- Joined
- Oct 16, 2021
- Messages
- 337
Exodus - Campaign Series
Besregar has scaled and delivered a campaign that feel's like the perfect activity for introvert's recharge in solitude :]. Congratulations, man. I'm pleased to say that you've made a campaign that feels like a truly refined experience.
The Path to Valour takes a rare theme of Stromgarde on the workbench and packs into a campaign of varied gameplay and good looks. The first thing that I noticed was the terrain - while majority of mapmakers would simply take Lordaeron Summer and pretend that it's Arathi Highlands or something around, you pretty much created a biome of similar temperature and theme with new textures and doodads. This provided areas of Stromgarde and around with fresh look and recognizable identity. The terrain in general feels clear, cozy, organized and readable. It was nice to see finally Dark Iron dwarves in some campaign as well. Nice touch with sudden meeting with Daelin and playable Kul Tiran retrospect. TPoV features many small but important details like that, that enriches and polishes the experience.
Then as I progressed further, rich palette of mission mechanics made me quite impressed. Most of the missions featured something imaginative, while maintaining reasonable difficulty level and high readability of general gameplay. Two playable levels of Thandol Span? Shooting down incoming Necropoli via docked ships? A map that uses % of map covered in Blight as failure conditional? That's a solid dose ot thought put into gameplay and I can't remember a single moment of boredom, but also all those custom mechanics feel welcoming and instinctive to play. I especially enjoyed the RPG map in Stromgarde City and the third mission. This capture of various POIs looks inconspicuous, but is surprisingly enjoyable and I cannot exactly pinpoint why. Perhaps it's the mix of general theme, balance, pacing and slowly-expand-for-the-effect gameplay that I tend to like. Here all those factors were skilfully tailored together.
The campaign is surprisingly soothing and chill, and triggers such feelings very early on. It does so by combining high project quality and many layers of polish with rather slow pacing, balanced difficulty level and story that feels more like a book, then blockbuster movie filled with explosions and CGI. I quickly realized that this one won't throw any nasty surprises at me and simply offers a stable and solid ride to the very end. Sometimes it has those moments of more magic, like the sequence in the throne room of Lordaeron palace... But those moments of surprise, Arkain-style twists of plot that drive the story into completetly new directions are unfortunately rather rare. The plot takes rather predictable route to the conclusion that's already known.
Oh, and the high-ranking lady of a noble Stromian house jumping on cliffs and ridges to reach some hidden loot. With high mana costs and game calculating jumps to be just not enough to reach the destination... Annoying
, but I guess I'm biased here and I simply dislike jumping around for hidden loot.
I can definitely recommend PToV especially for those long, autumnal evenings of cold rain behind the window. It's not a "Chaotic Masterpiece"-style campaign like HoS, squeezing sweat from me and forcing me to overclock my brain cells. It's not a crazy drive of constant WTF moments, but something that makes an introvert's evening simply complete with balanced entertainment and zen stimulation. Take a cup of tea, cover yourself in a blanket and enjoy a big piece of a well-crafted campaign that can make you forget about daily grind and struggles.
The Path to Valour takes a rare theme of Stromgarde on the workbench and packs into a campaign of varied gameplay and good looks. The first thing that I noticed was the terrain - while majority of mapmakers would simply take Lordaeron Summer and pretend that it's Arathi Highlands or something around, you pretty much created a biome of similar temperature and theme with new textures and doodads. This provided areas of Stromgarde and around with fresh look and recognizable identity. The terrain in general feels clear, cozy, organized and readable. It was nice to see finally Dark Iron dwarves in some campaign as well. Nice touch with sudden meeting with Daelin and playable Kul Tiran retrospect. TPoV features many small but important details like that, that enriches and polishes the experience.
Then as I progressed further, rich palette of mission mechanics made me quite impressed. Most of the missions featured something imaginative, while maintaining reasonable difficulty level and high readability of general gameplay. Two playable levels of Thandol Span? Shooting down incoming Necropoli via docked ships? A map that uses % of map covered in Blight as failure conditional? That's a solid dose ot thought put into gameplay and I can't remember a single moment of boredom, but also all those custom mechanics feel welcoming and instinctive to play. I especially enjoyed the RPG map in Stromgarde City and the third mission. This capture of various POIs looks inconspicuous, but is surprisingly enjoyable and I cannot exactly pinpoint why. Perhaps it's the mix of general theme, balance, pacing and slowly-expand-for-the-effect gameplay that I tend to like. Here all those factors were skilfully tailored together.
The campaign is surprisingly soothing and chill, and triggers such feelings very early on. It does so by combining high project quality and many layers of polish with rather slow pacing, balanced difficulty level and story that feels more like a book, then blockbuster movie filled with explosions and CGI. I quickly realized that this one won't throw any nasty surprises at me and simply offers a stable and solid ride to the very end. Sometimes it has those moments of more magic, like the sequence in the throne room of Lordaeron palace... But those moments of surprise, Arkain-style twists of plot that drive the story into completetly new directions are unfortunately rather rare. The plot takes rather predictable route to the conclusion that's already known.
Oh, and the high-ranking lady of a noble Stromian house jumping on cliffs and ridges to reach some hidden loot. With high mana costs and game calculating jumps to be just not enough to reach the destination... Annoying
I can definitely recommend PToV especially for those long, autumnal evenings of cold rain behind the window. It's not a "Chaotic Masterpiece"-style campaign like HoS, squeezing sweat from me and forcing me to overclock my brain cells. It's not a crazy drive of constant WTF moments, but something that makes an introvert's evening simply complete with balanced entertainment and zen stimulation. Take a cup of tea, cover yourself in a blanket and enjoy a big piece of a well-crafted campaign that can make you forget about daily grind and struggles.
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