At the mention of Peter Moligne, it is now customary to roll his eyes and sigh loudly – too often an eccentric creator promises a breakthrough and revolution. Promises, promises … but in fact, alas, and ah again. Particularly vulgarity will surely remember the trees from Fable, "growing in real time".
You can, of course, call praying with a liability and a deceiver, but he still has an exceptional fantasy. He knows how to come up with another fairy tale, in which you believe with all your heart!
The last such fairy tale was Curiosity – a story about a huge multilayer cube. He looks more boring, the interactiveness there is minimal. The player can only crack mini-cubes of which the layer consists of, slowly, layer by layer, get to the center-and in the end find out what is inside.
And the most enticing thing was this: the winner in Curiosity could only be one. Moligne promised this man something that changes his whole life, something completely amazing. Users suffered and washed their fingers in the blood, tormented by curiosity ..
Deus Ex Cubus
… and it turned out that the winner becomes God in Godus , The new game of the dreamer. Well, that is, how. Everything is actually in it-the gods, but Brian Henderson from Scotland is the most important and affects what is happening in the virtual world. And also receives a percentage of the game.
So, the cards are disclosed, and we are already burning out other questions: is it so great to be the god of the gods in the new game from Peter Molnie, or is it another trick of a talented, but ecstatic game designer?
In Godus, we are a deity. Not Brian Henderson, but also do not sneak on onion soup soup. Here, unlike Black & White, The supernatural essence is not personalized: neither a clawed paw to you, nor evil inhabitants … Yes, and the beast, by the way, is also not. Only a small island and two people – enough to found civilization. The deity is initially completely helpless: neither with thunder to rummage, nor zipper, nor meteorite to drop. Perhaps slightly nibble the earth.
[[Bullet]] We start on such a small island. The easiest way is to advance to the north, because expanding the area of the island is very costly by resources.
There is nothing to hope for all technological surprises – to freely engage in terraforming, as in From Dust , It won't work. The territory in the game looks peculiar: like many, many pancakes that are overlapping at each other. If you saw topographic cards, you will immediately understand.
These “pancakes” can be grabbed and dragged, but it is better that the earth is flat and empty. The deity hollows stones, chop trees, and an even surface appears on the island-the perfect platform for the construction of a house or two. Residents settle in the houses, and very soon a pink ball pops up over brand roofs. This, if that, the faith of people in us. She, in turn, is the main resource, and without it, in any way, it is not to transform a carelessly slapped island into the ground of dreams.
Card deity
The further algorithm seems to be simple. Click on the settlements, "collect" faith, make the territory suitable for settlement. Excessive people appear in the houses who, according PlayHub Casino to our pointer, go to master new lands. More space for people – more faith. If the deity has many followers, its influence expands, and its power extends not just on some kind of island, but on the main mainland. Between two wild natives and a whole civilization – an incredible number of clicks with a mouse.
[[Bullet]] Civilization develops, acquires spirituality and learns to build normal houses.
So far in Godus, this is the main principle of the game, and it works well when the villager is small, but completely takes out the brain, if you need to look after a couple of dozens, but for a hundred houses. Do your favorite business, subjugate nature to yourself, and here-r-time! Stop machine, please collect resources.
Simple mechanics is gradually becoming more complicated. The little men are not enough to breed and populate new lands, they must develop, study, build advanced houses. Through the possessions, chests are scattered, but in chests, do not believe it, cards. There are resources here, like wood and stone, and things are more abrupt. As our civilization grows, we can open different technologies – first primitive, then more complicated. Each noticeable improvement requires cards.
[[Bullet]] Almost immediately you can restore the temple, from where you can take tasks and fight with fictional people. A real multiplayer opens a little later, through another temple.
And the stunt with expansion stops working. On the island, we pave the way to the main land, and there we must already capture and repair small altars. We get new forces, from scattered houses we make up settlements. Systematization helps to “collect” faith, and you can no longer click on each house frantically, but get by with one click. Such tricks cost a lot, and even grow in price, and then generally bought for a premium resource – precious stones.
Sooner or later, you will flood on a special temple where you can perform a line of quests, and here the game will have a more or less tangible target.
Let me in
You can take small tasks on separate maps in the sanctuary. So far, the regime makes a strange impression: before the task they always offer to read the chat, as if playing mmo. Only interlocutors, to put it mildly, specific. A girl who has a father is a cruel alcoholic, so she cannot be at the computer when he returns home; Great -age feline and young man who makes teenagers an unambiguous hint.
If you spit on the chat and focus on the game, then you will be sent to a small card, where two civilizations are fighting for existence. You think-here it is, the real battle of the Titans, finally! But … the virtual enemy is so stupid that he does not even try to resist – so, sometimes he snaps sluggishly, reluctantly drives his people, but does not hesitate and does not make nasty things. In general, you are neither hot nor cold from this.
[[Bullet]] In the chat we take a passive part, we only read and wonder why in the game about God such strange dialogues.
The pace of the game is increasing, the buildings are being built almost instantly, and the tasks on the maps are diversifying: not only to punish other people with fire and sword, but sometimes to collect resources race. Quests, alas, are tied to the level of civilization, so sooner or later you get into the wall. I want to play, do not let go.
Another unpleasant moment is connected with this: cards of different technologies give for victories, and all these technologies require resources. And so far you can get them either in chests, or successfully completing the quest. Alas, the player does not choose where the wood chopped from the forest will go with the forest – the game with masterful arbitrariness decided that the upgrade of buildings, and even though you will break in half.
Let me out of here
In such trifles, Godus is already seriously annoying. It seems that sensible people work in the studio, like Peter Moligne at the helm, and all one is inaccurate. If the fact that in duels you can easily grab new cards, and then bite your elbows, barely scoring resources on technology, is still tolerant, then the growing wave of Free-2-Play’reli is perplexed.
Say, at first the relics are processed quickly, the influence is growing, the lands are mastered in a spore. A little later, it will take not five minutes to restore the altar, but all two hours. Want to speed up? Please lay out precious stones. Fortunately, they can be mined (having studied the appropriate technology), so you will begin to look for chests willy and willy and intensively cultivate the adjacent lands.
[[Bullet]] Duel is in full swing. The enemy’s resistance is absent as a class, our people calmly destroys someone else's city.
And here the player is also waiting for a continuous disorder. Godus is tight control – you pull a layer of earth, but it does not succumb. Often the cursor generally clings the devil knows that. You curses particularly faintly, trying to control the cliffs and steep mountains. You have to pull the layer by layer with jewelry. The ability to change the landscape more frequent and take several layers at the same time appears too late and requires a tremendous amount of faith.
Yes, and in little men, life is too fresh: they can build, they may not build, sometimes they restore altars. If you do nothing, they don't return home. There no one expects them there, and a little man, not from resentment, or from old age, it is taken barely to drag their feet, and then he gets tiredly on the ground and after a while dies. It can be rejuvenated, and several times – which is very useful when you send the crowd on a long campaign in the mountains, along the valleys, otherwise they simply will not reach.
[[Bullet]] Often the settlement of a competitor is far from ours, so the deity can set a gathering point and call absolutely all the inhabitants to it.
After such a lead attitude, it is not a game, but a “clickfest” in the best traditions of applications on Facebook, and even the management is harmful! – I would like to wish Peter and his studio 22 cans remorse of conscience is more bored and forget about godus as a terrible dream.
Yes, it doesn't work. You see, here it is interesting to get distracted from your wards and just look at the map, look for interesting buildings or admire a bizarre landscape. Far in the east, say, a skeleton of a huge turtle and a broken ship lying around. I wonder why they are here? It is necessary to bring your people here!
[[Bullet]] Here's the path to the main mainland! Pay attention to sitting loafers. Soon they will be bad and they will die. The faith of the people is a little lost from this.
And we still do not forget that Godus is ready only 40%, and, according to Moligne, we have not yet seen the main features of the game. To understand the scale of the project, imagine the notorious cube from Curiosity. The world of Godus is the same cube, a huge "patchwork blanket". On each flap is a separate deity, which has a complete power above the ground and the people, only the territory, unfortunately, is completely small, and we must somehow expand: either diplomatic agents or military.
We did not see how civilizations differ from each other, but the people have his own character from the player’s actions. This deity itself cannot go beyond their territory, but daring men easily organize the "City" and without dawning, they are hung up by neighboring Aborigines.
We still have not felt what it was like to be spontaneous power, to reduce volcanoes, cause thunder and lightning, conjure meteorite rains and, in general, be angry on a divine scale.
We did not see how another player erects an art object in the middle of waterfalls and virgin forests: a complex of hills in the form of something ridiculous or indecent (already who has enough fantasies!).
And yes, we have not seen the most important – the influence of the Scotsman Brian Henderson. Curiosity and Godus themselves are ambiguous games, but from the story about them, it seems, would have turned out a good story.
We will wait?
Moligne is facing an unfulfilled task – to create an ideal game about the deity. Now it’s hard to believe in it. It is even more difficult to believe in the final result, but we will be served by optimists that there is still a method in Moligne's insanity.
Readiness percentage: 40%
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