SINK AGAIN: OVERVIEW
In Russia, they love games about pirates. They love not just in play, but to make them - remember "Corsairs ".Moreover, Russian developers are extremely harsh that they can, in splendid isolation, literally in nine months make a project, which, obviously, https://www.science-kombat.com/ (www.science-kombat.com) is Sid Meier's Pirates! will likely not lay to the shoulder muscles, but will be able to attract attention. It comes down to Sink Again, and that is 95% created by someone - our compatriot, hiding within the nickname Artem Flatcoon. Why's the action good and what's not so great?
Sink Again is combining roguelike, games plus some turn-based tactics and the aforementioned Pirates! There isn't any full story campaign here, but you'll find around two dozen separate scenarios that can be viewed as modules, during a board game.
And almost all pretty much funny. So, a single, on the part of the old pirate-rocker, it is advisable to search on archipelago for his former colleagues, imply to them sometimes a pick or drumsticks so they eventually agree to reunite and present a great concert. And at the end of the script, were asked to properly 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 any non-violent bloody ritual fitting the ancestor-honoring, but far more progressive tribe; collecting the most stinky bait to hook a whale the length of hawaiian isle; we are looking for a heartless man who left his bride-to-be right at wedding - in the act apparently , he literally lacks the heart, he hid it family pet eternal life. Well, everything consistantly improves same spirit.
My little raft
Though the gameplay itself is quite serious. Scenarios could be at different quantities of difficulty. In the act, the adventure itself occasionally makes "autosaves", but if your team dies (for example, as soon as the ship is launched on the bottom), all progress are going to be reset and you'll have to start out over. A shame, because passage of every scenario unlocks new items, characters, their traits, pets and perhaps sorts of islands that might be available over the next playthroughs. Everything is sort of a typical "bagels ".
And whenever everything starts on Tortuga, where we hire a team within the tavern. Initially, there can be quite a maximum of two pirates in a squad, even so, under certain conditions, the amount of the gang increases. In the same position we equip them for the first time (for which there will be enough piastres), decide on a captain in the office (he gives one or another advantage to the whole team), buy food that you can buy and go out to sea.
Next the components of Sid Meier's Pirates begin! We sail on a spead boat between hawaii (which first have to be found), basically we can attack other ships, firing cannonballs and boarding. But other pirates as well as their hunters are sharpening their teeth on us.
Therefore, it is advisable to function the boat - in numerous ports there are not only taverns (there you possibly can get a new composition of the detachment) and shops, but additionally shipyards, where for a certain amount they raises the strength / speed / maneuverability in the vessel or the ability on the sides for guns. We also are repairing the boat and replenishing the ammunition. In general, things are good classics.
Is it doesn't do i think the trade. Each port has a niche, for you it is rather convenient to suggest which backpacks are more profitable to promote here and the ones to buy. And you'll make money quickly enough by transporting bananas or wood between your neighboring islands.
Seasickness
Generally speaking, the nautical part is most likely the weakest in Sink Again. The trade is convenient, but primitive, goods do not deteriorate, as well as the team does not consume food in the voyage as well as raise an uprising. It doesn't appear to exist whatsoever: the pirates hired by the squad will not modify the ship's behavior in almost any way.
Storms and rains may occur, but which has no effect on the health of the vessel. Although the boat can perform crashing in a port figure, if you don't lessen the pace of soon enough, and in some cases visit the bottom of this - physics is usually fun here! Well, in principle, something interesting rarely happens in the sea.
It takes place that you just swim for an extended time, without meeting anyone, but at most inopportune moment hunters for pirates may come and chase your boat. And to engage in battle with them before the ship has been pumped is useless. And this situation, which caused the failure of some scenarios, will not stimulate, but annoys - each side hunters wrong in size unpredictable, they are too strong to start with, it is too difficult to destroy clear of them.
A pirate trait!
In the dungeons, the situation is more interesting. It will there be that people perform the main tasks for any script. We carry out it in a very step-by-step mode - we hunt for and neutralize traps, open locks on chests and doors, and fight. There are also treasure there - if we have a map on this dungeon as well as a shovel as part of your inventory.
The achievements all basic actions, the potential risk of hitting / breaking / disabling / duration of movement - everything will depend on the roll of your dice, and also by who performs the action and what machines are on it.