SINK AGAIN: OVERVIEW
In Russia, https://www.science-kombat.com/ (https://www.science-kombat.com/) they love games about pirates. They love not only to play, but in addition to ensure they are - remember "Corsairs ".Moreover, Russian developers are quite harsh they will, in splendid isolation, literally in nine months make a project, which, naturally, is Sid Meier's Pirates! will never lay around the shoulder blades, but may attract attention. You want Sink Again, which is 95% made by anyone - our compatriot, hiding within the nickname Artem Flatcoon. Why is the experience good and what is not delicious?
Sink Again is a variety of roguelike, board games plus some turn-based tactics and the previously mentioned Pirates! There is no full story campaign here, but there are around two dozen separate scenarios that can be considered modules, similar to a board game.
And almost all about funny. So, in one, on the part the actual pirate-rocker, you should search all around the archipelago for his former colleagues, show them sometimes a pick or drumsticks so they eventually agree with reunite and allow a great concert. And after the script, i am asked to fire the ship carrying gunpowder to supply a grandiose fire show to the concert.
In other scenarios, we are seeking fake knives for a non-violent bloody ritual that fits the ancestor-honoring, but additional progressive tribe; collecting the most stinky bait to hook a whale how big the an island; we have been trying to find a heartless man who left his partner right at the wedding ceremony - at the same time apparently he literally doesn't have heart, he hid it to acquire eternal life. Well, everything is with the same spirit.
My little raft
But the gameplay itself is quite serious. Scenarios can be performed at different numbers of difficulty. In the process, the overall game itself occasionally makes "autosaves", yet, if your team dies (for example, as soon as the ship is launched to the bottom), all progress is going to be reset you'll also find to get started on over. The industry shame, because passage of every scenario unlocks new items, characters, their traits, pets and in some cases kinds of islands that is to be available over the following playthroughs. Everything is like a typical "bagels ".
And every time everything starts on Tortuga, where we work with a team while in the tavern. Initially, there could be a maximum of two pirates inside of a squad, but then, under certain conditions, the amount of the gang increases. In the same location we equip them the first time (for which you will see enough piastres), pick a captain on the job (he gives one or another advantage to your whole team), buy food available and go out to sea.
Then the components of Sid Meier's Pirates begin! We sail on a ship between the hawaiian islands (which first has to be found), while we can attack other ships, firing cannonballs and boarding. But other pirates along with hunters are sharpening their teeth on us.
Therefore, it is advisable to pump the boat - in numerous ports there's not only taverns (there you'll be able to affect the composition from the detachment) and shops, but will also shipyards, where for a certain amount they raises the strength / speed / maneuverability of the vessel or the capacity with the sides for guns. We may also be repairing the boat and replenishing the ammunition. In general, things good classics.
This is the same goes with trade. Each port has industry, and then there it is especially convenient to indicate which products are more profitable selling here and those to buy. And you can earn a living quickly enough by transporting bananas or wood relating to the neighboring islands.
Seasickness
In general, the nautical part is most likely the weakest in Sink Again. The trade is best, but primitive, materials will not deteriorate, as well as the team isn't going to consume food over the voyage and will not raise an uprising. Doesn't necessarily often exist by any means: the pirates hired from the squad never get a new ship's behavior in a way.
Storms and rains may occur, but this also has no effect on the condition of the vessel. Even so the boat is capable of doing crashing right port figure, if you do not slow down at some point, and even head to the bottom of this - physics is likewise fun here! Well, in principle, something interesting rarely happens within the sea.
It occurs that you just swim for a long time, without meeting anyone, but at most inopportune moment hunters for pirates may come and chase your boat. And to take part in battle along with them before ship is pumped is useless. This also situation, which caused the failure of some scenarios, will not stimulate, but annoys - the appearance of hunters is way too unpredictable, too strong at the beginning, it is too difficult to get rid of away from them.
A pirate trait!
However in the dungeons, the relationship is more interesting. It perhaps there is we perform the leading tasks for your script. We stock out it within a step-by-step mode - we search for and neutralize traps, open locks on chests and doors, and fight. You can also find treasure there - if there's a map of your dungeon and also a shovel as part of your inventory.
The achievements of all basic actions, the chance of hitting / breaking / disabling / duration of motion - everything depends upon the roll on the dice, in addition to by who performs the action and what gear is on it.