In Russia, they love games about pirates. They love not just in play, but in addition to make them - remember "Corsairs ".Moreover, Russian developers are extremely harsh they can, in splendid isolation, literally in nine months make a project, which, not surprisingly, is Sid Meier's Pirates! will not lay on the muscles, but has the capacity to attract attention. It's really down to Sink Again, and that is 95% of one person - our compatriot, hiding in the nickname Artem Flatcoon. Why is the sport good and what's not so excellent?
Sink Again is a mixture of roguelike, board games plus some turn-based tactics and the previously mentioned Pirates! You cannot find any full story campaign here, but you will find a couple of dozen separate scenarios that will be modules, comparable to a board game.
And just about all basically funny. So, available as one, on the part of that old pirate-rocker, it is advisable to search throughout the archipelago for his former colleagues, demonstrate to them whether pick or drumsticks to eventually accept reunite and provides a wonderful concert. And after the script, we have been asked to fire the ship carrying gunpowder to provide a grandiose fire show for that concert.
In other scenarios, we are searhing for fake knives for just a non-violent bloody ritual fitting the ancestor-honoring, but much more progressive tribe; collecting one of the most stinky bait to hook a whale how big an island; we're looking for a heartless man who left your future daughter-in-law right at wedding ceremony - in the act it turns out that he literally doesn't have a heart, he hid it so they could earn eternal life. Well, everything consistantly improves same spirit.
My little raft
Though the gameplay is quite serious. Scenarios can be executed at different levels of difficulty. In the process, the adventure itself occasionally makes "autosaves", if a team dies (for example, following ship is launched towards bottom), all progress is going to be reset you'll also find to begin over. That is a shame, because the passage of each and every scenario unlocks new items, characters, their traits, pets and in many cases kinds of islands that is to be available over the next playthroughs. Everything is sort of a typical "bagels ".
And every time everything starts on Tortuga, where we engage a team within the tavern. Initially, there can be quite a more two pirates in the squad, but then, under certain conditions, the sheer numbers of the gang increases. In the same place we equip them in my ballet shoes (for which it will have enough piastres), opt for https://www.science-kombat.com/ (https://www.science-kombat.com
) a captain at the job (he gives one or another bonus to your whole team), buy food available on the market and visit sea.
Then the aspects of Sid Meier's Pirates begin! We sail on a speed boat between hawaii (which first must be found), basically we can attack other ships, firing cannonballs and boarding. But other pirates along with their hunters may also be sharpening their teeth on us.
Therefore, it is better to function the boat - in numerous ports there's not only taverns (there you can change the composition with the detachment) and shops, but additionally shipyards, where for a certain quantity they will increase the strength / speed / maneuverability of the vessel or the capability of your sides for guns. We are repairing the boat and replenishing the ammunition. Normally, things are all in accordance with the classics.
Is it doesn't do i think the trade. Each port has a niche, and then there it's very convenient to indicate which goods are more profitable to trade here and the ones to buy. And you may earn cash quickly enough by transporting bananas or wood relating to the neighboring islands.
Generally, the nautical part is possibly the weakest in Sink Again. The trade is best, but primitive, materials usually do not deteriorate, as well as the team would not consume food over the voyage as well as doesn't raise an uprising. It does not find a way to exist in the least: the pirates hired through the squad usually do not change the ship's behavior in any way.
Storms and rains may occur, but this too does not affect the condition of the vessel. Nevertheless the boat is capable of doing crashing to a port figure, if you do not slow with time, and in some cases head over to the bottom of this - physics can also be fun here! Well, in principle, something interesting rarely happens inside the sea.
It takes place that you just swim for a long period, without meeting anyone, but at most inopportune moment hunters for pirates will come and chase your boat. And to get acquainted with battle with him or her up until the ship continues to be pumped is useless. And also this situation, which caused the failure of some scenarios, does not stimulate, but annoys - the look of hunters is too unpredictable, they are too strong to begin with, it is actually too hard to interrupt from the them.
A pirate trait!
But in the dungeons, the relationship is more interesting. It can there be that people perform the main tasks for your script. We stock out it inside a step-by-step mode - we find and neutralize traps, open locks on chests and doors, and fight. You can also find treasure there - if we have a map of your dungeon as well as a shovel in the inventory.
The achievements all basic actions, the danger of hitting / breaking / disabling / duration of motion - everything relies on the roll from the dice, in addition to by who performs the action and what products are on it.