Instead, it should take most players around 30 to 40 hours to complete a playthrough of Eastward. However, neither is it a game that players will hammer out in an afternoon. Fortunately for those with tight schedules, Eastward isn’t a hundred-hour epic that requires months of commitment. The answer to that question is naturally going to vary significantly depending on the player. RELATED: Stardew Valley Fan Points Out How Much Sandy's Shop Looks Like Peppa Pig and You Can't Unsee It How Long Is Eastward? As such, many are wondering how long Eastward takes to beat. However, not everyone has time to dive into a long game, no matter how good it is. So far, the game’s seen an overall positive reception from critics and fans alike, enjoying an 85% on Metacritic and a Very Positive user rating on Steam. The pixel-art RPG adventure follows expert miner John and a mysterious young girl named Sam as they explore the dangerous but verdant world on the surface. The game takes place in a dystopian future where toxic clouds forced most of humanity to flee underground. But again, the puzzles are what will captivate you.Indie Developer Pixpil and S tardew Valley Publisher Chucklefish released Eastward on September 16th. It’s worth noting that cooking in Eastward is refreshingly coherent to the core experience compared to most other games with similar systems, because fridges and stoves dotted throughout maelstroms of debris offer a kind of homely, natural respite. Sam launches bolts of energy at what look like giant, floral onions so John can march forward and clock Venus fly trappers and intimidatingly large frogs over their idiot heads with a weathered and likely still hot frying pan - you also use it at regularly interspersed makeshift kitchens in order to cook health-restoring food. Individual dungeon levels are kitted out with multiple interconnected puzzles, most of which are simple but require you to use both John and Sam’s respective abilities. But this brevity of decryption is why puzzling is so effective here. Quake City is not overly complex - you’ll rarely scratch your noggin for more than a couple of minutes before figuring out what you need to do. The real place where Eastward sings is in its puzzle design. This is all well and good, but it’s methodical in a way that feels intentionally automatic - you’re never really forced to think about combat, because it generally just serves as a backdrop for texturing Eastward’s primary mode of progression. In the spirit of this being inspired by traditional Zelda, you’ve also got a bomb bag - aside from using explosives as a conventional means of shattering destructible obstacles, you can also wallop them across chasms to blow up baddies in true Eastwardian style. Despite being little bigger than a regular kipper, snagging this aquatic anomaly is easier said than done.Ĭombat in Eastward is relatively clear-cut - Sam can launch psychokinetic blasts to stun enemies, while John pummels them with a frying pan, lambastes them with bullets, or sets them ablaze with a petrol-guzzling flamethrower. You’re here to find the golden snapper, a legendary fish that, for some reason, is essential to John and Sam’s quest. After arriving at rocket scientist Alva’s mansion, John and Sam are tasked with venturing into Quake City, a sort of dieselpunk array of dumpsters and disease populated solely by ungodly creatures who know nothing more than senseless violence. I’ve played quite a bit of Eastward, but for this preview I’ll be focusing on one specific section around ten hours into the game. On the other, however, Eastward is comparable to Zelda in form and tone alone - once you get past the initial similarities, which you will do at blistering pace, this world will lodge its hooks in you like one of the weird Eastwardian crows that descends on you like a vulture on rotten meat. On one hand, it screams classic 2D Zelda - there are monsters and dungeons and puzzles and goofy dialogue that is somehow silly and witty at the same time. It is personable and warm and quietly confident in a way that lends it the ability to become palpable without ever trying overly hard. Together, you barrel upwards to Eastward, an apocryphal but oh-so-real and sprawling world packed with weird and wonderful mysteries - your insignificant existence immediately transforms into a plight against misinformation in the name of justice and truth.Įastward, to put it plainly, is charming. All of a sudden, your lonely meandering leads to you cross paths with a strange little girl bearing even stranger powers. Imagine you were a miner destined to live out your days in an amiable but ultimately unadventurous subterranean civilisation, battering rocks in solitude as the world around you becomes gradually smaller.
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