The closest example I can think of is Darkest Dungeon, whereby you take it in turns to launch attacks and damage or other negative effects persist through the following game. The small scale combat is turn-based and dependant on reading the enemy. It’s often a very slow and methodical game, broken up by combat – both large and small scale – that will test your patience. Learning the ins and outs of trading will take a while, and learning what’s worth transporting and which risks are worth taking is half the battle. Vagrus: The Riven Realms throws a lot at you. You lose people regularly, and unfortunately there are some situations you simply can’t prepare for the first time. Random encounters with enemies can lead to fights you can’t win, while wandering blindly into new areas can see your caravan corrupted, poisoned, or beset. Every time you set out into the wild you are rolling the dice on your entire playthrough. At the best of times this opens up new routes, quests and rewards at the worst of times this will lead you into situations you are underprepared for. Random events can pop up inside cities and camps, which will sometimes force you down a certain path. Tackling different quests in a different order, or visiting settlements at different times can lead to very diverse playthroughs. In fact, one of the things that makes Vagrus so interesting is that you won’t always know the effects of your decisions until later. Some are in direct conflict with others, and Vagrus uses this to force difficult decisions upon you. There are ten factions scattered about the world, all of which require your help. You have limited space in your cargo hold and your armour and weaponry is somewhat lacking initially, but the longer you survive and the more quests you complete, the tougher you’ll slowly become. Vagrus: The Riven Realms – A tough, challenging management simĪ vast portion of the game is spent in towns and settlements, trading goods and services. You can choose to play a tutorial story called Pilgrims of the Wasteland if you wish, though, which I’d recommend, as Vagrus doesn’t like to hold your hand. There’s no strong narrative, and instead Vagrus: The Riven Realms seems to want you to write your own story in its savage land. When you first start, you’ll need to create a character from a variety of elements that will send small ripples through the game. It’s a dangerous business, and Vagrus: The Riven Realms likes to remind you of that often. Caravans are necessary for transporting goods and VIPs across these wastes, but beasts and bandits and demons roam the wilds. Previously modelled on ancient Rome, the remnants of Vagrus’ world are decaying temples, rotten gardens, shattered amphitheatres and endless wastelands. In the aftermath, a cadre of dark otherworldly entities slipped through the tears in reality to visit evil and death upon what was left of the world. In this desolate world, all lay in ruins after the gods decided they’d had enough of people being shit and had a good old fashioned Apocalypse. Your role is that of a Vagri, the captain of a caravan (called a comitatus in-game). Vagrus: The Riven Realms falls into the latter category, and it’s only because it somehow remains compelling that it gets away with it. They really on either dialled-up numbers or, worse, the dreaded random number generator – which is then deliberately skewed against you. Other games, though, are just hard for the sake of it. You’ll only overcome them either by getting good, or learning how to use what the game gives you to build the right kind of character. The good ones are designed in such a way that they are universally difficult. Soulsborne games, or (shudder) masocore games, pride themselves on it and that’s okay. At a certain point being a brutal challenge became a bizarre badge of honour for some games. Vagrus: The Riven Realms seems to pride itself on being tough, and I’m not sure it’s a good thing.
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