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Plus, each chapter ends with the ability to unlock a persistent upgrade, making Kara a tad stronger per run. Permadeath sends Kara back to chapter one after she falls, but she’ll retain the items she collects. It’s an interesting inclusion that gives Windbound some roguelike elements, even if they’re completely optional. At the beginning of the game, you can choose play with our without permadeath. On a fundamental level, Windbound is a survival game with procedural elements. However, you’ll most often be crafting and gathering resources. You’ll hop from archipelago to archipelago, fighting savage creatures and charting new territory. Windbound relies on lore and subtle storytelling, player experience and discovery. It’s a game about exploration, seafaring, and combat. It sees the player taking control of Kara, traversing the high seas, devoid of overt instruction. Over time, Windbound begins to feel hollow.įrom a macro perspective, Windbound is an adventure title. In the moment, Windbound evokes a fairly elegant sense of adventure. However, waning durability is equally an illustration of rigidity, for whatever length of time that lasts. The more you experience this game, the more its cracks begin to show. However, like anything crafted, Windbound has finite durability. The game is an amalgamation of disparate influences, one that hopes to be transformative and greater than the sum of its parts. In many respects, Windbound feels like a crafted good itself. It’s curious that Windbound relies so heavily upon crafting elements.