22 Haziran 2013 Cumartesi

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10 Haziran 2013 Pazartesi

Dont Starve İncelemesi İngilizce #3 PART 2

Dont Starve İncelemesi İngilizce #3 PART 1

The Good

  • Tense mix of crafting, exploration, and survival   
  • Distinct art style and atmosphere set a cool vibe   
  • Massive open world to explore.

The Bad

  • Lacks the rewards that would balance out the repetition   
  • Unflinchingly brutal difficulty.
Like in any extreme survival situation, the early moments of Don't Starve's grueling-yet-fascinating struggle to stay alive are electric. Suddenly the clock is ticking. Confidence is high as you first explore a vast open-world wilderness teeming with danger. From trapping a rabbit for the first time to crafting an axe to chop precious firewood before nightfall, every minor accomplishment that keeps you ticking is immediately gratifying. But as the days draw on and dodging death's icy grip gets harder, the rigors of this unflinchingly brutal roguelike adventure chip away at your patience.
Don't Starve casts you in the unfortunate role of Wilson, a scientist who has been mysteriously transported to a strange and deadly world by a demon-gentleman. With little more than a quick greeting, your adversary vanishes, and you're left alone to figure out how to stay alive. Story and dialogue are pretty minimal, aside from a few encounters in the super tough adventure mode, which is accessed by first locating a portal hidden in the randomly generated survival mode world. The hands-off nature of the story is a strength, allowing the heavy atmosphere and outstanding visual design of this grim land draw you in. There's little time for dalliances anyway. A great many things in the game's eerie world are out to kill you from the get-go.
Survival doesn't come easy, but there's an undeniable thrill to the challenge. Your first few minutes of exploration hinge on harvesting whatever basic resources you stumble upon: a few twigs, some flint, rocks, a handful of grass. Collect enough of these raw materials, and you can make an axe, a torch, rope, a spear, and other crucial tools that increase your chances of survival. Don't Starve's deep resource harvesting and crafting system brings previous open-world games like Minecraft and Terraria to mind, and it's one of the game's strongest hooks. Figuring out how to put each item you collect to good use is a fun process of experimentation. Basic items are relatively easy to cobble together with minimal materials, though creating science and alchemy stations also pushes you further down the crafting rabbit hole by unlocking tons of more elaborate item recipes to pursue. Of course, staying alive long enough to build everything is another story.
Dangers are frequently stacked against you in inventive and sometimes frustrating ways. Exploring, scavenging, harvesting resources, and building are best done in the day. Without a torch or a campfire to provide illumination when night falls, you will be torn to pieces by the demonic creatures that roam the darkness within seconds. Building a fire isn't enough either. You have to have enough wood or other fuel sources to keep it lit throughout the night, which creates a constant state of near panic every time the twilight phase of the day/night cycle arrives. Getting caught without the necessary ingredients for a fire or ample burnable materials to last the night spells instant doom.
Changing seasons also usher in new problems to tackle. Live long enough, and winter rears its frosty head, bringing subzero temperatures that cause you bodily harm if you venture too far from a heat source. Admittedly, these interesting wrinkles add depth and additional difficulty to the already challenging survival mechanics at play. They sometimes tip the scale too far, however, particularly given the plentiful supply of other potentially life-ending obstacles thrown in your path.

Dont Starve İncelemesi İngilizce #3

Dont Starve İncelemesi İngilizce #2

Since science is a cornerstone of Don’t Starve, it seems appropriate that it’s an experiment for Canadian indie Klei. It’s the first of its games that’s been shaped by a public beta, with an impassioned community helping steer development. And while Klei’s previous works have been puzzlers and side-scrolling action games, Don’t Starve is a game of survival in an isometric otherworldly wilderness with a touch of the infernal about it.
When we say survival, however, we don’t mean that in the sense videogames normally do. Lara Croft’s most recent outing trotted out the theme, for instance, but mostly as an excuse for some wince-worthy cutscene batterings and a reason to skewer a thousand cultists’ faces with arrows. Don’t Starve is more like what you’d expect if you packed Minecraft’s penchant for crafting and exploration
off to the Bear Gyrlls school of wilderness taming.
Dropped in the middle of nowhere with no obvious goal bar staying alive, you’ll soon discover that you have three meters to manage: your hunger, sanity and health. It’s daytime, but night is coming soon, and you won’t make it to day two without a fire. Dark creatures roam these gnarled woods and treacherous swamps, creatures best avoided until you can get together the tools of civilised man. Wandering about the randomly generated landscape, you’ll pluck berries from bushes and seeds from the ground with a click, filling slots on an inventory bar. You’ll strip saplings for sticks and find flints to craft an axe, then chop trees for firewood. Using the simple crafting menu, you’ll plop down a fire as darkness draws in and wait out the night.
Morning comes, and with it choices. You’ve got to prepare for the next evening, sure, but now you’ve got the latitude to mine rocks to make a permanent fire pit, say. Soon, you’ll also want to make a science machine, which opens up a whole world of useful equipment in your drive for self sufficiency.
There’s a lot to experiment with, and it’s best discovered for yourself, since that’s the main reward for playing Don’t Starve. The game certainly won’t spoil anything for you, and indulges in next to no handholding. In practice, that means it’s up to you to work out if it’s a good idea to scoff spider meat or take on some of the local fauna in your new grass romper suit. It’s a liberating level of freedom, but some of the methods to get your hands on certain resources are obscure, and the results of many actions unpredictable. You’ll need to figure them out through trial and error (read: court death), or pore through the wilds of a wiki page. But the logic here is knotty at times. Why do fires not produce ash, while burning plants does? How come you can build houses for others, but not live in them yourself?
It’s a world full of choice, and the game is not above harshly punishing wrong decisions. In fact, it seems to delight in it. Death is swift and permanent unless you’ve made or found a resurrection item, booting you back to the very first day (or out of adventure mode if you’ve found the way in). Sadism works in the context of this Dantean hinterland, but while some will see this as a spur, it curbed our enthusiasm to start all over again. Especially since the only things you take away from each hours-long attempt are a little more knowledge and XP with which to unlock new unfortunates to play as.
More damning is that the point soon arrives at which Don’t Starve leaves us hungry for more. Not content – there’s plenty of that, and more to follow – but more satisfying solutions to the problems of survival. With little scope for automation of basic collection tasks, days soon descend into flurries of busywork. You’ll click, click, click away at all and sundry, gathering more materials to build an ever-better base of stuff. You’ll click, click, click to cook more filling foods, just to keep topping up that insatiable virtual stomach. You’ll click, click, click to defend your base from nightmarish monsters. You might endure in Don’t Starve, but you rarely prevail.
Redemption comes through nuggets of emergent behaviour between species, as well as the genuine shocks Klei has laid in wait for dogged explorers. The atmosphere is rich, and the hand-scribbled Victorian Gothic aesthetic is wondrous. The soundscape deserves special mention, being full of tootling horns and faintly sinister noises.
But despite a world rich in character and initial wow factor, when you do finally hit the point of sustainability, it feels hollow. It doesn’t take long to realise why humans pursued the path to civilisation: merely surviving is mundane. Don’t Starve’s set of pre-made items doesn’t offer the room for self expression of a game like Minecraft, either, so what to do once you’ve found your place in its land? Klei’s limp answer is to simply change the rules a little and ask you to survive some more.
If you persist long enough, you’ll discover there is a mystery here to solve. But the process of unravelling it is long, punitive and indistinct. More importantly, it’s no respecter of your time, requiring a number of base restarts in new circumstances. Since the early game is the least interesting part of the process, it’s difficult not to resent this.
Don’t Starve is by no means a bad trial run for Klei’s new way of working, but it’s a pursuit for those with a wealth of patience and an appetite for pain. Klei may have modelled Hell brilliantly, but that doesn’t mean we want to live there.
Don’t Starve is available to download on PC now.

Dont Starve İncelemesi İngilizce #1

Or go insane, eat odd meat, fight trees, get struck by lightning, or die


I sat across the fire from my longtime companion, Philip the pigman, in complete silence. Philip and I had been through a lot together, hunting down terrifying creatures of the night, felling mighty trees, and scoffing all the food we could find. He was both my best friend, and my only friend. 
But tonight was different. We'd revelled in our abundant resources, feasting every night, completely oblivious to the shorter days and colder weather. It was now winter, and we were starving. Philip didn't utter a word as I slowly walked over to him, spear in hand. He wasn't the most intelligent of creatures, but the truth was that he simply trusted me, his bosom buddy.
I wailed on him, ignoring his squeals and shrieks, continuing until he was nothing more than bloody meat. I cooked his remains over our open fire, now just my fire, and tore into his roasted flesh. I was sated for one evening at least. I didn't starve, but at what cost?
Don't Starve made me kill my best friend, and that's the least of the game's many horrors. 
Don't Starve (PC)
Developer: Klei Entertainment
Publisher: Klei Entertainment
Released: April 23, 2013
MSRP: $14.99
Don't Starve is both the title of Klei's latest videogame outing, and its single objective. Waking up in a savage wilderness, players are warned that night is approaching and that they should find something to eat. That one instruction is the impetus for a gruelling adventure filled with ravenous monsters and bad luck.
It's a survival game by way of a roguelike, with a permadeath system just waiting to steal everything you've earned. Death lurks around every corner, and pretty much anything can spell your demise. An excursion into the forest for timber could end up with you getting pummelled into oblivion by a sentient tree, eating some unusual meat could give you food poisoning, and even the necessary act of starting a fire could end in a blazing inferno, consuming hundreds of trees and your own flesh.
There's all that to look forward to if you manage to actually find something to eat before you die from starvation. At first it's actually quite simple, even if you do have to figure it all out for yourself. Berries and carrots can be found quite easily, and require no tools for gathering; so finding your first meal is as simple as walking around and using your eyes. Twigs and flint, required for making a torch, are also abundant, and so surviving for at least one night is not too tall an order.
Simple scraps won't sustain your rapidly shrivelling belly for long, unfortunately, and the need for more hearty fare is what drives crafting and exploration. Cooking berries and carrots makes them a bit more nutritious, and that requires a proper fire -- none of that torch nonsense -- which means stones must be found along with logs for fuel, and this leads to the crafting of your first axe and pickaxe. Take that, nature!
Have you ever chomped on roasted carrot before? It won't stave off a rumbling stomach for much longer than raw carrot. So once more, bigger morsels must be searched for. Rabbits can be snared, and that necessitates a trap, or the mighty beefalo can be hunted, though not without decent weapons and armor. 
The wandering life of a beefalo murderer is not a glamorous one, I can tell you. Half of your day will be spent running away from a charging herd, and that's no fun at all. So it's a good thing that farming is an option, albeit a dirty one that smells of manure.  
Playing Don't Starve is a bit like watching the history of human civilization in fast forward, if humanity amounted to one man trapped in a horrific wilderness. Simple hunting and gathering leads to farming and construction, and that in turn leads to light industry and invention, but it doesn't take thousands of years. 
Within a few days, I had gone from a half starved nomad with a bushy beard and a grass tunic to a clean shaven farmer with cooking appliances, several farms, and even some beehives. It was around that time when I first met Philip.
Pigmen are cowardly and stupid, but unlike everything else in the god-forsaken world of Don't Starve, they won't try to kill you unless you try to kill them (or unless it's a full moon and they've all turned into werepigs, I shit you not). They can even be befriended, should you feed them some of your delicious meat. Pig friends will join you on your adventures -- as long as it stays light -- chopping down trees, fighting monsters, and providing much needed conversation... well, they speak at least. 
I befriended Philip because I felt sorry for him, and because I was responsible for his status as an orphan. During one of my expeditions, I had encountered a silky, bulbous sack, which I sensibly prodded with my spear. This caused several ebony, skittering, evil spiders to erupt from the sack, and chase me. Lamentably, I led them right into Pigtown. 
The pigmen sprung into action, punching and shouting at the foul invaders, but it didn't look like they were going to manage to fend them off. I did the only rational thing a man with a torch could do -- I burned down the whole flipping place. It did, I'm proud to say, kill all of the spiders, but it also lead to the deaths of six pigmen.
All that was left was a lot of meat, which I grabbed, and a lot of silk, which I also grabbed, and one solitary pig, young Philip. I fed him some of the meat I'd just acquired, and thinking about it, I probably fed him his uncle or some other relative. Regardless, he became my chum.
Even with a companion, Don't Starve is a punishing experience. When night descends -- with unseen monsters and alien noises -- getting caught without light causes death in mere seconds, and as time plods on, new monsters appear, and even daylight ceases to provide safe harbor. There are so many threats that survival becomes a juggling act, requiring a lot of risk assessment.
You're starving, so you need to find more food, but you're also exhausted, and sleep deprivation is turning your hallucinations into tangible horrors that will almost certainly kill you. Do you construct a sleeping mat and grab forty winks? Or do you risk venturing out into the wilds to hunt down a potentially dangerous animal?
With short day and night cycles and rapidly increasing hunger and decreasing sanity, Don't Starvehas a constant sense of urgency -- there's never any time for relaxation. It's stressful, and if you do happen to get caught with your pants down, you'll have to start the process all over again with none of your resources, and on a new map.
Starting the exhausting experience all over again can be a bit of a grind, especially during the first few days. Don't Starve's early-game is a bit dull, with berry picking and carrot hunting taking up most of one's time, and if you've done it all before, it can be extremely monotonous. The randomly generated maps -- which can be customized before you begin -- offer up a lot of replay value, but it doesn't make the early stages of the game any more entertaining. 
A day is less than ten minutes long, however, so within half an hour, things start to pick up again. The desire to improve and to live longer is a great motivator when starting over, and the continual escalation of challenge should keep anyone looking to test their mettle content. Extra characters, each with their own unique quirks and strengths, also go a long way to increasing the longevity of the title. Sometimes they can make it easier, but sometimes they increase the difficulty. 
Though it's hidden away, there's an adventure mode -- complete with a story -- to be discovered within the main survival mode, and that represents the greatest of Don't Starve's challenges. The game ceases to be about mere survival, and becomes a desperate attempt to escape from an invisible prison. 
As with all of Klei's games, Don't Starve has a strong, memorable art-style, though it stands out from the developer's other titles. It looks like a pop-up story book devised by Tim Burton, it's quirky but hauntingly ominous. It's matched by a dark sense of humor that permeates throughout the whole game, with characters making quips or amusing observations, and monster appearances being absurd as much as they are off-putting. 
Playing Don't Starve can be infuriating. There's absolutely no guidance, and the initial punishing difficulty only increases. It demands that players figure things out for themselves and progress through exploration and experimentation rather than being spoonfed hints and tips. Its uncompromising nature will undoubtedly leave some unsatisfied and irritated, but for those who are willing to work and take risks, it pays off.
The feeling of accomplishment when you manage to fend off countless cruel beasties, survive unrelenting foul weather, and fill your belly is potent. Mastering the wilderness is a difficult road, but from it comes a sense of empowerment. Of course, you could still lose it all in an instant. Such is the fickle nature of Don't Starve.  

8.5 /10

24 Mart 2013 Pazar

Dont Starve Son Sürüm Full İndir [ Direk Link - Tek Link ]

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