![]() But it won’t spare you from all the harvesting, because naturally, you’ll need loads of resources to craft for decorations. If you had Builder/Decorative tendencies, you can freely take a break from all the rampant questing to build bases of your own design, flooring/walls/doors and decorative furniture abound. You can play it for a short period of time and finish one quest, and presumably feel sufficiently rewarded (if one has Achiever inclinations.) You can play it for a marathon 3 hour session and complete more quests, which should sate any Achiever/Collector for a really long time. There is the odd minigame, like fishing, where you wait for differently sized black circles to approach your hook before clicking to yank them up.īut mostly, you’ll be harvesting and killing all the things in your path, while running from NPC A to place B to collect listed items C, then thankfully, teleporting back to turn in said quest to quest-giver and rinsing and repeating. Below is my map after 6 hours of gameplay, it’s barely scratched the surface and I hear there are two more zones after this one. What is undeniable is that you’ll be repeating the core gameplay loop of multiple quests for a really long time. Said colors are RNG on crafting the item, so if you were so inclined, you could collect enough resources for a dozen swords or axes and keep crafting until you popped a purple item, or the exact enchantment you wanted to stack poison or electricity resistance and so on. Weapons and armor have the standard MMO “colors” to indicate stronger enchantments/better stats – white, blue, green, purple, with orange for legendary items with fixed stats, etc. Tier 3 gets you level 5 weapons and on and on. Progress a little beyond that, and you unlock the Tier 2 crafting table and level 3 weapons. Collecting the resources nearest your crashed ships unlocks basically a Tier 1 crafting table and level 1 weapons. The alternatives are to absorb the hit (which means a ton of prior preparation with crafting proper gear and defensive/healing consumables) or to run around and kite while waiting for your pet to do the majority of the damage (making combat even slower).Ĭrafting is very methodically tiered for progression. This makes combat fairly slow as one has to dance in to get a few autoattack hits off and then be on the move outward again, in order to not get hit. ![]() Instead, you have to constantly click elsewhere to waddle slowly away from impending danger, highlighted by clear red circles or other such shapes. ![]() There is no dodge key, which would have done wonders in making combat more action-oriented and immediately engaging like Cat Quest. You have a limited number of skill keys to place consumables or special items that produce some skill effects, and you trigger them by pressing a hotkey and then clicking on the target. It is more RTS-like in that you click on an enemy and proceed to autoattack. The combat gameplay is… a matter of taste, I suspect. The quests and NPC dialogues are bizarrely funny. The strength of Crashlands is in two things, its art and its writing. Which, story-wise, kind of makes sense, because you’re ostensibly an interstellar parcel deliveryperson who… wound up somewhat delayed on the postal front because a ball-like alien with lasers on his forehead “borrowed” some essential equipment off your ship, causing a crash landing onto an alien planet. Instead, you’ll slaughter Wompits and Glutterflies, while going on Fed-Ex quests for Tendraam NPCs. Except Crashlands is set in SPAAAACE with significant dashes of humor, so there is nothing as crass as sheep existing in the game. Sound familiar? Should be, to anyone who plays a traditional MMO. Because you’re going to need it for endless amounts of crafting and paying off quest NPCs who will cheerfully demand 3 rarely dropping sheep hearts which necessitate you to genocide 33 (or 47) sheep in the attempt while drowning in 32 sheep guts. I would also describe it as a place where you can chop and mine ALL the things. If I had to sum up Crashlands in a sentence, I would have to call it a single-player MMO quest simulator with the control scheme of an RTS or MOBA, which aesthetically looks like a more colorful Don’t Starve (aka a hand drawn cartoony style.) But for those people, both games are very good at rewarding those tastes. I hesitate to call these two games “recommended” because I think they are good for only a specific subset of people with distinct tastes. Mostly because I either hadn’t played them at all (Boundless), or for long enough to develop a distinct impression (Crashlands) then. Here’s two games that escaped my prior wood-chopping recommendations for Tobold.
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