WITWI - As Far As The Eye (A FATE)(Ultrawide) Impressions

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Yet another what in the world is, yet another indie game that was provided by the publishers, and for that I want to thank them. As always, this will not be affecting my opinion on my critique.

+Pleasant presentation
+Joyful audio design
+Unique gameplay
+Challenging (Arbitrary)
+Custom difficulty mode for casual gameplay

-Unexpectedly difficult
-Can get repetitive

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As far as the eye is the next game to come from developer Unexpected and published by Goblinz Studio as well as Maple Whispering LTD. You assume responsibility of your pupils, and you are tasked with leading them to safety. Your goal is to reach "The Eye", as far as that might be (get it?) while trying to avoid the big wave consuming everything in its path.

Starting off with the gameplay mechanics. Each Pupil (Character) has a set amount of MP. Each MP is consumed to traverse between each hexagon tile. When there are obstacles such as hills, 2 MP is consumed.

You must find the perfect balance between gathering resources used to feed your pupils, and gathering resources to build buildings necessary to further progress your story. For example, you need to harvest wood (no building required) to build a mine. Other resources include mineral, wool, flakes, rations, game and so forth. If your pupils run out of food, they will lose 10HP per turn until their ultimate demise.

There is a nicely implemented skill tree in the game for each of your pupils. The more they perform each action, the more they gain experience in that skill, making them more efficient. You want to focus on giving your pupils a couple of skills that are unique to those pupils in order to cover most of the skill tree. Eventually the pupils will stop earning XP. When they reach that point they need to perform their actions in accordance to a specific building that will further progress their skills. That is also the point in which you must choose what specialisation your pupil is going to have.

Each pupil starts off with up to 6 traits, negative or positive. In the custom game mode you have control of how many traits a pupil will have, and whether or not they are negative or positive.

The objective of the game is to collect enough resources in order to keep advancing to the next step. The ultimate step is to reach The Eye, the safe haven that will save your pupils. You start off with a set amount of turns. Each turn is completed when all of your pupils expend all of their MP, or they do not have a task and are sitting idle.

One hidden element that the game never quite reveals to you straight forward is the karma. Karma needs to be in your favour in order to avoid catastrophes happening. The more you defile the land by depleting each tile of its resources, the more negative karma you accumulate. Throughout each step, you will find a handful of ancient temples that you need to visit. There you can choose to pray, defile, or give an offering. Each action will affect the balance of karma. Making sure that you keep nature and its temper calm will help keep obstacles away that would otherwise halt or hinder your progress.

The campaign does an excellent job of describing the setting of the game, as well as help you understand how to play the game. Be prepared to play the campaign through a number of times. It serves as the tutorial but also as a considerable challenge. Everything besides the campaign is procedurally generated, so your experience will always be unique.

One of the things that I would like, that is presently not implemented in the game, is the ability to choose the difficulty of the game in all game modes, not just the custom game mode. Thankfully the developer has implemented that mode for those of us who are not very smart in planning out a strategy good enough to beat the campaign without having to try it over a dozen times. there are 4 different tribes that you can unlock so far. Each tribe will be unlocked once the prior tribe is lead to The Eye safely.

This is quite a unique game admittedly. It has a similar idea as FTL. In both games you have an unstoppable force chasing after you. The only way to escape is to keep going forward. The more you advance, the more difficult the game will get. Without a checkpoint system however, each move, each turn, each decision, will potentially play a very important role on whether or not your pupils meet their demise, or they make it out alive!

#AsFarAsTheEye
#Impressions
#Gameplay







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