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Grind Grind Grind! Overview of Force of Nature 2: Ghost Keeper

A mixture of ARPG, a collection of tons of resources, an extensive craft system and studying a huge world with a mass of adventure and dangers.

The game is declared for the Windows platform.

Lyrical introduction

Once, a friend told me about Force of Nature. Domestic developer alone made a big game. At that time it even sounded surprisingly, so I looked from the side – how it is played. Although it seemed to me difficult (at that time), but, in general, the concept of a huge world, the mass of adventure and branched craft liked. He supported the developer with a penny when the game went to Steam, but did not even start it. And now – the second part. I decided to get acquainted with great interest.

Something goes wrong. From a closed basement, the hero teleports to a marvelous, new, magical world.

It is difficult to say how exactly everything was done in this part (of course, did not reach the finals), but in the first one had to look for altars in different biomes in order to conditionally finish the game.

The gameplay is a diabol -like arpg from a third person with an interesting mixture of grind, craft, study of a huge world.

We start with an absolutely zero hero, the appearance of which can be configured in a small range. There are two modes of games. Ordinary – with Achivka and more complicated and simplified – without aces, but quite simple.

What I really liked, from the very beginning intelligibly explain the basics of the gameplay. And in the future it is quite easy to figure out what is needed and at least approximately – where to get it.

The game has a huge amount of resources. All useful. Many types of items, buildings. Just some unreal amount of craft.

I liked the system of display of the Luta and resources. The default picture is beautiful, organically looking, but by pressing the button, all active objects that can be used are highlighted.

I really liked that all this diversity can be https://gambitcasinos.co.uk/ explored slowly, thoughtfully, not being distracted by the mandatory repetition of monotonous actions such as food and drinking every minute. The survivor component, which is loved to shut up everywhere and without – is practically absent here and this is only beneficial for the project.

Food (and diverse) is available, but it performs a useful function of restoring forces (is needed for cutting trees and t.D.) or health, which, in principle, themselves can recover over time. Hilki are perceived much better than mandatory procedures from which you will not turn away and which you need to spend precious time.

The game has a huge number of objects created and buildings. We put buildings for various industries and research. You can cultivate the plants, planting them on the beds.

You can tame animals, feed them and collect resources from them. It will be possible to tame the truth only if there is an appropriate building for cattle and the traps for capture are scrapped.

There is a system of creating both standard tools such as axes/picking and combat weapons. The production of the best items is tied to the availability of better production buildings. From the analysis of the equipment cells available to the hero – to create there not to reconfect objects.

Although I did not investigate it much, but there is a warhead. A variety of enemies run around the world, judging by the description – there are dungeons, bosses. Fights are quite competitive, opponents are angrily attacking. So far, he clearly fought with the most powerful enemies (small animals, goblins), so he celebrated victories. It is here that food is useful – to restore health quickly.

There is a character development system. Experience is exclusively for overcoming enemies in battles. You can develop both the hero’s military skills and improve production skills.

The vastness of the world in the first hours of the game is almost impossible to adequately evaluate. But, taking into account what the first part could easily assume that the locations will be huge. In any case, there are tens of hours of research.

Consider the pros and cons of the game, let us summarize.

+ Beautiful, pleasant graphics.

+ Good musical and sound accompaniment.

+ A large number of useful resources.

+ A large amount of craft.

+ A large number of useful buildings.

+ You can be crude, breed cattle.

+ Purely advance, I myself can not confirm in full, but it seems like a good warhead, a lot of enemies, dungeons and bosses.

+ Huge world for research.

+ Excellent Russian localization of the text.

+ Active domestic developer, which is obviously developing a project.

– This is not even a minus, rather inconvenience. Perhaps you need something like much earlier chests or inventory – more than two or three times (of course, with the possibility of further improvement, which is already there). Inventory is so small that it will inevitably have to constantly throw something to the ground, which spoils the gameplay. And, as I understand it, laying on earth, resources can turn into garbage, but this is not exactly.

In my opinion, Force of Nature 2 is a wonderful, even one of the best, a craft game, resources, research on the world. She can definitely interest lovers of such projects.

PS: probably did not reveal all aspects, could miss something. I will be glad to supplement/adjust the review or answer questions in the course of communication in the comments.

PPS: The fact that this wonderful game of domestic production causes special warmth. We really need such a domestic gamdev.

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