![]() Windbound will be released on the 28th of August for the PC (via Epic Games Store and Steam), Google Stadia, PlayStation 4 and the Xbox One. Combine this with the stunning visuals and even the almost rhythmic nature of the waves when riding the ocean and you get something that can be peaceful and contemplative, something I imagine the developers have gone for when considering how they want you to approach the story of Windbound. I've been listening to the music on the gameplay recording quite a bit, including now while writing this out. Other situational aspects, such as storms, also has an impact on the music.Īll I know is that I want the soundtrack. Get the ire of a creature and the drums beat, the battle music plays. ![]() No matter where you are, the music is also situational. Come to land and you'll find the music changes from that stunning melody, each biome seemingly having its own theme. While you're sailing along the tracks you listen to are beautifully melodic, featuring a masterful use of the piano, violin and whatever else while you're sailing the open seas. This is particularly true when you look at both the larger and smaller aspects, from the swell of the waves as you're sailing along, to the sweat drops - reminiscent of those you'd see in a cartoon or animé - coming from your characters head when completely out of stamina.Īdding onto this is the fact that the audio design is simply wonderful. The beautifully vivid colours and the cartoon-like design of the characters and creatures make a game that is a pleasure to look at. In keeping with appearance, the game is just lovely to look at in general, creatures and all. Other aquatic creatures can be equally vicious, including some really bitey fish. Unfortunately, unlike their real-life counterparts easily removed by a clinic, these crabs will kill you. From the animals on land to the creatures in the ocean, even the vicious crabs that like to jump on you and your boat, nipping away and causing you a huge amount of frustration. It doesn't matter what you come up against though, they're all lovely to look at in their own way. Who knows how Noah managed to keep animals alive when so many of them have resources that are just ripe for the picking? Of course, they're not all dangerous, you can go around hunting the utterly adorable bunny-eared dogs, that would be a Bleenk. From the familiar, literally Razorbacks, to the massive and fearsome, like a Gorehorn or the toxic Pondwomper. Some of the creatures you'll be coming up against are so varied in their appearance. Other areas of risk, particularly as the water level dips following a wave, are shoals, rocks and the soon-to-be-mentioned aquatic animals. You'll have the sheer physical nature of the waves to compete with - though I don't know if you can capsize - they're certainly a challenge and the physics and speed difference between going up and down waves is notable. I would be remiss, at this point, if I didn't point out that other challenging aspects come within the sailing itself. Of course, the higher the challenge, the bigger the reward. However, later on - I was also able to try out chapter four - you'll find completely different biomes that feature more difficult creatures and challenges. For example, in the first chapter/stage, you'll simply find a lot of very similar, simple islands. Still, while the game is procedurally generated, there seems to be a distinct method of progression as you go through the chapters. Sadly, I can't say either way because I wasn't able to play the full game, but I am intrigued. Are you there as an antagonist, a hunter, of the local fauna, or can you actually help them? This is a mystery pushed forward by the developers and one that they hope you think about. Now, while you'll find yourself hunting the animal inhabitants of the archipelago, it's said that during this journey you'll be forced to look at your own moral compass, your pre-judgements and your ignorance. Also, a key feature is how Kara, the protagonist, is a driving and powerful force in the world as you uncover the history of these islands. From what I was shown in a presentation by the developers at 5 Lives Studios, there's a level of mystery and mysticism within the game, driving forward a narrative which also includes some huge mystical creatures. At first, I was thinking of the River Styx. For example, the very first area, which I was able to get hands-on with and complete, you'll find three different relics of the past, activating them so you can get to what seems like an ancient altar, taking you to that almost seems like a river between worlds. Each area will have its own challenges and way to progress through. So, with Windbound you'll find yourself moving from area to area across a number of chapters.
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