If after more than 35 hours with the dune there is one thing without a doubt, then Funcom did his homework, creating the most true approach to dune-iVerse that you can imagine. As a longtime fan of the iconic science fiction of Frank Herbert, this is an amazing thing that can be experienced more often than not, and my time for Arrakis was filled with real shock. It is very clever how challenging environments and empty space are used many times as progression controls, turning something that should be frail in strengths. Other times, this stubborn compliance with established knowledge results in annoying or simply tedious irritation, for example, how you are all forced to accept a nomadic lifestyle in a species in which the deposition of roots and building a base is one of the basics. On the days following the premiere, there were also many technical problems and errors, as well as the fight did not land much with me (although I admit that I am still early in creating combat compilation), but my friends and I have absolutely amazing time with balance.
If you’ve ever played Survival (and you saw a dune movie), you’ll learn that most of what you need to feel at home among giant worms from sand: you collect materials from the world, build your own ugly home as a hectacle and update the equipment to access more hazardous areas with rarer materials. Like a lot of survival games, including their own exiles of Conana Funcom or last year’s once human, all this happens on a server full of similarly tanned players in constantly online, in which cooperation and constrained cases of PVP are both a clear possibility and which correspond to most of his best moments.
Where this game stands out, how much it adheres to the legendary environment, and this has a great impact on almost everything you do. For example, bright utilize is made of a challenging arraw environment, which is defended against you literally every second in which you stay in its atmosphere. Standing directly in radiant delicate, it bakes you alive in a few seconds, a sandstone storm in blowing regularly and kills you, if you are not able to shelter first, and especially, there is a problem of these unbearable, huge worms eating a man that you devoured if you dare to come to their domain for too long. Based in a ruthless world, just like him, awakening puts you in a constant fight with the planet herself. Instead of freeing around the collection of resources in your free time and resolving your own petite piece of the world, you are frantically leaning behind the stones to avoid the edged rays of the sun and drink what petite water you left, and play in an endless game in “The floor is a lava” when you hurry to another with one place with one place with scorching shai-hulud.
All these threats provide obstacles to overcome. For example, at the beginning you cannot leave the tutorial area thanks to the huge vulnerability of the empty space, in which exposure to the sun or, more likely, a massive worm would certainly kill you if you try to go on foot, so you need to create your first vehicle to safely cross it. Later, you start to meet places that are too scorching or irradiated to discover without the right equipment. There are many examples in which the unique nature of the settings turns into intriguing mechanics. Similarly, you are constantly starving water, which is used both as a craft material and a resource to stay alive, and usually awakening is a better, more intriguing game of survival.
But there are other times when fanatical compliance with dune conventions can be quite disgusting, for example, the way you are encouraged (and required in some cases) to transfer the base of the operation from place to place when unlocking access to higher level regions. Pulling up rates means that either you have to abandon everything you built to this point, or tedzeally move as much of your equipment as possible, piece by piece. There are also things such as the fact that the pistols are often useless, because many enemies utilize the most significant Holtzman shields that completely protect against distance attacks. This creates a strange situation in which you juggle there and back between weapons and weapons in a tiny circuit, depending on which enemy currently runs towards you, he often has to choose between turning to you a swordsman on you or a guy a few feet behind him with chaingun, which can create a really troublesome rhythm. To be candid, I respect how many dunes: Awakening of pistols to pistols, making its pistols ineffective to keep the knowledge of the dunes, even if sometimes it comes at the expense when I had a good time. Even when these things annoy me, I can’t support me respect it.
This is only one reason why, like almost all of his peers, Dune: Awakening has a rather terrible fight. I knew that entering the MMO survival, but it is still a bit bitter pill that is never easier to swallow. I am still quite early, unlocking all the battle options and I see some of the more intriguing weapons and available compilations, but so far shooting is sloppy, the melee fight is repetitive and fraudulent as hell, and I mainly tried to go through it as soon as possible. This is such a low point in the game that I like differently.
Fortunately, Miss Combat is more than made up by absolutely star survival mechanics, which are one of the most thought -out and refined that I have seen for some time. There is a continuous stream of novel technologies for testing, manufacturing equipment and material for hunting almost without a filler or grinding along the way. Every time I collected the right materials to create the latest shiny thing that I want, I immediately had another tempting object to prosecute, and with unique schemes falling left and right I always make intriguing decisions or spend my rarest materials on a nice object with a special effect, and more conservative route and simply prepare common items to save this resources for a ray day. (Is related to Arrakis by Arrakis.)
Particularly impressive is that they achieved this loop so well in the desert world, in which there are no other locations except scorching sand and almost no plants or wild nature for harvesting. The main feature of Survival games is the blow of trees and there are no trees on Arrakis – instead you create tools for pulling water from morning Russia at night in the world and by pulling it out of the air, which is simply wise and welcome change of tempo, which includes a strange and sterile surroundings, even if it is essentially the same.
When I played a beta version in Dune: Awakening, I came across a lot of mistakes and I was hoping that delaying its premiere would improve a bit. It certainly seems to be so because I had a much more stable experience so far, but even as improved, it is still quite restless in the technical department. I had disconnections, I saw the whole mountains disappear and appeared again in front of my eyes, and even had a few hours in which all sandy worms simply rise and removed from existence, thanks to which everyone on the server is full of resources normally protected by their continuous threat. It was not the youngest start in any episode – but also far from the worst.
After over 35 hours I still feel that I am quite early in my dune: Awakening Adventure and I still have novel zones to visit, I did not reach the main story and I only had a few meetings with PVP. There is a lot for me, so look for an update this week when I go to the end game.