![]() ![]() A lot of games try this - and it just never works. Procedurally generated stories tend to be shallow and lack charisma, and great strategies that have you breed generations of characters (like, say, Rimworld) tend to be sandboxes, with stories told by player experience, not comics. You choose a campaign, which serves as a sort of "spine" for future stories. ![]() Apart from the main story, random events occur, told via comics and offering the player choices based on character traits. Characters are changed by the choices you make, often visually - the most interesting events offer mutations, like clowly calcifying into a crystal golem or changing your hands into ethereal star-whips. In between these stories, you manage the realm and fight enemies.Įach campaign spans several years. Characters grow old (again, changing visually), their mutations develop, they acquire new skills and traits, personalizing your story. ![]()
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