As you progress in the title, you gain XP along the way. The backend content for this game is where part of your strategy comes in. Beyond this, the game doesn’t ask much more from you, though it gives you a bit more with regard to strategy. The most you have to think about in the game is how you control your ship, while not running into rocks/islands/icebergs (the latter of which I had the most problem because I’m an absolute idiot). It’s respectfully stupid fun, which is the main crux of its design. The game just wants you to play, get addicted to the gameplay, and then continue playing more. How you accomplish either/or is entirely up to you and your strategy. It’s a simple concept that doesn’t ask too much of you in the front end of the game. Destroy all enemy boats (there is no respawn - hey, but you can view the battle once you’re dead) Capture all territories (could be one, could be several)Ģ. You win the game by doing one of two things:ġ. Each level brings a different flavor of modes with it, the two I played were territorial capture, while the other resembled capture the flag. It’s actually just that simple in what to expect. World of Warships Legends is a game where you have open war military fights with massive battleships. What I found was a bit more than expected - in a good way. Great game, but felt like it required a Master of Science to understand the control scheme.Īs more news rolled in about it, I finally just threw in the towel and committed myself to at the very least giving the game a few rounds. Final Fantasy XIV was quite enough for me in that department. It’s warships, it looked complicated, and having played other PC ports on a console before, I didn’t feel like learning translated PC keyboard commands in controller form. I had heard about this game for the better part of a year, even went as far as posting news about the Halloween event last year, which looked cool as hell, but I had never dived into the game. I didn’t expect much from World of Warships Legends, outside of the typical F2P model game design where you’re hooked, then you’re hooked.
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