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Sylvester Archipelago

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#3828
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I promised

Pros
1) Detailed development of the game world.
Countries, gods, a mysterious order – everything is very cool, it's a pity that not everything was useful.
2) Selection of pictures.
Even during the game, I noted pictures for NPCs. I saw the team members – excellent, vivid images, but they don't give the impression that they were taken from different places. After that, almost all the single NPCs were just as good. And the picture of the tower too.
3) Handmade.
Magnificent maps, the layout of Atamus's estate, as well as the drawings carved on the walls in the first trial.
4) City exploration system independent of players.
It became clear later how good it was. When the game on the island became tedious due to waiting for all the players to take action. I admit, I myself dragged it out, for example, in a dialogue with the elven prince.
5) Many interesting plot ideas.
For example, I really liked the island, it was atmospheric.
6) Balance.
Surprisingly. I have repeatedly expressed my opinion that a fine balance is not necessary in a cooperative game. In the third game, when playing against the AI, no one thinks about balance; it's just an entertaining pastime. But when playing against a person, rules immediately arise, and it turns out that it is not possible to upgrade fairies with vampires.
I'm writing balance as a plus because the main condition for a game with permanent death has been fulfilled – "do no harm." None of the characters died from a random encounter around the corner, and the game could have been broken by such actions. I perceive the choice of tunnels by Tiberius and Sarael as a kind of Russian roulette, rather than a battle.
So there is nothing wrong with the abundance of easy battles, especially since there were a couple of "close calls."

Cons
1) Complete linearity.
What upsets me in a "live" game with a host is the lack of an open world. There is a list of pre-planned locations that must be traversed linearly, and you can't go anywhere else. Went to the harbor – "found nothing," went south from the lake – "found nothing."
And the next point is about the same:
2) Here it's dense, there it's empty.
Some situations that the host had well imagined in advance were brilliantly described. The world in such cases turned out to be truly alive. For example, "the palace of the tecora," or the scene in which we hear the conversation of Lucia, Vincent, and Kraznak, I also really liked the conversation between Alex and the hermit, and the fisherman in Siyotoyukyu was not bad.
But where the world appeared before our eyes spontaneously, it was simply empty.
For example, on the island in the jungle (!!), we did not meet a single bird, not a single insect, and did not learn anything about the vegetation. The lake was probably very interesting too. It never rained, and we didn't even look at the sky, we didn't see the sunrise or sunset. We were as if walking in a cardboard box through the jungle to the destination.
There was a wild boar, excellent. The captain even ordered it to be cooked. But we didn't even try it! If it had been cut into small slices, fried in a pan until crispy, with onions and carrots! So that those who read would salivate.
3) Rather meager quest content.
Only in fact. Potentially it was better, but, due to various reasons, we didn't see everything.
The quest with the anemometer in Limiskla could have been interesting, or the quest for Alex with the savages, if we had defeated the histeoses, or the quests with the two remaining skulls.
In fact, only the quests with battles and the shops were memorable to me. Basically, just the battles. Not to say that there were no other quests, but there were too few of them.
About the three trials in the temple, I need to say separately.
First. I'm not against a very difficult puzzle with a vague interpretation of symbols. This is even good and logical. But it is completely illogical to assume that the players will guess ten out of ten. This is simply impossible. Moreover, it doesn't matter who presses the levers (as in the third trial). It seems to me that it would look better if a person pressed the levers one by one, and if they made the wrong choice, they would lose 30 hp without the possibility of healing. Then there would be an opportunity to figure out the answer and some adrenaline.
Second. There wasn't one. The players didn't participate at all.
Third. Of course, the Sky is not a professional "puzzle master," but in general, it turned out not bad, it diversified the game, so to speak. I know that there is no such word in the Russian language, but let's assume that I meant the character from Batman.

Overall, the impressions are good. Thank you for the game.

В тихой однообразной жизни всегда так бывает: каждый отдельный день бесконечно долог, но месяцы и годы мчатся с непостижимой быстротой.

I wanted to offer you some flowers, but a crown would suit a princess like you much better

Смысл жизни в том, что жизнь на тебе не заканчивается