Friday, 19 August 2011

Pirates of Black Cove

Pirates of Black Cove
Pirates of Black Cove colorful vibe is evident from the start. You select one of several different heroes and conquer the mean ol 'Pirates of the game's title by combining the three factions in the Caribbean islands. On the way, you meet a voodoo priestess, a witch toothless, a governor Fraidy-cat and other fine caricatures exaggerated. They all come to terms with the banal happiness, it emits a lot of "Arrrrrr" chuckles and rough. The visuals and the band work well together stupidity. Dances clear light of the sea, and steel drums give your trip a fun island atmosphere - even if they get repeated melodies can age over time. The ease of being sued in the midst of the waves, where you browse the collection of bottles containing terrible-in-the-good-way jokes pirate. Jokes like this: ". Two pirates on a ship is said Yarrrrrgh The other said, I was just thinking the same thing, Matey!" The game tells you that there are 1000 of these jokes to collect.

What he does not tell you is that there are only a limited number of them repeated again and again.

Pirates of Black Cove is full of character. It's just not a lot of fun. The three factions swashbuckling you send to various missions, most of which relate to sailing on the ocean and shoot your gun at enemy ships or cruises to the islands and the various Meanie commit to the earth. Regardless, what seems at first like a simple pleasure angry when you realize how easy and glitchy both aspects of the game is. Consider the typical ground mission. These missions take the form of a strategy game in real time. You recruit different types of units on the basis of faction - swordsmen, archers, and so on - and then assign them to a whole unit. You start with such a hero (the player character), but finally add three more to the list. What begins as a small group of units to be a great term. But if you're in the first hour of play or 10, the fight is always the same: select all your units and click on the enemies until they die.

If you really want to steam roll the opposition, to recruit a device that throws a stink bomb that paralyzes your enemies (and friends, for that matter). It's like having a win-button, you will not lose a single unit, or even take a lot of damage with one of these guys on your side. Considering the simplicity of this "strategic planning" is that you least expect the basics to be fixed. Lower your expectations. Even the foundations of a RTS is not made here. The pathfinding is a disaster. Entities are caught on the rocks, have trouble navigating turns, and sometimes in circles. Meanwhile, the friendly and enemy units can both cut directly into various objects, including those you are supposed to attack by weapons. Once your rivals sullen walk in the geometry as you can not click on them. This defect may not have been botched so bad if you could trust your pirates to fend for themselves.

Shipping will also bring their share of something. You can quickly go back to the base of pirates, but to achieve mission objectives include the ship over the expanses of the ocean just to break the monotony. We are fighting here, but have the same problem, which penetrates the ground activities: they are too easy. It 'nice that you can improve with new equipment (sailing faster more damage!) OR buy a new boat, but it does not take much to stay alive: the circle of bad press D and E keys to shoot your guns until the ship sank. There are at least some visual interest to your guns tearing the sails of the enemy and set the body on fire. There are some major companies make it too different. Will set you free the whale Jonah wait so great to come jumping out of his mouth, to fight Kraken (or more precisely, waving its tentacles) and capture the crew of ships by shooting out the human catapult. None of these activities is a challenge, but - especially if equipped with a cannon mortar. But at least this weapon brings these super-dull end of the battle faster.

The sailor suffering from botched execution, too. AI and pathfinding is still a problem. Enemy ships can not always understand how to navigate the reefs or even how to get around each other. Then they ram into the shore, again and again, or maybe half-way cut in it. This problem can be downright hysterical in escort missions involving several ships bumping against each other and find themselves caught between the land masses. It's not so hysterical when you escort the ship can not move in the right position so you can continue the mission. But none of these questions is as frustrating as the bugs that plague the game at large. These include accidents on the desktop; inconsistency errors that require you to close the error message before returning to the game, the game is stuck in widescreen, as if going to a cutscene occur - but did not respond to your commands, and the game slowed to a crawl all except the mouse.

Perhaps a certain depth of game could have helped the veil of the fundamental problems. They collect items such as octopus eyes and seaweed while browsing around. In a faction-based, you can have these devices in the articles that make it invisible, or make your boat go faster, among other effects. The problem? You do not need these things: the action is too easy for this to be useful. Not that "easy" is necessarily a bad word, when the "entertainment", also comes along for the ride. But the pirates of the Black Cave betrays his zany characters with mind-numbing and the action of insects is a lot for a game with so little to it. Even if you have to know how much a pirate to get his ears, which should chart the course of this game.

There is no question that you recruit units left on base. It does not matter if you enable a totally separate unit of power. To win, you choose your swaggering swordsman and click.

But a lot of time, they just stand by, refusing to engage in unless you give them a direct order. You can forget about this mediocrity, when you consider how easy it is to win, even if there is no escaping the boredom often. Nothing can be extended to occur between battles, you will lead your meanderings around the pirates. One of the tasks associated with the direction of rum-guzzling crowd on one side of the 'island to another and back again, with no activity at all. It is located five minutes from the front by clicking on the mainland. And wait.

No comments:

Post a Comment