Разработчик: Abbey Games
Описание
Key Features
- Endless New Adventures - Explore the far corners of fictitious 19th century world in procedurally generated expeditions to Egypt, the Caribbean and much more.
- Compose your Crew - Choose 3 experts out of 20. Fighters are Aggressive but Speakers can solve tactical conflicts with Speech actions.
- Personality = Gameplay - Each conflict can be solved in different ways, depending on your crew's personality and strategy. 'Mood' is one of the most important gameplay elements.
Fight them with Melee, Ranged and Area of Effect attacks,
win them over using Cheers, Charms and Compliments,
or scare them away by Insults, Taunts and Humiliation
- Optimize your Economy - Collect Insight, Research, Gold and Status on your expeditions. Use them to build economy and support for your next expedition.
- Vivid Stories - Find more than a hundred treasures in hundreds of visual events that adapt to the characters and have multiple outcomes.
- Build a reputation - Become a Diplomat, Aggressor or Manipulator. Go for Science, Wealth or Status. Fame is your goal, but the way there is entirely up to you.
- Permadeath? - In Adventure mode you cannot load after failure. Discovery mode lets you reload. Choose difficulties from Easy through Impossible to customize the challenge.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: x86/x64 versions of Microsoft Windows 7 (SP1 with latest updates), 8.1 and 10.
- Processor: AMD Dual-Core running at 2.6 GHz / Intel Dual-Core processor running at ~1.9 GHz (AMD Athlon 64 X2 5200+ and Intel Core 2 Duo E6300 or newer series are the oldest CPU architectures recommended).
- Memory: 4096 MB RAM
- Graphics: AMD/NVIDIA dedicated/integrated or mobile graphic card, Intel integrated or mobile graphic card, with at least 512MB of dedicated VRAM AMD Radeon HD 3450, NVIDIA GeForce 9600 GT and Intel HD Graphics (Sandy Bridge) and above are minimum required graphic cards.
- DirectX: Version 10
- Storage: 1 GB available space
- Sound Card: Integrated or dedicated DirectX 9.0c compatible soundcard.
- Additional Notes: Keyboard, mouse
- OS *: x64 versions of Windows 7 (SP1 with latest updates), 8.1 and 10.
- Processor: AMD Triple-Core / Intel Dual-Core 3.2 GHz (AMD Athlon II X3 450 or Intel Core 2 Duo E8200 or newer architectures are recommended).
- Memory: 4096 MB RAM
- Graphics: AMD/NVIDIA dedicated / Intel integrated with at least 1024MB of dedicated VRAM. AMD Radeon HD4850, NVIDIA GeForce GTS 250 and Intel HD4400 and above are recommended graphic cards.
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: Integrated or dedicated DirectX 11 compatible soundcard.
- Additional Notes: Keyboard, mouse
Mac
- OS: OSX 10.9.5 (Mavericks).
- Processor: Intel dual-core processor running at 2.4 GHz (Intel Core i3 2nd gen or newer architectures are recommended).
- Memory: 4096 MB RAM
- Graphics: Intel integrated graphics card HD4000 or above. With at least 768MB of dedicated VRAM and with at least Shader Model 4.0 support.
- Storage: 1 GB available space
- Sound Card: Integrated
- Additional Notes: Keyboard, mouse
- OS: OSX 10.10 (Yosemite).
- Processor: Intel quad-core processor running at 2.8 GHz (Intel Core i5 2nd gen or newer architectures are recommended).
- Memory: 4096 MB RAM
- Graphics: AMD Dedicated graphics card with at least 1024MB of dedicated VRAM and with at least Shader Model 5.0 support. AMD HD6970M and above are recommended graphic cards.
- Storage: 1 GB available space
- Sound Card: Integrated
- Additional Notes: Keyboard, mouse
Linux
- OS: Ubuntu 14.04, Mint 17
- Processor: AMD Dual-Core running at 2.6 GHz / Intel Dual-Core processor running at ~1.9 GHz (AMD Athlon 64 X2 5200+ and Intel Core 2 Duo E6300 or newer series are the oldest CPU architectures recommended).
- Memory: 4096 MB RAM
- Graphics: AMD/NVIDIA dedicated/integrated or mobile graphic card, with at least 512MB of dedicated VRAM ATI/AMD Radeon HD 5000 series, NVIDIA GeForce 9600 GT and above are minimum required graphic cards. With vendor-supported graphics drivers. For open source drivers you have to use Mesa 10.3 driver or newer (it applies to Intel cards, Intel HD Sandy Bridge is a minimum).
- Storage: 1 GB available space
- Sound Card: Integrated
- Additional Notes: Keyboard, mouse
- OS: Ubuntu 14.04, Mint 17
- Processor: AMD Triple-Core / Intel Dual-Core 3.2 GHz (AMD Athlon II X3 450 or Intel Core 2 Duo E8200 or newer architectures are recommended).
- Memory: 4096 MB RAM
- Graphics: AMD/NVIDIA dedicated with at least 1024MB of dedicated VRAM. ATI/AMD Radeon HD 5000 series, NVIDIA GeForce GTS 250 and above are recommended graphic cards. With vendor-supported graphics drivers. For open source drivers you have to use Mesa 10.3 driver or newer (it applies to Intel cards, Intel HD4400 or newer is recommended).
- Storage: 1 GB available space
- Sound Card: Integrated
- Additional Notes: Keyboard, mouse
Отзывы пользователей
I wish I could give this a "neutral" score. It's an interesting step in understanding Abbey Games' development as a studio.
Renowned Explorers is a roguelike with tactical battles and a strategic layer. Think FTL but instead of real-time with pause battles with a ship you have turn based battles with a three person squad.
The interesting part of Renowned Explorers is that on the strategic layer, you can upgrade the rewards you get on each expedition, creating a snowball effect where, for example, the study tokens you acquire from research nodes are re-invested into research, so that they give more research points.
The problem is, to the extent these upgrades relate back to the expeditions it's usually through a +2 increment to a stat here or there. So they don't feel satisfyingly chunky. It's sort of like a turn-based clicker with a tacked-on tactical battle part.
The battles themselves are simple. There are three styles of fighting - aggressive, devious, and friendly, and there is a certain amount of "rock paper scissors" with tradeoffs between what will be easiest to win the fight, and what will get the most rewards. But for the most part there is not enough of a fundamental difference between the attack types. They all deal damage against a particular type of weakness and apply a change to attack or defence.
I want more about changing enemy states, moving them around, more interesting synergies between different types of attack etc.
The music is also annoying. I almost always play games with their intended music because even ok music works well in the intended context. Renowned Explorers' music is both domineering and uncertain of the kind of emotion it wants to convey. It's not particularly jolly or tense or dramatic. It just feels brash. Which contrasts with the general aesthetics which are nice and pleasant and cohesive.
They clearly had interesting ideas. I believe that with a tactical battle layer that had more diverse enemies and more differentiated attacks could have been an engaging roguelike. And if the investments on the strategic home layer were made more discreet and chunky, rather than an accumulation of very small changes. And perhaps if major random changes through the campaign encouraged the player to reconsider their build rather than spend the entire game focused on one path to maximising their points.
RE:IS is a great archeological site, because of how it contrasts with Reus 2. Reus 2 has more distinct kinds of synergies which gives interesting build variety, and the new unlocks on a planet create exactly the kinds of changes that I mention which encourage changing their strategy part-way through a game. There are more chunky decisions to be had.
So, overall this is a "no" as a game but it would be a "yes" to check out if you are interested in seeing how a studio iterates.
It's hard to know when to review games like this, made to be replayed a lot. But I feel like I have a good grasp on the game at this point, so here goes nothing.
The game is very charming. From the characters, to their animations and the sound design is all very cute. The world is based around that era in time where Europe was going around the world and exploring places... minus the, you know, not so nice stuff. Very romanticised, but it's not like it's making any statements with it. I enjoyed all the characters, as shallow as they can feel at first, I was surprised a few times where the character themselves changed interactions that I've done many times before.
Gameplay wise, it's a lot of reading. You build up skills as you go, and you use those skills in events that can vary a lot depending on what your team is good at (one run might have a really good scientist, another might be a guy that is really strong). Events are decided on a wheel, with percentage calculated based on the character spinning's skills. This can result in rewards, penalties and sometimes a fight.
When in combat it's a turn based strategy game I suppose. It's very simple. You control 3 characters of your choice and attack the enemies. Every character has a physical attack (aggressive), and two mental attacks (devious and friendly), the latter two giving buffs and debuffs depending on the attack itself. They also get two additional abilities on levelling up, that lean more into the characters play style, but really you could have a group of friendly characters going around punching people if you want it. I have yet to find a group that hasn't worked in some way yet.
Overall, I have had a very positive experience with the game, but I can see some people finding it a bit repetitive at times, since you will be re-reading the same dialogue a lot. But I am over 25hrs in and I'm still finding new interactions and events that you can only get with certain characters, or if done in the correct order on the map you're in. I do wish there were more places to explore too. 3 levels to choose from per exploration stage can get pretty samey.
No action confirmation = game ending misclicks.
Forfeit Encounter: Why is it called 'Forfiet ENCOUNTER' when its actually “End the Campaign”? Feels like a horrendous miscommunication
Contextual help is well implemented, but the tutorial cut off halfway through. Fortunately the campaign map is pretty basic, so I could play that fine.
Novel Gameplay: The three damage types is initially intriguing, but are quickly revealed to be a flat attempt at novelty, when in reality is just a 'types for types sake' system that can be found in a huge number of other games. It has no perceivable bearing on the wider game; My characters aren't shaped by it, the world isn't shaped by it beyond some numbers being a little different and some flavour text referencing it.
Otherwise it kind of just copies the typical roguelike campaign format with no apparent embellishments.
And my least favourite part; Kill-taxing:
I'm being killed just for playing, perhaps so that I have to rack up playtime so it seems like I'm enjoying the game? No thanks. I'm racking in essentially maximum incomes, then I get my run cancelled by an overpowered enemy party, which to my perception was very much not a realistic opponent to face. It's a basic difficulty ramping error and leaves me feeling that the design studio is out of its comfort zone in this game, and/or has not been very diligent in their playtesting cycles for the game.
For context, this encounter was the first encounter on the second mission, for which I was very well equipped, and I was only able to overcome one of the 7 enemies before my team fell. I suspect I could have used aggression, but what is the point of the game if I'm visiting a tribe, fighting to help them, earning their respect, then going into their village and immediately murdering them all because they were too friendly? It makes me think the developers don't understand their own game.
I think this studio overall has some blindspots in their design. Primarily, I think they aren't conscious enough of demanding too much of the player's time. Reus was a really good game, but becomes a slog after a while. I've heard godhood becomes flat after 2 hours, and Explorers here already feels dull after just 2 hours or so.
Perhaps they're not focusing enough on specific strengths, or finding what they're good at. I like the ambition and exploration design, but I also want to play enjoyable games.
Good
This game is great!
The combat system is awesome, both in game play and lore wise.
The RNG can be a bit frustrating at times.
Written-by Mr. Kim Dotcom, circa August 18, 2024:
"This may be the most important post you’ll ever read because it provides a simple explanation about why our world is being destroyed, by design.
I’m not antisem itic nor a N azi. I’m simply a former hacker with great analytical skills who understands what’s happening in the world.
At the end of this post I will quote from a world domination plan. You will recognize the truth immediately because that’s what’s currently happening in the world. Today’s reality suggests that this plan is real.
When you do your own research you will learn that the origin of this plan was discredited and that the alleged creators have nothing to do with it. But who was the person providing the key evidence?
It was allen dulles. The man who raised money from US industrialists to fund Ad olf Hi tler, his Na zi party and his war. The man who later became the director of the CIA during Kennedy and the head of The Warren Commission that investigated the Kennedy Incident. Why would anybody believe a man with such a questionable character?
The protocols of the elders of zion have unquestionably borrowed ideas from several authors but you can say that about most important writings throughout history. It was called a fabrication and is one of the first uses of the term ‘conspiracy theory’.
Why do zionists have a massive overrepresentation in the media, politics, banking and world affairs? How did such a small community get to dominate all the centers of power and information?
Why can isreal ignore UN resolutions, international law and commit a genocide in Ga za to standing ovations in the US Congress? Why is isreal acting like it is above the law seemingly without any fear of consequences.
Read some of the alleged zi onist world domination plan below and compare it with reality. Is all of this just a coincidence?
“Our power will be more invincible than any other, because it will remain invisible until the moment when it has gained such strength that no cunning can any longer undermine it.”
“We shall absolutely control the media, so that not a single announcement will ever reach the public without our control. In this way we shall have a sure triumph over our opponents, for without the media, they are helpless.”
“We will distract the brainless heads with vain conceptions, fantastic theories, rotten amusement, games and filthy passions, so that they will be unable to use what intellect they have. They will never suspect that they have been stage managed by us.”
“We shall establish huge monopolies so that all will go to ruin when the political smash-up comes. We must at all cost, deprive them of their lands, we must lower wages and raise the price of all necessities of life.”
“We shall create an economic crisis, which will stop dealings in all exchanges and bring industry to a standstill. We shall throw onto the streets whole mobs of workers, simultaneously, all over the world, who will rush to loot property and delight to shed blood.”
“In our government, besides ourselves, there must only be the mass of enslaved people, a few billionaires devoted entirely to us, police and soldiers. To do this we must create chaos and hostilities and we must use all deceit, treachery and falseness possible. Our greatest weapon is the media.”
“We shall establish one king over all of earth who will annihilate all causes of discord, such as borders, nationalities, religion, state debts, etc. and get peace and quiet which cannot be secured in any other way. To attain our ends we must foment trouble in all countries, utterly exhaust all of humanity with hatred, struggle, envies, torture, starvation and diseases so that the people will be forced to take refuge in our complete sovereignty.”
“Our master card has been and is and shall be the destruction of all privileges, on the ruins of which we shall set up our absolute autocracy.”
Please be mindful that most pro-isreal comments on social media are generated by the largest bot network in the world, not by real people."
Specifically, this is what has been done, using video-games to brain-wash, indoctrinate, demoralize, and fractionalize, young(er) people who would otherwise be focused-on family and community, is IN-YOUR-FACE, now, and is openly-known to be happening with the games we buy from Steam, and others.
Search for this article using the following search-terms: Zero Hedge "Leftist Consulting Firms Exposed Behind Wokification Video Games":
""How the tables have turned in the past decade. If you were involved at the inception of the culture war around a decade ago then you probably remember an abrupt and distinct change in popular media from 2015 to 2016. There was a surge of far-left and feminist propaganda in movies, television, commercials and even video games that was highly aggressive, perhaps even militant. Some people spoke out at the time and questioned the motives behind the trend, only to be smacked down by angry mobs of activists and corporate journalists with accusations of “conspiracy theory” and “bigotry.”
In other words, their claim was that you were not seeing what you thought you were seeing. There was no feminist agenda. There was no gay or trans agenda. There was no socialist messaging. It was only in your head.
If there is one rule that encompasses all political endeavors, it is this: If you have to hide your intentions and lie about your goals when trying to spread your ideology, then something is probably very wrong with your ideology. This is exactly the problem inherent in the attempt to spread woke doctrine – Activists and provocateurs never ask anyone if they want to hear about woke ideas; they seek to force everyone to see and hear woke ideas, to the point that people cannot escape the messaging.
Even more insulting is the fact that even though most of these activists claim to be fans of the media they target, they are usually discovered to be frauds. Woke ideologues have little sincere interest in nostalgia, movie making, video games, comic books, etc. They only care about these properties because they see them as a vehicle to be co-opted, infected and dominated. Leftists know well that if they control pop culture they can control the thinking of the next generation."...
Great game. I really enjoy the fresh take on combat and building teams.
So this game is good.
Base Game you assemble your team of 3 colourful/colour coordinated explorers and set out to do 5 expeditions before the big celebration at the end. While on an expedition the gameplay is 2 steps: walk around the map and get into events where you can earn resources and get into fights which is the second step. Fights use the emotion system where if you are in a certain emotion you get benefits or debuffs depending on how it stacks up against the enemy emotion. They go in a rock paper scissors type arrangment: Friendly has advantages over devious, Devious over Aggressive and aggressive over Friendly. Manipulating the mood can give you advantages in combat and the mood you end in may give you different treasure at the end of the expedition. Once your expedition is done you go back to the world map to spend your resources to upgrade your team and then you go again. Game knowledge is mighty helpful when you get more experienced but its also fun to explore places for the first time and soak in the great writing of Abbey Games.
One overarching issue I have with the combat is there is no undo button which may take some getting used to.
The More to explore and Emperor's challenge DLCs are well worth it for how much more they add to the base game experience.
Would definitely recommend if you are a fan of turn based combat and dont mind reading the text box stories.
Impressions of the game:
Difficulty:
The game feels difficult, but not in a fun way. The mechanics are actually very simple once you get the hang of it. The problem is that the game keeps giving you challenges, but it's actually very restrictive in the way you can face them. You are either perfectly tailored for a specific situation, or you don't. There is very little wiggle room in what you can do to solve it.
Mechanics:
the game is divided in 3 parts:
- Encounters, where you fight enemies.
- b]Events[/b], which happen trough the map
[*]city phase, which happens after an adventure and allows you to spend your resources on improvements for your team
Encounters
Encounters are turn based combat in an exagonal square map. Characters have 3 kind of abiliites, aggressive, devious and friendly. They work in a rock paper scissors fashion, where aggressive is strong vs friendly, friendly is strong vs devious and devious is strong vs aggressive. The way the game enforces this is with the mood system, where doing actions of one of these categories will set your mood, compare it to the mood of your adversaries and give your team buffs or debuffs depending on the rps logic.
These buffs and debuffs are absolutely massive. Its not immediate to change a mood, so it might be problematic to switch out of a detrimental mood to you, while your opponents can (and often do) switch out immediatly. If you are faced against an opponent which has an advantage against your team, the battle is incredibly uphill and there is very little you can do to work around it, the reason for this is the team composition you run.
The game pushes you a lot into building a team focused on one combat style. Most teams will have a fallback style to use, but i found playing several comps that in general the secondary style of play is less than half as strong as your regular combat style, effectively pidgeon holing you into either facing massive debuffs in combat, or gimping your damage output significantly.
The combat lacks variety since your characters have very limited options even in the abilities they have, the playstyles are a bit different among the different combat styles, but characters don't have an arsenal of attacks to make you feel that the change you make between one or the other is significant. Having such a small number of abilities you can use, and having every character almost always bringing at least one of every kind, at the end of the day makes it feel like it is pretty much just a color coding on the same set abilities every character has.
Events
In games of this style i feel that events are very important because they make you immersed in the world. In my opinion this game fails at that pretty horribly.
The event system works like this: you get an event, the event gives you some options to chose from, which work with a percentage chance of success. The negative effects are not very creative, pretty much always being flat stat reductions. Similiarly goes to the positive effects, which are almost always just currency. At the end of the day, you'll always pick the option with the highest percentage or skip it.
Regarding the percentage:
Your team can learn perks in a field of science, these perks are divided in several categories, like natural science, engineering, tactics, for instance, and there are several named perks you can get in each categories. These, quite sadly, have the only function of being stat checks for the events you face, increasing the percentages for the spin.
Leveling up a perk adds nearly nothing to your gameplay except a slightly bigger number in the wheel of fortune you have during events, and occasionally giving you the odd extra unpredictable dialog option for some minimal advantage. In general leveling a perk feels bad because you don't see effectively how strong you become, and often the perk remains useless as you might not face a challenge suited for your perk, even when entering an area with a challenge of your perk type.
The city:
The city doesn't feel too bad to play in, even the big payoff elements of getting a legendary item from farming a lot of gold or some other improvements don't feel as impactful, as most of the time mood combat relations are the deciding factors of encounters. Never has it happened yet in the several playthroughs i made to get some particular event that made me feel particularly strong or that some strategy was working well together, even when your party and comp feels very strong, you can get punished heavily by getting in the wrong fight.
Wonder
i've played through this game several times, this game fundamentally lacks those "wonderous elements" that you find in most other roguelite games. To make a comparison, in slay the spire, you know sometimes you hit that crazy combo with a relic and cards that make your run go wild. In curious expedition, sometimes you hit a broken item and it carries your run. Sometimes you find something unusual and epic. Here there is nothing of that. The game is extemely linear and repetitive on that part, which for me ruins the immersion in the world. You'll face 20 times the same 4 bandits and the same 5 bosses always in the same way every time, and you'll get the same items and same perks and improvements every time.
Finishing thoughts
i came in expecting a game similar to curious expedition/slay the spire, this isn't that. It has complexity where it is unecessary and no nuance in the way it challenges you trough your playtrough. If you like roguelite games, this doesn't do very good in any of the things that makes these kind of games great except for having an high level of difficulty (but imo not in a good way).
tl.dr
The game punishes you for playing it in the way the game dev are pushing you to play it.
There is no "Cool thing you can discover" that makes your run go, even when you get a good comp, it doesn't feel crazy strong, as you'd get on a good roguelite game run.
Wouldn't reccommend, even on sale.
Unique mechanics that take several playthroughs to really master
I find myself coming back over and over again.
I would love it if there were new expeditions added to the game but with the variety of crews one can throw together it is always a new experience and you never know if you will make it to the end.
OVERALL - Decent game, but wouldn't recommend unless you have an interest in game design and want to look at some unique combat systems
Different and fun theme, but overall I did not like the combat (encounters) and repeat runs felt a bit very similar.
STORY - 3/5
The basic theme and story are fun and different from most games. The story overall is pretty bare bones, but the goals and the characters' motivations are presented fairly well.. Overall decent, but not really meant to be a strong point.
GRAPHICS/ART - 4/5
I enjoyed the cartoony graphics and the character design. I thought the overall art style was bright and colorful. I thought it went well with the theme.
COMBAT - 2/5
The tactical combat mechanics are different and an interesting take on traditional combat. But overall I felt very constrained with the limited move set, movement, and number of characters. Overall I felt it would have benefited from a larger map with a bit more move. Also, if the characters had 2 negative emotions and 2 positive emotion moves, I think that would have provided a lot more tactics to use. Also, having 4-5 characters would give the status effects from emotions more impact as sequential characters could use them.
OUTSIDE COMBAT(Expeditions) - 3/5
I enjoyed the expeditions and traveling around the map. I thought the iconography was fairly clear and helpful. I thought there was a decent amount of impactful decisions on what routes to take and where to go and how much to sacrifice potential supplies
OUTSIDE COMBAT(World Map) - 3/5
Overall I thought the world map was decent, but I thought there was a decent amount of confusion on some of the effects. Often it wasn’t clear if some bonuses would be from then on or retroactive. Also, I really feel like the game would benefit from more expeditions. I also think the standard campaign would benefit from one more expedition before it was over
UI- 3/5
Overall the UI was pretty good. Some of the bonuses weren’t always clear and I never saw anything that told me what those orange tiles were in the combat maps. On the world map there did seem to be a bit more clicking than I felt was necessary. Also the speed up option to avoid combat animations was nice, but I would have liked the damage text to last a bit longer and give a better indication of what time of attack was used.
There aren’t a ton of games with this sort of fun theme, so other than the good tactical games I would probably include some fun lighter themed games.
Games I would recommend over Renowned Explorers
Slay the Spire
Defender's Quest: Valley of the Forgotten
Halcyon 6
Banner Saga 1,2,3
Into the Breach
XCOM 2
Darkest Dungeon
Renowned Explorers is a neat game. The link between story, combat and characters is a fun dynamic to explore through replaying the game. If you're into turn based strategy then give it a try!
OMG very greedy price hike...
Great game with lots of replayability. Feel like this got overlooked a bit, but it belongs in the pantheon of good indie roguelikes.
Easy to pick, fun to play!
Look at the tags: Strategy, Adventure, RPG...??
They managed to mix them in a very pleasant way - good balancing, adventurous spirit, and non-game-breaking RPG. A new kind of gem, that's unique and fun.
If you want to get refreshed, but don't want long games - this one is for you.
P.S. The only big con: Finished it in 8hrs, so the price tag of $10 is too high. Yes, it's veery replayable, yet $10 is high. Wishlist it and get it when its cheap!
Very fun and replayable. Love the More to Explore DLC. Would like more supplies to explore everything - but very fun and entertaining. Love the graphics and dialogue.
Игры похожие на Renowned Explorers: International Society
Дополнительная информация
Разработчик | Abbey Games |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 23.12.2024 |
Отзывы пользователей | 91% положительных (1839) |