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When in 2013 Blizzard dumped Diablo 3 on the consoles, we got a definite proof of how the genre of hack’n’slash RPGs can be as good quality and fun as we play it on our computer portals. This happened much earlier, even with the first Diablo, but the difference between the first and the third part somehow improved the point that the action mask could work on the consoles.

The one who played this title on the consoles must remember how much the possibility of dodging the balls saved the living head in the battles, and that is exactly where Vikings: Wolves of Midgard is based. Whether you go to this adventure on a console or computer, dodge your opponents as naturally as you have a controller in your hands or your fingers on the keyboard. Such a way of controlling in combination with other elements, including several newspapers, is well-conceived, but the realization is a little overwhelming and will probably not be remembered as something crazy and unforgettable.

 

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Moving from an action similar to the titles of this genre, our hero or heroin arrives at the destroyed village, the first rescue station for the rest of the world. Classics, I would say, but the developers have even put a rather strong emphasis on the story that would be most appreciated by lovers of Nordic mythology. What’s wrong with these actions are clichéed phrases that do not sound like the scenario should parody the approach to saving the world.

„The story will be appreciated by lovers of Nordic mythology, provided they pass through the embarrassingly bad dialog.“

The dialects are quite short, but when using sentences like “I can not wait to break even more hostile bones”, and so on, one can feel the bad outburst in the middle of which it is difficult to recognize whether it should be humor or something else. In describing this, it sounds like weird, but believe me in the word – it’s even weird when you really hear that bad realization. Nevertheless, the action that takes place during loading is quite solid. Nothing to remember, but it is very possible that you will listen to everything you have to say instead of pressing the button to continue the opponent’s maze.

When it comes to kicking opponents with different blades and other weapons, the Vikings reject classic class systems and orient the skill tree to the type of weapon they use. By doing so, all limitations have been removed so if you are not happy with the choice of skill at the beginning, the winning points can be redirected to the one that suits you best. Even when this option adds to the ability to use two sets of weapons, various experimentation options will open.

The less positive side of this system is the lack of imagination of available skills. No god has skills that are just fun to use or point out for something. However, this can be very subjective thinking, but only by looking at competition, here is simply a lack of this “va factor” in developing the character.

„When developing a person there is a lot of freedom to experiment, but there are few reasons to enjoy that freedom.“

Although the two-tier system is nothing new in the ARPG genre, the structure of the level on which Vikings rests: Wolves of Midgard is not something that is often seen. Namely, developers have moved away from classical travel around the world and introduced a raid system, or a number of smaller levels that need to be completed before the final calculation. This may sound strange in the ARPG environment, but when you enter the economic branch of the game where it is necessary to collect resources for the development of a village and its own character, then raids make sense.

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To make the whole thing more interesting during the game, a survival system was also introduced. The environment can be devastating if you keep it for too long in the cold or in the poisonous air. Perhaps this sounds silly, but since the levels themselves are not too big, this system adds a grain of tactics to make the gameplay more fun. However, the tasks per level are totally irrelevant. Though their success is overtaken by additional resources, they can be completely ignored in the later stages of the game.

„The raid concept in the ARPG genre may sound strange, but with several other elements it is well suited to the Vikings.“

The second element that fits into the raid system refers to the treatment. Namely, the renowned vials for restoration of health are not here because the Vikings did not have the glass. Therefore, they decided to best perform it on the altars and special objects in which the “blood” of the bad opponent was collected. That extra blood is used when the situation is critical and the altar is not near.

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Looking at the whole picture presented to us by Vikings: Wolves of Midgard, it can be said that there is a good idea inside, but it still lacked grinding and polishing to make full use of the best. For example, economics – although initially a fun element, it is later understood that there was no further development. Especially since traders who are upgraded rarely when they have good items in stock. On the other hand, the bosses after the end of the raid are quite interesting and challenging, so there is always the feeling of uncertainty – “what will I wait next?”

All this might be a little push to the side if the game created the addiction of how it competes. Because of the progression itself, after completion, there is simply no motive for re-moving the game, albeit cooperatively. When it comes to the fact that there are not too many items in the game that will fall after the opponent’s massacre, there is no feeling that you have to play yet – I have to gather this set, I have to create some kind of jewel and the like. That’s exactly why Viking can go through some 15 to 20 hours, but after that the game can be saved side by side and later mentioned when the company talks about the ARPG genre.

 

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