SINK AGAIN: OVERVIEW
In Russia, they love games about pirates. They love not just to play, but in addition to ensure they are - remember "Corsairs ".Moreover, Russian developers are quite harsh that they, in splendid isolation, literally in nine months make a task, which, naturally, is Sid Meier's Pirates! won't lay within the shoulder muscles, but can attract attention. It's really down to Sink Again, and that is 95% of one person - our compatriot, hiding underneath the nickname Artem Flatcoon. Why's the sport good and what is not so great?
Sink Again is combining roguelike, board games plus some turn-based tactics and the previously mentioned Pirates! There's no full story campaign here, but you'll find a couple of dozen separate scenarios that will be modules, such as a board game.
And all are about funny. So, in one, for the previous pirate-rocker, it is advisable to search all over the archipelago for his former colleagues, demonstrate to them whether pick or drumsticks so they really eventually agree with reunite and offer a good concert. And following the script, i am asked to fire the ship carrying gunpowder to supply a grandiose fire show for any concert.
In other scenarios, we are seeking fake knives for the non-violent bloody ritual fitting the ancestor-honoring, but far more progressive tribe; collecting probably the most stinky bait to hook a whale the dimensions of an island; i am buying heartless man who left his bride right at wedding - during this process it turns out that he literally doesn't have any heart, he hid it so they could earn eternal life. Well, everything is incorporated in the same spirit.
My little raft
Nevertheless the gameplay itself is quite serious. Scenarios can be carried out at different degrees of difficulty. Along the way, the action itself occasionally makes "autosaves", yet, if your team dies (for example, following ship is launched to the bottom), all progress will likely be reset and you'll have to get started over. The shame, because passage of every scenario unlocks new items, characters, their traits, https://www.science-kombat.com/ [www.science-kombat.com] pets and perhaps types of islands that'll be available yearly playthroughs. Everything is like a typical "bagels ".
And every time everything starts on Tortuga, where we work with a team from the tavern. Initially, there can be quite a more two pirates within a squad, ; however ,, under certain conditions, the sheer numbers of the gang increases. In the same position we equip them the first time (for which you will see enough piastres), select a captain at the job (he gives one or another bonus to the whole team), buy food that you can buy and visit sea.
Then a factors of Sid Meier's Pirates begin! We sail on a spead boat between the hawaiian islands (which first ought to be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and their hunters can also be sharpening their teeth on us.
Therefore, advertising and marketing to pump the boat - in several ports there's not only taverns (there you may get a new composition on the detachment) and shops, but also shipyards, where for a certain amount they increase the strength / speed / maneuverability in the vessel or the ability of the sides for guns. We can also be repairing the boat and replenishing the ammunition. Generally speaking, everything is using the classics.
Is it doesn't same goes with trade. Each port has industry, and there it is extremely convenient to show which products are more profitable to market here and the ones to buy. And you can earn money quickly enough by transporting bananas or wood between the neighboring islands.
Seasickness
Generally, the nautical part is maybe the weakest in Sink Again. The trade is best, but primitive, the items usually do not deteriorate, and the team won't consume food while in the voyage as well as raise an uprising. No manage to exist in any respect: the pirates hired with the squad usually do not customize the ship's behavior in almost any way.
Storms and rains may occur, but and also this has no effect on the healthiness of the vessel. Although the boat is capable of crashing in to a port figure, if you can't lessen the pace of at some point, and perhaps visit the base of this - physics can also be fun here! Well, in principle, something interesting rarely happens while in the sea.
It occurs for you to swim for a long time, without meeting anyone, but at most inopportune moment hunters for pirates arrive and chase your boat. And to engage in battle with him or her till the ship is pumped is useless. And this also situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the appearance of hunters is just too unpredictable, they are too strong in the beginning, it is actually too hard to break from the them.
A pirate trait!
Employing the dungeons, the situation is more interesting. It is there that many of us perform the chief tasks to the script. We carry out it within a step-by-step mode - we look for and neutralize traps, open locks on chests and doors, and fight. You will also find treasure there - if you will find a map in this dungeon and also a shovel within your inventory.
The success of all basic actions, the danger of hitting / breaking / disabling / duration of movement - everything is determined by the roll with the dice, in addition to by who performs the action and what machines are on it.