SINK AGAIN: OVERVIEW
In Russia, they love games about pirates. They love not just to play, but and have - remember "Corsairs ".Moreover, Russian developers are incredibly harsh they will, in splendid isolation, literally in nine months make a task, which, not surprisingly, is Sid Meier's Pirates! will not lay around the neck, but will be able to attract attention. It comes down to Sink Again, which is 95% created by anyone - our compatriot, hiding under the nickname Artem Flatcoon. Why's the game good and what is not so good?
Sink Again is a mixture of roguelike, games plus some turn-based tactics and the aforementioned Pirates! There isn't any full story campaign here, but there are around two dozen separate scenarios that can be viewed modules, during a board game.
And almost all basically funny. So, in a single, for the old pirate-rocker, you need to search throughout the archipelago for his former colleagues, show them the pick or drumsticks to make sure they eventually agree with reunite and allow a fantastic concert. And following the script, we are asked to fire the ship carrying gunpowder to provide a grandiose fire show with the concert.
In other scenarios, we are trying to find fake knives for the non-violent bloody ritual to suit the ancestor-honoring, but a lot more progressive tribe; collecting one of the most stinky bait to trap a whale how big hawaiian isle; i am looking for a heartless man who left his bride right at the wedding - at the same time apparently , he literally doesn't have any heart, he hid it family pet eternal life. Well, everything is within the same spirit.
My little raft
However the gameplay is quite serious. Scenarios can be carried out at different stages of difficulty. In the process, the game itself occasionally makes "autosaves", if your team dies (for example, as soon as the ship is launched for the bottom), all progress will probably be reset you may have to begin with over. That is a shame, because the passage of every scenario unlocks new items, characters, their traits, pets as well as forms of islands that'll be available within the next playthroughs. Everything is sort of a typical "bagels ".
And anytime everything starts on Tortuga, where we engage a team in the tavern. Initially, there is usually a more two pirates in the squad, however, under certain conditions, the sheer numbers of the gang increases. In the same position we equip them the very first time (for which you'll encounter enough piastres), choose a captain at the job (he gives one or another advantage towards whole team), buy food on the market and visit sea.
Next the portions of Sid Meier's Pirates begin! We sail on a boat between the hawaiian islands (which first should be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates as well as their hunters may also be sharpening their teeth on us.
Therefore, marketing and advertising to function the boat - in many ports there aren't only taverns (there you can get a new composition in the detachment) and shops, but also shipyards, where for a payment they raises the strength / speed / maneuverability with the vessel or the capacity in the sides for guns. We can also be repairing the boat and replenishing the ammunition. Usually, things are in accordance with the classics.
Oahu is the same goes with trade. Each port has a niche, high it is extremely convenient to indicate which merchandise is more profitable to sell here and the ones to buy. And you may generate profits quickly enough by transporting bananas or wood between your neighboring islands.
Seasickness
In general, the nautical part is the weakest in Sink Again. The trade is best, but primitive, the items do not deteriorate, along with the team doesn't consume food through the voyage and will not raise an uprising. It doesn't find a way to exist in the least: the pirates hired from the squad will not modify the ship's behavior in almost any way.
Storms and rains may occur, but and also this has no effect on the health of the vessel. Though the boat can perform crashing right into a port figure, understand what slow with time, and in many cases head over to the foot of this - physics is also fun here! Well, in principle, something interesting rarely happens inside the sea.
It takes place which you swim for years, without meeting anyone, but at most inopportune moment hunters for https://www.science-kombat.com/ (related web-site) pirates may come and chase your boat. And to get familiar with battle using them before the ship has become pumped is useless. And this also situation, which caused the failure of some scenarios, won't stimulate, but annoys - the look off hunters is simply too unpredictable, they are too strong at the beginning, it's too hard to sneak far from them.
A pirate trait!
But in the dungeons, the situation is more interesting. It perhaps there is we perform the principle tasks for your script. We stock out it inside a step-by-step mode - we hunt for and neutralize traps, open locks on chests and doors, and fight. You will also find treasure there - if you will find a map with this dungeon as well as a shovel within your inventory.
The prosperity of all basic actions, the risk of hitting / breaking / disabling / duration of motion - everything is determined by the roll on the dice, as well as by who performs the experience and what gear is on it.