![]() There is therefore a distinct lack of balance to the pros and cons of each object, meaning that once players craft a reasonably effective object, there's not much reason to craft any more of its kind, or improve upon it. The in-game currency of 'shards' can be exchanged at the end of chapters for gifts, and these gifts include unbreakable weapons, further making crafted tools redundant – in fact, I never once found the need to create a bow. There are a few slings, which rock ammo can be used with, but slings do so little damage that there's really no point – especially when spears are so easy to craft and do high damage. Paragliding is a neat addition, but don't expect to get much airtime because the glider descends quickly and islands are too small to go far. In fact, a majority of the objects I crafted felt pretty useless. Beyond making a spear and my boat, I never felt as though I was improving or expanding my toolbox. A large portion of the climbing I did in Windbound was accidental, as the protagonist seems eager to climb every ridge she comes within a foot of, and there is no way to slowly dismount from a ledge – you must simply drop down instead, which is worrisome when considering the before-mentioned fall damage.įor as eager as I was to explore the world of Windbound, the first two thirds are slow going, and involved little crafting. This is addressed later with an item which reduces health lost from falling, but this is fairly late game. Climbing and jumping, which is vital to reach the tops of monoliths, is very slippery which usually has dire consequences as fall damage is severe. ![]() While Windbound is home to several animals, some extremely adorable and some fairly deadly, there are usually only two or three of each on an island, and maybe a few berry bushes or mushrooms, leaving each island feeling incredibly barren and therefore boring to explore.Īny exploration is hindered by the wobbly controls and sluggish periods of waiting. Each chapter operates in the exact same way, and there is never an explanation as to why these keys should be sought out (other than opening the crossings) or any hint as to what the protagonist's actual goal is. The three keys are then used to open a passage which takes the player to the 'crossing' section of the game, where you must navigate narrow waterways to reach a portal leading to the next chapter. Even the 'objective' itself is incredibly repetitive – in every chapter, you must locate three stone monoliths, each containing a key. Yet this object will exist on an island which is incredibly sparse, with nothing to do but collect this item over and over again, reach the 'objective' and return to your boat to set sail for another island, rinse and repeat. For example, each item you collect will be accompanied by a quaint bit of description explaining its function and potentially mythical history, as an attempt to build a sense of lore. However, where Windbound succeeds in implementing these little details, many of the wider aspects of the game are neglected. The various piano medleys underscoring the protagonist's journey are indeed reminiscent of Breath of the Wild, and the use of musical cues to signify danger are an example of how attention is paid to small details. The few creatures inhabiting each island are unique and detailed, so much so that I felt guilty for eating them. Featuring gorgeous puffy white clouds as the backdrop to your journey, and beautiful waters whose realistic ebb and flow make the ocean look satisfying to sail across. ![]() This is certainly true stylistically the art style of Windbound is its strongest element. Windbound can be compared to the likes of two entries from The Legend of Zelda series: Wind Waker and Breath of the Wild. ![]()
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