation, there is no inventory of any kind, even if every now and then we are told that "we collect an object, so we can sell it later". The interface has a poor visual appearance: the boxes for the skills and powers of the heroes are incomprehensibly transparent (and the content is difficult to read), while the menus have a questionable appearance, as well as being as bare and minimal as is the visual sector in general. The latter reproduce in a rudimentary way locations of exteriors, dungeons and dungeons, but with a fairly banal and dated style. Simple polygonal models that can be mildly appreciated in drawing and animation, but which are still rather crude, as much as the approximate scenarios of the game. In graphic terms it seems to be in front of a game of the PS1 generation. We will have to rely solely on the descriptions in the boxes and a meager, albeit intuitive synthesis of the characteristics of a character or enemy that is pitted in front of us when we select it.Īs already mentioned, the technical aspect of the game is deeply lacking. The lack of information is total also with regard to skills and combat dynamics. In fact, by leveraging a well-told and thought-out plot, one can compensate for the inevitable graphic or technical deficiencies that a low-budget production faces. Not exactly the best to favor identification: and to say that the latter is precisely what many indie games are betting on. We will have to find out everything on the way, reading the descriptions of the abilities in badly made squares and learning the "narrative" context through rather silly dialogues with some NPCs encountered. Whatever the choice we make we are already catapulted into the middle of the action, without knowing who we are, what we are doing and what our abilities or capabilities are. The game it doesn't even have an introduction that makes us understand the context a little (in an RPG it would be essential) let alone a tutorial to introduce us to the game mechanics. The problems, however, are conceptual from almost the beginning. It is about a pretty poor offer, which at best would allow the game to offer a few hours of fun however, in general, nothing would prohibit the possibility of expanding this offer with subsequent updates. The game concept is vaguely interesting: Turn-Based Tactical RPG with different classes of characters to choose from, the two that will make up our team and two scenarios (mini-campaigns) to face. SHARDS OF WAR REVIEW HOW TODespite this, it can be said fairly confidently that Shards of Feyra constitutes an excellent paradigm how to NOT make a video game today. It is about an indie game produced by a small and not very famous team, for which the expectations were not extremely high, nor the evaluation criteria too stringent. In this case, we're not talking about a triple-A production that took 12 years to wait amid aggressive marketing and bombastic promises about what the game would offer. Each game must be evaluated in its context.
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