Post by tergardginntibet on May 8, 2019 23:00:22 GMT
Main category \ Education
Sub category \ Language
Developer \ AsramSoftware
Filesize \ 5427
Title \ English&Fun
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The Alphabetimals’ friend Albert provides rewards and encouragement throughout
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Many games are full of action and fury, but Stardew Valley takes a different tack by riffing off of Harvest Moon from the late ‘90s. It’s a game about farming (if you want it to be), but it’s also a game about chatting and possibly dating some of the locals in the sleepy little town you’ve chosen to call home. It’s a game about rival factions and small-town politics. It can also be a game about exploring a mysterious cave if you wish, but first and foremost it’s a relaxing and emotionally rewarding game about the ups and downs of life. Stardew Valley may look like a cousin of The Legend of Zelda: A Link to the Past, but in practice few games veer so far from fantasy as to capture the quiet delights or tragedies of reality.
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The Baldur’s Gate Dungeons & Dragons RPGs of the early 2000s laid the foundation for much of what we associate with story-driven games today, and in 2015 Pillars of Eternity revived that text-heavy, isometric style in order to remind us it still has power in this age of movie-quality production values. Problem is, the first Pillars of Eternity clung a little too closely to that formula. Pillars of Eternity II: Deadfire charts a slightly new course by introducing ship battles across an archipelago that breaks with predictable fantasy. Most of these merely involve picking choices as in choose-your-own adventure storybook style, but the need to keep track of your crew’s mood and cheer them up with fruit and rum allows for a more engaging experience. And fortunately, someone clearly told the team of Obsidian to lighten up. Pillars of Eternity was a little too glum for its own good, but Deadfire wisely remembers to sprinkle in some wisecracks among the wizardry. (It’s new, so watch out for some remaining bugs.)
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