Friday, August 5, 2011
Pirates of Black Cove Game
Pirates of black Cove's colored vibe is evident from the start. You select one of several different heroes and go to the defeat of the mean ol 'pirates title game by joining the three factions of the Caribbean islands. On the way, you meet a voodoo priestess, a witch toothless, a governor Fraidy-cat, and other deliciously exaggerated caricatures.
Pirates of Black Cove is full of character. It's just not a lot of fun. The three factions swashbuckling send you on various missions, most of which relate to the sea sailing and cooking your guns of enemy ships or cruise to different islands and engaging rascals on earth. Anyway, what seems at first like simple pleasure, turns sour when you realize just how easy and glitchy are two aspects of the game.
The game begins as a small crowd of units eventually becomes a big one. But if you're in the first hour of play or 10, the battle is always the same: select all your units and click on the enemies until they die. There is no question that you recruit units return to base. It does not matter if you activate the power of a special unit of the hero. To win, you select all your boastful swordsmen and click.
Lower your expectations. Even the foundations of a RTS is not made here. The pathfinding is a disaster. Units to be caught on the rocks, are struggling to navigate around corners and sometimes in circles. Meanwhile, the friendly and enemy units as can clips directly into various objects, including those you are supposed to attack, such as guns. When your rivals sullen walk in the geometry of this kind, you can not click on them.
Seafaring also brings its fair share of anything. You can return to the basics quicktravel pirate, but to reach mission objectives means to navigate your ship expanses of ocean with little to break the monotony. There are some battles here, but they suffer from the same problem that seeps into the ground missions, they are too easy.
The sailor suffering from botched execution, too. AI and pathfinding is still a problem. Enemy ships can not always understand how to navigate the reefs or even how to get around each other. And so they ram into the ground again and again, or perhaps mid clip in it. This problem can be downright hysterical in escort missions to ships multiple bump against each other and getting caught between the land surface.
Perhaps a certain depth of gameplay could have helped the veil of the fundamental problems. You collect items such as octopus eyes and marine plants while browsing around. In a faction-based, you can have these handsets in the articles that make you become invisible, or make your boat go faster, among other effects.